| Changing Over Time: The Future of Motion Graphics © Matt Frantz www.mattfrantz.com May 26, 2003 Click here to open this page in a new window for easy printing. Table of Contents Introduction Definition of Motion Graphics Art Form with Brief History and Fast Development Required Skills for Motion Graphic Artists Logic Supporting Prediction of Growth Best Course of Action Based on Prediction of Growth Conclusion Notes Bibliography |
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Introduction
Motion graphic design has been considered a speciality skill, usually handled by artists that concentrate on designing for television broadcast or films. Within the next 10 years, not only will the majority of graphic designers work with time-based media,1 but the general population will associate graphic design more with moving imagery on television screens or computer monitors. The current association of graphic design as images and text printed on paper, clothing, or billboards will remain, but the commonly held belief that graphic design refers just to static imagery will disappear completely. To those following the latest trends of design and technology, the growing presence of motion graphics on television, the Internet, and forms of entertainment, such as DVDs and video games, is an obvious and logical progression from static graphics. Even so, there are design professionals that predict a less optimistic future for motion graphics, due to economic factors, and increased ease for novice computer users to create visually stunning graphics with little or no training. However, my prediction is that the next evolution affecting graphic designers will be the expansion beyond static imagery to designs that change over time. I will offer evidence for my prediction, and illustrate how the growth of motion graphics is on a parallel track of related disciplines that have grown from small niches to major occupations. A brief history of motion graphics will be given, as well as summaries of the evolution of related disciplines such as desktop publishing and design for the World Wide Web. The opinions of professional motion graphic designers obtained by first hand interviews will also be presented. I will then address what my prediction means for todays designers who would like to prepare for the future. |
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Definition of Motion Graphics
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| Art form with brief history and fast development According to the 2003 Macworld Conference and Expo website highlighting the January Final Cut Pro session,3 the art form of motion graphics was born in the early 1990s. Macworld is a magazine that primarily focuses on technology and design issues related to Apple Macintosh computers, and the date given may be referring to motion graphics created solely on the computer. The belief that motion graphics is an invention of the last decade is common, even among professionals, but motion graphics have existed since at least 1955. Some argue that motion graphics predates the invention of photography, and was first exhibited to live audiences in the 1800s as sequences of rapidly shown images to create the illusion of movement. But whether the date is 1800 or 1955, motion graphics is an art form with a brief history and fast development. Perhaps the major reason for dispute about over beginning of the art form is the lack of a universally accepted definition of motion graphics. Even among professionals in the field, there is dispute over terminology. Brad Soderlund, creative director of One Six Eight Design Group in San Francisco hesitates to even refer to motion graphics as an art form. He claims, There certainly are some artists who work in video or other time-based media, but the majority of people doing the work are, with any luck, designers, not artists. (interview). On the studios website (www.168designgroup.com), Soderlund states that, So many designers are also artists, writers, or musicians. I encourage all that work to permeate what we are doing here in the studio. Soderlund may be referring to art strictly in the fine art sense, and classify his studios commercial projects as design work. My belief is that the distinction between fine art and commercial art is based more on context of how the work is shown, sold, or funded, than on content. For the purpose of this paper, I will discuss motion graphics as an art form, even if only as a form of commercial art rather than fine art. I will also use both words, designer and artist, when referring to creators of motion graphics. The earliest significant motion graphic artist that had a traditional background in graphic design was Saul Bass (1920-1996). He designed the opening title sequences4 for many popular films such as The Man With The Golden Arm (1955), Vertigo (1958), Anatomy of a Murder (1959), North by Northwest (1959), and Psycho (1960). Many other designers have contributed to the evolution of motion graphics, but Bass was an exceptionally talented and productive designer, and is commonly cited as being a pioneer in the field. Some of his designs may seem relatively simple compared with todays standards, but his designs were effective at communicating the mood or theme of the movies his graphics were introducing (see Figures 2, 3, and 4). At the time when Bass was starting out, all graphics were created by hand or with film cameras, without the aid of computers. Even relatively simple designs would require a lot of time and expense to produce. Bass designed opening title sequences for 21 movies in the 1950s alone, which is a remarkable achievement considering the time each project took to develop with the existing technology (Dawes).
Because of high production costs at the time, it was rare for anything other than title sequences for television and films to utilize motion graphics. As television grew in popularity, more on-screen graphics were needed, but usually the more elaborate designs were reserved for shows that would be aired on a regular basis. Other than the near switch from black and white to full color television and film, there were few changes between the 1960 and 1980 that concerned motion graphic designers. Steve Currran, author of Motion Graphics: Graphic Design for Broadcast and Film points out that until the 1980s and the advent of cable television, the three dominating networks (ABC, CBS, and NBC) were using graphics that consisted of little more than simple flying logos. He asserts that the graphics were products of technology and corporate culture more than of creativity and talent. Once cable television became widespread, and MTV (Music Television) became a major cultural component, the need for captivating on-air graphics increased. The new, smaller channels began to use motion graphics as a way to establish a look that would appeal to a specific target audience, opposed to the generalized look of the three major networks. In addition to the popularity of cable television in the 1980s, video games and video cassettes began to create additional demand for motion graphics. Video games (both arcade style coin-operated games and consumer units designed for use with television sets) were in a period of rapid growth, and the designer that could create graphics within the constraints of the technology at the time were in high demand (Gallagher). The popularity of BETA and VHS video cassettes encouraged independent movie producers, entertainers, and businesses to publish their own movies, concerts, and demonstrations. This created more demand for motion graphic artists, who were often used to design opening titles for videos. The trends of the 1980s continued into the 1990s, and movies, video games, and broadcast graphics remained a source of employment for motion graphic artists. Major advances in technology created a shift in the way designers created their graphics. As computers became capable of video editing during the 1990s, designers shifted from using analog equipment to digital workstations. During the early part of the decade, the cost of computers capable of producing broadcast quality graphics was high ($30,000 and up), and it was rare to find a motion graphics artist that worked on personal, rather than company owned equipment. Now, in 2003, an $800 Apple computer with supplied software can be used to create basic, but visually appealing high quality motion graphics. The fact that advanced computers with fast rendering times5 can be purchased at a fraction of the cost of one semesters tuition at a design school means that contemporary motion graphic artists now have more creative options than ever before. Of all the current motion graphic designers, Kyle Cooper is a likely candidate for the most popular and influential. He has designed the title sequences for over 100 movies and television shows (Heller 329). Some major movies he has designed opening tiles for include: Seven, The Island of Doctor Moreau, Mission Impossible, Donnie Brasco, The Joy Luck Club, True Lies, Gattica, The Mummy, and The Horse Whisperer. His work is considered by many professionals to be an example of the most successful motion graphic design. In contrast to the time when Saul Bass was designing title sequences for movies, Kyle Cooper and his partners at the Imaginary Forces studio have access to technology which allows them to work faster and with much less creative limitations (see Figures 5 and 6). In an Apple Media Arts promotional video for Final Cut Pro, Cooper states that anyone with familiarity with [the Macintosh] interface can sit there and modify, and edit, or try something different, and get involved in the creative process. Cooper clearly puts emphasis on creativity rather than production.
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| Required Skills for Motion Graphic Artists If creativity is the primary requirement for motion graphic artists, then what secondary skills are needed? Of the many disciplines that come together in the field of motion graphics, the primary ones are: graphic design (including web design), photography, film and video, animation, and audio production. One of the difficulties of discussing skills required for motion graphic artists is that motion graphics is a discipline made from several disciplines. For example, a designer working on a television commercial should understand basic principles of advertising, in addition to broadcast design standards, and must be able to skillfully fuse visuals with the chosen music. From spinning logos on websites to intricate videos that incorporate still graphics with animation and sound effects, there is seldom a situation where one isolated skill is needed. In Venice, California, designers at Motion Theory work on eclectic projects and must combine divergent skill sets to solve creative problems (see Figures 7-10). Matt Cullen, co-founder of Motion Theory (who previously worked with Kyle Cooper at Imaginary Forces) said he doesnt like to use the term motion graphics to describe what his company does because he feels it is too limiting. The preferred description was previously design and production, but that has since changed to live action and design (interview). In an Apple Media Arts promotional video, a top designer at Imaginary Forces expresses a similar view regarding the difficulty of assigning a single word to describe a variety of skills. He says, The philosophy is concept, put concept first. So we dont call ourselves a design company. We dont call ourselves a production company, post production company, a marketing company. We call ourselves a conceptual design firm. Even beyond conceptual design, Peter Frankfurt at Imaginary Forces produced the movie Blade, a live action film based upon a Marvel Comics character (New Line Cinema). Motion graphics pioneer Saul Bass also had an eye for directing. A little known fact is that although Alfred Hitchcock directed Psycho, Bass is the one who designed the shot sequence of the famous shower scene, in addition to the opening title sequence. The relationship between film, web design, and motion graphics is very close. Kyle Cooper comments on the relationship in an article printed in The Education of an E-designer:
Whether someone would entirely agree with Coopers stance that web design is the same as film directing isnt as important as the awareness of how the disciplines are not only interdependent, but fundamentally related to one another.
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Logic Supporting Prediction of Growth
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| Best Course of Action Based on Prediction of Growth If the current and coming need for designers to deal with motion is foreseen by some, there is little acknowledgement of that in formal academic settings. Hundreds of universities across the United States offer graphic design as a major field of study, but only a few schools have a program for motion graphics. The schools with graphic design programs usually only offer a class or two on time-based or interactive design. In some cases, the courses are restricted to communication majors (radio, television, and film students) or considered computer classes, and focus on software skill acquisition rather than visual development. Designer, writer, and associate professor Melissa Niederhelman at Arizona State University asks why in light of the overwhelming presence of interactivity in communication today design curriculum still offer courses in interactivity and new media as electives (Heller 16). While her article focuses on interactivity and new media, rather than motion graphics, the need to address the changes of technology and communication in design education is clear. In the case of websites and CD-ROMs, interactivity and motion graphics often work in unison. Geoffry Fried, chair of the design department at the Art Institute of Boston at Lesly University, has an excellent summary of the difficulty of preparing for the future. In an article appearing in Hellers book The Education of an E-designer, Fried states:
While betting on the future based upon a narrow view of what may be is
risky, there are certainly some general trends which are likely to continue,
even taking into account the turbulent nature of technology and market
demands. Author Steve Curran writes that More and more, every day,
graphic design refuses to stay still. The worlds central nervous
system, interconnected tendrils of cables, telephone lines, and satellites,
is buzzing with the adrenaline of commerce, information, and entertainment.
The growing presence of moving designs in our culture is all but guaranteed
to continue, regardless of the media formats the future may bring.
A final consideration for those shifting to time-based media design is the best way to market and promote an eclectic skill set. Designers Matt Cullen and Kyle Cooper hesitate to use the term motion graphics to describe what their companies do. They both prefer to use the term design because they feel it is less limiting. One limiting aspect of the term is that it only implies the ability to work with motion, while many projects need printed material as well. Another problematic aspect of the term is that not everyone fully understands what it means. Rather than confuse someone who wants a Flash website banner,10 for example, it may be better to use a more general and inclusive term such as new media designer. In any case, a time-based media designer must be fully aware of what terms clients are used to, and be prepared to clearly describe what it is they do, and what makes them qualified to do it. Having a quality demo reel of example work is essential. Still images are insufficient, and most top design studios who produce motion graphics have downloadable movies on their website, or supply VHS cassettes or DVDs to potential client to show what they can do. Ultimately, getting a quality demo reel to the right audience is the way motion graphics designers get new clients.
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| Conclusion My prediction that the majority of graphic designers will work with time-based media within the next ten years may be seen as pure speculation, or written off as premature by some. While I have placed importance on research for this prediction, in my opinion, whether the changes happen within ten years is a relatively minor point. The shift from designers needed for development of static images to motion graphics has already started, and whether it be ten years or twenty years, the fact that designers need to prepare for the future remains. Designers who arent able to work with time-based media will continue to be needed, but will be in less demand, will have less leverage with salary negations, and will be restricted in the scope of their creative input. As new media has emerged, the convergence of different forms of audio, visual, and information technologies has become increasingly common. Disciplines such as sound design, animation, computer programming and video editing are truly important for designers working with modern forms of communication to understand, and least on a fundamental level. Graphic designers are already being called on to produce interactive user interfaces of all kinds, and in many cases, they must design their visuals to be accompanied with music and sound effects. Those that have been able to effectively apply their design skills to new media have been highly sought after. In addition to the obvious expanded career opportunities, there are other benefits for graphic designers who understand time-based media design. Even if a designer decides to work exclusively with printed imagery, the study of related disciplines is valuable for increased ability to collaborate with others in a creative team or advertising agency. An important discovery by artists working with new media is that the very process of studying related disciplines can lead to stronger critical thinking skills in relation to visual problem solving. The question to ask with regard to graphic design is not how many years until the ability to design motion graphics becomes a required skill?, but rather how can designers prepare themselves for future marketability in a competitive field? The opportunity for designers to profit and advance their creativity is real. Those that recognize how to graphically combine a message with time-based media will clearly have the advantage as communication technologies continue to emerge and saturate our culture. |
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