Josh Selig, Little Airplane president and veteran producer, invites input on preschool TV from around the globe
|
|
Josh Selig, Little Airplane president and veteran producer, invites input on preschool TV from around the globe
Transmedia producer Jeff Gomez shares his insights on how to build IP that can travel across the multi-platform universe
| by: | May 1, 1999 |
"It's truly a real 16-year-old," says Robin Schwartz, VP of Saturday morning programming and prime-time series at NBC. "She ad-libs-there are no scripts, but she's writing her own dialogue, developing scenarios and snippets for 30-second interstitials." Schwartz says the network is developing the show for prime time, but launching it interstitially on TNBC on Saturday mornings, much like The Simpsons originally debuted as short-form segments within The Tracy Ullman Show on Fox. Ironically, this first animated project undertaken by the teen block-with its slice-of-life concept and real-kid casting and dialogue-reflects TNBC's mandate to add more realism to its teen programming, says Schwartz.
Comedian Katz, who won an Emmy for his voice work on Dr. Katz: Professional Therapist, says the computer animation technique developed for Julia's P.O.V. represents an automated version of the original squigglevision technique, which requires that a figure be manually drawn five times and those five drawings be melded digitally to produce an oscillating-line effect. With the newly developed automated version of this process, images need only be drawn once.
According to Chris Georgenes, assistant director of animation and video at Boston area-based Tom Snyder Productions, squigglevision is "considerably cheaper" than cel animation. A full episode of animation is cranked out in two or three weeks in the paperless, 100% computer-based studio that utilizes digital sketch pads at each workstation to record the shaky hand movements of the artists.
Animation is rendered to the audio track provided by Katz-a process that allows a high degree of innovation, says Georgenes. "A lot of the improvised [dialogue] shines through in the audio. In this third dimension of interactive animation, characters can talk over each other like in real life."