Introduction
I have chosen to analyse the animation film Despicable Me (2010, Pierre Coffin, Chris Renaud, Universal Pictures, Illumination Entertainment). I really wanted to use an animated movie for this analysis because this is the most plausible direction I see my future headed towards. I intend to utilise design for perception to analyse some of the key design principles used in this movie to obtain a more in-depth understanding of the “making of” animated movies.
Purpose
My intent of this analysis is to gain a better understanding of how design principles are used in animated movies. Since nothing in an animation movie is technically “real”, there is, in theory, no way to invoke the same emotions from audience as you would through a “live action” movie. In a “live action” movie, it is not uncommon to have actors improvising in various scenes, but the same cannot be executed within the processes of an animated film. In this essay, I aim to approach the methods of obtaining the same emotions invoked from an “live action” film in an animated film from an analytical point of view.
Questions
How do they use the design principles to express emotions and feelings into the animated characters?
How effective is the use of design principles in an animation movie?
Information
As with any other movie, design principles are used to deliver a key expressive, given whether it is a certain camera angle, a colour used in a scene, the voicing of a character, and so on. Everything you see in a movie has been designed with a purpose and it is a way of sending a message to the audience. To highlight as many key design principles as possible, it is essential that I gather the right information, perform a thorough analysis and of course, question the integrity of my decisions to ensure minimal bias.
Interpretations & Inferences
My interpretation of the design principles must be