Hans Bacher: Dream Worlds – Production Design in Animation (Selected). Posted by: Nagy Péter. Email ThisBlogThis!Share to TwitterShare to FacebookShare. A happy note to close out this year’s animation book releases: Hans Bacher’s eagerly anticipated book about animation production design. Hans Bacher is acknowledged as one of the greats of production design for animation and he has been given unparalleled access to Disney’s archives to.

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If time allows, I go through my archives and watch many movies done in different styles. It talks about how to go about setting the style and look for animation.

For lighting, use simple area or point lights, just enough light so the player can see. In the beginning do not spend time on creating final props, textures, materials. Complete range of values from light to dark allows you to have depth and contrast.

More importantly, lead the eye to the center of your “stage” where the action takes place. Yes, in a way it is fun, but more importantly, it refreshes the batteries!

Production Design for Animation by Hans Bacher. So far I have seen a lot of the animated movies from all over the world, and I have a big library of movies and books about animation from the past 70 years.

Hans Bacher’s Dream Worlds

Are you creating a stand-alone game environment non-playable map or are you creating a level playable map? When I need to develop a new style for a film, I want to come up with a look that nobody else has done before and that means that I should at least know what has been done. When I was in college, studying computer animation I found a great book that offered insight into preproduction and world creation for animation.


Andres rated it really liked it Dec 17, It depends on what the story requires.

Dream Worlds: Production Design in Animation – Hans P. Bacher – Google Books

I bought this book primarily for the art but I’ve realised that there’s more to all the art displayed. For the rest a really good book!

Colors uans the campaign start with warm color palette and turn to cold, washed out greens, blues and browns. And it’s definitely interesting to hear how his ideas for more dramatic, original animation styles usually get scrapped by studio executives in favor of the classic Disney look. At the end of the film, the color is especially important to build up the climax. This book dteamworlds an invaluable resource for any production designer.

What can you learn from production design for animation? Look through the pages of Dream Worlds and be inspired by Han’s high standards and his art. Here are 11 things I learned from Dream Worlds and how I applied it to game environment art and level design. During this time, you create the foundation for your style of the movie.

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This book is well worth the money, actually not just to production designers, but for every artist. Countries closer to freamworlds equator are more colorful in all ways than countries in the northern parts. If a scene takes place in at daytime, it will have primarily bans values but within those light values you could have cast shadows form landscape or architecture creating a full range of values.


Feb 11, Ari rated it really liked it Shelves: And by artistic style, I mean that the game’s color palette and style mimics a painting or painterly style. Floor plans are also known as top down layout or top down views.

Hiding in the grass and foliage was a way to surprise your enemies, now it is the enemies who may be hiding in the dark and in the jungle to surprise you. See this in-depth guide on how to create top-down layouts. The author offers practical advice, insights, tips and uses a lot of image examples from Disney films.

Dream Worlds: Production Design for Animation

Focus on variety of reference that will help your environment creation. To achieve the desired result, a scary moment dreamworldds a romantic scene, you choose the best arrangement of values.

It talks about how to go about setting the style and look for animation. It could be a dominating piece of architecture, landscape or pathway.

I enjoyed some of Hans’ anecdotes from some of the different productions he worked on but overall the text is a bit frivolous and with some of the advice being about general film making and lacking focus. Visual development for a map or a game environment is no different. When used correctly, texture creates a tone.

Hans Bacher has been a major influence on the design of Disney films for nearly 20 years. The lessons taught are universal and can be applied in different fields if it’s related to art.