Devising Narrative Structures, Day 4
Yes, it’s been more than three weeks since the course finished, but, it is what it is.
Day 4 began with a brief overview of Bruce Block’s model of visual storytelling. Now Bruce Block is a narrative designer/film producer/creative consultant who teaches at USC’s school of Cinematic Arts. He’s the author of The Visual Story: Creating the Visual Structure of Film, TV and Digital Media. I had the good fortune of attending a lecture by Block last year, hosted by Cascade Siggraph, and I was excited to revisit the material again. (And I just came across this interview with him.)
Block’s model of visual stortytelling is based on live action. Paul Wells has adapted it for animation. The following is from my notes:
Much building of narrative is about associative relations, literal and abstract. There are six areas of visual communication that you can work with to build a story, without relying on text or dialogue. They are embedded in our thinking. The key is to use the consciously. Be aware of visual tropes and reconsider them with intention.
Within animation, the six areas of visual communication are:
- space
- line & shape
- tone (what I call value: lightness or darkness)
- color
- movement
- rhythm
SPACE
Deep: offers compositional opportunities. background and foreground issues.
Limited: we saw a short film in which there were 27 loops of behavior happening in a small, kitchen-like space. I think it was called ‘Tango’.
Ambiguous: Paul Driessen’s films use this. E.g. ‘The boy who saw the iceberg’.
Flat: used in a lot of 2D animation, e.g. SouthPark, and Stacey Steers.
LINE & SHAPE
Paul talked in general about line and shape’s relationship to space, objects, and surface. E.g. Felix the Cat is a cat and a changeable graphic mark. The code of conventions set up around him allows the creator to manipulate him via his line and shape in ways you can’t do with live action. (See previous examples, e.g. Felix morphs his tail into other objects.) The animator sets up the logic of the world within the animation. Populist forms often played with deconstructing the frame space. Tex Avery (Daffy Duck, Porky Pig, etc.) liked to play with this, e.g. draw a character running past the edges of the film holes, as if they could move in or out of the frame within which they existed. Also, anime has conventions around how line and form carry symbolic representations. Then there are the animators who use line for its own aesthetic pleasure, and draw directly onto film. E.g. Rose Bond’s early work.
In animation, we draw a huge amount of information from visual tropes. Minimal iconographic information can do a lot. E.g. a triangle head with ears on top signals ‘cat’, even if the creature has two arms and two legs and may be walking upright.
But iconic shortcuts can be problematic, e.g. the way beautiful women a drawn extra-curvy. (Recall Jessica Rabbit’s “I’m not bad, I’m just drawn that way,” in Who framed Roger Rabbit.)
TONE
One of the chief converors of mood, tone (value) can be very persuasive on a narrative level. The play of light and dark can signal environment, relationships, and responses.
COLOR
Subdivided into Hue, Saturation, Brightness (I would call this value again. I.e. degree of darkness or lightness).
Color Interaction - how the tension between colors can help with the construction of mening within the image.
Color Symbolism - e.g. ethereal blues for dream sequences. Hitchcock’s use of color symbolism in Vertigo came up.Then there is also use of color and form for its own sake, to express the dynamics of feeling abstractly.
Yuri Norstein’s Tale of Tales, which draws from Rembrandt, is an example of a fine art model being used for lighting and color. Also, Waltz with Bashir is a great example of the use of color (and tone) for narrative effect.
The color script is a sequential map of the colors used during the main events of a script. When I googled the phrase, I kept getting a color map of Pixar’s ‘Up’, which seems to be simply a collage of frames from the film. But the example Paul showed us was much more interesting, if not as–colorful. It was from Halas and Batchelor’s 1954 film Animal Farm, and it listed the main events across the top, then down the side were tension, mood, music, color, time of day, time of year, and maybe other variables. A graph was plotted showing the relative rise and fall of these variables, as they changed from event to event. This kind of graph was used in Bruce Block’s work, too, so I’m guessing it’s an industry standard. However, I’m having trouble locating an example online. Perhaps I’m using the wrong phrase when I search.
MOVEMENT
Movement carries a lot of narrative weight. Movement happens in and through the frame. We looked at fire in Fantasia, and the fighting-with-skeletons sequence in Jason and the Argonauts. Virile Games, by Jan Svankmeyer is an example of movement for narrative and symbolic effect. Football is represented lyrically, like ballet, but embeds violence and brutality in play and spectatorship.
There was an interesting digression about cultural norms/expectations. A lot of anime apparently ignores historical chronology, and this comes out of the different approach Japanese animators have. American animators usually work on story, then characters, then design. Japanese animators tend to work of design first, then characters, then story. It makes a difference in that when you’re working on the design idioms, you’re not necessarily designing for a purpose. Anime prefers to come up with a design that it then populates. Does any type of animation begin with character? Apparently children’s animation does. (I found this particularly interesting after studying creative writing for a few years, in which character, not plot, is considered the critical, central element of literary fiction. “You only need enough plot to hang your characters on” is an oft-repeated adage. Which takes me straight to something a Dutch friend said once about American fiction: “A lot of it’s very well written, but what is it about?” — a digression I won’t get into further here…)
RHYTHM
This can be visual, auditory, or felt. In terms of pacing, you can use different rhythmic models. E.g. the typical model of alternation used during a chase scene can be freshened by changing the oppositional variation. Beavis and Butthead uses repetition a lot. Some animators use speed, temp and timing to effect. Contrast Text Avery, in whose work which speed is key, with Bill Plympton’s 25 ways to quit smoking, in which pauses and delay serve to intensify the gags.
CAUSE AND EFFECT
While this was discussed under ‘rhythm’, it seems to be important enough for it’s own headline. Cause and effect is a traditional narrative device. Fine-art animation often undermines cause and effect, and keeps it fragmentary. Films that combine traditional (continuous) and non-traditional (fragmented) cause and effect are interesting. Miazaki’s anime films apparently do this.
CONTRAST AND AFFINITY
Contrast and affinity need not be only related to light and color. You can also contrast (or affine (new word?)) concepts, space, value, subject, movement, and so on. In fact (and this is something I came away from Bruce Block’s lecture last fall) it is the increase of contrast in some or all areas of the visual elements that works to convey the narrative as it hits points of intensity. E.g. in a film you might use a lot of neutral hues at the beginning, but during emotional moments you can introduce a bright color or two, then during the final climax you can go all out with clashing colors. Maybe a a bit of a heavy-handed example, but you get the point. And it’s these changes of contrast that get plotted on script maps.
Waltz with Bashir uses tonal contrast with huge success. I have only seen the trailers online, but watching how he causes shadows to pass over people is quite wonderful.
COMPOSITION
My notes from this one are sketchy. Something to do with “middle eastern” composition used in Azur and Asmar, AKA The Price’s Quest. Plus the quote from Michele Ocelot, “What is important is that our work makes the audience intelligent”. Which is not to suggest the audience starts out unintelligent, but that the work stimulates them.
Also we learned that the famous Beatles film Yellow Submarine was very hard to animate. It was based on the graphic style of a famous designer who wasn’t an animator. Hence, it was never influential in animation.



