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Disney And The Visual Development Process Of Walt Disney

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The year was 1934. And in the hot month of July, a small article in Los Angeles
Times announced the start of Walt Disney’s first feature-length animation. Fast forward to Mr. Disney in New York publicly speaking of his aim to produce this animation. They had plans worked out for a feature-length cartoon “but had been unable to find response from United Artists executives,” reported Film Daily. His family tried to talk Disney out of making this ambitious animation. This was an expensive dream of his that would soon be nicknamed “Disney’s Folly.” But in fact, it was the complete opposite and is what lead to the visual development process that so many people use today.
There were so many development fundamentals that were birthed from the creation of “Snow White.” For instance, the formal “layout man” would normally just draw the backgrounds that the animated characters would come to life on. But now they were expected to draw all the characters over and over in different positions which closely resembled an animator’s action sketch, and were some of the early examples to visual development in pre production. Another thing that was changed for the development process, and very well could be one of the most important things in the visual technique, was the transformation of the model sheet. They were normally really simple and only contained just a series of poses for the character. But with the complexity of characters and animation, also came the complexity of these sheets. Don
Graham led internal training and orientation classes at Disney, and he placed a lot of emphasis on weight distribution, psychological motivation, and anticipation. And because of this, these sheets became crucial to the process. It’s what led them to make the Evil Queen still look recognizable even in her witch form. And also helped them pull off the Evil Queen being beautiful, but still menacing. On the other side of the spectrum, the creation of “Mr. Bug Goes to Town” by the Fleischer Studios was an example of what not to do in visual development. They put too much time and energy in the designs of the feature that they didn’t spend much time in character development. Making it a beautiful, but shallow movie.
With World War II came Bugs

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