WEBVTT 1 00:00:04.626 --> 00:00:10.415 Animation Basics Animation's Creative World and Style 2 00:00:10.415 --> 00:00:13.048 GCC Academy 3 00:00:27.990 --> 00:00:29.336 Hello 4 00:00:29.336 --> 00:00:31.536 In this lecture, we will learn about 5 00:00:31.536 --> 00:00:33.840 the creative world and style of animation 6 00:00:33.840 --> 00:00:35.990 We will explore the development history of animation 7 00:00:35.990 --> 00:00:39.040 in the United States and Japan 8 00:00:39.040 --> 00:00:41.190 the major studios 9 00:00:41.190 --> 00:00:44.240 and the trends in animation from both countries 10 00:00:44.240 --> 00:00:49.290 to investigate the diverse 11 00:00:49.290 --> 00:00:52.040 creative worlds of animation 12 00:00:52.040 --> 00:00:54.090 First, we will discuss the originality 13 00:00:54.090 --> 00:00:57.000 and unique value of animation 14 00:00:57.000 --> 00:01:01.650 First, animation is constantly asked the question of why 15 00:01:01.650 --> 00:01:03.639 it should be animation, why do we make it 16 00:01:03.639 --> 00:01:07.839 First of all, the freedom of expression and imagination 17 00:01:07.839 --> 00:01:10.759 can be considered the biggest characteristics 18 00:01:10.759 --> 00:01:13.409 While live action films are subject to 19 00:01:13.409 --> 00:01:15.959 physical constraints and various limitations 20 00:01:15.959 --> 00:01:18.759 animation is the creation of entirely fabricated images 21 00:01:18.759 --> 00:01:20.114 It is free from these restrictions 22 00:01:20.114 --> 00:01:23.439 The advantage is that it allows for the expression of 23 00:01:23.439 --> 00:01:26.289 infinite imagination and the ability to make 24 00:01:26.289 --> 00:01:28.880 the impossible or non-existent possible 25 00:01:28.880 --> 00:01:31.258 Additionally, since the production process is created 26 00:01:31.258 --> 00:01:32.599 frame by frame 27 00:01:32.599 --> 00:01:34.849 it is possible to intentionally arrange 28 00:01:34.849 --> 00:01:37.741 every element and have complete control over them 29 00:01:37.741 --> 00:01:39.760 which is another distinctive feature 30 00:01:39.760 --> 00:01:43.516 For example, in Spirited Away 31 00:01:43.516 --> 00:01:47.166 we can see the unique world and characters 32 00:01:47.166 --> 00:01:51.239 that are difficult to express in live action 33 00:01:51.239 --> 00:01:56.040 Secondly, there is the aspect of stylization and aesthetics 34 00:01:56.040 --> 00:01:59.490 If we fully utilize the limitless creative freedom 35 00:01:59.490 --> 00:02:00.720 mentioned earlier 36 00:02:00.720 --> 00:02:04.120 it becomes possible to enhance the message through stylization 37 00:02:04.120 --> 00:02:06.760 in aspects such as characters, backgrounds, and colors 38 00:02:06.760 --> 00:02:10.239 And it becomes possible to visualize emotions and inner thoughts 39 00:02:10.239 --> 00:02:12.539 It allows for the concrete expression of abstract emotions 40 00:02:12.539 --> 00:02:15.839 or the visual composition of internal monologues 41 00:02:15.839 --> 00:02:18.589 Through this, it becomes possible to freely express 42 00:02:18.589 --> 00:02:22.120 and utilize symbols and metaphors 43 00:02:22.120 --> 00:02:25.720 And then there is the aesthetics of exaggeration and omission 44 00:02:25.720 --> 00:02:28.670 Through selective emphasis or omission of reality 45 00:02:28.670 --> 00:02:30.879 it is possible to maximize the expression of a character’s emotions 46 00:02:30.879 --> 00:02:36.160 and highlight essential elements, extracting them more effectively 47 00:02:36.160 --> 00:02:39.199 And we can also mention the diversity of styles 48 00:02:39.199 --> 00:02:43.199 Realistic expression is possible, as well as abstract expression 49 00:02:43.199 --> 00:02:45.299 and by reflecting cultural characteristics 50 00:02:45.299 --> 00:02:48.639 the individuality of the creator can be captured and maximized 51 00:02:48.639 --> 00:02:51.089 For example, through color design 52 00:02:51.089 --> 00:02:54.080 it is possible to maximize emotions or the atmosphere 53 00:02:54.080 --> 00:02:55.652 A representative example of this 54 00:02:55.652 --> 00:02:58.000 would be works like, Your Name 55 00:02:58.000 --> 00:03:00.150 There is also a slight difference in the way characters 56 00:03:00.150 --> 00:03:01.600 and emotions are conveyed 57 00:03:01.600 --> 00:03:04.250 Animation characters can convey emotions directly and intensely 58 00:03:04.250 --> 00:03:08.919 through exaggerated expressions and actions 59 00:03:08.919 --> 00:03:12.559 This technique is commonly known as squash and stretch 60 00:03:12.559 --> 00:03:15.959 In live-action, emotions are conveyed 61 00:03:15.959 --> 00:03:17.880 through the actor's performance 62 00:03:17.880 --> 00:03:21.839 but in animation, it is possible to visually systematize this 63 00:03:21.839 --> 00:03:24.839 allowing for exaggeration and omission 64 00:03:24.839 --> 00:03:27.720 And it can be considered a true form of comprehensive art 65 00:03:27.720 --> 00:03:30.270 Animation is a unique medium created through 66 00:03:30.270 --> 00:03:32.679 the balanced collaboration of various creative teams 67 00:03:32.679 --> 00:03:34.880 including animation, direction, music, and editing 68 00:03:34.880 --> 00:03:37.780 While in live action, the interaction between actors 69 00:03:37.780 --> 00:03:40.320 and real environments holds the most weight 70 00:03:40.320 --> 00:03:45.559 animation can be considered an art form that incorporates 71 00:03:45.559 --> 00:03:49.159 a wide range of elements, such as music, drawing, and images 72 00:03:49.159 --> 00:03:51.279 all created by us in a comprehensive manner 73 00:03:51.279 --> 00:03:54.160 The unique value of animation 74 00:03:54.160 --> 00:03:56.055 can first be described as the transcendent 75 00:03:56.055 --> 00:03:58.679 delivery of emotions and messages 76 00:03:58.679 --> 00:04:01.583 It is a medium that transcends realistic constraints 77 00:04:01.583 --> 00:04:04.160 and can convey philosophical and social messages 78 00:04:04.160 --> 00:04:07.960 For example, in The Lion King, we can see symbolic narratives 79 00:04:07.960 --> 00:04:11.260 or in Attack on Titan's social allegories 80 00:04:11.260 --> 00:04:13.720 These are some of the exemplary works 81 00:04:13.720 --> 00:04:17.220 Secondly, animation is a representative medium 82 00:04:17.220 --> 00:04:19.839 of cultural diversity and creativity 83 00:04:19.839 --> 00:04:22.139 In modern times, animation is a medium 84 00:04:22.139 --> 00:04:24.880 that aligns with society and the digital age 85 00:04:24.880 --> 00:04:26.930 serving as a communication tool that spans across generations 86 00:04:26.930 --> 00:04:29.679 Its universal nature transcends cultural boundaries 87 00:04:29.679 --> 00:04:36.559 often referred to as a stateless content, making it a globally accessible 88 00:04:36.559 --> 00:04:40.520 Since we have complete control over the creation of images 89 00:04:40.520 --> 00:04:43.720 it means that animation is not 90 00:04:43.720 --> 00:04:46.519 bound by specific constraints 91 00:04:46.519 --> 00:04:49.819 As various technologies advance 92 00:04:49.819 --> 00:04:52.959 the techniques and areas also expand 93 00:04:52.959 --> 00:04:58.967 By leveraging the digital nature of animation 94 00:04:58.967 --> 00:05:02.470 its compatibility with new digital platforms 95 00:05:02.470 --> 00:05:05.799 and its expressive possibilities can continue to expand 96 00:05:05.799 --> 00:05:09.119 I will briefly explain it again later 97 00:05:09.119 --> 00:05:11.969 I would say that it is highly advantageous 98 00:05:11.969 --> 00:05:17.640 for development into interactive content and similar forms 99 00:05:17.640 --> 00:05:19.339 It can also be considered 100 00:05:19.339 --> 00:05:21.600 entertainment for all age groups 101 00:05:21.600 --> 00:05:25.399 Live action media often targets specific age groups 102 00:05:25.399 --> 00:05:28.649 or the protagonist is typically a character 103 00:05:28.649 --> 00:05:30.399 who represents a certain target group 104 00:05:30.399 --> 00:05:33.880 However, in animation, it is possible to appeal to a wide audience 105 00:05:33.880 --> 00:05:39.000 from children to adults, through virtual characters 106 00:05:39.000 --> 00:05:40.679 or anthropomorphized figures 107 00:05:40.679 --> 00:05:43.579 For example, Pixar's works are 108 00:05:43.579 --> 00:05:47.047 mostly targeted at family audiences 109 00:05:47.047 --> 00:05:49.197 We can see examples where even non-existent emotions are 110 00:05:49.197 --> 00:05:51.200 personified into characters 111 00:05:51.811 --> 00:05:55.622 The Chronology and Development of Japanese Animation 112 00:05:55.881 --> 00:05:58.833 Japan and the United States account for 113 00:05:58.833 --> 00:06:02.359 about 80% of the global animation market 114 00:06:02.359 --> 00:06:03.859 and to put it more boldly 115 00:06:03.859 --> 00:06:05.920 they could be said to be dominating it 116 00:06:05.920 --> 00:06:08.314 They have been pioneers 117 00:06:08.314 --> 00:06:10.519 leading the history of animation to that extent 118 00:06:10.519 --> 00:06:12.569 First, let's take a look at the chronological development 119 00:06:12.569 --> 00:06:15.079 of Japanese animation studios by generation 120 00:06:15.079 --> 00:06:18.519 The first generation can be considered the early animation era 121 00:06:18.519 --> 00:06:21.679 spanning from the 1950s to the 1970s 122 00:06:21.679 --> 00:06:24.279 This period marks the dawn of the animation industry 123 00:06:24.279 --> 00:06:28.457 a time when production shifted from theatrical films 124 00:06:28.457 --> 00:06:31.679 to TV animation series 125 00:06:31.679 --> 00:06:33.760 and Japan established its unique and original style 126 00:06:33.760 --> 00:06:37.760 breaking free from the influence of American Disney 127 00:06:37.760 --> 00:06:41.119 The animation studios I’m mentioning here may be names 128 00:06:41.119 --> 00:06:43.040 that are somewhat unfamiliar to us 129 00:06:43.040 --> 00:06:45.390 However, when looking at their representative works 130 00:06:45.390 --> 00:06:47.320 many of them are quite familiar to us 131 00:06:47.320 --> 00:06:49.559 Among them, Toei Animation is an exception 132 00:06:49.559 --> 00:06:53.320 Representative works like Hakujaden 133 00:06:53.320 --> 00:06:56.079 or Sarutobi Sasuke have never been imported to Korea 134 00:06:56.079 --> 00:06:58.239 It's because those works convey strong Japanese culture and style 135 00:06:58.239 --> 00:07:01.440 However, studios like Tatsunoko Production 136 00:07:01.440 --> 00:07:04.934 Mushi Production, and Tokyo Movie are 137 00:07:04.934 --> 00:07:07.600 famous for anime that we are familiar with 138 00:07:07.600 --> 00:07:10.399 such as Speed Racer, originally Mahha GoGoGo 139 00:07:10.399 --> 00:07:12.299 Science Ninja Team 140 00:07:12.299 --> 00:07:13.679 Gatchaman 141 00:07:13.679 --> 00:07:16.208 Astro Boy, The Jungle Book 142 00:07:16.208 --> 00:07:20.188 and Lupin III and these studios produced many 143 00:07:20.188 --> 00:07:22.040 Japanese animation works 144 00:07:22.040 --> 00:07:25.040 that we have been importing since the 80s 145 00:07:25.040 --> 00:07:28.480 Especially for my generation, these are very familiar pieces of content 146 00:07:28.480 --> 00:07:31.920 The second generation, the period of animation's industrial expansion 147 00:07:31.920 --> 00:07:36.826 The 1980s to the early 1990s, and the characteristics of this period are 148 00:07:36.826 --> 00:07:40.000 This is the period when TV animation experienced explosive growth 149 00:07:40.000 --> 00:07:44.694 It is also the period when the genre of Original Video Animation 150 00:07:44.694 --> 00:07:48.320 developed, along with the explosive spread of video 151 00:07:48.320 --> 00:07:49.370 with TV series and OVA 152 00:07:49.370 --> 00:07:53.012 with the widespread availability of media 153 00:07:53.012 --> 00:07:55.079 it became possible to air animations through more accessible platforms 154 00:07:55.079 --> 00:07:57.329 This can be considered the period when animation 155 00:07:57.329 --> 00:07:59.119 was fully commercialized and became mainstream 156 00:07:59.119 --> 00:08:03.160 Additionally, along with this, animation developed into various genres 157 00:08:03.160 --> 00:08:05.110 Major studios of this period 158 00:08:05.110 --> 00:08:07.239 include the well known Studio Ghibli 159 00:08:07.239 --> 00:08:08.839 With representative works like My Neighbor Totoro 160 00:08:08.839 --> 00:08:10.320 and Spirited Away 161 00:08:10.320 --> 00:08:12.760 Another studio is Sunrise 162 00:08:12.760 --> 00:08:16.480 which you may not be familiar with by name 163 00:08:16.480 --> 00:08:18.680 but it is the studio that produced 164 00:08:18.680 --> 00:08:23.679 the very famous mecha anime Mobile Suit Gundam 165 00:08:23.679 --> 00:08:28.959 And Madhouse is a studio known for creating very unique tones 166 00:08:28.959 --> 00:08:32.620 and manners in its visual style 167 00:08:32.620 --> 00:08:34.399 and it's established during this period 168 00:08:34.399 --> 00:08:37.320 Its representative works include Perfect Blue, Cardcaptor Sakura 169 00:08:37.320 --> 00:08:39.679 and Mushashi Jubei 170 00:08:39.679 --> 00:08:41.979 It is also a studio that produced works 171 00:08:41.979 --> 00:08:43.799 that were very popular in Korea 172 00:08:43.799 --> 00:08:46.441 And AIC 173 00:08:46.441 --> 00:08:48.799 Representative works from here is Angel's Egg 174 00:08:48.799 --> 00:08:50.760 and El Hazard 175 00:08:50.760 --> 00:08:55.679 This company can be considered to have utilized OVA 176 00:08:55.679 --> 00:08:59.279 a company as a leader of the OVA era 177 00:08:59.279 --> 00:09:03.320 In addition, there was Gainax 178 00:09:03.320 --> 00:09:06.370 the studio that produced the very well known anime series 179 00:09:06.370 --> 00:09:07.640 NEON GENESIS EVANGELION 180 00:09:07.640 --> 00:09:12.511 Also, J.C. STAFF 181 00:09:12.511 --> 00:09:14.011 is known for works like His and Her Circumstances 182 00:09:14.011 --> 00:09:16.960 and The Irregular at Magic High School 183 00:09:16.960 --> 00:09:19.840 a company which was established in 1986 184 00:09:19.840 --> 00:09:21.919 Additionally, Nippon Animation 185 00:09:21.919 --> 00:09:24.960 with well known works such as Dog of Flanders 186 00:09:24.960 --> 00:09:27.960 Anne of Green Gables 187 00:09:27.960 --> 00:09:31.799 Next, the third generation, globalization 188 00:09:31.799 --> 00:09:33.359 and the digital transition 189 00:09:33.359 --> 00:09:36.640 This period spans from the late 1990s to the mid-2000s 190 00:09:36.640 --> 00:09:37.913 The characteristics of this period include 191 00:09:37.913 --> 00:09:41.440 Digital animation technology was introduced 192 00:09:41.440 --> 00:09:44.679 And there was an increase in works targeted at the global market 193 00:09:44.679 --> 00:09:46.694 which also marked a period when the reach of 194 00:09:46.694 --> 00:09:49.039 Japanese animation expanded significantly 195 00:09:49.039 --> 00:09:51.359 Therefore, this can be seen as a period when theatrical films 196 00:09:51.359 --> 00:09:54.320 TV series, and OVA all grew simultaneously 197 00:09:54.320 --> 00:09:57.222 One of the key studios 198 00:09:57.222 --> 00:09:58.559 of this period is 199 00:09:58.559 --> 00:10:01.200 called, Bones 200 00:10:01.200 --> 00:10:04.159 In fact, Bones is a studio that is very familiar to 201 00:10:04.159 --> 00:10:06.119 many people in Korea who are fans of animation 202 00:10:06.119 --> 00:10:08.200 Its representative works include 203 00:10:08.200 --> 00:10:11.719 Fullmetal Alchemist and Space Dandy 204 00:10:11.719 --> 00:10:14.000 They have consistently produced many works 205 00:10:14.000 --> 00:10:15.919 that are popular with 206 00:10:15.919 --> 00:10:17.199 the current MZ generation 207 00:10:17.200 --> 00:10:21.119 Additionally, Production I.G was also 208 00:10:21.119 --> 00:10:23.840 very active during this period 209 00:10:23.840 --> 00:10:25.960 Representative works include the globally known 210 00:10:25.960 --> 00:10:28.359 Ghost in the Shell 211 00:10:28.359 --> 00:10:32.919 and the sports anime Haikyuu!! which has gained 212 00:10:32.919 --> 00:10:35.000 immense popularity with the MZ generation 213 00:10:35.000 --> 00:10:37.080 is also produced by Production I.G 214 00:10:37.080 --> 00:10:40.696 Another studio with considerable recognition 215 00:10:40.696 --> 00:10:43.599 in Korea is Kyoto Animation, known for works like 216 00:10:43.599 --> 00:10:45.640 The Melancholy of Haruhi Suzumiya 217 00:10:45.640 --> 00:10:48.840 or A Silent Voice 218 00:10:48.840 --> 00:10:52.520 And also CoMix Wave and XEBEC 219 00:10:52.520 --> 00:10:54.424 CoMix Wave is a studio 220 00:10:54.424 --> 00:10:58.520 that grew primarily by producing the works of Makoto Shinkai 221 00:10:58.520 --> 00:11:01.539 Additionally, an animation called Magical Girl Lyrical Nanoha 222 00:11:01.539 --> 00:11:06.280 which achieved moderate success in Korea 223 00:11:06.280 --> 00:11:08.440 was produced by XEBEC 224 00:11:08.440 --> 00:11:10.640 and it was also active during this period 225 00:11:10.640 --> 00:11:13.000 The fourth generation refers to 226 00:11:13.000 --> 00:11:16.640 the modern animation era, which began after 2010 227 00:11:16.640 --> 00:11:20.719 The characteristics of this period include 228 00:11:20.719 --> 00:11:23.479 the growth of streaming services, globalization 229 00:11:23.479 --> 00:11:26.624 the activation of crowdfunding for independent studios 230 00:11:26.624 --> 00:11:28.679 and use of 3D animation technology 231 00:11:28.679 --> 00:11:34.960 A major studio during this period is MAPPA 232 00:11:34.960 --> 00:11:38.717 Representative works are Attack on Titan and Chainsaw Man 233 00:11:38.717 --> 00:11:42.703 which are still highly beloved today 234 00:11:42.703 --> 00:11:45.020 WIT Studio is the company that produced 235 00:11:45.020 --> 00:11:49.919 the previous seasons of Attack on Titan 236 00:11:49.919 --> 00:11:52.359 Science SARU is a studio known for producing 237 00:11:52.359 --> 00:11:55.719 highly original and experimental styles of animation 238 00:11:55.719 --> 00:11:58.719 Especially now, Science SARU is doing exceptionally well 239 00:11:58.719 --> 00:12:01.599 The work Keep Your Hands Off Eizouken! 240 00:12:01.599 --> 00:12:03.919 is currently being streamed on Netflix 241 00:12:03.919 --> 00:12:05.919 with excellent direction and animation quality 242 00:12:05.919 --> 00:12:10.080 Science SARU is a highly accomplished studio 243 00:12:10.080 --> 00:12:13.014 Another well-known studio is CloverWorks 244 00:12:13.014 --> 00:12:15.840 which gained recognition with the anime Spy x Family 245 00:12:15.840 --> 00:12:19.559 Based on the timeline 246 00:12:19.559 --> 00:12:23.559 if we briefly review the history of Japanese animation 247 00:12:23.559 --> 00:12:28.880 Osamu Tezuka, the creator of Astro Boy 248 00:12:28.880 --> 00:12:30.799 must be mentioned as a key figure 249 00:12:30.799 --> 00:12:33.280 In a way, before this period 250 00:12:33.280 --> 00:12:37.080 animation production was a highly expensive 251 00:12:37.080 --> 00:12:40.840 and the term limited animation was implemented 252 00:12:40.840 --> 00:12:42.520 during this period 253 00:12:42.520 --> 00:12:46.320 By utilizing highly limited 254 00:12:46.320 --> 00:12:49.092 animation effective 255 00:12:49.092 --> 00:12:51.760 Osamu Tezuka established an effective method of directing 256 00:12:51.760 --> 00:12:55.320 which allowed for a more cost effective production 257 00:12:55.320 --> 00:12:58.520 This became a significant business model that 258 00:12:58.520 --> 00:13:01.719 made it possible to produce TV series animation 259 00:13:01.719 --> 00:13:04.440 It was a period 260 00:13:04.440 --> 00:13:08.559 that laid the foundation 261 00:13:08.559 --> 00:13:11.000 for significant industrial development 262 00:13:11.000 --> 00:13:12.719 Through this 263 00:13:12.719 --> 00:13:17.640 by selling merchandise and toys linked to the animation 264 00:13:17.640 --> 00:13:22.039 a business model was established during this period 265 00:13:22.039 --> 00:13:23.919 This model allowed for building recognition through broadcasts 266 00:13:23.919 --> 00:13:26.679 and accumulating revenue through merchandising 267 00:13:26.679 --> 00:13:30.200 a framework that has continued 268 00:13:30.200 --> 00:13:32.759 to be used for anime IPs to this day 269 00:13:32.759 --> 00:13:34.840 and another point is 270 00:13:34.840 --> 00:13:37.440 the contributions of Toei Animation 271 00:13:37.440 --> 00:13:40.320 For example, Heidi, Girl of the Alps 272 00:13:40.320 --> 00:13:44.080 which is widely known and loved in Korea 273 00:13:44.080 --> 00:13:47.679 The World Masterpiece Theater series began during this period 274 00:13:47.679 --> 00:13:50.440 Through these works, Miyazaki and Takahata 275 00:13:50.440 --> 00:13:54.400 became widely known 276 00:13:54.400 --> 00:13:56.320 for their collaboration 277 00:13:56.320 --> 00:14:01.220 Additionally, the content of these works often had 278 00:14:01.220 --> 00:14:05.080 Western fairy tales or settings as their backdrop 279 00:14:05.080 --> 00:14:09.000 which made them even more appealing and relatable to a global audience 280 00:14:09.000 --> 00:14:12.440 The production system was established with division of labor 281 00:14:12.440 --> 00:14:14.440 and quality control systems 282 00:14:14.440 --> 00:14:16.200 talent development systems 283 00:14:16.200 --> 00:14:19.000 were much more organized and systematized 284 00:14:19.000 --> 00:14:22.159 And one more thing 285 00:14:22.159 --> 00:14:24.640 would be the development and diversification of genres 286 00:14:24.640 --> 00:14:29.799 In this period, robot animation took a leap 287 00:14:29.799 --> 00:14:32.080 In the early days, series like Mazinger Z and Gundam 288 00:14:32.080 --> 00:14:36.840 and Gundam depicted stories through the combination of war and robots 289 00:14:36.840 --> 00:14:41.564 However, there was a shift with the emergence of 290 00:14:41.564 --> 00:14:44.359 psychologically narrative-focused works such as Evangelion 291 00:14:44.359 --> 00:14:47.400 In modern times, works like 86 Eighty Six 292 00:14:47.400 --> 00:14:51.400 diving deeply into social aspects and social systems 293 00:14:51.400 --> 00:14:54.559 There has been a trend toward the development of such works 294 00:14:54.559 --> 00:14:57.520 and especially for Japanese animation industry 295 00:14:57.520 --> 00:15:00.880 The time slip and time leap genres are indispensable 296 00:15:00.880 --> 00:15:03.039 This topic has been around long time 297 00:15:03.039 --> 00:15:04.840 with works like Paul's Miraculous Adventure 298 00:15:04.840 --> 00:15:06.919 that we watched when we were young 299 00:15:06.919 --> 00:15:10.599 and many other works from Tatsunoko Production 300 00:15:10.599 --> 00:15:13.080 that deal with themes of time travel 301 00:15:13.080 --> 00:15:14.719 This genre of time travel has continued to evolve and develop 302 00:15:14.719 --> 00:15:16.919 like in The Town Where Only I Am Missing 303 00:15:16.919 --> 00:15:20.159 with redemption narrative where past is intervened to save the present 304 00:15:20.159 --> 00:15:24.039 and like in Your Name, with fate overcoming narrative 305 00:15:24.039 --> 00:15:28.440 where they try to achieve love through disaster prevention 306 00:15:28.440 --> 00:15:30.119 and like in The Girl Who Leap Through Time 307 00:15:30.119 --> 00:15:32.640 personal growth is achieved through self discovery 308 00:15:32.640 --> 00:15:34.479 via time travel 309 00:15:34.479 --> 00:15:36.400 and more recent works like Summertime Render 310 00:15:36.400 --> 00:15:40.359 which combines mystery and time loops 311 00:15:40.359 --> 00:15:44.559 These genres have steadily 312 00:15:44.559 --> 00:15:47.320 continued to to develop 313 00:15:47.320 --> 00:15:49.799 And, in a way 314 00:15:49.799 --> 00:15:54.599 genres like everyday coming of age stories 315 00:15:54.599 --> 00:15:57.299 school dramas, and pure slice of life works 316 00:15:57.299 --> 00:16:01.926 as well as sports genres like Slam Dunk and Haikyuu!! 317 00:16:01.926 --> 00:16:04.000 fantasy, and alternate world stories 318 00:16:04.000 --> 00:16:08.479 have consistently emerged and evolved 319 00:16:08.479 --> 00:16:11.359 A representative example would be Inuyasha 320 00:16:11.359 --> 00:16:14.799 and more recently, works like Sword Art Online 321 00:16:14.799 --> 00:16:17.080 which are set in virtual reality 322 00:16:17.080 --> 00:16:21.479 Also, there are dark fantasy works like Demon Slayer 323 00:16:21.479 --> 00:16:27.760 These works are also praised for blending 324 00:16:27.760 --> 00:16:33.080 tradition and action, while mixing various genres 325 00:16:33.080 --> 00:16:36.440 to establish new genres of their own 326 00:16:36.440 --> 00:16:41.719 They are also setting new standards for budgets in theatrical films 327 00:16:41.719 --> 00:16:44.440 And thirdly, we can talk about 328 00:16:44.440 --> 00:16:46.359 modernization and new challenges 329 00:16:46.359 --> 00:16:50.119 The 1990s saw significant innovation, influenced by Neon Genesis Evangelion 330 00:16:50.119 --> 00:16:53.479 which brought innovation not only in content 331 00:16:53.479 --> 00:16:57.159 but also in psychological narratives, religious and philosophical motifs 332 00:16:57.159 --> 00:16:59.039 and the reinterpretation of the mecha genre 333 00:16:59.039 --> 00:17:02.479 Industrially, the establishment of late night anime programming 334 00:17:02.479 --> 00:17:05.880 where anime targeted at older age groups began 335 00:17:05.880 --> 00:17:09.000 airing during late night time slots 336 00:17:09.000 --> 00:17:11.559 Works like Ghost in the Shell 337 00:17:11.559 --> 00:17:14.440 became a turning point, gaining global attention 338 00:17:14.440 --> 00:17:18.280 Technologically, it was also highly innovative, with a blend of 3D 339 00:17:18.280 --> 00:17:21.640 digital animation, and traditional hand drawn techniques 340 00:17:21.640 --> 00:17:25.559 It is considered a work that established 341 00:17:25.559 --> 00:17:28.919 the visual style of cyberpunk 342 00:17:28.919 --> 00:17:33.200 contributing to the modernization of anime 343 00:17:33.200 --> 00:17:34.900 Additionally, these works were often 344 00:17:34.900 --> 00:17:36.760 remade into Hollywood films 345 00:17:36.760 --> 00:17:40.680 In other words, outstanding works emerged that set 346 00:17:40.680 --> 00:17:43.160 new standards for the sci fi genre, receiving critical acclaim 347 00:17:43.702 --> 00:17:47.603 Chronology and Development of American Animation 348 00:17:47.815 --> 00:17:51.000 Next, let's divide American animation studios by generation 349 00:17:51.000 --> 00:17:54.719 and summarize their key characteristics and representative works 350 00:17:54.719 --> 00:17:57.400 The first generation marks the beginning of the early animation era 351 00:17:57.400 --> 00:18:00.400 spanning from the 1920s to the 1940s 352 00:18:00.400 --> 00:18:03.199 This period can be considered the dawn of animation 353 00:18:03.199 --> 00:18:06.359 It started with silent animation and then transitioned to sound animation 354 00:18:06.359 --> 00:18:08.119 In other words, it was the period when animation transitioned 355 00:18:08.119 --> 00:18:11.359 to include voiceovers, with sound becoming a key element 356 00:18:11.359 --> 00:18:13.959 and it can be considered 357 00:18:13.959 --> 00:18:16.000 the golden age of theatrical short films 358 00:18:16.000 --> 00:18:19.680 A major studio during this period is Walt Disney Studios 359 00:18:19.680 --> 00:18:21.599 one of the most prominent pioneers 360 00:18:21.599 --> 00:18:23.640 During this period 361 00:18:23.640 --> 00:18:26.800 there were works like Pinocchio 362 00:18:26.800 --> 00:18:28.599 and Dumbo which has an elephant as a protagonist 363 00:18:28.599 --> 00:18:32.040 There was also Fleischer Studios 364 00:18:32.040 --> 00:18:35.280 which was actually established before Disney 365 00:18:35.280 --> 00:18:38.079 Betty Boop is a character animation series 366 00:18:38.079 --> 00:18:42.719 that is not widely known in Korea 367 00:18:42.719 --> 00:18:45.000 but has been a classic in the U.S. for many years 368 00:18:45.000 --> 00:18:47.079 Additionally, works like Popeye 369 00:18:47.079 --> 00:18:49.520 have been aired in Korea as well 370 00:18:49.520 --> 00:18:53.599 Warner Bros., also well-known for producing films and TV shows 371 00:18:53.599 --> 00:18:57.839 was established in 1933 during this period 372 00:18:57.839 --> 00:19:00.880 Representative works include the Looney Tunes series 373 00:19:00.880 --> 00:19:04.359 featuring the iconic rabbit, and Merrie Melodies 374 00:19:04.359 --> 00:19:07.400 And MGM Studios which produce movies 375 00:19:07.400 --> 00:19:09.839 they also established a cartoon studio 376 00:19:09.839 --> 00:19:11.439 established in 1934 377 00:19:11.439 --> 00:19:13.920 The Tom and Jerry series is one of the most well known works from MGM's cartoon studio 378 00:19:13.920 --> 00:19:17.319 The second generation, often referred to as the golden age 379 00:19:17.319 --> 00:19:19.800 of TV animation series 380 00:19:19.800 --> 00:19:24.199 spans from the 1950s to the 1970s 381 00:19:24.199 --> 00:19:28.239 It was a period when the industry shifted 382 00:19:28.239 --> 00:19:30.000 from theatrical short films to TV animation 383 00:19:30.000 --> 00:19:32.760 and low-budget TV series 384 00:19:32.760 --> 00:19:36.199 began to rise rapidly 385 00:19:36.199 --> 00:19:38.680 Hanna Barbera Productions 386 00:19:38.680 --> 00:19:40.839 although not as well known in Korea 387 00:19:40.839 --> 00:19:44.920 was a highly famous production in the U.S., almost as iconic as Disney 388 00:19:44.920 --> 00:19:47.599 Representative works include The Flintstones 389 00:19:47.599 --> 00:19:49.079 known in Korea as The Bedrock Family 390 00:19:49.079 --> 00:19:53.000 Scooby-Doo, and Tom and Jerry, which were later continued 391 00:19:53.000 --> 00:19:55.239 as TV series by Hanna-Barbera 392 00:19:55.239 --> 00:19:58.560 Additionally, there were Jay Ward Productions 393 00:19:58.560 --> 00:20:03.119 UPA, and Filmation studios 394 00:20:03.119 --> 00:20:07.280 These studios produced works that may not be as familiar in Korea 395 00:20:07.280 --> 00:20:11.199 such as Rocky and Bullwinkle, Mr. Magoo 396 00:20:11.199 --> 00:20:16.520 Superman, and Super Friends 397 00:20:16.520 --> 00:20:18.710 The third generation marks the period 398 00:20:18.710 --> 00:20:21.280 when the animation industry was reborn 399 00:20:21.280 --> 00:20:24.760 It spans from the 1980s to the 1990s 400 00:20:24.760 --> 00:20:27.719 This period can be described as the revival of Disney 401 00:20:27.719 --> 00:20:29.560 and the Renaissance era of animated films 402 00:20:29.560 --> 00:20:31.839 It can be described as a period 403 00:20:31.839 --> 00:20:35.640 characterized by various experiments 404 00:20:35.640 --> 00:20:37.040 and creative innovations in TV animation 405 00:20:37.040 --> 00:20:39.920 This was also the period when computer graphics 406 00:20:39.920 --> 00:20:43.119 were fully introduced into animation production 407 00:20:43.119 --> 00:20:46.079 The major studios active during this period include Walt Disney 408 00:20:46.079 --> 00:20:50.079 which I referred to earlier as experiencing a revival 409 00:20:50.079 --> 00:20:54.359 After a period of not being able to exert significant influence 410 00:20:54.359 --> 00:20:57.520 Disney achieving a great success 411 00:20:57.520 --> 00:20:59.800 with The Little Mermaid in 1989 412 00:20:59.800 --> 00:21:03.719 Following that, Disney continued its successful formula 413 00:21:03.719 --> 00:21:05.350 by launching theatrical films 414 00:21:05.350 --> 00:21:08.599 such as Beauty and the Beast and The Lion King 415 00:21:08.599 --> 00:21:13.839 further solidifying its success 416 00:21:13.839 --> 00:21:19.079 In 1987, Blue Sky Studios, based in New York 417 00:21:19.079 --> 00:21:21.239 was established, specializing in creating innovative 3D animation 418 00:21:21.239 --> 00:21:25.800 using computer graphics technology 419 00:21:25.800 --> 00:21:28.280 One of its representative works is Ice Age 420 00:21:28.280 --> 00:21:31.000 And there's Don Bluth Productions 421 00:21:31.000 --> 00:21:33.040 founded by former Disney animator Don Bluth 422 00:21:33.040 --> 00:21:37.119 Representative works from Don Bluth Productions 423 00:21:37.119 --> 00:21:39.800 include An American Tail 424 00:21:39.800 --> 00:21:42.000 which may not be as well-known in Korea 425 00:21:42.000 --> 00:21:43.599 Additionally, there's Tiny Toon Adventure 426 00:21:43.599 --> 00:21:46.895 an evolution of Looney Tunes 427 00:21:46.895 --> 00:21:49.079 featuring a wider range of characters 428 00:21:49.079 --> 00:21:50.779 And then Pixar Animation Studios 429 00:21:50.779 --> 00:21:53.926 which we are all familiar with, was founded 430 00:21:53.926 --> 00:21:57.239 Pixar Animation Studios was the production company 431 00:21:57.239 --> 00:22:00.199 that revolutionized the use of computer graphics in 3D animation 432 00:22:00.199 --> 00:22:01.599 Representative works from Pixar include Toy Story 433 00:22:01.599 --> 00:22:05.119 and A Bug's Life, both of which achieved tremendous success 434 00:22:05.119 --> 00:22:07.520 The fourth generation can be described 435 00:22:07.520 --> 00:22:10.280 as the digital age and the era of globalization 436 00:22:10.280 --> 00:22:13.199 This period spans from the 2000s to the early 2010s 437 00:22:13.199 --> 00:22:15.839 It can be considered the golden age of 3D animation 438 00:22:15.839 --> 00:22:20.599 And before the rise of streaming services 439 00:22:20.599 --> 00:22:24.079 this period can be considered the golden age of theatrical animated films 440 00:22:24.079 --> 00:22:27.239 It was also a period when independent animation studios 441 00:22:27.239 --> 00:22:31.319 and experimental works saw a significant increase 442 00:22:31.319 --> 00:22:34.160 Key studios from this period include 443 00:22:34.160 --> 00:22:37.439 DreamWorks Animation, Blue Sky Studios, Sony Pictures Animation 444 00:22:37.439 --> 00:22:41.400 Nickelodeon Movies, and Laika 445 00:22:41.400 --> 00:22:45.250 Works from these studios have been widely introduced in Korea 446 00:22:45.250 --> 00:22:48.010 This period saw the release of works like 447 00:22:48.010 --> 00:22:53.475 Shrek, Kung Fu Panda, Ice Age Hotel Transylvania 448 00:22:53.475 --> 00:22:55.425 Spider-Man Into the Spider-Verse, SpongeBob SquarePants 449 00:22:55.425 --> 00:22:59.079 as well as Avatar series Coraline 450 00:22:59.079 --> 00:23:02.839 and Kubo and the Two Strings 451 00:23:02.839 --> 00:23:05.160 which was released in 2016 452 00:23:05.160 --> 00:23:08.439 Laika is a production company that, until then 453 00:23:08.439 --> 00:23:10.400 Aardman from the UK was the most famous 454 00:23:10.400 --> 00:23:14.400 creating stop-motion animation 455 00:23:14.400 --> 00:23:18.479 The establishment of a stop-motion animation studio 456 00:23:18.479 --> 00:23:21.680 in the U.S. in 2005 was a very unusual and significant development 457 00:23:21.680 --> 00:23:26.680 The studio received positive reviews 458 00:23:26.680 --> 00:23:29.119 and established a strong presence 459 00:23:29.119 --> 00:23:31.359 during that time is indeed considered a very unique 460 00:23:31.359 --> 00:23:33.640 and noteworthy achievement 461 00:23:33.640 --> 00:23:37.520 And then, the fifth generation, which is modern animation 462 00:23:37.520 --> 00:23:42.520 It is a period characterized by diversity 463 00:23:42.520 --> 00:23:45.729 This period saw the rapid growth of streaming platforms 464 00:23:45.729 --> 00:23:49.760 like Netflix, making them mainstream media 465 00:23:49.760 --> 00:23:51.560 and since streaming is internet based 466 00:23:51.560 --> 00:23:54.719 it also marked a time 467 00:23:54.719 --> 00:23:57.719 when all launched content 468 00:23:57.719 --> 00:24:01.880 naturally expanded to a global audience 469 00:24:01.880 --> 00:24:04.599 It is also an era when established major studios 470 00:24:04.599 --> 00:24:07.880 began to challenge new technologies and formats 471 00:24:07.880 --> 00:24:11.719 As a result, it was a period when a wide variety of animated works 472 00:24:11.719 --> 00:24:13.439 were being produced and released 473 00:24:13.439 --> 00:24:18.239 through various media platforms in large numbers 474 00:24:18.239 --> 00:24:20.160 The major studios of this period 475 00:24:20.160 --> 00:24:22.680 include Pixar Animation Studios which, as mentioned earlier 476 00:24:22.680 --> 00:24:27.280 continues to perform excellently and remains active to this day 477 00:24:27.280 --> 00:24:31.079 Additionally, Walt Disney, Sony Pictures 478 00:24:31.079 --> 00:24:33.560 and Netflix Animation have been producing original animations 479 00:24:33.560 --> 00:24:38.489 through collaborations with various independent studios 480 00:24:38.489 --> 00:24:41.479 and large production companies 481 00:24:41.479 --> 00:24:43.560 And Illumination Entertainment is 482 00:24:43.560 --> 00:24:47.920 a unique studio that was originally based in France 483 00:24:47.920 --> 00:24:49.560 After being acquired by Universal 484 00:24:49.560 --> 00:24:52.719 it is now integrated and referred to as part of Universal Studios 485 00:24:52.719 --> 00:24:55.839 One of their most notable works is Despicable Me 486 00:24:55.839 --> 00:24:58.439 which, as a single animated film holds the record 487 00:24:58.439 --> 00:25:02.040 for one of the highest-grossing animated films to date 488 00:25:02.040 --> 00:25:05.000 They are also well-known for works like 489 00:25:05.000 --> 00:25:06.719 Minions and Super Mario Bros 490 00:25:06.719 --> 00:25:08.839 Additionally, like I mentioned earlier 491 00:25:08.839 --> 00:25:12.834 the stop-motion animation studio Laika 492 00:25:12.834 --> 00:25:17.000 also created Missing Link during this period 493 00:25:17.783 --> 00:25:21.703 The New Trends in Modern Animation 494 00:25:22.000 --> 00:25:24.657 Finally, the new trends in modern animation 495 00:25:24.657 --> 00:25:26.439 There are various trends 496 00:25:26.439 --> 00:25:28.889 Let’s take a look at some of the key trends 497 00:25:28.889 --> 00:25:31.800 among the various new developments 498 00:25:31.800 --> 00:25:34.640 The first trend I’d like to highlight is 499 00:25:34.640 --> 00:25:37.400 the unique body of work of director Makoto Shinkai 500 00:25:37.400 --> 00:25:41.400 which cannot be overlooked 501 00:25:41.400 --> 00:25:44.760 His first work, Voices of a Distant Star released in 2002 502 00:25:44.760 --> 00:25:46.760 was made on a very low budget 503 00:25:46.760 --> 00:25:50.959 Despite it was made with a one man creator feel 504 00:25:50.959 --> 00:25:54.119 the film gained significant praise for its unique imagery 505 00:25:54.119 --> 00:25:59.760 and through word of mouth, began to gain attention 506 00:25:59.760 --> 00:26:03.479 almost like a modern day reverse trend 507 00:26:03.479 --> 00:26:07.239 With this positive evaluation 508 00:26:07.239 --> 00:26:12.520 he was able to attract investors and collaborating production companies 509 00:26:12.520 --> 00:26:16.439 and from then on, he continued to create excellent works 510 00:26:16.439 --> 00:26:19.599 One of his works, The Garden of Words 511 00:26:19.599 --> 00:26:21.719 is praised for its evolution in style 512 00:26:21.719 --> 00:26:24.839 The film features hyper realistic depictions of urban landscapes 513 00:26:24.839 --> 00:26:26.880 intricate portrayals of light and sunlight 514 00:26:26.880 --> 00:26:29.880 and a delicate balance between everyday life 515 00:26:29.880 --> 00:26:32.800 and fantasy, showcasing 516 00:26:32.800 --> 00:26:36.400 his refined artistic progression 517 00:26:36.400 --> 00:26:41.359 During this period, many other creators and animation studios 518 00:26:41.359 --> 00:26:45.479 influenced by Makoto Shinkai's works 519 00:26:45.479 --> 00:26:49.239 began to emulate his distinctive style 520 00:26:49.239 --> 00:26:56.694 Despite receiving acclaim for its unique artistic qualities 521 00:26:56.694 --> 00:26:59.280 his works had not achieved significant commercial success 522 00:26:59.280 --> 00:27:02.959 But Your Name released in 2016 523 00:27:02.959 --> 00:27:07.280 became a massive success, especially in China, Japan, and Korea 524 00:27:07.280 --> 00:27:10.400 It was visually striking 525 00:27:10.400 --> 00:27:14.119 innovative, and of very high quality 526 00:27:14.119 --> 00:27:16.280 Indeed, it is the key factor that serve 527 00:27:16.280 --> 00:27:18.719 as the foundation for the success 528 00:27:18.719 --> 00:27:21.319 Additionally, narratively Your Name revitalized 529 00:27:21.319 --> 00:27:26.359 the time travel or time leap genre, which is often used in Japanese animation 530 00:27:26.359 --> 00:27:30.119 In a way, Your Name redefined and reinforced 531 00:27:30.119 --> 00:27:32.800 the time-leap genre through its massive commercial success 532 00:27:32.800 --> 00:27:35.839 and following its release, many other Japanese time leap genre animations 533 00:27:35.839 --> 00:27:41.160 experienced a resurgence, gaining significant attention 534 00:27:41.160 --> 00:27:43.260 Another key trend we should highlight 535 00:27:43.260 --> 00:27:45.079 is the new technologies 536 00:27:45.079 --> 00:27:48.479 and methods of expression in modern animation 537 00:27:48.479 --> 00:27:51.040 There are several aspects to consider 538 00:27:51.040 --> 00:27:55.079 In the case of ufotable's Demon Slayer series 539 00:27:55.079 --> 00:27:58.839 although the fusion of 2D and 3D has been tried for a while 540 00:27:58.839 --> 00:28:03.520 it can be said that this series represents the pinnacle of such method 541 00:28:03.520 --> 00:28:06.400 It has been praised for achieving the optimal harmony 542 00:28:06.400 --> 00:28:09.079 between traditional animation and digital effects 543 00:28:09.079 --> 00:28:13.040 The action scenes are so well directed that 544 00:28:13.040 --> 00:28:18.479 to borrow a term from YouTube culture, they are often referred to as god tier 545 00:28:18.479 --> 00:28:21.520 dditionally, MAPPA is well-known 546 00:28:21.520 --> 00:28:24.680 for its work on Attack on Titan 547 00:28:24.680 --> 00:28:28.736 One of the elements that raised questions about 548 00:28:28.736 --> 00:28:30.760 how it could be depicted in animation 549 00:28:30.760 --> 00:28:33.760 given that the original source is a manga 550 00:28:33.760 --> 00:28:35.800 was the 3D maneuver gear 551 00:28:35.800 --> 00:28:40.560 It has been highly praised for 552 00:28:40.560 --> 00:28:42.599 how well it was represented in 3D 553 00:28:42.599 --> 00:28:46.719 By depicting large scale battle scenes incredibly well 554 00:28:46.719 --> 00:28:49.959 It has grown into a studio that generates great anticipation 555 00:28:49.959 --> 00:28:53.719 Since then, works like Chainsaw Man 556 00:28:53.719 --> 00:28:55.599 being praised for experimental direction 557 00:28:55.599 --> 00:28:58.160 comic elements 558 00:28:58.160 --> 00:29:03.599 It has received positive reviews for 559 00:29:03.599 --> 00:29:05.520 unique camera for unique camera work 560 00:29:05.520 --> 00:29:08.680 that brilliantly animates those comic elements 561 00:29:08.680 --> 00:29:13.160 In addition, the increase in international co-productions 562 00:29:13.160 --> 00:29:15.640 which in fact doesn't need to be looked for far 563 00:29:15.640 --> 00:29:21.280 as there are many animations co-produced by Korea and France 564 00:29:21.280 --> 00:29:24.079 The English title is Miraculous 565 00:29:24.079 --> 00:29:27.160 but in Korea, it is known as Bugs Lady? 566 00:29:27.160 --> 00:29:31.760 Anyway, even in the case of 3D animations 567 00:29:31.760 --> 00:29:35.239 it was a co-production between France and Korea 568 00:29:35.239 --> 00:29:40.275 and in fact, many works from various countries 569 00:29:40.275 --> 00:29:43.966 have been created through 570 00:29:43.966 --> 00:29:47.239 cross-border co-productions 571 00:29:47.239 --> 00:29:51.359 As cultures blend like this 572 00:29:51.359 --> 00:29:55.920 it starts to be reflected in the works as well 573 00:29:55.920 --> 00:29:58.370 A representative example is the highly successful 574 00:29:58.370 --> 00:29:59.440 animated series on Netflix 575 00:29:59.440 --> 00:30:02.538 Blue Eye Samurai, while it is set in Japan 576 00:30:02.538 --> 00:30:05.000 it tells the story of a Westerner 577 00:30:05.000 --> 00:30:09.650 a Western woman with blue eyes 578 00:30:09.650 --> 00:30:11.500 living as a samurai 579 00:30:11.500 --> 00:30:13.989 These can now be considered 580 00:30:13.989 --> 00:30:17.337 representative examples of cultural fusion 581 00:30:17.337 --> 00:30:24.000 In addition, as streaming services became the mainstream platform 582 00:30:24.000 --> 00:30:27.099 competition began to intensify 583 00:30:27.099 --> 00:30:30.023 Netflix focuses heavily on unique visual effects 584 00:30:30.023 --> 00:30:33.718 and as a result, through a co-production 585 00:30:33.718 --> 00:30:37.484 with the French company Fortiche Production 586 00:30:37.484 --> 00:30:40.317 well-known for the League of Legends game cinematic 587 00:30:40.317 --> 00:30:42.563 has created 588 00:30:42.563 --> 00:30:45.000 a highly successful animated series 589 00:30:45.000 --> 00:30:48.000 called Arcane 590 00:30:48.000 --> 00:30:52.891 Through collaboration with Japan's Trigger Studio 591 00:30:52.891 --> 00:30:57.386 they created Cyberpunk: Edgerunners 592 00:30:57.386 --> 00:30:59.986 utilizing the world of the game Cyberpunk 2077 593 00:30:59.986 --> 00:31:04.792 by the Russian game studio CD Project 594 00:31:04.792 --> 00:31:09.327 Additionally, they are creating visually innovative works 595 00:31:09.327 --> 00:31:12.727 through various collaborations with Japanese 596 00:31:12.727 --> 00:31:16.000 and other production companies 597 00:31:16.000 --> 00:31:20.544 Disney Plus, on the other hand, has been focusing on expanding its universe 598 00:31:20.544 --> 00:31:22.473 through animated works that utilize various franchises 599 00:31:22.473 --> 00:31:24.970 such as Marvel and Star Wars 600 00:31:24.970 --> 00:31:27.752 by absorbing these franchises 601 00:31:27.752 --> 00:31:29.552 Another streaming service 602 00:31:29.552 --> 00:31:31.782 Amazon Prime 603 00:31:31.782 --> 00:31:34.822 targets an adult audience 604 00:31:34.822 --> 00:31:37.572 and has launched many highly violent works 605 00:31:37.572 --> 00:31:39.356 tailored to that demographic 606 00:31:39.356 --> 00:31:43.106 Invincible, for example, may appear 607 00:31:43.106 --> 00:31:45.841 to be a typical superhero animation 608 00:31:45.841 --> 00:31:48.391 but its content and level of violence depiction 609 00:31:48.391 --> 00:31:50.406 are quite bold and intense 610 00:31:50.406 --> 00:31:53.856 This can also be seen as Amazon Prime attempting 611 00:31:53.856 --> 00:31:55.822 to create new animated works 612 00:31:55.822 --> 00:31:58.871 that align with the nature of their streaming service 613 00:31:58.871 --> 00:32:03.010 We have covered the history of Japanese and American animation 614 00:32:03.010 --> 00:32:07.396 and also looked at the new trends in the animation industry 615 00:32:07.396 --> 00:32:09.846 Finally, what I would like to mention is 616 00:32:09.846 --> 00:32:14.198 the future challenges of Korean animation 617 00:32:14.198 --> 00:32:17.748 Currently, Korean animation has been 618 00:32:17.748 --> 00:32:19.742 overly focused on young children 619 00:32:19.742 --> 00:32:22.713 It is not easy to transition away from being focused on young children 620 00:32:22.713 --> 00:32:25.863 It is a market where it has to compete with the major works 621 00:32:25.863 --> 00:32:28.010 that I mentioned earlier 622 00:32:28.010 --> 00:32:31.228 In a way, this can be considered the mainstream market 623 00:32:31.228 --> 00:32:35.782 and to break into this market, it will be necessary to surpass 624 00:32:35.782 --> 00:32:39.139 existing works in terms of expressiveness, direction, and technical skills 625 00:32:39.139 --> 00:32:41.950 These aspects will need to be developed and cultivated 626 00:32:41.950 --> 00:32:44.750 And in a way 627 00:32:44.750 --> 00:32:47.178 animations will likely be created 628 00:32:47.178 --> 00:32:51.356 and launched primarily through global streaming platforms 629 00:32:51.356 --> 00:32:55.960 Through this, it could be said that 630 00:32:55.960 --> 00:33:00.208 like the expression, the most Korean is the most global 631 00:33:00.208 --> 00:33:03.358 one of the future challenges will be 632 00:33:03.358 --> 00:33:05.297 to strike a balance between local elements 633 00:33:05.297 --> 00:33:10.376 and global appeal by blending Korean uniqueness with themes 634 00:33:10.376 --> 00:33:15.020 that can resonate in the global market 635 00:33:15.020 --> 00:33:18.000 This concludes today's lecture, thank you 636 00:33:19.150 --> 00:33:20.800 The originality and unique value of animation The originality of animation Freedom of expression and imagination 637 00:33:20.800 --> 00:33:22.400 Stylization and aesthetics Direct emotional expression through exaggerated facial expressions and actions A true form of comprehensive art 638 00:33:22.400 --> 00:33:24.041 The unique value of animation Transcendental delivery of emotions and messages A medium representing cultural diversity and creativity Content for all ages 639 00:33:24.041 --> 00:33:26.541 Chronology and development of Japanese animation Generation 1: Early animation (1950s–1970s) Birthday of the animation industry Expansion of production into TV animation Establishment of a unique Japanese style 640 00:33:26.541 --> 00:33:28.997 2nd Generation: Industry Expansion Animation (1980s-early 1990s) Explosive growth of TV animation The era of OVA (Original Video Animation) Popularization of animation 641 00:33:28.997 --> 00:33:31.497 3rd Generation: Globalization and Digital Transition Animation (Late 1990s to Mid 2000s) Introduction of digital animation technology Increase in works targeting the global market Simultaneous increase in theatrical releases, TV series, and OVAs 642 00:33:31.497 --> 00:33:33.963 4th Generation: Modern Animation (2010s and later) Growth of streaming services and globalization Activation of independent production companies and cloud funding Full-scale use of 3D animation technology 643 00:33:33.963 --> 00:33:34.995 The history and development of American animation 1st Generation: The Beginning of Early Animation (1920s–1940s) 644 00:33:34.995 --> 00:33:35.968 The birth of animation and the golden age of theatrical short animations Transition from silent animation to sound animation 645 00:33:35.968 --> 00:33:36.951 2nd Gen, The Golden Age of TV Animation (1950s–1970s) Shift from theatrical animations to TV animation as the central focus Low-budget TV series 646 00:33:36.951 --> 00:33:37.967 3rd Generation: The Rebirth of the Animation Industry (1980s–1990s) The revival of Disney and the renaissance of animated films 647 00:33:37.967 --> 00:33:38.943 Various experiments and creative attempts in TV animation Gradual introduction of computer-generated imagery (CGI) 648 00:33:38.943 --> 00:33:40.543 4th Generation: The Digital Age and Globalization (2000s–Early 2010s) The golden age of 3D animation 649 00:33:40.543 --> 00:33:42.293 The golden age of feature-length animation before streaming services Independent animation studios and experimental works rise 650 00:33:42.293 --> 00:33:43.995 Generation 5: Diversity and streaming in contemporary animation(2010s onwards) The rise of streaming platforms and global expansion The rise of independent studios and diverse experimental works 651 00:33:43.995 --> 00:33:44.985 The new trends in contemporary animation The works of Makoto Shinkai 652 00:33:44.985 --> 00:33:45.924 Establishment of a unique style: Evolution of style in description and expression compared to early works Commercial success and artistry: Visual and narrative innovation achieved through 'Your Name' (2016) 653 00:33:45.924 --> 00:33:46.905 New technologies and ways of expression Digital innovation: ufotable’s technology and MAPPA’s challenge New ways of producing: The rise of international co-productions 654 00:33:46.905 --> 00:33:47.895 Changes in platforms and future prospects Netflix, Expansion of original series focused on visual effects 655 00:33:47.895 --> 00:33:48.866 Disney+: Expansion of universe using various franchise animations Prime Video: Targeting adults with violent and bold themes