Movie is a term that encompasses individual motion pictures, the field of movie as an art form, and the motion picture industry. Movies are produced by recording images from the world with cameras, or by creating images using animation techniques or special effects.
Movies are cultural artifacts created by specific cultures, which reflect those cultures, and, in turn, affect them. Movie is considered to be an important art form, a source of popular entertainment, and a powerful method for educating — or indoctrinating — citizens. The visual elements of cinema give motion pictures a universal power of communication; some movies have become popular worldwide attractions by using dubbing or subtitles that translate the dialogue.
Traditional Movies are made up of a series of individual images called frames. When these images are shown rapidly in succession, a viewer has the illusion that motion is occurring. The viewer cannot see the flickering between frames due to an effect known as persistence of vision, whereby the eye retains a visual image for a fraction of a second after the source has been removed. Viewers perceive motion due to a psychological effect called beta movement.
The origin of the name "film" comes from the fact that photographic film (also called film stock) had historically been the primary medium for recording and displaying motion pictures. Many other terms exist for an individual motion picture, including picture, picture show, photo-play, flick, and most commonly, movie. Additional terms for the field in general include the big screen, the silver screen, the cinema, and the movies.
Showing posts with label artist. Show all posts
Showing posts with label artist. Show all posts
Wednesday, March 28, 2012
Saturday, December 10, 2011
Film criticism is the analysis and evaluation of films
Film criticism is the analysis and evaluation of films. In general, these works can be divided into two categories: academic criticism by film scholars and journalistic film criticism that appears regularly in newspapers and other media.
Film critics working for newspapers, magazines, and broadcast media mainly review new releases. Normally they only see any given film once and have only a day or two to formulate opinions. Despite this, critics have an important impact on films, especially those of certain genres. Mass marketed action, horror, and comedy films tend not to be greatly affected by a critic's overall judgment of a film. The plot summary and description of a film that makes up the majority of any film review can still have an important impact on whether people decide to see a film. For prestige films such as most dramas, the influence of reviews is extremely important. Poor reviews will often doom a film to obscurity and financial loss.
The impact of a reviewer on a given film's box office performance is a matter of debate. Some claim that movie marketing is now so intense and well financed that reviewers cannot make an impact against it. However, the cataclysmic failure of some heavily-promoted movies which were harshly reviewed, as well as the unexpected success of critically praised independent movies indicates that extreme critical reactions can have considerable influence. Others note that positive film reviews have been shown to spark interest in little-known films. Conversely, there have been several films in which film companies have so little confidence that they refuse to give reviewers an advanced viewing to avoid widespread panning of the film. However, this usually backfires as reviewers are wise to the tactic and warn the public that the film may not be worth seeing and the films often do poorly as a result.
It is argued that journalist film critics should only be known as film reviewers, and true film critics are those who take a more academic approach to films. This line of work is more often known as film theory or film studies. These film critics attempt to come to understand how film and filming techniques work, and what effect they have on people. Rather than having their works published in newspapers or appear on television, their articles are published in scholarly journals, or sometimes in up-market magazines. They also tend to be affiliated with colleges or universities.
Film critics working for newspapers, magazines, and broadcast media mainly review new releases. Normally they only see any given film once and have only a day or two to formulate opinions. Despite this, critics have an important impact on films, especially those of certain genres. Mass marketed action, horror, and comedy films tend not to be greatly affected by a critic's overall judgment of a film. The plot summary and description of a film that makes up the majority of any film review can still have an important impact on whether people decide to see a film. For prestige films such as most dramas, the influence of reviews is extremely important. Poor reviews will often doom a film to obscurity and financial loss.
The impact of a reviewer on a given film's box office performance is a matter of debate. Some claim that movie marketing is now so intense and well financed that reviewers cannot make an impact against it. However, the cataclysmic failure of some heavily-promoted movies which were harshly reviewed, as well as the unexpected success of critically praised independent movies indicates that extreme critical reactions can have considerable influence. Others note that positive film reviews have been shown to spark interest in little-known films. Conversely, there have been several films in which film companies have so little confidence that they refuse to give reviewers an advanced viewing to avoid widespread panning of the film. However, this usually backfires as reviewers are wise to the tactic and warn the public that the film may not be worth seeing and the films often do poorly as a result.
It is argued that journalist film critics should only be known as film reviewers, and true film critics are those who take a more academic approach to films. This line of work is more often known as film theory or film studies. These film critics attempt to come to understand how film and filming techniques work, and what effect they have on people. Rather than having their works published in newspapers or appear on television, their articles are published in scholarly journals, or sometimes in up-market magazines. They also tend to be affiliated with colleges or universities.
Saturday, May 22, 2010
Comic Books: Our Own Worst Enemy?
Like most comic publishers I spend quite a bit of time thinking about the state of the industry and how to make it better – well, truthfully, how to make my little corner of it better. After spending a lot of time thinking it over and discussing what everyone perceives to be the main elements leading to the downfall of comics (the distributor monopoly, for example), I realized what the biggest problem and killer really is: the industry.
I believe most of the problems that we encounter “in the industry” come from the industry itself. First off, comic companies tend to publish only for those who are already in the industry. Comic publishers usually target their marketing towards those who are already here and creators tend to create product only for those who are already well-versed in industry. Very rarely does the thought of bringing new readers in really ever pop up, which is insane. That would be like Hollywood only creating films for those who work in film and television. As wacky as it sounds, this seems to be the mentality of the industry at large.
Magazines like Cosmopolitan are fashion magazines, but their audience is the average woman (or girl) interested in fashion and not members of the industry itself. Their advertising stretches beyond fashion industry trade publications and into the mainstream itself, where its buyers reside. Why short sell your books only to the 50,000 or so members of the active comic community and not go for millions of people out there who enjoy action movies?
Comic publishers aren’t the only ones to blame, either. Creators themselves are as big a deterrent to new readership as anything else. If you want to know why, take a look at a modern comic versus one from as late as even the mid eighties and you’ll see one very big difference. No, I’m not talking about paper or printing processes. The art itself is the main problem with comics. Solid, clear storytelling has become a thing of the past. A new buyer will find most modern comics unreadable because the solid storytelling of days past (along with gutters – remember, full page bleeds on every page get confusing) is gone.
Do you know why a lot of new readers are picking up Manga titles? It’s because they are easier to read than US ones. Even with the flipped format, most Manga has straight forward enough storytelling that even the most uninitiated reader can follow what is going on and which panel comes next. This can’t be said about most US titles (indy or mainstream). The fact that the current trend in the US is for over rendered, poorly thought out computer coloring, doesn’t help readability at all.
Comics and comic art have become so inbred the only ones who can stomach them are their sister-mothers. But it doesn’t have to be that way.
The general public will read comics if you can get yourself out of the industry mindset and start creating comics for readers instead of for an industry more interested in John Byrne’s latest social blunder than in buying your books.
Some places to consider for your books (depending on its target audience) are non-chain book stores, new age shops, record stores (Tower is starting to have a great selection of indy and small press ‘zines), libraries, corner markets, magazines with a similar areas of interest, schools, local area mailer compilations (such as the little coupon books you get in the mail), area events (concerts are a great spot), swap meets, arcades or game stores. There is an endless list of places that might be willing to carry your work if you let them know it’s out there. You might have to spend some money to advertise. Get used to it. The old adage, “you have to spend money to make money,” is true for any business.
Here are some tips for making your books more accessible to general audiences:
1) Market your books outside of comic-specific areas. Figure out who might be interested in your book and pursue those outlets. There are tons of places out in the world that would be willing to sell your comic…but they have to know it exists first. I’ve had success at art festivals, flea markets, record stores, sci fi magazines and more. Get as creative with your marketing and sales as you do with actually producing your book. It’s worth the extra effort.
2) Get rid of full page bleeds on every page. Don’t be afraid of negative space around your pages. It will actually open up your pages and keep them from looking cramped.
3) Don’t forget the gutters! Overlap panels are interesting from time to time, but gutters help to keep the art readable and from blending together. They’re also great for pacing in your storytelling.
4) If you’re going to color your books, don’t go for the over-rendered look that most comics use. It’s muddy and unclear. Look at animation or places like Disney Adventures for reference on coloring. Most “cartoony” books are well colored because they want to make sure the work is readily accessible to readers of all ages. Not every panel needs to be a fully digitally painted work of "art."
5) Think of storytelling. The most important thing in a comic is that you do not lose your audience. If at any point your readers get confused as to where to read next, then you’ve failed at your job as a storyteller. And, remember, “style” is no excuse for poor storytelling (or poor artwork in general, but that’s a rant for another time)
6) Don’t have large blocks of text or dialogue in each panel. There’s an old unwritten rule in mainstream comics (and one that has been largely forgotten or ignored): never have more than 26 words in any balloon or caption box. Anything more than that and the words will run together, potentially causing readers to skip over sections of what is on the page.
7) This one is going to cause any comic collector to cringe: get rid of issue numbers. Or, if you just have to have them, place them in the indicia only. Issue numbers are one of the big obstacles for new readers, especially in periodical product like comic books. A reader needs to be able to come in on any issue and not have to worry about having to read 10 back issues to know what’s going on. Sure you can let them know there are other stories they can read (and, which will be available in trade paperback), but don’t make those stories required reading. Follow Cosmo’s lead (or Playboy’s) and just have the month and year on each cover. Comics should be entertainment first and foremost. Get out of the collectible mindset.
8) Forget the mantra, “comics aren’t just for kids anymore.” It’s old, played out and is part of the death sentence of the industry. Creators have spent so much time trying to prove that comics can be for adults that they’ve forgotten to build the next generation of fans by only making comics for older fans who are already in comics. Without young readers there is no future in the industry. As a second part of this thought, just because your comic has adult language, nudity and graphic violence doesn’t automatically make the book for adults. Vertigo and “Ultimate” writers take note.
9) Be prepared to get your hands dirty and do some work. Publishing is a business and, at first, you may find yourself putting in as much time marketing as you do creating. That’s not a bad thing.
My heresy will end with this statement: the only way to save comics may be to let the comic industry, as it exists right now, shrivel up and die. It’s on the road as it is, with everyone racing to tear whatever pieces they can get from its still (barely) living corpse. The industry isn’t the heart of comics and didn’t make them, so dare to be different. Put down the latest issue of the comic industry death watch, Wizard. Ignore the party line that an indy book will sell less than 250 copies – there is a world outside of the Geppi chokehold.
A bit of inspiration for you: Nifty's main title, the Cadre, sells over 5000 copies per issue and 90% of that is outside of the comic industry. Not bad for a black and white, mainstream style super hero comic.
The world is a big, beautiful place full of potential new readers. You just have to venture out and find them.
I believe most of the problems that we encounter “in the industry” come from the industry itself. First off, comic companies tend to publish only for those who are already in the industry. Comic publishers usually target their marketing towards those who are already here and creators tend to create product only for those who are already well-versed in industry. Very rarely does the thought of bringing new readers in really ever pop up, which is insane. That would be like Hollywood only creating films for those who work in film and television. As wacky as it sounds, this seems to be the mentality of the industry at large.
Magazines like Cosmopolitan are fashion magazines, but their audience is the average woman (or girl) interested in fashion and not members of the industry itself. Their advertising stretches beyond fashion industry trade publications and into the mainstream itself, where its buyers reside. Why short sell your books only to the 50,000 or so members of the active comic community and not go for millions of people out there who enjoy action movies?
Comic publishers aren’t the only ones to blame, either. Creators themselves are as big a deterrent to new readership as anything else. If you want to know why, take a look at a modern comic versus one from as late as even the mid eighties and you’ll see one very big difference. No, I’m not talking about paper or printing processes. The art itself is the main problem with comics. Solid, clear storytelling has become a thing of the past. A new buyer will find most modern comics unreadable because the solid storytelling of days past (along with gutters – remember, full page bleeds on every page get confusing) is gone.
Do you know why a lot of new readers are picking up Manga titles? It’s because they are easier to read than US ones. Even with the flipped format, most Manga has straight forward enough storytelling that even the most uninitiated reader can follow what is going on and which panel comes next. This can’t be said about most US titles (indy or mainstream). The fact that the current trend in the US is for over rendered, poorly thought out computer coloring, doesn’t help readability at all.
Comics and comic art have become so inbred the only ones who can stomach them are their sister-mothers. But it doesn’t have to be that way.
The general public will read comics if you can get yourself out of the industry mindset and start creating comics for readers instead of for an industry more interested in John Byrne’s latest social blunder than in buying your books.
Some places to consider for your books (depending on its target audience) are non-chain book stores, new age shops, record stores (Tower is starting to have a great selection of indy and small press ‘zines), libraries, corner markets, magazines with a similar areas of interest, schools, local area mailer compilations (such as the little coupon books you get in the mail), area events (concerts are a great spot), swap meets, arcades or game stores. There is an endless list of places that might be willing to carry your work if you let them know it’s out there. You might have to spend some money to advertise. Get used to it. The old adage, “you have to spend money to make money,” is true for any business.
Here are some tips for making your books more accessible to general audiences:
1) Market your books outside of comic-specific areas. Figure out who might be interested in your book and pursue those outlets. There are tons of places out in the world that would be willing to sell your comic…but they have to know it exists first. I’ve had success at art festivals, flea markets, record stores, sci fi magazines and more. Get as creative with your marketing and sales as you do with actually producing your book. It’s worth the extra effort.
2) Get rid of full page bleeds on every page. Don’t be afraid of negative space around your pages. It will actually open up your pages and keep them from looking cramped.
3) Don’t forget the gutters! Overlap panels are interesting from time to time, but gutters help to keep the art readable and from blending together. They’re also great for pacing in your storytelling.
4) If you’re going to color your books, don’t go for the over-rendered look that most comics use. It’s muddy and unclear. Look at animation or places like Disney Adventures for reference on coloring. Most “cartoony” books are well colored because they want to make sure the work is readily accessible to readers of all ages. Not every panel needs to be a fully digitally painted work of "art."
5) Think of storytelling. The most important thing in a comic is that you do not lose your audience. If at any point your readers get confused as to where to read next, then you’ve failed at your job as a storyteller. And, remember, “style” is no excuse for poor storytelling (or poor artwork in general, but that’s a rant for another time)
6) Don’t have large blocks of text or dialogue in each panel. There’s an old unwritten rule in mainstream comics (and one that has been largely forgotten or ignored): never have more than 26 words in any balloon or caption box. Anything more than that and the words will run together, potentially causing readers to skip over sections of what is on the page.
7) This one is going to cause any comic collector to cringe: get rid of issue numbers. Or, if you just have to have them, place them in the indicia only. Issue numbers are one of the big obstacles for new readers, especially in periodical product like comic books. A reader needs to be able to come in on any issue and not have to worry about having to read 10 back issues to know what’s going on. Sure you can let them know there are other stories they can read (and, which will be available in trade paperback), but don’t make those stories required reading. Follow Cosmo’s lead (or Playboy’s) and just have the month and year on each cover. Comics should be entertainment first and foremost. Get out of the collectible mindset.
8) Forget the mantra, “comics aren’t just for kids anymore.” It’s old, played out and is part of the death sentence of the industry. Creators have spent so much time trying to prove that comics can be for adults that they’ve forgotten to build the next generation of fans by only making comics for older fans who are already in comics. Without young readers there is no future in the industry. As a second part of this thought, just because your comic has adult language, nudity and graphic violence doesn’t automatically make the book for adults. Vertigo and “Ultimate” writers take note.
9) Be prepared to get your hands dirty and do some work. Publishing is a business and, at first, you may find yourself putting in as much time marketing as you do creating. That’s not a bad thing.
My heresy will end with this statement: the only way to save comics may be to let the comic industry, as it exists right now, shrivel up and die. It’s on the road as it is, with everyone racing to tear whatever pieces they can get from its still (barely) living corpse. The industry isn’t the heart of comics and didn’t make them, so dare to be different. Put down the latest issue of the comic industry death watch, Wizard. Ignore the party line that an indy book will sell less than 250 copies – there is a world outside of the Geppi chokehold.
A bit of inspiration for you: Nifty's main title, the Cadre, sells over 5000 copies per issue and 90% of that is outside of the comic industry. Not bad for a black and white, mainstream style super hero comic.
The world is a big, beautiful place full of potential new readers. You just have to venture out and find them.
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Wednesday, January 6, 2010
7 Drawing Tips for Beginners
A child's first scribbling is something which it tries to express if you give a pencil in his hand. Drawing is relatively very simple and an easy skill and is something with which you can have great fun. It is also relatively not a very expensive hobby and can start with paper and a pencil. It can go on till acquiring costly pen and tablets - a computer hardware through which you can draw on your computer. It is very costly; however the precision for perfection is very high.
Unlike earlier days, getting information on drawing and sketching is very easy and inexpensive. You can search information on Google and get various sites which teach drawing. Also, nowadays this art form is liked by many youngsters. Like all other art forms, with constant and systematic practice one can become a great artist.
Listed below are few drawing tips which can help anyone improve their skill and become an artist. Reading and practicing these in your daily routine will improve your skill.
1. If you are drawing and you are right handed person, ensure that the light is from your left side. This will prevent your hand shadow falling on your paper.
2. First step when you practice drawing - you should practice drawing line, straight line, curved line, scribbled lines, and your hand should obey the command of your thoughts and visions. You should control your hand and you should be able to bring out what you want.
3. You should further develop drawing circles, oval shapes, crossed lines and bold and thick lines. Just like how a baby develops from crawling stage to walking stage, your art should also develop step by step.
4. These lines and curves are like pillars to a building. The foundation should be strong enough to have a good building; similarly these initial small lines and curves will go a long way in your career. You should also start controlling the stress on your pencil. You should be able to bring the correct darkness and thickness in the lines what you draw.
5. Initially you will not be able to draw a circle or an oval shape correctly, nevertheless don't get discouraged. You should practice and practice until you get perfection. You should also keep all your drawings carefully from the start to know how you are improving. You could also date your sketches and preserve it for the future.
6. You should concentrate in the area where you feel you are weak. If you are not able to shade properly then learn more to do that. You can try out your own style of shading. Build your own individuality, never copy from another artist.
7. Last but not the least, use good quality materials. 4B and 6B pencils and good chart paper or note book with good quality paper should be sufficient to start with. Quality definitely matters hence never compromise on quality.
If you are a person who is interested in learning to draw you will be interested to check these Free Drawing Tutorials and also can search for tutorials from drawing search engine.
http://freeartstutor.com
Unlike earlier days, getting information on drawing and sketching is very easy and inexpensive. You can search information on Google and get various sites which teach drawing. Also, nowadays this art form is liked by many youngsters. Like all other art forms, with constant and systematic practice one can become a great artist.
Listed below are few drawing tips which can help anyone improve their skill and become an artist. Reading and practicing these in your daily routine will improve your skill.
1. If you are drawing and you are right handed person, ensure that the light is from your left side. This will prevent your hand shadow falling on your paper.
2. First step when you practice drawing - you should practice drawing line, straight line, curved line, scribbled lines, and your hand should obey the command of your thoughts and visions. You should control your hand and you should be able to bring out what you want.
3. You should further develop drawing circles, oval shapes, crossed lines and bold and thick lines. Just like how a baby develops from crawling stage to walking stage, your art should also develop step by step.
4. These lines and curves are like pillars to a building. The foundation should be strong enough to have a good building; similarly these initial small lines and curves will go a long way in your career. You should also start controlling the stress on your pencil. You should be able to bring the correct darkness and thickness in the lines what you draw.
5. Initially you will not be able to draw a circle or an oval shape correctly, nevertheless don't get discouraged. You should practice and practice until you get perfection. You should also keep all your drawings carefully from the start to know how you are improving. You could also date your sketches and preserve it for the future.
6. You should concentrate in the area where you feel you are weak. If you are not able to shade properly then learn more to do that. You can try out your own style of shading. Build your own individuality, never copy from another artist.
7. Last but not the least, use good quality materials. 4B and 6B pencils and good chart paper or note book with good quality paper should be sufficient to start with. Quality definitely matters hence never compromise on quality.
If you are a person who is interested in learning to draw you will be interested to check these Free Drawing Tutorials and also can search for tutorials from drawing search engine.
http://freeartstutor.com
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