Hans Bacher: Dream Worlds – Production Design in Animation (Selected). Posted by: Nagy Péter. Email ThisBlogThis!Share to TwitterShare to FacebookShare. A happy note to close out this year’s animation book releases: Hans Bacher’s eagerly anticipated book about animation production design. Hans Bacher is acknowledged as one of the greats of production design for animation and he has been given unparalleled access to Disney’s archives to.
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From rough initial block in to additional detail and refinement with each working pass.
Dream Worlds: Production Design in Animation – Hans P. Bacher – Google Books
He’s a bit of a stylistic chameleon, and even as digital tools gained prominence, he didn’t shun them, he embraced them. For example, you could read an instructional manual on composition and lighting for photography but if you can’t translate it to game environments and bacer it improves your work, then you just got better at taking photos.
Research into areas such as architecture, historical environment, landscape, costume and props starts simultaneously. We lead the eyes of the audience. Hajs knowing when your environment needs more range from light to dark and more contrast will allow you to create more interesting locations and improve your work. Hardcoverpages. Here’s the list of chapters: The key is to find a way to use practical knowledge in one discipline and transfer it to another. Pay attention to games you play.
You will need to set up your map in a way that the player knows where to go subconsciously, without being lost.
11 Things I Learned from Dream Worlds
Besides that, it’s full of pretty concept art. These colors can be used in different combinations to create different atmospheres. Apr 08, Sarah Schanze rated it liked it Shelves: I can only show some of worlcs steps leading to the final product. You want to collect as much reference as you can. Johanidesjo rated it liked it Aug 22, There are many useful lessons, such as film analysis, visual development and research, camera has, composition, staging and others. Production Design for Animation by Hans Bacher.
But even in nature you will find a situation where the sky is the darkest value and a middle-ground the lightest. Immerse yourself into the environment you are creating.
Dream Worlds: Production Design for Animation by Hans Bacher
This book is well worth the money, actually not just to production designers, but for every artist. Concept-design covers all different genres and styles, naturalistic or stylized, drama or romance, time-period movie, children or adult concepts, musical or action film. So far I have seen a lot of the animated movies from all over the world, and I have a big library of movies and books about animation from the past 70 years.
Visual Development and Research. I wish the text was better laid out and also better integrated with the images, that what was being said related more directly to what was being seen. Contains some very inspiring images of some of the painstaking Disney layouts, spanning most of the Disney renaissance era of the nineties.
Are you creating a stand-alone game environment non-playable map or are you creating a level playable map? It is a feast for the eyes. If a scene takes place in at daytime, it will have primarily light values but within those light values you could have cast shadows form landscape or architecture creating a full range of values. Aspects of it were useful to my field though, and generally it was a very inspiring book.
And it generates an energy that makes nacher want to create something. You can even choreograph the movements dorlds the characters that way before you translate everything into single cuts. However, it doesn’t hurt to know a little bit about the scientific background of why to use them, especially when color is such an important part of our business. Certain cool colors calm down the emotions, while hot colors create aggression in emotions.
Honestly, this book made me want to watch Bambi again You could use a similar method in your game or your level. Full range of values in your game environment or level design are just as important as they are in traditional medium painting, drawing, film, animation.
Although the book is mainly focused on feature animation from Disney, there is a lot of correlation to game environment artists.
Dream Worlds: Production Design for Animation
How much detail can we afford to show without overloading the images? Though this book has really inspiring visuals especially the author’s pre-production work on The Lion King bacer Mulanthe text is a bit rambling. The choice of color depends on the style and genre: Composition and arrangement of your environment should be dictated by your purpose that you want the viewer or the player to experience.
This was interesting in some ways, as it caused me to think about certain techniques that go into designing an image and how it fits in a frame, the process of development, etc. When it comes to color, composition and design, Hans is in a class by himself.
Just a moment while we sign you in to your Goodreads account. You may have to show important detail surrounding the character; it can be some secondary action or a few elements in the background that have to be arranged.
You may light your scene using lighter values exterior, daytime, brightly lit interiors or you may light your scene using darker values night scene, interiors, underground. So interesting to vacher and great artworks.
John rated it it was amazing Jul 04, What is the primary dominating element of your map? I woorlds some of Hans’ anecdotes from some of the different productions he worked on but overall the text is a bit frivolous and with some of the advice being about general film making and lacking focus. The use of warm vs cool color palette works quiet well.
Serenity, calmness, distress, fear etc. You wouldn’t need to think of possible cover scenarios or how the player may use your props and objects in the scene.