How relevant is the concept of auteurism in a contemporary animation landscape?
For the CoP module I have chosen to address the question 'How relevant is the concept of auteurism in a contemporary animation landscape'. After careful consideration I have chosen this question as I am interested in the role of the writer/director in animation and film and the status that affords them. Encoded meaning and intertextuality are topics that interest me greatly as a creative practitioner who aspires to tell stories with some sort of purpose. In the essay I hope to touch upon a variety of topics relating to 'studios as auteurs' as well as the wider societal implications of the creative industries adopting a flatter, more hierarchical power structure as well as the place of the traditional auteur in an ever-changing media landscape.
As for research I intend to gather a range of both qualitative and quantitive data from primary and secondary sources to back up each point of my argument. For primary research, this could include creating questionnaires and surveys to send to my peers to gather quantitive data, or interviewing industry professionals to gather their opinions and testimony to gather qualitative data. After gathering this information and forming a hypothesis I intend to gather a range of secondary research from books and journals, preferably from the library. I would like to rely less on articles from the internet and more on sources I have found myself from my own wider reading. One area I do wish to improve in terms of research is in the triangulation between different theorists, as last year this was an aspect of my essay in which I was lacking.
One of the key ideas I am hoping to explore is the idea of the studio as the auteur and how the role of the auteur in recent years has been made obsolete with the emergence of studios such as Pixar and Aardman, who have gained a reputation for creating high-quality, family friendly films with a particular style and voice, and how previous generations of auteurs working at these companies have had a hand in shaping their work ethic and creative process. Another thing I hope to touch upon is the broader societal context of these changes, how companies in the creative industries have adopted a flatter, non-hierarchial structure and how such a structure enables creativity to flourish.
In terms of case studies, I am hoping to explore a range of studio's work from film, television and in particular video games. In my essay I am hoping to establish similarities between the creative industries in order to try identify a broader cultural trend in the direction of more democratic power structures.
Potential Sources:
As for research I intend to gather a range of both qualitative and quantitive data from primary and secondary sources to back up each point of my argument. For primary research, this could include creating questionnaires and surveys to send to my peers to gather quantitive data, or interviewing industry professionals to gather their opinions and testimony to gather qualitative data. After gathering this information and forming a hypothesis I intend to gather a range of secondary research from books and journals, preferably from the library. I would like to rely less on articles from the internet and more on sources I have found myself from my own wider reading. One area I do wish to improve in terms of research is in the triangulation between different theorists, as last year this was an aspect of my essay in which I was lacking.
One of the key ideas I am hoping to explore is the idea of the studio as the auteur and how the role of the auteur in recent years has been made obsolete with the emergence of studios such as Pixar and Aardman, who have gained a reputation for creating high-quality, family friendly films with a particular style and voice, and how previous generations of auteurs working at these companies have had a hand in shaping their work ethic and creative process. Another thing I hope to touch upon is the broader societal context of these changes, how companies in the creative industries have adopted a flatter, non-hierarchial structure and how such a structure enables creativity to flourish.
In terms of case studies, I am hoping to explore a range of studio's work from film, television and in particular video games. In my essay I am hoping to establish similarities between the creative industries in order to try identify a broader cultural trend in the direction of more democratic power structures.
Potential Sources:
Caughie, John. (1981) ‘Theories of Authorship’, London and New York, Routledge
Adorno, T. & Horkheimer, M., 1944. The Culture Industry: Enlightenment as Mass Deception. In
T. Adorno and M. Horkheimer. Dialectics of Enlightenment. Translated by John
Cumming. New York: Herder and Herder, 1972.
Benjamin, Walter (1935/1969) The Work of Art in the Age of Mechanical Reproduction, New York: Schocken Books
Bazin, André. (1957) La politique des auteurs, Paris, Cahiers du Cinema
Mitchell, Ben (2017) ‘Independent Animation: Developing, Producing and Distributing your Animated Films’, Boca Raton, FL, CRC Press