Tuesday, June 3, 2014

“The 5 E’s: Entice, Enter, Engage, Exit, Extend”


The Design Gym facilitated a fantastic interactive experience to help us rethink how we think—or more aptly put: Design Thinking. This is creative problem solving, and it is something anyone can learn! It didn’t take long for me to realize that this does take serious intention. Case in point: the Experience Arc. The Experience Arc takes Design Gym’s 5 E’s (Entice, Enter, Engage, Exit, Extend) to create a path to best solve a problem. How do we Entice? How do we get someone, or an organization, to Enter? And then how do we keep them Engaged? Do they then Exit? Is there a follow-up to Extend so that they remain Engaged or re-Enter? The 5 E’s are a model that can be used to look back and evaluate on an experience or event. Was the Entrance sufficiently exciting? Was the Extend personal? All of these questions are sub arcs that together, form a larger arc for the entire experience. The goal is to create a process rather than a one-time effort—a loop, rather than on a dot or pulse. The Design Gym presented this content in far better depth and excitement than I could ever hope to recreate—but it was a great introduction into design thinking and an exploration of creative problem solving.

Wednesday, April 16, 2014

http://www.foxstudios.com/stages__exteriors/new_york_street.html

http://studiofacilities.warnerbros.com/stages-sets/exterior-sets/

http://www.paramountstudios.com/stages-backlots/new-york-street.html

http://avenuesixstudios.com/backlot-stage.php

http://www.quixote.com/

Wednesday, March 12, 2014

Bill Perkins
http://www.animationinsider.com/2011/07/bill-perkins/

Nathan Fowkes
http://nathanfowkes.blogspot.com/

Shelly Wan (Monster Inc.)
http://shellywan.blogspot.com/

Arthur Fong
http://www.artisticfong.com/

Directing the viewer’s attention
Establishing a mood and atmosphere
Creating a sense of depth
Maintaining visual continuity

3D 打光

http://www.frankwbaker.com/

Thursday, March 6, 2014

追光动画 王微
http://www.zhuiguang.com/

http://www.bigbuckbunny.org/

本片为开源动画,即软件对外共享,其中Blender作为主要的3D制作软件,GIMP和Inkscape作为平面图绘制软件,Subversion作为源代码控制软件,Python语言则作为高效的脚本语言处理各种数据。


Nicolas Weis   http://nicolasweis.com/

The challenge was to find the right balance between something stylized that comes out of the ordinary in its shapes and volumes without becoming alien.

Dreamworks:

Pierre-Olivier Vincent, Dominique Louis, Zhao-Ping Wei


http://pixarempire.com/library/screenplay

http://animapp.tw/

炫动传播 喜羊羊


Hans Bacher

Alex Nino
http://one1more2time3.wordpress.com/?s=alex+nino

Régis Loisel
http://one1more2time3.wordpress.com/?s=Regis+Loisel

Tang Kheng Heng
http://tangkhengheng.blogspot.com/

Saiping Lok
http://simonlokart.blogspot.com/

Paul Felix
http://unofficialpaulfelix.blogspot.com/

Chris Sanders (Lilo and Stich, How to train your dragon)
http://www.chrissandersart.com/

动画那些事
http://ani360.com/

Ric Sluiter
http://ricsluiter.blogspot.com/

SHANE PRIGMORE
http://shaneprigmore.blogspot.com/

Robert Mcginnis

全年龄动画的基础是经验主义思维,是以观众的感性认识过程为创作核心的。一个好故事得出一个好结论是观众在观看过程中的心理活动

Friday, February 28, 2014

游戏

不可抗拒理论一:人们被面部所吸引 拟人化
不可抗拒理论二:寻找模式很有趣 “寻找模式就是作出好的预测,最受欢迎的电视游戏就能让人频繁作出预测并迅速得到回馈。”
不可抗拒理论三:人们乐于钻研自己的技术,即使是没什么用的技术
最迷人的那种游戏会让人在每次尝试之后都有进步,它满足了人们希望提高技巧的深层愿望。
不可抗拒理论四:人们乐于探索模拟真实的虚拟世界
最有效模拟现实世界的游戏并不仅仅是有趣,它们也更容易上手,降低了人们因为遇到挫折而放弃的可能性。
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