Animated Appeal: Animation Studies - Vol.2, 2007
Animated Appeal: Animation Studies - Vol.2, 2007
Animated Appeal: Animation Studies - Vol.2, 2007
2, 2007
Tom Klein
Animated Appeal
Introduction
The graphical style of childrens software has often strongly resembled that of traditional cel animation, yet the requirements for implementing graphics into computer games necessitated changes in the working practices of animators. In some of the earliest videogames for the home market, the means of creating sequential moving images was far removed from traditional methods of animation as a hand-drawn art. Computer graphics had to be manually typed in as lines of code which provided display instructions instead of actually being drawn. The earliest credited role of an artist in a videogame was for Ataris E.T. in 1982. At that time, the only way to see if the programmed lines resulted in animation was to compile the code and assemble the game. (Warshaw, 2003) Eventually software was written which was more intuitive for artists to use and which displayed the artwork they drew. This made it feasible for animators to work in a more familiar visual context. However, the graphic limitations of personal computers remained a barrier through much of the 1980s. This changed in the early 1990s when PC manufacturers adopted the CD-ROM format. Whereas software developers had previously worked within the storage constraints of floppy discs and within the performance limitations of pre-Wintel PCs, the data storage capacity of compact discs coupled with increases in processor speeds rapidly allowed them to create more complex and compelling media. The early 1990s witnessed a rush of CD-ROM development, as consumers were eager to purchase content to make use of the new disc drives in home computers. Many of the rushed-to-market titles were more informational than entertaining, or were considered multimedia titles, not necessarily games. As the initial novelty aspect of CDROMs wore off, consumers became more discriminating in their purchases. Animation began to play an important role in the appeal of computer entertainment. With the visual sophistication of software becoming a benchmark of quality to consumers, more companies hired staffs of animators to create captivating products. This article describes the contribution of animators and the practical working methods employed at the most prominent North American studios creating childrens educational and entertainment titles from the early 1990s to the early 2000s. This genre of games grew to be commonly referred to as edutainment.
Edutainment Publishers
As sales of software shifted away from computer specialty stores to big-box superstores like Best Buy and Costco, a consolidation of the industry occurred. Only those products which demonstrated strong branding and consumer loyalty were able to secure a continued retail presence at these chains. (Ito, 2007) The shakeout which followed reduced the field of major players by the mid-90s, and since the best-selling software was typically branded with cartoon characters who served as hosts of the game, the major American publishers of computer edutainment during this period will be identified not only by company name but also by their popular brands for children. They are, in alphabetical order, Broderbund (Living Books, Carmen Sandiego), Davidson & Associates (Math Blaster), Disney Interactive (Winnie-the-Pooh, Mickey Mouse), Humongous Entertainment (Putt-Putt, Freddi Fish, Pajama Sam), Knowledge Adventure (JumpStart), and The Learning Company (Reader Rabbit). These companies all rose above the
The working practice of animation at these studios in many ways offered a dynamic environment for young American animators. One should recall that, in this same period of the early 1990s, the sudden boom in feature and television animation spurred by such hits as Beauty and the Beast (1991) and The Simpsons (1989) provided employment for many artists, but typically these traditional jobs did not yet involve individual usage of computers by animators and the best of these jobs often went to seasoned professionals. By contrast, game studios generally required artists to have both character animation skills (yet were more tolerant of limited professional experience) and proficiency with graphic software. This confluence of factors led many companies to hire young artists, especially since certain college programs were reliably turning out graduates with these requisite skills. These young artists, mostly in their twenties, were providing the design, layout and final character animation for the games. Because of the technical particulars of delivering art assets for programmers, the animation for CD-ROMs was not as easily outsourced as it had become for TV, giving rise to new full time employment opportunities. Although 3D computer animation was a burgeoning new field during this period, the primary character work for childrens software among the major brands was usually done as traditionally drawn art. 3D animation had a strong enough association with violent videogames at that point to keep edutainment publishers largely aligned with the aesthetic sensibilities of a classic family brand like Walt Disney. Even though CD-ROM games were perceived as new media at that time, such companies as Humongous Entertainment and Knowledge Adventure were heavily invested in paper animation, effectively the same process as a Hollywood studio animator would have used even in the 1930s. However, instead of a traditional ink and paint staff preparing cels of the art to be shot to film, a Humongous animator would have his or her paper drawings scanned into a computer by production artists. The animation was then reassembled in order using proprietary software called Splat. After review by the animator, the Splat file went to the Ink and Paint department, where the final lines and color fills were digitally applied. At Knowledge Adventure, Director (commercial software from Macromedia) was used to reassemble the scanned frames. Another digital animation process was the use of drawing tablets. At Davidson & Associates, the publisher of Math Blaster games, this became the exclusive method of animation. This bypassed the need for scanning paper and most cleanup work because the gestures of an animators stylus on the surface of a tablet were recorded in the computer. In the early years of
Retailers and consumers preferred those software brands which provided long hours of gameplay, and developers responded by expanding budgets to ensure that CD-ROMs fulfilled these expectations. In the case of Humongous, it created very engaging games that required logical reasoning for kids to navigate their way through a story-driven adventure. Its most popular brands for children, ages 3-8, were Freddi Fish, Putt-Putt, and Pajama Sam, and for older kids, SpyFox and Backyard Sports. By the late 1990s, the educational publishers were finding greatest success not with specialty titles (topics like reading or math, for instance) but rather with grade-based titles. A brand such as JumpStart would release titles named Preschool, Pre-K, Kindergarten, First Grade, etc. Each title would contain a range of curricular material for a student at that level of education. By playing different games, children would learn and would reinforce their learning through repetition. Knowledge Adventure, Disney Interactive, and The Learning Company all produced extended lines of grade-based software. The JumpStart line, touted as the #1 educational software, (Simone, 2002) had cumulative sales of over $330 million by 2001, and was translated and sold in many different countries around the world. This then capped a kind of Golden Age for childrens software that had been on-going through the 1990s. Retail sales were booming for the major publishers and this allowed for generous production budgets. The budget for a JumpStart game was typically just under a million dollars, and for one of Humongous Entertainments bigger titles it could go as high as several million. At its peak in 2000, Humongous employed 80 animation artists and had sold 16 million titles of its games (Kubin, 2000). Also by the new millennium, the software Flash was growing very popular as a tool for animators, especially owing to its vector capabilities that allowed Flash cartoons to flourish on the internet. Software companies began using Flash primarily to make promotional content for children or parents browsing on the web. Because the Flash Player was embedded in Microsofts Internet Explorer, no special installations were required to begin viewing animated sites. The animation staff at Knowledge Adventure changed its production methods to embrace the benefits of Flash, and all animators made the transition to drawing directly on tablets leading up to the merger with the staff of Davidson & Associates at new company headquarters in Los Angeles in June 2001. Flash was a welcome change of software for the Davidson animators, who had been using SpriteMaker since 1994. Although SpriteMaker had been innovative and allowed
For the period 20012002, the genres of Children (13%) and Family Entertainment (7%) accounted for 20% of overall sales.
The porting of old software is ending. More and more, edutainment is not only played via CDROM, but also on LeapFrog handhelds, portable game systems, and on the internet. Subscription models are becoming more prevalent, and kids are joining online or virtual worlds. Knowledge Adventure has even launched it own, JumpStart World (May 2007), a realtime 3D environment where children explore, play and learn. JumpStart World, among others, is an example of a game that has pushed the production of childrens software more closely into the realm of videogames. This might have once raised parental concerns, but over time this is changing. 3D has simply become associated with having a more contemporary or modern appeal than the flatter graphics of traditional animation. The charm of Pixar films and the widespread use of 3D imagery in childrens television have served to soften its earlier association with violent videogames for adolescents and adults. Whatever the future holds for childrens software, and on whatever platform it is played, the same things will continue to determine the success of a game animator: an ability to recognize and work within the limitations of technology, an ability to communicate with technical staff to ensure that his or her work conforms to the needs of the game design, and an ability to animate characters in a way that makes them engaging and appealing. The great divide that used to exist between animating for childrens games or for cartoons has diminished. In many respects, the production methods of television animation now resemble that of software companies from the 1990s. Today, so much of the film and television industry is digital-driven. Professional animators are expected to have proficiency with computers, and traditional animation is produced with software like Toon Boom Studio and Flash. The tools of the digital workplace have become so ubiquitous that a more common ground of production methods now exists between various animated media.
Tom Klein is an Assistant Professor at Loyola Marymount University. He teaches Animation at LMUs School of Film and Television, in Los Angeles, California. Contact: Loyola Marymount University, 1 LMU Drive, MS 8230, Los Angeles, CA 90045-2659. This paper was initially presented at the Society for Animation Studies Conference in Portland, Oregon in July 2007.
Hays, C. (2000), Chief of Mattel Steps Down After Reporting Loss in 1999, New York Times, February 4, pp. C1-8. House, L. (2007), interview with the author, El Segundo, California, June 13. Kubin, J. (2000), Theres Humongous Rewards in Edutaining Little Kids, Animation World Magazine, issue 5.7, October, pp. 1-4. Kreidel, C. (2007), interview with the author, Los Angeles, California, June 6, 2007. Mizuko, I. (2007), Education v. Entertainment: A Cultural History of Childrens Software, forthcoming in Kalen Salen, (ed), Ecology of Games. Draft, January 27. NPD Group (2002), Annual published report, U.S. market statistics for the videogame industry. Once Upon Atari: the documentary series (2003) dir.: Howard Scott Warshaw, Scott West Productions, USA. Simone, A. (2002), JumpStart is the Leader in Kids Computer Software Sales, distributed by Knowledge Adventure as a promotion for retailers, Los Angeles, California.
The author acknowledges the following people for their willingness to be interviewed or to answer questions in regards to this article: Leslie House, Christopher Kreidel, Tim Decker, Jeremy Bishop, Edward Pun, Mike Paganini, Brant Fitzgerald, Jon Tando, Lori Berget, Glenn Seidel, Tom Witte, and Richard Sternberg. Tom Klein Edited by Nichola Dobson