WEBVTT 1 00:00:05.229 --> 00:00:10.505 Animation Basics The roles of planning and producing in animation 2 00:00:10.505 --> 00:00:13.218 GCC Academy 3 00:00:13.218 --> 00:00:16.018 4 00:00:16.018 --> 00:00:18.772 5 00:00:19.158 --> 00:00:21.658 6 00:00:21.658 --> 00:00:22.908 7 00:00:22.908 --> 00:00:24.161 8 00:00:24.161 --> 00:00:26.360 Hello, everyone 9 00:00:26.360 --> 00:00:29.551 This is Lee Jieun from Blue Wave Entertainment 10 00:00:29.551 --> 00:00:36.259 Today, we'll be taking some time to explore the planning of animation and the role of the producer 11 00:00:36.259 --> 00:00:40.020 Then, first of all, how does the planning process begin? 12 00:00:40.020 --> 00:00:45.299 We'll learn together how the planning process begins 13 00:00:45.299 --> 00:00:48.220 Secondly, we'll delve into the production process of animation 14 00:00:48.220 --> 00:00:51.220 We need to understand how animation is produced 15 00:00:51.220 --> 00:00:53.779 To be able to do planning, right? 16 00:00:53.779 --> 00:00:57.139 And thirdly, the role of the producer 17 00:00:57.139 --> 00:01:03.139 We'll explore exactly what a producer does 18 00:01:03.139 --> 00:01:06.419 Finally, we'll look into how a project proposal is created 19 00:01:06.419 --> 00:01:10.339 In other words, what kind of content should be included in a project proposal? 20 00:01:10.339 --> 00:01:12.237 Let's explore together 21 00:01:12.824 --> 00:01:16.953 The beginning of animation planning 22 00:01:16.953 --> 00:01:21.660 So, how does the planning process begin? 23 00:01:21.660 --> 00:01:23.940 First, we need a story, right? 24 00:01:23.940 --> 00:01:25.419 There are characters also 25 00:01:25.419 --> 00:01:26.820 There's a character drawing 26 00:01:26.820 --> 00:01:29.459 And there's also a business plan 27 00:01:29.459 --> 00:01:33.180 Then, which one should be prioritized? 28 00:01:33.180 --> 00:01:37.940 A business plan? Well, I don't think that is it 29 00:01:37.940 --> 00:01:41.300 It should in fact be a storyline or a character drawing 30 00:01:41.300 --> 00:01:43.789 These two are commonly referred to as 31 00:01:43.789 --> 00:01:48.280 A "chicken or egg" situation 32 00:01:48.280 --> 00:01:52.580 However, if there's a story, 33 00:01:52.580 --> 00:01:56.059 Designers tailor their work based on that text 34 00:01:56.059 --> 00:01:59.419 They also design characters based on inspiration 35 00:01:59.419 --> 00:02:02.820 Or perhaps you're sitting around a table, 36 00:02:02.820 --> 00:02:06.580 while sitting around a table, perhaps enjoying a meal, 37 00:02:06.580 --> 00:02:11.020 a character sketched on a napkin could become the protagonist 38 00:02:11.020 --> 00:02:16.419 So, when we talk about what comes first, it's a bit ambiguous 39 00:02:16.419 --> 00:02:18.779 But still, when storytelling and character drawing coexist, 40 00:02:18.779 --> 00:02:23.059 I believe it might be the best start for planning 41 00:02:23.059 --> 00:02:25.949 And then, there's the business plan 42 00:02:25.949 --> 00:02:31.779 Then, how is the success or failure of animation determined in the planning stage? 43 00:02:31.779 --> 00:02:34.860 The planning determines it 44 00:02:34.860 --> 00:02:37.779 What's the most important thing in this planning? 45 00:02:37.779 --> 00:02:42.059 Developing unique material that sets it apart from live-action films is important 46 00:02:42.059 --> 00:02:47.500 Why? Because in animation, we're competing with live-action films 47 00:02:47.500 --> 00:02:50.100 That's the structure we're in right now 48 00:02:50.100 --> 00:02:53.747 Why this should be made into animation? 49 00:02:53.747 --> 00:02:57.460 You need to consider that we're in a very important era 50 00:02:57.460 --> 00:03:03.139 So, if you just make it into a live-action film because you can, 51 00:03:03.139 --> 00:03:07.460 there's no real need to make it into animation 52 00:03:07.460 --> 00:03:09.820 The most important thing is to make works 53 00:03:09.820 --> 00:03:13.860 That feel like they 'have to be animation' into animations 54 00:03:13.860 --> 00:03:17.259 Then how does it start? The planning itself 55 00:03:17.259 --> 00:03:21.020 How does planning start? You need to find a subject 56 00:03:21.020 --> 00:03:26.500 All that we've seen so far can be material 57 00:03:26.500 --> 00:03:28.779 Especially comic books, graphic novels 58 00:03:28.779 --> 00:03:34.860 As I mentioned earlier, anything with a story and pictures can be material 59 00:03:34.860 --> 00:03:39.300 So, webtoons can also be excellent material 60 00:03:39.300 --> 00:03:43.699 What's always important is good characters 61 00:03:43.699 --> 00:03:48.619 And that good material helps with the creation of the animation 62 00:03:48.619 --> 00:03:52.699 Characters are a very good material for creating great animations 63 00:03:52.699 --> 00:03:54.979 Of course, storytelling is also the same 64 00:03:54.979 --> 00:03:57.339 You can broadly divide it into two categories 65 00:03:57.339 --> 00:04:01.460 You can divide it into two categories: works with original content and works without original content 66 00:04:01.460 --> 00:04:11.699 When we talk about original content, we mean novels, fairy tales, comic books, webtoons, graphic novels, folklore, and playground/rides 67 00:04:11.699 --> 00:04:13.539 There are tons of contents 68 00:04:13.539 --> 00:04:17.540 The first animation was Snow White 69 00:04:17.540 --> 00:04:19.500 It was Disney's first animation 70 00:04:19.500 --> 00:04:25.140 'Snow White' was the first feature-length animation globally 71 00:04:25.140 --> 00:04:29.420 However, Disney had a lot of difficulty when choosing Snow White 72 00:04:29.420 --> 00:04:34.260 They were struggling with what to use as the basis for their first feature-length animation 73 00:04:34.260 --> 00:04:39.540 What came to Disney's mind at that time was to create a story that everyone knows 74 00:04:39.540 --> 00:04:44.459 Because at that time, animation was a very new medium 75 00:04:44.459 --> 00:04:45.339 It's not like that now 76 00:04:45.339 --> 00:04:48.980 However, back then, animation, which was a new medium 77 00:04:48.980 --> 00:04:57.660 Was a very new/advanced technology, and became something like 78 00:04:57.660 --> 00:04:59.899 "We'll show you familiar subjects and stories" using that technique 79 00:04:59.899 --> 00:05:06.260 But while there is an original work for this, there is no owner of this original work 80 00:05:06.260 --> 00:05:09.980 But there are cases where there is an original work and there is an owner 81 00:05:09.980 --> 00:05:14.619 Novels, comic books, webtoons, graphic novels, and similar works have owners 82 00:05:14.619 --> 00:05:21.220 Things that someone has drawn, stories that someone has written, and so on should be considered proper original works 83 00:05:21.220 --> 00:05:24.299 We need to distinguish between those that are and those that are not 84 00:05:24.299 --> 00:05:26.779 Moreover, we can also consider genres 85 00:05:26.779 --> 00:05:29.980 The genre is what kind of story I want to write 86 00:05:29.980 --> 00:05:32.339 Things we often contemplate what to watch at the theater 87 00:05:32.339 --> 00:05:33.779 For instance, two people argue 88 00:05:33.779 --> 00:05:35.100 "I want to watch a romance" 89 00:05:35.100 --> 00:05:36.459 The other would be like "No, I want to watch a comedy" 90 00:05:36.459 --> 00:05:37.899 So, they fight over what to watch 91 00:05:37.899 --> 00:05:40.579 However, it seems like these days there's not much need for fighting 92 00:05:40.579 --> 00:05:46.339 Dramas and movies are blending those elements quite well 93 00:05:46.339 --> 00:05:52.100 But in the field of animation, there are cases where genres are somewhat divided 94 00:05:52.100 --> 00:05:54.179 So, people often question themselves, 'What am I going to make?' 95 00:05:54.179 --> 00:05:55.619 'Is my story interesting?' 96 00:05:55.619 --> 00:05:57.299 'Is my story horrific?' 97 00:05:57.299 --> 00:05:58.899 'Is this an adventure?' 98 00:05:58.899 --> 00:06:01.260 Adventure and comedy are actually tied together 99 00:06:01.260 --> 00:06:02.940 They're often bundled together, and there are many cases like that 100 00:06:02.940 --> 00:06:04.700 Fantasy and comedy are also bundled together 101 00:06:04.700 --> 00:06:12.899 So, you could say that comedy plays a role that often accompanies animation 102 00:06:12.899 --> 00:06:18.980 It can be said that in modern animations, as the age group increases, genres tend to merge 103 00:06:18.980 --> 00:06:26.140 So, as I mentioned earlier, original works with owners and copyrighted originals are good 104 00:06:26.140 --> 00:06:28.019 They are very well-known 105 00:06:28.019 --> 00:06:32.140 Also, famous, which means well-known 106 00:06:32.140 --> 00:06:35.339 People want them because they're famous 107 00:06:35.339 --> 00:06:36.739 Therefore 108 00:06:36.739 --> 00:06:39.059 But what else is there? 109 00:06:39.059 --> 00:06:41.980 Because the image of the original work is too strong, 110 00:06:41.980 --> 00:06:46.339 when I turn this original work image into an animation 111 00:06:46.339 --> 00:06:50.700 There's a concern about whether it can satisfy people 112 00:06:50.700 --> 00:06:56.059 So, in the case of webtoons, they often switch to live-action 113 00:06:56.059 --> 00:06:58.540 That aspect is less of a concern 114 00:06:58.540 --> 00:07:05.260 In the case of animation, especially when there is an existing image, it's a situation where you really have to consider that part 115 00:07:05.260 --> 00:07:07.660 Obviously, it has to be better than the original 116 00:07:07.660 --> 00:07:12.179 And we also can't ignore the copyright 117 00:07:12.179 --> 00:07:14.540 Copyright arises simultaneously with creation 118 00:07:14.540 --> 00:07:19.380 Even if you draw a character on a napkin, copyright is created 119 00:07:19.380 --> 00:07:25.059 As a result, you own this copyright 120 00:07:25.059 --> 00:07:29.100 It lasts for the duration of your life and continues for 70 years after death 121 00:07:29.100 --> 00:07:32.140 It used to be 50 years, but it has been extended 122 00:07:32.140 --> 00:07:35.779 In such cases, you receive money for copyright 123 00:07:35.779 --> 00:07:40.940 As one receives money, you have to pay the person who holds the copyright to buy those rights 124 00:07:40.940 --> 00:07:44.459 You need to acquire the right to create derivative works, which means you can create secondary works 125 00:07:44.459 --> 00:07:50.220 It comes with the drawback of "increased" production expenses 126 00:07:50.220 --> 00:07:56.339 But when you consider that you have to allocate that to advertising expenses, your advertising budget decreases 127 00:07:56.339 --> 00:08:01.700 If I were to make an animation with a completely unknown story that nobody has ever heard of, 128 00:08:01.700 --> 00:08:04.140 I would have to promote it 129 00:08:04.140 --> 00:08:08.899 It would be a similar concept if you think of that advertising budget as copyright fees 130 00:08:08.899 --> 00:08:13.420 While copyright fees are something that must be paid, 131 00:08:13.420 --> 00:08:17.859 It can be said to impose a significant burden on production costs 132 00:08:17.859 --> 00:08:22.339 Earlier, we talked about how various things can serve as material 133 00:08:22.339 --> 00:08:25.859 Traditional folk songs can also serve as successful content 134 00:08:25.859 --> 00:08:31.459 That's the hit work of Korea's traditional repertoire 135 00:08:31.459 --> 00:08:33.739 The song called "Baby Shark" 136 00:08:33.739 --> 00:08:38.340 Originally, it's a traditional song from the Americas 137 00:08:38.340 --> 00:08:43.340 It's a children song, and Pinkfong developed characters from it 138 00:08:43.340 --> 00:08:45.780 Baby Shark has taken on the appearance of a yellow character 139 00:08:45.780 --> 00:08:48.140 It's become a yellow Baby Shark 140 00:08:48.140 --> 00:08:52.539 When you make such a preemptive move, it tends to spread 141 00:08:52.539 --> 00:08:55.099 Here, it's a song, but it could be a nursery rhyme or a fairy tale, 142 00:08:55.099 --> 00:08:58.739 Such things can become as excellent content 143 00:08:58.739 --> 00:09:03.460 The fact that it spreads implies that many people are familiar with it 144 00:09:03.460 --> 00:09:06.580 So, it can receive a lot of synergy effects 145 00:09:06.580 --> 00:09:10.419 Next, let's talk about the types of animation 146 00:09:10.419 --> 00:09:17.179 Theatrical feature film, OVA (Original Video Animation) series, TV animation series, 147 00:09:17.179 --> 00:09:21.659 Educational animation, web animation, game animation, experimental animation, 148 00:09:21.659 --> 00:09:24.299 They're divided into various categories 149 00:09:24.299 --> 00:09:30.900 This production format is greatly influenced by who the target audience or viewers will be 150 00:09:30.900 --> 00:09:34.700 If I were to introduce each one, theatrical feature film animations 151 00:09:34.700 --> 00:09:39.780 Typically, they don't exceed 70 to 120 minutes 152 00:09:39.780 --> 00:09:41.700 They usually run between 70 and 120 minutes 153 00:09:41.700 --> 00:09:44.059 The reason is that they aim for a general audience rating 154 00:09:44.059 --> 00:09:47.979 Because it's Rated G, even young children can come and watch 155 00:09:47.979 --> 00:09:52.179 Children as young as a few years old can sit through the movie in theaters 156 00:09:52.179 --> 00:09:54.739 For movies like Pororo the Little Penguin, feature-length animations 157 00:09:54.739 --> 00:09:58.179 They usually run just under two hours, sometimes a little over one hour 158 00:09:58.179 --> 00:10:01.299 Many of them tend to be around 70 minutes 159 00:10:01.299 --> 00:10:04.460 But for Disney feature films, they tend to be a bit longer 160 00:10:04.460 --> 00:10:06.580 They are Rated G 161 00:10:06.580 --> 00:10:09.419 So, adults also enjoy them a lot 162 00:10:09.419 --> 00:10:15.500 They're often referred to as having double meanings in the storyline, rather than just targeting children 163 00:10:15.500 --> 00:10:17.500 When children hear it, it's one story 164 00:10:17.500 --> 00:10:19.340 But for adults, it's packed with humorous comedy 165 00:10:19.340 --> 00:10:25.059 As well as adult-theme jokes, which many feature-length films are being produced in this vein 166 00:10:25.059 --> 00:10:28.460 It means that such content can be incorporated into the storyline 167 00:10:28.460 --> 00:10:32.299 Even in the case of Pixar, it's the same 168 00:10:32.299 --> 00:10:35.820 Disney, Pixar, and similar studios place a strong emphasis 169 00:10:35.820 --> 00:10:38.979 On incorporating such elements into their storytelling 170 00:10:38.979 --> 00:10:43.619 OVA stands for Original Video Animation 171 00:10:43.619 --> 00:10:48.380 In today's context, this is akin to what we have with Netflix 172 00:10:48.380 --> 00:10:51.619 Because Netflix used to run a business that involved 173 00:10:51.619 --> 00:10:57.859 Delivering DVDs for customers to receive 174 00:10:57.859 --> 00:11:03.099 But in fact, when it comes to Disney, these are well-known feature films 175 00:11:03.099 --> 00:11:06.820 Such as Aladdin, there are sequels like Aladdin 2 and 3 176 00:11:06.820 --> 00:11:09.979 In this manner, instead of being released as feature films in theaters, 177 00:11:09.979 --> 00:11:13.580 We're talking about ones that went straight to DVD or video release 178 00:11:13.580 --> 00:11:17.580 So, these kinds of films are sometimes aired on TV 179 00:11:17.580 --> 00:11:20.580 Usually, they are made primarily for sales purposes 180 00:11:20.580 --> 00:11:25.580 Indeed, Japan also produces many of these types of works 181 00:11:25.580 --> 00:11:31.020 The Japanese OVA market is quite extensive 182 00:11:31.020 --> 00:11:35.619 In that realm, the fan base is very broad and deep 183 00:11:35.619 --> 00:11:41.419 So, it's not just about renting these; 184 00:11:41.419 --> 00:11:44.539 Many actually buy physical copies 185 00:11:44.539 --> 00:11:48.820 Physical copies refer to DVDs, and many people purchase them for collection 186 00:11:48.820 --> 00:11:53.380 Hence, collector's editions of OVAs are reported to still have strong sales 187 00:11:53.380 --> 00:11:57.299 TV series animation is divided into two categories 188 00:11:57.299 --> 00:11:59.619 It's categorized into preschool and school-age children 189 00:11:59.619 --> 00:12:02.539 The boundary is very clear 190 00:12:02.539 --> 00:12:08.739 For preschoolers, there's a strong emphasis on educational content 191 00:12:08.739 --> 00:12:10.659 Of course, but it still needs to be entertaining 192 00:12:10.659 --> 00:12:16.940 Animations designed for school-age kids provide greater entertainment for them 193 00:12:16.940 --> 00:12:18.820 More emphasis is placed on this aspect 194 00:12:18.820 --> 00:12:23.820 Thus, there's a considerable presence of toys for children of school age 195 00:12:23.820 --> 00:12:27.380 Therefore, many aim to target toy sales towards 196 00:12:27.380 --> 00:12:29.900 Animations geared for school-age children 197 00:12:29.900 --> 00:12:34.419 Furthermore, let's explore instances from overseas to elaborate on this point 198 00:12:34.419 --> 00:12:37.900 Like Cartoon Network or Nickelodeon, 199 00:12:37.900 --> 00:12:42.380 There are channels that exclusively air TV series animations 200 00:12:42.380 --> 00:12:47.260 In this case, they also have their own unique styles 201 00:12:47.260 --> 00:12:51.859 Cartoon Network, for instance, often features a lot of humor geared towards boys 202 00:12:51.859 --> 00:12:54.739 Nickelodeon, on the other hand, tends to include more comedy-oriented content 203 00:12:54.739 --> 00:12:56.369 You can perceive it that way 204 00:12:56.369 --> 00:13:00.419 Therefore, when creating animations for international broadcasting, 205 00:13:00.419 --> 00:13:03.900 There are often many collaborations with such channels 206 00:13:03.900 --> 00:13:06.419 In such cases, what approach should be taken when drafting a proposal? 207 00:13:06.419 --> 00:13:08.539 The proposal should be tailored to fit the preferences of the channel 208 00:13:08.539 --> 00:13:12.739 It would be helpful to be aware of such cases 209 00:13:12.739 --> 00:13:15.380 For instance, in the case of Nickelodeon's SpongeBob SquarePants, 210 00:13:15.380 --> 00:13:18.659 Which is a very well-known comedy 211 00:13:18.659 --> 00:13:21.580 The Simpsons is indeed a very famous animation 212 00:13:21.580 --> 00:13:25.700 When it comes to shows like The Simpsons, they initially targeted a niche audience of enthusiasts 213 00:13:25.700 --> 00:13:30.659 The target audience was young teenagers and older. 214 00:13:30.659 --> 00:13:34.179 However, it became so popular and entertaining that 215 00:13:34.179 --> 00:13:36.219 Even children started watching it 216 00:13:36.219 --> 00:13:41.299 Initially, it garnered attention for its sharp wit and humor 217 00:13:41.299 --> 00:13:44.539 There were a lot of edgy lines and humor in the dialogue 218 00:13:44.539 --> 00:13:48.260 With children also tuning in, and considering The Simpsons has been around for quite some time 219 00:13:48.260 --> 00:13:51.700 With children also becoming viewers, 220 00:13:51.700 --> 00:13:56.099 it's fair to say that there has been a lot of language simplification nowadays 221 00:13:56.099 --> 00:14:01.219 Thus, as animations become more famous, 222 00:14:01.219 --> 00:14:05.380 The audience base gradually broadens 223 00:14:05.380 --> 00:14:07.380 As seen in cases like this 224 00:14:07.380 --> 00:14:13.140 Also, in Japan, animations are primarily based on manga, or comic books 225 00:14:13.140 --> 00:14:16.940 Examples include Astro Boy, Jungle Emperor, and Lupin the Third 226 00:14:16.940 --> 00:14:19.380 These kinds of works often spawn series adaptations 227 00:14:19.380 --> 00:14:22.820 These series are often based on the original manga 228 00:14:22.820 --> 00:14:25.780 Priority is usually given to adaptations of manga originals 229 00:14:25.780 --> 00:14:29.380 I once met with Japanese TV channels 230 00:14:29.380 --> 00:14:32.419 I had a meeting with them presenting our internally produced content 231 00:14:32.419 --> 00:14:34.340 In a nutshell, they got straight to the point when discussing 232 00:14:34.340 --> 00:14:36.299 Such as, "In Japan, having original source material is imperative," 233 00:14:36.299 --> 00:14:38.820 "Without a manga original, animation just doesn't happen," 234 00:14:38.820 --> 00:14:41.099 And they would tell you to just forget about it 235 00:14:41.099 --> 00:14:44.940 So these days, 236 00:14:44.940 --> 00:14:49.059 Korean webtoons are doing exceptionally well in Japan 237 00:14:49.059 --> 00:14:53.219 Korean webtoons are even collaborating with Japanese animation studios 238 00:14:53.219 --> 00:14:55.340 They collaborate to create animations together 239 00:14:55.340 --> 00:14:57.299 In such cases, Korean originals and Japanese production 240 00:14:57.299 --> 00:14:59.340 Merge to create works 241 00:14:59.340 --> 00:15:02.539 It's a trend that's steadily increasing nowadays 242 00:15:02.539 --> 00:15:07.940 Their works include Case Closed and Pokémon 243 00:15:07.940 --> 00:15:09.299 That are very famous 244 00:15:09.299 --> 00:15:12.299 So, these productions are 245 00:15:12.299 --> 00:15:16.140 All based on original works from Japan 246 00:15:16.140 --> 00:15:18.059 In the case of Pokémon, for example, 247 00:15:18.059 --> 00:15:21.739 It originated from the game, not a manga 248 00:15:21.739 --> 00:15:23.780 Anything that's famous originated from a well-known source, 249 00:15:23.780 --> 00:15:26.539 That is the first requirement for Japanese animation 250 00:15:26.539 --> 00:15:28.619 Because they invest a significant amount of money into it, 251 00:15:28.619 --> 00:15:32.140 Japanese animation productions prefer things that are well-known 252 00:15:32.140 --> 00:15:33.580 Recent works that have come out include 253 00:15:33.580 --> 00:15:35.780 Demon Slayer: Kimetsu no Yaiba 254 00:15:35.780 --> 00:15:39.979 Such animations were not available in Korea in the past 255 00:15:39.979 --> 00:15:42.700 Nowadays, a lot of Japanese animations are coming in 256 00:15:42.700 --> 00:15:47.340 Such works are now accessible on TV for us 257 00:15:47.340 --> 00:15:49.059 Through platforms like Netflix, 258 00:15:49.059 --> 00:15:51.940 Across all age groups overseas as well, 259 00:15:51.940 --> 00:15:54.780 In the past, Japanese anime used to be 260 00:15:54.780 --> 00:16:00.340 Anime that only attracted a niche audience in the West 261 00:16:00.340 --> 00:16:06.780 But now, due to distribution based on platforms, 262 00:16:06.780 --> 00:16:08.500 If I have a Netflix account, 263 00:16:08.500 --> 00:16:12.260 Japanese anime is easily accessible 264 00:16:12.260 --> 00:16:16.780 Korean dramas underwent a situation similar to this 265 00:16:16.780 --> 00:16:19.940 The rising popularity of Korean dramas can also be 266 00:16:19.940 --> 00:16:21.739 Attributed to the platforms 267 00:16:21.739 --> 00:16:26.659 That allowed them to break out of niche fandom 268 00:16:26.659 --> 00:16:29.500 Next, there's web animation 269 00:16:29.500 --> 00:16:31.739 Web animations are, 270 00:16:31.739 --> 00:16:35.460 Well, nowadays we should view this as OTT 271 00:16:35.460 --> 00:16:38.900 Web animations are becoming increasingly based on YouTube 272 00:16:38.900 --> 00:16:41.140 Very small-scale production companies 273 00:16:41.140 --> 00:16:44.940 Even production companies consisting of one or two people 274 00:16:44.940 --> 00:16:47.859 They can create and upload their own animations 275 00:16:47.859 --> 00:16:51.219 When such animations catch on and become popular, 276 00:16:51.219 --> 00:16:52.900 Which we commonly refer to this as algorithms 277 00:16:52.900 --> 00:16:55.739 Due to algorithms, they inevitably grow in scale, 278 00:16:55.739 --> 00:16:58.380 Making it difficult to remain small-scale since then 279 00:16:58.380 --> 00:17:01.659 Because making one animation by waiting 280 00:17:01.659 --> 00:17:03.780 Takes a substantial amount of time 281 00:17:03.780 --> 00:17:06.099 Since waiting for that becomes challenging, 282 00:17:06.099 --> 00:17:09.420 They start hiring many people, no matter how many, 283 00:17:09.420 --> 00:17:13.500 To produce animations more quickly and efficiently 284 00:17:13.500 --> 00:17:16.540 To provide services to people 285 00:17:16.540 --> 00:17:21.339 The same applies to kid's song content, and we talked about Pinkfong earlier 286 00:17:21.339 --> 00:17:26.020 Pinkfong itself has a lot of animated content based on those songs 287 00:17:26.020 --> 00:17:29.859 It's somewhat ambiguous to precisely call that animation 288 00:17:29.859 --> 00:17:31.780 Pinkfong itself has created a significant category of animation content 289 00:17:31.780 --> 00:17:37.739 Alongside those, there are other characters like Pororo, Kong-Suni, and Robocar Poli 290 00:17:37.739 --> 00:17:41.739 That create song content and reproduce it 291 00:17:41.739 --> 00:17:44.380 The animation production method 292 00:17:44.380 --> 00:17:48.180 Is being utilized in various ways 293 00:17:48.180 --> 00:17:52.300 This approach leads to the creation of original animation content 294 00:17:52.300 --> 00:17:54.739 On platforms like Amazon, YouTube, Netflix, etc. 295 00:17:54.739 --> 00:17:56.979 To stand out from other media, 296 00:17:56.979 --> 00:18:00.979 They focus on producing original animated content 297 00:18:00.979 --> 00:18:04.140 Initially, they acquired content from animation producers 298 00:18:04.140 --> 00:18:06.780 For distribution purposes 299 00:18:06.780 --> 00:18:09.859 Excluding Disney, Amazon, YouTube Netflix, and others are not animation production companies 300 00:18:09.859 --> 00:18:12.579 Hence, they seek to possess exclusive content 301 00:18:12.579 --> 00:18:15.500 Due to their substantial financial means 302 00:18:15.500 --> 00:18:18.060 OTT original contents 303 00:18:18.060 --> 00:18:21.579 And animated contents are being produced 304 00:18:21.579 --> 00:18:26.380 There are also cases where well-known works are produced as spin-offs 305 00:18:26.380 --> 00:18:30.939 Netflix also produced spin-offs of content like 'Larva' 306 00:18:30.939 --> 00:18:35.579 A spin-off of a series like 'YooHoo and Friends' has been produced 307 00:18:35.579 --> 00:18:38.619 And is currently being shown on Netflix 308 00:18:39.507 --> 00:18:43.349 The production process of animation 309 00:18:43.349 --> 00:18:46.939 Now, let's delve into the steps 310 00:18:46.939 --> 00:18:49.219 Involved in creating animation 311 00:18:49.219 --> 00:18:53.939 The animation production process is broadly divided into 2D and 3D categories 312 00:18:53.939 --> 00:18:56.699 2D animation involves hand-drawn artwork 313 00:18:56.699 --> 00:18:58.500 In simple terms, 2D animation is like our hand-drawn artwork 314 00:18:58.500 --> 00:19:01.900 Recently, most animation is done digitally 315 00:19:01.900 --> 00:19:05.420 You can also draw on your phone 316 00:19:05.420 --> 00:19:07.859 Hence digitalization has progressed a lot, but 317 00:19:07.859 --> 00:19:11.300 Indeed, we're talking about drawings done by hand 318 00:19:11.300 --> 00:19:17.099 Additionally, our conversation pertains to computer-generated 3D animation 319 00:19:17.099 --> 00:19:19.180 3D animation refers to 320 00:19:19.180 --> 00:19:21.619 Using software programs and 321 00:19:21.619 --> 00:19:23.819 3D computer graphics 322 00:19:23.819 --> 00:19:26.699 To create three-dimensional visuals 323 00:19:26.699 --> 00:19:29.579 But back when 3D wasn't available, 324 00:19:29.579 --> 00:19:32.060 Computer animation began to emerge 325 00:19:32.060 --> 00:19:35.300 In the late 1990s and around the 2000s 326 00:19:35.300 --> 00:19:41.180 It became closely associated with the start of 3D animation 327 00:19:41.180 --> 00:19:43.020 Before the proliferation of computer animation, 328 00:19:43.020 --> 00:19:47.420 During a time when such technology wasn't actively used, 329 00:19:47.420 --> 00:19:49.780 What we referred to as 'stereoscopic animation' 330 00:19:49.780 --> 00:19:52.739 Or '3D' didn't exist in the same way we understand it today 331 00:19:52.739 --> 00:19:55.099 If asked what was considered three-dimensional, 332 00:19:55.099 --> 00:19:57.579 one might think of clay animation 333 00:19:57.579 --> 00:19:59.660 And similar techniques as being three-dimensional 334 00:19:59.660 --> 00:20:01.739 I was told about it 335 00:20:01.739 --> 00:20:04.619 By the creator of the term "claymation" 336 00:20:04.619 --> 00:20:10.020 When asked why they chose that method of work, they responded 337 00:20:10.020 --> 00:20:13.780 At that particular time, clay was the only available choice 338 00:20:13.780 --> 00:20:16.540 For creating three-dimensional animation 339 00:20:16.540 --> 00:20:21.140 Besides claymation or perfect animation, 340 00:20:21.140 --> 00:20:24.300 I will provide you with an overview of the production process 341 00:20:24.300 --> 00:20:27.979 By categorizing it into 2D and 3D 342 00:20:27.979 --> 00:20:33.540 So, what do we need to create animation? 343 00:20:33.540 --> 00:20:35.180 We will need a script 344 00:20:35.180 --> 00:20:37.579 First, we'll need a script and characters 345 00:20:37.579 --> 00:20:39.660 Let's start with the script 346 00:20:39.660 --> 00:20:41.140 There's a script 347 00:20:41.140 --> 00:20:44.900 This script is for a fairy tale or 348 00:20:44.900 --> 00:20:48.020 For example, Disney did 'Beauty and the Beast,' but 349 00:20:48.020 --> 00:20:50.339 Let's use that as an example for now 350 00:20:50.339 --> 00:20:52.500 In the case of Disney's 'Beauty and the Beast,' 351 00:20:52.500 --> 00:20:55.579 Considering it's a Disney production, they would have the characters 352 00:20:55.579 --> 00:21:01.939 Prior to that, there's a storyline where a girl is held hostage instead of her father 353 00:21:01.939 --> 00:21:03.900 And she lives with the Beast 354 00:21:03.900 --> 00:21:06.180 And they live happily ever after, and so on 355 00:21:06.180 --> 00:21:07.900 There was a story like that 356 00:21:07.900 --> 00:21:10.699 That's the script, 357 00:21:10.699 --> 00:21:13.540 Adapted and expanded from that story 358 00:21:13.540 --> 00:21:18.140 That, along with art development, becomes part of the process 359 00:21:18.140 --> 00:21:19.660 We require art direction to depict the appearance of her home, 360 00:21:19.660 --> 00:21:21.699 the castle they resided in, 361 00:21:21.739 --> 00:21:25.180 and other visual elements 362 00:21:25.180 --> 00:21:28.939 In this scene, we direct it with such and such framing, or with this kind of shot, 363 00:21:28.939 --> 00:21:31.699 And translating it into visuals is what a storyboard entails 364 00:21:31.699 --> 00:21:33.780 And with that storyboard in hand 365 00:21:33.780 --> 00:21:36.579 We create something called "story reel animatics" 366 00:21:36.579 --> 00:21:39.420 Recently, we've been producing a significant number of these animatics 367 00:21:39.420 --> 00:21:41.699 Even in the early 2000s, 368 00:21:41.699 --> 00:21:45.180 We barely used animatics in Korea 369 00:21:45.180 --> 00:21:48.579 However, this technique gradually becomes more common 370 00:21:48.579 --> 00:21:54.260 Storyboarding involves connecting comic-like images together, 371 00:21:54.260 --> 00:21:56.939 And when we play them in sequence, 372 00:21:56.939 --> 00:22:00.619 We can generally gauge the length of a scene 373 00:22:00.619 --> 00:22:03.500 Or how long it will be 374 00:22:03.500 --> 00:22:06.060 Therefore, this process is a necessary step 375 00:22:06.060 --> 00:22:09.339 So, after going through this animatics process, 376 00:22:09.339 --> 00:22:13.579 After confirming the storyboard, we determine the timing, 377 00:22:13.579 --> 00:22:19.180 And then we move forward with animation using it as a guide 378 00:22:19.180 --> 00:22:22.540 So, when it comes to the 2D production process, 379 00:22:22.540 --> 00:22:28.219 After going through the scenario, art direction, and so on... 380 00:22:28.219 --> 00:22:32.979 Next, let's talk about the posing stage 381 00:22:32.979 --> 00:22:35.739 Posing involves creating various poses 382 00:22:35.739 --> 00:22:37.900 It's like when someone says, 383 00:22:37.900 --> 00:22:40.219 "Try to strike a good pose for the photo" 384 00:22:40.260 --> 00:22:43.140 So, posing discusses which poses 385 00:22:43.140 --> 00:22:48.540 Are most effective for animating 386 00:22:48.540 --> 00:22:52.380 By combining layout and posing, 387 00:22:52.380 --> 00:22:55.699 We transition them into the animation process 388 00:22:55.699 --> 00:22:58.060 And then we proceed with coloring 389 00:22:58.060 --> 00:23:03.099 Once coloring is done, we also check to ensure everything is done correctly 390 00:23:03.099 --> 00:23:05.099 Then we composite all these elements together 391 00:23:05.099 --> 00:23:10.020 And that's the animation production process, leading up to the final editing stage 392 00:23:10.180 --> 00:23:12.180 This is a storyboard illustration 393 00:23:12.180 --> 00:23:14.819 As you can see here on the storyboard, 394 00:23:14.819 --> 00:23:19.219 Everything you wrote is visualized through illustrations 395 00:23:19.219 --> 00:23:21.099 That is the storyboard 396 00:23:21.099 --> 00:23:24.939 Which is absolutely essential for every step of the production process 397 00:23:24.939 --> 00:23:27.099 Not only 2D, but 3D also 398 00:23:27.099 --> 00:23:30.459 Storyboard production is a mandatory part of the process 399 00:23:30.459 --> 00:23:33.619 In 2D animation, storyboarding is even more critical because 400 00:23:33.619 --> 00:23:35.699 The facial expression of characters, among other things, 401 00:23:35.699 --> 00:23:39.420 The storyboard artist needs to capture everything accurately 402 00:23:39.420 --> 00:23:42.420 Otherwise, the entire animation production process 403 00:23:42.420 --> 00:23:44.619 Can be severely compromised 404 00:23:44.619 --> 00:23:50.819 Storyboarding is particularly crucial in 2D animation 405 00:23:50.819 --> 00:23:53.260 It's important in 3D as well 406 00:23:53.260 --> 00:23:56.739 It's important in 3D as well, but it doesn't necessarily have to be drawn the same way 407 00:23:56.739 --> 00:24:01.180 Since there are already character models created through modeling in 3D 408 00:24:01.180 --> 00:24:04.739 I'm particularly emphasizing the importance of storyboard in 2D 409 00:24:04.739 --> 00:24:06.660 And then to designing characters 410 00:24:06.660 --> 00:24:09.739 Character design is also necessary 411 00:24:09.739 --> 00:24:15.020 Through various stages, until the final character is completed, 412 00:24:15.020 --> 00:24:18.739 A considerable amount of design work is involved 413 00:24:18.739 --> 00:24:20.380 Especially in animation, 414 00:24:20.380 --> 00:24:24.819 'Is this character likable?' 415 00:24:24.819 --> 00:24:30.420 Or 'Is this character attractive/beautiful?' These aspects are crucial 416 00:24:30.420 --> 00:24:32.739 Therefore, characters that stand out 417 00:24:32.739 --> 00:24:35.420 And all the other things, including color schemes 418 00:24:35.420 --> 00:24:39.660 Are decisions we make during the character design process 419 00:24:39.660 --> 00:24:41.140 Next is layout 420 00:24:41.140 --> 00:24:44.339 When we talk about layout, 421 00:24:44.339 --> 00:24:47.380 It involves arranging various images 422 00:24:47.380 --> 00:24:49.260 Specific layouts are 423 00:24:49.260 --> 00:24:52.979 When a character goes to a certain place, 424 00:24:52.979 --> 00:24:56.619 For example, the place the character needs to go to 425 00:24:56.619 --> 00:24:59.619 Or the character's living quarters 426 00:24:59.619 --> 00:25:02.500 If the character is abandoned somewhere, 427 00:25:02.500 --> 00:25:05.180 Then they're abandoned in a very scary city 428 00:25:05.180 --> 00:25:07.540 Then you would imagine such abandoned city 429 00:25:07.540 --> 00:25:11.660 The layout design allows us 430 00:25:11.660 --> 00:25:13.500 To understand what kind of atmosphere it is 431 00:25:13.500 --> 00:25:15.540 It's broadly divided into two categories 432 00:25:15.540 --> 00:25:18.699 The layout design directly used in animation, and 433 00:25:18.699 --> 00:25:21.099 Layout design for setting the mood 434 00:25:21.099 --> 00:25:23.979 So, it's divided into these two categories 435 00:25:23.979 --> 00:25:27.579 And another aspect is in the layout process 436 00:25:27.579 --> 00:25:32.739 When considering how a character fires a gun, for instance 437 00:25:32.739 --> 00:25:35.540 Showing how the gun is fired 438 00:25:35.540 --> 00:25:38.540 Showing the hand movements involved 439 00:25:38.540 --> 00:25:40.459 Those are included in the layout process 440 00:25:40.459 --> 00:25:43.020 So, when these actions come together to form a sequence, 441 00:25:43.020 --> 00:25:46.660 It becomes animation 442 00:25:46.660 --> 00:25:49.300 The difference between 2D and 3D can also be explained 443 00:25:49.300 --> 00:25:51.979 Based on the software utilized 444 00:25:51.979 --> 00:25:53.699 In terms of production 445 00:25:53.699 --> 00:25:58.819 I mentioned that 2D is more flat, while 3D is three-dimensional 446 00:25:58.819 --> 00:26:03.699 Pre-production refers to the processes before actual production 447 00:26:03.699 --> 00:26:05.579 This process is quite similar 448 00:26:05.579 --> 00:26:09.939 Designing characters or creating concepts 449 00:26:09.939 --> 00:26:12.819 These aspects are similar in both 2D and 3D 450 00:26:12.819 --> 00:26:16.459 Similar, but the kind of program used afterwards 451 00:26:16.459 --> 00:26:19.300 Software program is now also available in 2D 452 00:26:19.300 --> 00:26:21.020 You don't just draw by hand anymore 453 00:26:21.020 --> 00:26:23.459 2D has been digitized 454 00:26:23.459 --> 00:26:26.500 However, 3D programs are quite different 455 00:26:26.500 --> 00:26:29.180 Hence, there's a process called modeling 456 00:26:29.180 --> 00:26:31.020 Let's assume the previous steps are the same 457 00:26:31.020 --> 00:26:33.020 Because there's a process called modeling, 458 00:26:33.020 --> 00:26:37.780 Starting from cubes or box shapes and then sculpting as if carving 459 00:26:37.780 --> 00:26:40.859 There's a process of creating characters like that 460 00:26:40.859 --> 00:26:42.260 And then rigging 461 00:26:42.260 --> 00:26:47.020 There's a process of connecting those parts of the character 462 00:26:47.020 --> 00:26:51.380 With these elements, a 3D model is created, and then placed into a background 463 00:26:51.380 --> 00:26:53.739 The process of laying out and placing the character onto a scene or background 464 00:26:53.739 --> 00:26:55.260 And then animating 465 00:26:55.260 --> 00:26:56.939 The process of animating and trying out movements 466 00:26:56.939 --> 00:26:58.540 And then adding special effects 467 00:26:58.540 --> 00:27:00.020 And then rendering 468 00:27:00.020 --> 00:27:01.180 Rendering is the process like 469 00:27:01.180 --> 00:27:06.020 The process of developing a photo 470 00:27:06.020 --> 00:27:07.780 After that process, 471 00:27:07.780 --> 00:27:11.180 It involves compositing to produce the final output 472 00:27:11.180 --> 00:27:14.780 If I were to explain with a bit of drawing, 473 00:27:14.780 --> 00:27:16.300 There's a modeling process 474 00:27:16.300 --> 00:27:18.660 There are modeling and mapping processes 475 00:27:18.660 --> 00:27:23.420 Modeling often starts from cubes in the beginning 476 00:27:23.420 --> 00:27:26.859 You divide and shape those cubes in various ways 477 00:27:26.859 --> 00:27:28.380 Positioning here and there, shaping it 478 00:27:28.380 --> 00:27:32.180 Eventually forming the shape of a human or an animal 479 00:27:32.180 --> 00:27:34.300 Creating the model through this process is what modeling is all about 480 00:27:34.300 --> 00:27:37.099 For a very concrete example, 481 00:27:37.099 --> 00:27:39.099 Think of it like sculpting 482 00:27:39.099 --> 00:27:42.739 Starting with a big rock and chiseling away at it 483 00:27:42.739 --> 00:27:45.780 Sculptors essentially carve out a person from there 484 00:27:45.780 --> 00:27:49.380 Or alternatively, molding and shaping with clay 485 00:27:49.380 --> 00:27:53.619 Creating and shaping the model, whether it's a person or anything else 486 00:27:53.619 --> 00:27:59.020 Think of it as digitizing and replicating that process 487 00:27:59.020 --> 00:28:01.420 Once the character is fully created, 488 00:28:01.420 --> 00:28:04.219 Then you need to apply coloring or texturing on top of it 489 00:28:04.219 --> 00:28:07.420 Then, you flatten all of that out 490 00:28:07.420 --> 00:28:10.780 Using tools like Photoshop to enhance it 491 00:28:10.780 --> 00:28:14.540 That's when coloring is applied to the image, which is called mapping 492 00:28:14.540 --> 00:28:17.020 In 2D, layout refers to 493 00:28:17.020 --> 00:28:20.380 Placing the character on top of a background image 494 00:28:20.380 --> 00:28:23.300 In 3D, layout involves 495 00:28:23.300 --> 00:28:26.339 Placing the created 3D modeled character on top of a 3D modeled background 496 00:28:26.339 --> 00:28:28.339 Placing the character onto the background 497 00:28:28.339 --> 00:28:32.500 Creating it just as seen in the storyboard 498 00:28:32.500 --> 00:28:34.140 So, actually, the storyboard 499 00:28:34.140 --> 00:28:36.859 Might not show every detail 500 00:28:36.859 --> 00:28:38.900 That's why storyboards are considered 501 00:28:38.900 --> 00:28:41.219 More crucial in 2D 502 00:28:41.219 --> 00:28:44.339 In 3D, you can reference and utilize anything you want 503 00:28:44.339 --> 00:28:47.219 As long as the story continuity is maintained 504 00:28:47.219 --> 00:28:50.660 Whereas in 2D, much more delicacy is required 505 00:28:50.660 --> 00:28:54.060 This is a scene for animating 506 00:28:54.099 --> 00:28:58.020 Most animation programs are set up like this 507 00:28:58.020 --> 00:29:00.260 Divided into four panels 508 00:29:00.260 --> 00:29:03.699 You view it from four angles to see how the character moves 509 00:29:03.699 --> 00:29:05.900 You need to think three-dimensionally 510 00:29:05.900 --> 00:29:07.660 And animate accordingly 511 00:29:07.660 --> 00:29:10.099 2D is flat 512 00:29:10.099 --> 00:29:13.540 You only need to animate the scene you're viewing 513 00:29:13.540 --> 00:29:15.699 Whereas 3D is three-dimensional, so 514 00:29:15.699 --> 00:29:20.219 You animate from the top view, right, left, and also from the top down 515 00:29:20.219 --> 00:29:23.859 Sometimes, you even need to view from the bottom up to the floor 516 00:29:23.859 --> 00:29:29.859 So, you work on the animation by viewing it from four perspectives 517 00:29:29.859 --> 00:29:32.180 That's the way to think about it 518 00:29:32.180 --> 00:29:33.859 Rendering process refers to 519 00:29:33.859 --> 00:29:38.020 As we discussed earlier, we flatten out everything 520 00:29:38.020 --> 00:29:40.900 Like flattening a three-dimensional box, you flatten the character 521 00:29:40.900 --> 00:29:43.099 And then you also add coloring and such 522 00:29:43.099 --> 00:29:46.099 Illustrating with a sense of reality 523 00:29:46.099 --> 00:29:48.540 You an consider rendering as that kind of process 524 00:29:48.540 --> 00:29:51.540 Therefore, after the rendering process, 525 00:29:51.540 --> 00:29:55.020 The characters that didn't look good earlier 526 00:29:55.020 --> 00:29:58.699 Now really looks like 527 00:29:58.699 --> 00:30:00.500 The feeling I had when I colored it 528 00:30:00.500 --> 00:30:03.459 Of course, here there's also lighting and such 529 00:30:03.459 --> 00:30:05.540 These kinds of things need to be included 530 00:30:05.540 --> 00:30:07.780 And there's something called compositing as well 531 00:30:07.780 --> 00:30:09.579 Compositing is when you combine two or more images to make a single picture 532 00:30:09.579 --> 00:30:15.099 Which involves creating a scene by arranging various elements 533 00:30:15.099 --> 00:30:20.300 In fact, when rendering, it's common to render the background and characters separately 534 00:30:20.300 --> 00:30:22.859 And then composite them together 535 00:30:22.859 --> 00:30:27.099 This is the process of combining the final elements together in the end 536 00:30:27.099 --> 00:30:31.020 The process of combining them into a single image 537 00:30:31.020 --> 00:30:33.161 Is what you call compositing 538 00:30:34.081 --> 00:30:37.922 The role of a producer and the creation of a proposal document 539 00:30:37.922 --> 00:30:40.260 The most important aspect of the producer's role is 540 00:30:40.260 --> 00:30:41.900 Writing a project proposal 541 00:30:41.900 --> 00:30:45.260 The contents of a project proposal include various elements 542 00:30:45.260 --> 00:30:48.380 We'll discuss them right now 543 00:30:48.380 --> 00:30:51.859 First of all, the title 544 00:30:51.859 --> 00:30:54.540 The title needs to be clear and engaging 545 00:30:54.540 --> 00:30:57.819 It should be a title that is both easy to understand and memorable 546 00:30:57.819 --> 00:31:03.619 Therefore, for these reasons, it's good to have impactful titles 547 00:31:03.619 --> 00:31:05.699 And an overview is also necessary 548 00:31:05.699 --> 00:31:11.660 The overview describes what the project is about 549 00:31:11.660 --> 00:31:14.180 I will explain it with some real situations 550 00:31:14.180 --> 00:31:16.900 This project is a work that I have produced 551 00:31:16.900 --> 00:31:19.780 It's called 'Teenie Scouts BigFive' 552 00:31:19.780 --> 00:31:21.859 There are Season 1 and 2 553 00:31:21.859 --> 00:31:26.060 And this is a TV series consisting of 11-minute episodes across 52 episodes 554 00:31:26.060 --> 00:31:28.939 The duration and number of episodes are important details to include 555 00:31:28.939 --> 00:31:30.459 The production method is important 556 00:31:30.459 --> 00:31:33.540 It is produced using stop-motion animation 557 00:31:33.540 --> 00:31:34.739 And then language 558 00:31:34.739 --> 00:31:38.099 It is available in two languages: Korean and English 559 00:31:38.099 --> 00:31:40.500 Lastly, there is a target audience 560 00:31:40.500 --> 00:31:44.739 The target audience refers to the age group that the content is intended for 561 00:31:44.739 --> 00:31:47.180 I hope you would consider that as important 562 00:31:47.180 --> 00:31:50.140 These details are essential components of the overview 563 00:31:50.140 --> 00:31:53.339 Let me explain the intent behind the 'Teenie Scouts BigFive' plan. 564 00:31:53.339 --> 00:31:56.380 I will explain why we created this project 565 00:31:56.380 --> 00:32:01.660 Here, we aim to engage children in adventures with toys, 566 00:32:01.660 --> 00:32:03.739 In a lively, exciting world 567 00:32:03.739 --> 00:32:09.060 To cultivate social skills in children through role-playing and experiential learning in a fun and vibrant world 568 00:32:09.060 --> 00:32:11.180 That was our intention with this project 569 00:32:11.180 --> 00:32:17.660 So, for a project like 'Teenie Scouts BigFive,' the target audience would primarily be preschool-aged children, so it would need to be very gentle 570 00:32:17.660 --> 00:32:22.979 It should definitely have content that is gentle and not harmful to children 571 00:32:22.979 --> 00:32:27.060 Also, before writing this proposal, we conduct market research 572 00:32:27.060 --> 00:32:30.300 To understand whether children would enjoy this type of content 573 00:32:30.300 --> 00:32:33.900 Market research also serves as the foundation for our planning 574 00:32:33.900 --> 00:32:37.660 The market research includes successful case studies as well 575 00:32:37.660 --> 00:32:40.699 Also considers current trends to ensure alignment with what is popular nowadays 576 00:32:40.699 --> 00:32:42.780 Differentiation is also a key consideration in market research 577 00:32:42.780 --> 00:32:47.020 Why the 'BigFive'?This type of content would likely be included to explain the reasoning behind the project's name and concept 578 00:32:47.020 --> 00:32:49.660 And how the project will differentiate itself from other similar works 579 00:32:49.660 --> 00:32:53.900 From the brief glimpse you've seen of the 'BigFive,' 580 00:32:53.900 --> 00:32:56.859 You'll notice there are cars and dolls, among other things 581 00:32:56.859 --> 00:33:00.500 So, we benchmarked Toy Story for our project 582 00:33:00.500 --> 00:33:04.380 Because the theme of toys is the same 583 00:33:04.380 --> 00:33:08.260 However, Toy Story is a feature-length animated film 584 00:33:08.260 --> 00:33:10.260 Thus, the age range is a bit higher 585 00:33:10.260 --> 00:33:12.780 Since our target audience is preschool-aged children, 586 00:33:12.780 --> 00:33:15.660 The contents that should be included in it are 587 00:33:15.660 --> 00:33:23.140 That is highly beneficial and somewhat educational for children 588 00:33:23.140 --> 00:33:26.219 So, looking at the synopsis, it goes like this 589 00:33:26.219 --> 00:33:27.459 Here is our content 590 00:33:27.459 --> 00:33:32.500 The Big Five are toys living in the kids cafe Little Big Hero 591 00:33:32.500 --> 00:33:35.060 After the children finish playing and return home, 592 00:33:35.060 --> 00:33:39.939 The toys in the kids cafe come to life and begin their own day 593 00:33:39.939 --> 00:33:44.260 And the Big Five are the heroes of the toys 594 00:33:44.260 --> 00:33:46.699 Whenever fellow toys encounter adversity, 595 00:33:46.699 --> 00:33:49.780 They stand as the steadfast protectors, ready to intervene 596 00:33:49.780 --> 00:33:52.300 Alright, what adventures await them today? 597 00:33:52.300 --> 00:33:54.540 This is an example of a synopsis 598 00:33:54.540 --> 00:33:56.140 And for the universe, 599 00:33:56.140 --> 00:33:59.579 As I mentioned earlier, the universe that Big Five emerged from 600 00:33:59.579 --> 00:34:03.780 The world where only certain toys live 601 00:34:03.780 --> 00:34:05.660 Without the presence of humans 602 00:34:05.660 --> 00:34:08.419 Such universe is established 603 00:34:08.419 --> 00:34:12.620 With that particular universe in place, we create the story 604 00:34:12.620 --> 00:34:14.500 We can't really deviate from that universe 605 00:34:14.500 --> 00:34:18.459 That's how crucial the universe is 606 00:34:18.459 --> 00:34:19.620 And another important aspect is 607 00:34:19.620 --> 00:34:23.500 The part about which characters we'll use for this project 608 00:34:23.500 --> 00:34:26.260 This is a bit of a brief overview 609 00:34:26.260 --> 00:34:28.139 The character's name is Pat 610 00:34:28.139 --> 00:34:32.340 This character is a police car named Policecar 611 00:34:32.340 --> 00:34:34.540 And it can transform into a robot 612 00:34:34.540 --> 00:34:38.060 I summarized it quite succinctly 613 00:34:38.060 --> 00:34:39.979 Next comes the business plan 614 00:34:39.979 --> 00:34:42.739 In the case of 'Teenie Scouts BigFive,' 615 00:34:42.739 --> 00:34:45.540 We built the story upon a toy, 616 00:34:45.540 --> 00:34:51.419 Besides animation, there were also considerations regarding toy merchandise 617 00:34:51.419 --> 00:34:53.540 Next, we need to include the schedule 618 00:34:53.540 --> 00:34:56.100 The schedule indicates how much we've produced 619 00:34:56.100 --> 00:35:00.739 And how much more production is needed 620 00:35:00.739 --> 00:35:04.260 With that production timeline in mind 621 00:35:04.260 --> 00:35:09.899 By reverse-calculating the personnel expenses, we can determine the production cost 622 00:35:09.899 --> 00:35:12.419 And then we'll need to include the schedule table 623 00:35:12.419 --> 00:35:15.899 This is how the project proposal is comes together 624 00:35:15.899 --> 00:35:17.459 Based on this proposal, 625 00:35:17.459 --> 00:35:20.620 You can proceed with producing the animation 626 00:35:22.269 --> 00:35:24.619 Summary The beginning of animation planning Preparation process for planning Story (writing), character drawing (graphics), business plan Types of animation Feature-length theatrical animation OVA original series 627 00:35:24.619 --> 00:35:26.962 TV animation series Educational/enlightening animations Web animations Game animations Experimental animations 628 00:35:26.962 --> 00:35:29.462 The production process of animation The production process of 2D animation Script - art direction - storyboard - animatics - layout - posing - animation - coloring - checking - compositing - final editing 629 00:35:29.462 --> 00:35:31.923 The production process of 3D animation Script - art direction - storyboard - animatics - modeling - rigging - layout - animating - special effects - rendering - compositing 630 00:35:31.923 --> 00:35:36.903 Producer's role and project proposal creation Contents included in the project proposal Title Overview Planning intentions Audience Differentiation from other works Synopsis Universe Character introduction Business plan Schedule and costs