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Ed's Newsletter - August 2002
"THANK
YOU, ELECTRONIC ARTS!"
You guys really did it right, and I appreciate it. I could
not have asked for better hosts nor a more enthusiastic class
of animators. It is a real special pleasure for me to work
with a team like yours, no kidding. Special thanks to Kyle
McKisic, this month's candidate for the Busiest Man Alive
Award. Kyle is who made it happen, and I send him a cyber
high-five and enthusiastic hug. Thanks to all!
LOOKING FORWARD
TO BIOWARE ...
I'll be working with the animators at BioWare in Edmonton
Canada August 17-18, and I really can't wait. I mentioned
this gig to a teenage friend over a pizza yesterday, and he
almost choked on his pepperoni. "You mean, like, 'Baldur's
Gate'?! Cool!" You guys at BioWare are famous! See ya
soon --
BRING "ACTING
FOR ANIMATORS" TO YOUR NEIGHBORHOOD!
I will be in Sydney, Australia Dec. 1-4, participating in
the Digital Media World Australian Effects & Animation
Festival. After finishing up there, I plan to continue westward,
circling the globe before returning to Chicago. If you or
your company or your school would like to host a one or two-day
"Acting for Animators" workshop, this would be an
ideal time to do it, regardless of where you are located in
the world. Normally when I teach internationally, the travel
expenses are a big part of it. This time, that will not be
the case because I can apportion it pro-rata. If you are interested
in talking about this possibility, please contact me right
away. My e-mail is edhooks@edhooks.com.
I hope to see you soon!
ANIMATORS ARE
DIFFERENT ...
Stage actors and animators approach and apply acting theory
very differently from one another. A major difference is in
the use of psychological visibility. For stage actors, it
is absolutely essential; for animators it is totally irrelevant.
In my August Ed Hooks Newsletter, which goes out via e-mail
only to stage actors, I wrote on this subject in the craft
notes. If you'd like to read it, drop me a note and I'll send
it to you. Just keep in mind that I wrote it for stage actors,
not animators.
CRAFT NOTES
"THE USE OF SYMBOLISM AND FORESHADOWING"
A person watching a live-action
movie will presume that 100 percent of what is on the screen
means something. If you have a scene that takes place in a
shack in the wilderness, the fellow in the audience will take
notice if you include, for example, a small purple wild flower
sitting in a water glass on the counter. He won't know what
to make of it, but he will file it away in his brain just
in case this is information he may need later on in the story.
This tendency for an
audience member to endow every single thing on screen with
importance is potentially a valuable tool for animators of
both movies and games. You can use it to foreshadow events,
to expose character traits and to re-direct or mis-direct
attention to plot.
This subject is on my
mind today because an interesting article was recently published
on the Gamasutra web site (http://www.gamasutra.com),
having to do with the uses of symbols in video games. Its
author David Freeman contends that game designers can deepen
the emotional response of the game player by inserting non-obvious
symbols here and there. He says that if the symbol is so obvious
that the audience notices it consciously, then you have gone
too far. His idea is to insert symbols that float and register
just below the game player's conscious level. I think Freeman
is on to something, but this is a very big subject. Before
you start inserting symbols helter skelter in your animation
and giving yourself high-fives for being a budding George
Lucas, let's take it a step further.
The key to the use of
symbols rests in the audience's inclination to endow absolutely
everything on screen with importance. This is also the Achilles
Heel of this tool, and it why you must tread carefully. On
a certain level, just about everything is a symbol of some
kind. Words themselves are symbols! I say, "cat",
and you get an image in your mind, a symbol. I give an onscreen
character a kitchen knife, and it may or not be an important
symbol. It could be that he wants to cut himself a chunk of
parmigiano reggiano, or it could be that he is contemplating
mayhem. It all depends on the story being told and the kinds
of characters you have established.
One of David Freeman's
examples, for instance, is from the movie "Shawshank
Redemption". The bad prison warden interrogates a new
prisoner alone at night in the darkened prison yard. At the
end of the meeting, the man walks away from the warden. As
he does, the warden tosses his cigarette butt to the ground
and steps on it. In the next moment, the prisoner is assassinated
by a mysterious shot fired from the darkness somewhere. Freeman
says the tossing of the cigarette butt is a symbol of the
awful things in store for the prisoner and maybe also for
Tim Robbins. Well, maybe, but I have another interpretation.
It could be that tossing the butt to the ground was merely
a signal for the hidden gunman to open fire. It could also
be that the warden was simply through with his smoke and didn't
want to burn his fingers. To me, the larger significance of
the cigarette is the fact that the warden smokes in the first
place. That suggests a certain kind of unfortunate and potentially
dangerous personality trait. Also, the warden is the sort
that doesn't mind littering the prison grounds with his cigarette
butts. That, too, suggests a certain kind of personality trait,
a status transaction. I don't imagine the warden picks up
his own butts. The scene does indeed cause the audience to
have a sense of foreboding about what the bad warden might
do in the future, but to me, the symbolism that David Freeman
wants to make of the cigarette is a bit of a stretch if taken
by itself. This is what I mean when I say he is onto something,
but that we need to be careful how we apply what he is suggesting.
The use of symbols and
subliminal messaging is actually an old Madison Avenue trick
that probably was borrowed from stage plays and religious
ceremonies. You can easily grasp its modern dynamic application
by studying politicians in election year. Notice how often
they include the American flag in their public appearances.
The flag is of course a powerful symbol. Position a shirt-sleeved
President Bush in Yellowstone Park for a speech against the
backdrop of Old Faithful, and he becomes an environmentalist
symbolically. Photo-ops are all about symbolism, in fact.
Symbols in stage plays
are ancient. Stage designers make use of them all the time.
I'll wager I have personally appeared in dozens of plays that
had either phallic symbols or images of the Cross scattered
around in non-obvious ways. Years ago, I directed a Murray
Schisgal stage comedy entitled "Luv" in summer stock.
It amused me to always cause the men in the cast to cross
to the lone woman in the cast, instead of her crossing to
them. I was real proud of myself because I figured this kind
of blocking sent a subliminal message to the audience about
how men in Schisgal's world were subordinate to the women.
I figured nobody in the audience would ever consciously notice
what I had done and, indeed, nobody ever did. Looking back
on the production from my current perspective, I still think
the blocking choice was interesting, but I'm not so certain
it carried the symbolic wallop I intended. It may have been
too subtle by half.
Screenwriters routinely
use symbolism and foreshadowing to advance the plot. Hamlet's
father appears as a ghost early in the famous play to inform
him of his murder. Hamlet is enraged maybe to the point of
insanity and we in the audience are set up to expect the worse.
The ultimate goal with foreshadowing is to project the climax.
You want the audience, at the moment of climax, to be totally
surprised by what happens and yet to recognize that it was
utterly predictable all along. Foreshadowing and the use of
symbols are how you achieve this hat trick. Remember in "The
Sixth Sense" when the kid says early on, "I see
dead people"? That's foreshadowing.
PRACTICAL APPLICATION
FOR ANIMATORS
1) Symbols are fun, but
the story is everything. Any symbolism or foreshadowing you
use needs to be logical and consistent with the story. You
can't take a lousy plot and fix it with symbols. In "The
Iron Giant", the refrains about the giant wanting to
be Superman become symbolic after a while. Superman is a symbol
of goodness, power, and self-determination. When the Giant
flies into space at the end of the movie, on a collision course
with the bomb, the last thing we hear him say is, "Superman....".
His destiny, foreshadowed earlier in the movie, has become
reality.
2) Try to incorporate
symbols into justifiable character behavior. Humans are wonderfully
inconsistent at times, capable of multi-layers and seemingly
contradictory behavior. Hamlet has within him the makings
of a future king and also the seeds of insanity. His father's
ghost sets him off. Hitler reportedly had a genuine affection
for children. The temptation, especially with game designers,
is to create characters that are very mission-oriented. (This
was, to me, a major failing in the movie "Final Fantasy")
Being mission-oriented is a good thing up to a point, but
you can generate more emotional depth in your game player
if you allow the characters to occasionally exhibit behavior
that isn't in pursuit of a huge goal. Remember Marlon Brando's
flower garden in the movie "The Godfather"? That
garden, happy and frequently full of children, exposed a marvelous
character element, it seems to me.
3) If you are in pursuit
of an international audience, keep in mind that symbols are
a cultural thing. An American flag means one thing in the
U.S., but it may mean something else entirely in China. Michael
Dudok de Wit uses a very universal symbol in his Academy Award
winning animation "Father and Daughter". A bicycle
is the same the world over. Keep an eye out for the most common
denominator. This was, by the way, one of the great secrets
of Charlie Chaplin's success. If you read his autobiography,
you learn that he was very conceptual about trying to come
up with character behavior that would resonate internationally.
He was looking for what is true of all humans.
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