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TITLE:
"Arrest Assured"
DIRECTOR: Mike McCormick & Rob Taylor
STATUS: Released
RELEASE DATE: Jan 2005
LENGTH: 2:45 min

WEBSITE: www.studiopendulum.com/arrestassured
 
 
"Arrest Assured" is a short comedic 3D animated film created, directed and executed by Mike McCormick and Rob Taylor, owners of the San Diego based animation studio, Pendulum. The short's hero is a tired and mischievous goof, who you can't help but like. Upon seeing an ad for a jewelry store, his late night boredom is interrupted by a half-baked criminal idea. Unfortunately he's not the most stealthy and adept of burglars…

The film is in the midst of its festival run at the moment, so it's not available for download just yet. Still, if you get a chance to see it at your local Animation Festival, do. Until then, stop by the "Arrest Assured" website and take a gander at the stills and clips Pendulum has put up. It has a nice look, and the character design and animation are both very well done.


CLICK TO VISIT THE "ARREST ASSURED" WEBSITE

"Arrest Assured had fairly atypical beginnings. Instead of the customary story development phases of a film's evolution, the short found its origins in its own hero character. He was originally designed for a different and much longer film, which is slated for future development. It would have taken too long to produce in the timeframe agreed upon, especially while the creators were in the midst of building and running an animation studio. But the story was so enticing that it inspired some early character development and design work, as well as some low-level modeling and animation tests. One of Mike's early animations inspired Rob to start building an environment around it. These first tests evoked a short premise that evolved into a collection of gags and eventually into a simple but entertaining story arc. As the creative snowball built momentum, the two directors grew fond of the character, and decided to move forward and fully develop the short film. Thus, Arrest Assured was born.

While the film's evolution doesn't quite illustrate textbook story development, the concept was short, humorous, appropriate for any audience and most importantly, presented a great number of creative and technical challenges that Mike and Rob wanted to tackle. The result is an homage to the gag-based old-school cartoons of Tex Avery and Chuck Jones, as well as the physical humor of Chaplin and Buster Keaton… but painted with a vibrant new digital palette.

The character's design found its inspiration in many things, including the original film's story (though we're keeping that under wraps for now), as well as the wonderful work of Nick Park & Peter Lord at Aardman Animations, the famed studio to which the creators tip their hat throughout the short film (check out the name of the Jewelry store). The character's simplistic design, along with his well-intended yet bumbling and oafish tendencies, gifted him with a personality and life that Mike and Rob were eager to flesh out. The elements of his design were all very intentional; for example, he needed to look simple and somewhat dopey, so the large head (and body) with small mouth and button eyes were integrated to help achieve this.

But the use of such small eyes was a difficult decision, made to some extent as a self-imposed storytelling challenge. We're all so used to seeing large emotive eyes in animation, that it's almost expected. Not that this is, in any way, a bad thing… in fact, large eyes are an extremely helpful and very expressive element of character design. But many other important facets of a character are often neglected.

As much as possible, the directors wanted to express the character's thoughts and emotions with other design elements. Again, Aardman's work is a great example; the brows of Wallace and especially Gromit are stunningly emotive. The amazing range of emotions that can be communicated by Gromit (a dog), without any words or significant sounds, is a beautiful example of character animation at it's finest. Another prominent feature is his large hands, which attempt to accomplish multiple stylistic objectives; the size of the hands (and overall body shape) immediately communicates that the character is more of a physical kind of guy than an in-depth thinker. Also, he doesn't look very dexterous, and his look seems to suggest that he's more likely to solve problems (a critical storytelling function) with brute force than by other means. Whereas the small cute mouth helps to sell him as a kind, goofy, and fairly well-intended chap, for whom it's easy to feel sympathetic… at least, that's the intention.


CLICK FOR A LARGER VERSION
"The studio found inspiration in many things, including the wonderful work of Nick Park & Peter Lord at Aardman Animations, the famed studio to which the creators tip their hat throughout the short film..."

The design and mood of the environments in Arrest Assured play a critical and deliberate supporting role to our hero. Thus, color, lighting and texture were extremely important components for the short. Cool blues permeate the nighttime scenery with hints of warm yellows and oranges to compliment and outline various elements. Key and back-lights are used extensively to make the character pop off the screen. If your environments are eye-catching and, hopefully, artistically attractive, then you need to make sure that your shot's desired focal point is still able to stand out. In this case, the focus is often on the hero character or the gem in the jewelry store. Either way, the viewer should be comfortably led from intended focal point to focal point. This is done with targeted lighting, halos, and animated depth-of-field (as seen in the use of "rack focus").

As a side note, many of these vital storytelling tools & methodscan be researched in John Alton's classic book Painting with Light (we also recommend Orson Welles' early films, especially The Third Man and Citizen Cain). However, a richly textured world is by no means always necessary to tell a story (wait till our next short), but for Arrest Assured the directors wanted to draw the viewer into the world. The objective was to meld the playfully unrealistic character to the stylized yet semi-realistic world around him just enough to make you believe he belongs there. This is an approach at which Aardman has become exceedingly adept; making you believe their simple plasticine characters are living breathing beings, acting within the miniature sets that the production designers have built around them. This demonstrates one of the most important facets of storytelling… believability (not reality). Does the character fit his environment, does the viewer feel any connection to the hero, and can the story evoke a feeling… in this case humor and maybe even sympathy, or pity?

The film was created for many purposes, from the testing of character and production design techniques to asset management and production streamlining. It also facilitated the implementation of a newer faster and smarter production pipeline at Pendulum. And it allowed the creators to investigate some new technical and creative techniques while testing the studio's theories on production management, CGI animation pipeline efficiency and production quality control.

But most importantly, the film was made because the creators love storytelling and animation.

We hope you enjoy it!"

       --Rob Taylor, Mike McCormick
            Studio Pendulum,
October, 2004


 

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