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innovations, technologies

Parallax being used to create a sense of depth and trhee-dimentionality in background art

The invention of the multiplane camera, a device that consisted of a fixed motion camera and several panels of background art painted with oil on glass passing through at different speeds and distances from each other. This method gave birth to a technique later known as parallax scrolling.

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Famous practitioners

After working with Lotte Rieniger on her cut-out animation, Berthold went on to create his own interpretation of the tragic allegory through paper cutouts (Berthold Bartosch - L\’Idee, n.d.) .

L'Idee (The Idea) is a French animated film created by the Czech filmmaker and animator, Berthold Bartosch. The 30 minute sequence is a tragic story and poetic piece based on the 1920's wordless novel of the same name.

The Idea is an allegorical tale about the birth of a new idea. Told in 83 woodcuts and firstly  published by Editions Ollendorf in the 1920's (Masereel, 2009), The Idea tells the story about a thought, which gets presented to the world in the form of a naked woman with long black hair. When the idea gets sent in an envelope by Masereel and presented to the world, she gets rejected and misunderstood by the mob with their ignorant fear of change, causing disruption and controversy. But much like the beauty of the female form she's portrayed with, she is alluring and exciting to many. No matter how many times she's misjudged and "sent to die", as Berthold describes it in the introduction to the film, she will always find her way into the spirit of men willing to defend her.

Bartosch used a range of different materials like soap, glass, tissue paper, and cardboard cut-outs to create these remarkable visual effects

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innovations and technologies

Walt Disney Studio Animator, Ub Iwerks, invented the first multiplane camera from parts of an old Chevrolet car. (Pallant & Holliday, 2021)

The camera used movable layers of artwork in front of a horizontal camera and was used in works like Willie Whopper and Comicolor cartoons in the mid 1930's

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1937 - Snow White and The Seven Dwarfs, Walt Disney Studios

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1937 - Snow White and The Seven Dwarfs, Walt Disney Studios

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Snow White was the first animated film to employ the use of the multiplane camera for the making of its background art (The Take, 2022). Its use finally addressed and solved the problem that early animation was facing at the time: a lack of realism being caused by static backgrounds that didn't behave in correspondence with the animated characters layered on them.

It was Snow White that the multiplane camera came into its own and became a dominant means of conveying depth of field and a sensation of motion that stayed well into the 1990's(Lamarre, 2009) .

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stylistic choices

A time of innovations for Walt Disney Studios. The Reluctant Dragon attempted to combine animation with live action, having small segments of cartoons inserted into the black and white running film of a tour around the Disney studios and the different creative stages, from folly to animation.

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stylistic choices

Saludos Amigos (Greetings Friends) is a live action animated anthology produced by Walt Disney and RKO radio pictures. Live action segments show the members of Disney Studios touring around South America and recording their impressions in sketches (Saludos Amigos (Short 1942), 1948)

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Miyazaki is one of the most famous names in anime and possibly in animation in general being one of the founders of Ghibli studios. Miyazaki and Ghibli is known for their lustrous visuals and amazing story telling in their films so much so that almost any still frame of their movies could stand as a to tier piece of artwork on its own. although Miyazaki's films are known for being 2d that's the best part about them, throughout most of his works from Princess Mononoke on he used 3d to his advantage often for backgrounds machines and creatures although he has used it for characters such as Totoro. Miyazaki would use 3d and blend it with 2d animation so instead of creating a disconnect between the two mediums it creates a consistent and accurate yet lively piece of 2d artwork that flows seamlessly with all the other parts of the animation. this definitely isn't the origin of this technique but Miyazaki definitely popularized it and was a huge influence on the Japanese animation industry so much that its hard to imagine what it would be like if he wasn't apart of the scene.

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Doom created in 1993 is a literal creatively master piece of a game, where no other game was doing much in terms of 3d as the technology wasn't that optimized doom saw an opening and made a creative solution to take that opening. at first glance doom might seem to be a 3d game but its far from it, the actual game engine that doom runs in only has two spatial dimensions x and y while the z axis was only a visual axis made to emulate 3 dimensions. doom uses a system called binary space partitioning which is a node based system that allows you to use a 2d map and view it 3d almost like a shader so the game is only ever using 2d data but outputs visual data that emulates a 3d look. this explains why you can shoot enemies on higher levels if they are in line of sight and why there are no parts of the map that are overhang that you can stand on because the game wouldn't be able to determine wither you were on a higher level or a lower level. its such a creative way to solve an issue and its almost unbelievable how creative people can get when they come up against a wall.

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Donkey Kong country was a game on the SNES in 1994 and is considered a classic amongst most Nintendo fans and one of the biggest contributions to this fact was that Donkey Kong country on release and even to this day was considered to be one of the best looking games on the SNES. a huge factor in the beauty of this game was that it was one of the first home console video games to use pre rendered sprites for its animation and art style, which the studio that produced it dubbed ACM (advanced computer modeling). this technique allowed the game to have more polished and consistent animations and high quality sprites all while saving space as instead of having to animate limited by pixels which could hinder consistency and perception the model was animated in 3d and then converted to a 2d image afterwards. the reason all of this works so well together is because of the amount of communication between different departments and how well they knew what it was they were making. the concept artist for the game knew that it was going to be a 2d side scrolling game so the designs were aimed to be appealing from the side because that's the only angle the player would see and followed through onto the modeling team. the artists on this project had to think as if they were making just a normal 2d game even though it was mostly done in 3d and even though this is likely due to the time period where full 3d games weren't really even a thing until a few years later the way of thinking and the technology was inventive and useful even today.

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one of the first things that comes to mind when you think about 2 and a half d animation in the 90s is in arguably the movie the iron giant, particularly the iron giant itself. The film is unique in that its one of the first feature films to incorporate 3d animation into an otherwise 2d production as seen mainly with the giant himself being fully 3d animated throughout the movie whereas the rest of the characters and environment are all traditionally 2d animated. the decision to intergrade 3d into the film was one that was surprisingly easy and cohesive because the film was handled almost entirely by the animation staff in the studio which allowed them to have a ton more creative freedom and ability to create complex but but efficient ways to portray their messages through visual story telling. the giant is 3d animated but it is textured with flat colours and is cell shaded. the 3d was a way to make the giant feel somewhat otherworldly and different from the other characters but the cell shaded flat colours help to ground him so that it still feels believable that he could inhabit and interact with this universe. the iron giant certainly didn't do well in the box office but its now a cult classic and has been super influential in the animation world seen as a pioneer in mixing 2d and 3d animation.

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paper Mario is an odd yet cute RPG game made in 2000 in which you do normal Mario things like fight bowser and goombas but with an interesting twist in that everything in the game is made out of paper as the title states. almost the opposite of Donkey Kong country the game is made entirely in a 3d engine with mostly 2d characters and assets. this game was made a little later into the boom of 3d games and so the creators tried something new and made a game almost entirely in 3d with little three dimensional objects, the creators had gotten used to 3d and started to experiment with it stylistically and artistically using it not just for the sake of using it. this shows a fun and important step into the existence of 3d games where creators started to become more creative with what they were creating and this lead to experiments where games started to instead of emulate 3d with mostly 2d animation they did the opposite and used 3d animation to replicate 2d animation and i think paper Mario was one of the first games to show this off.

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My little Pony was released on the 2nd November 2017.  It is a beloved preschool cartoon about pony’s from the animated television show.  In this movie the pony’s home is destroyed and so they begin a quest.  It is magical and fantasy.  The director is Jayson Thiessen.

My little Pony used 2D/3D pipeline employing Toon Boom Harmony and Autodesk Maya.  It also uses flash animation used on Adobe Flash ( the file format and the medium in which the animation is produced).

The film background is in a 2D/3D mixed animation style.  While the characters are also 2D/3D mix.  The pony’s are 2D yet the spaceship is 3D. The 3D environments were built in Maya. The 2D characters were made in Toom Boom harmony.

The 2017 my little pony movie was made at DHX Studios Vancouver Canada.  It was outsourced to Top Draw Animation in the Philippines.

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2018 - Technology, Spider-Man into the Spider-Verse 

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2018 - Technology, Spider-Man into the Spider-Verse 

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In Spider-man: Into the Spider-Verse the animators use the technology Augmented Reality (AR) to make the movie an experience.

AR allows characters to come to life.  The audience can engage with the movie.

The viewer becomes a participant.  They get to swing from building to building along with Peter Parker.  Fans can also go to a web page on their phone and take a picture with spider man.  (Like at a meet and greet).

On Spider-man the animators also completed hand drawn designs.  They used graphic shapes, bold colours, strong writing and easy designs.

The animators wanted to give this movie a cartoon feel.  So they did quick drawings in between fast motions to give it the feeling of motion blur.

Here is an animator’s trick they used:

(The scene of Peter Parker teaching Miles to swing from trees).

The character Miles is animated on twos: Animated at 12 frames per second (every two frames there is a new drawing).

The character Peter Park is on one’s: Animated at 24 Frames per second (every frame there is a new drawing).

Miles moves 1\2 as much as Peter.

Then Miles goes on ones to make the character more fluid.

In this animation the animators used Jack Kirby poses to give the characters dynamic motion.  Even though they didn’t have to, because they could move the characters.

(Jack Kirby helped Stan Lee create the original still comics).

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Klaus is a movie about the magic of Christmas with a twist on Santa Claus.

Klaus was made by The SPA Studios (Sergio Pablo’s Animation) in Madrid Spain. Netflix brought and released Klaus on the 8th November 2019.

Klaus is a 2D animation that the animator’s made appear 3D.  They did this by using volumetric lighting (this is also called “God Rays”).  Plus by adding texture to the characters.

The animators also used over 3,000 multiplanes in the background to give the illusion of depth.  They used sharp angles and triangles to show an unfriendly uncomfortable place.

The animators hand drew the characters in Klaus using digital tablets, the team wanted to go back to basics. They used a process called Harmony by Toon Boom. The Director Sergio Pablo’s acknowledged the modern  computer saying “With drawings the computer needs a certain level of AI.”

(Artificial Intelligence).  They did not use CGI. (Computer Generated Images).  He wanted to create a level of truth behind the fantasy of

Santa Claus. (Klaus).

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Pierre Perifel works at DreamWorks Animation Burbank, California, The United States of America.

He was born in Lyon France.

He is an animator, writer and director.  His feature directional debut was with DreamWorks animation “the Bad Guys”.  (Released on the 31st March 2022 in Australia).

Bad Guys is a series of children’s books written by Australian Author Aaron Blakey.  DreamWorks did not have to create new characters here or write a new story for this movie .  Therefore it was up to Pierre Perifels ability as an animator and director to be able to breath life into these books and make the bad guys “trying” to be good guys come alive. Which he did.

Pierre Perifels was able to transfer the humour of the books onto the big screen.

The character's timing is down to the director to ensure comedic timing.  He was able to make an audience laugh out loud with the writer's jokes and style. Perifel made  this happen.  Bad Guys took over $230 million American Dollars at the box office this year.  The characters in this movie are animals with human traits. (Anthropomorphic).

Pierre Perifel moved to the USA in 2008.  His career includes many animated movies: for example Curious George, Monsters vs Aliens, Shrek Forever After,  Kung Fu Panda 2, and Rise of the Guardians.

Pierre Perifel is also the director of the award-winning short films Bilby and Le Building.  Bilby won the Jury Choice Award at Siggraph in 2018.  (SIGGRAPH:

Special Interest Group on Computer Graphics and Interactive Techniques), North America.  Pierre is married with two children.

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2022 - Director - Pierre Perifel - Practitioner

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2022 - Director - Pierre Perifel - Practitioner

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Pierre Perifel works at DreamWorks Animation Burbank, California, The United States of America.

He was born in Lyon France.

He is an animator, writer and director.  His feature directional debut was with DreamWorks animation “the Bad Guys”.  (Released on the 31st March 2022 in Australia).

Bad Guys is a series of children’s books written by Australian Author Aaron Blakey.  DreamWorks did not have to create new characters here or write a new story for this movie .  Therefore it was up to Pierre Perifels ability as an animator and director to be able to breath life into these books and make the bad guys “trying” to be good guys come alive. Which he did.

Pierre Perifels was able to transfer the humour of the books onto the big screen.

The character's timing is down to the director to ensure comedic timing.  He was able to make an audience laugh out loud with the writer's jokes and style. Perifel made  this happen.  Bad Guys took over $230 million American Dollars at the box office this year.  The characters in this movie are animals with human traits. (Anthropomorphic).

Pierre Perifel moved to the USA in 2008.  His career includes many animated movies: for example Curious George, Monsters vs Aliens, Shrek Forever After,  Kung Fu Panda 2, and Rise of the Guardians.

Pierre Perifel is also the director of the award-winning short films Bilby and Le Building.  Bilby won the Jury Choice Award at Siggraph in 2018.  (SIGGRAPH:

Special Interest Group on Computer Graphics and Interactive Techniques), North America.  Pierre is married with two children.