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BEHIND THE SCENES GENERAL CONCEPT AND DIRECTING Originally, “ANY DAY HOLYDAY” was envisaged as a collage animation, without main characters or any specific plot setting for each episode. It was supposed to be a potpourri of New Year celebration customs and traditions from different countries in form of simple collage sketches, something in keeping with the best traditions of Monty Python’s Flying Circus. However, following another session of brainstorming, we agreed that this idea was rather boring. We had done something technically similar already (see INFOTOY), so, in order to make the program more interesting, we decided to introduce characters that would unite the entire series and create a common visual feature. First, we thought up abstract circles wearing New Year hats without any distinct personalities. Yet, after a number of transformations and “morale building,” we got Santafleas — five little helpers of Santa Claus. Here they are, our beauties: Fatty, Long-Legs, Bully, Oddball, and Mister Fifth. They made friends quickly, developed their own habits, special traits, mutual affinities, and became the “core” of the entire series. In the end, all 26 episodes focused on the funny and entertaining adventures of the Santafleas, presented in the light of New Year customs from different countries. Each episode traditionally begins with our characters sitting at home and suddenly deciding to go to another country and help the locals prepare for New Year celebration. And have some fun along the wa y as well. The idea seems nice and good. Presence of main characters is much more interesting, both in terms of dramaturgy and marketing. However, we continued to develop the original concept. Inspired by the works of Kharkiv artist Sasha Danilenko, who is currently living and working in the USA, we asked another artist, Vlad Tsvetkov, to help us make the Santafleas alive. The result was funny, detailed, and very far from collage style. And when Denis Voloshchuk, the art director of the project, saw the characters, he immediately suggested painting the entire project in watercolor and forgetting about collage. The terms and budget were, to put it mildly, absolutely not accommodating, but the team, as if having conspired in advance, were ready to work 24/7 pushing themselves to their limits. As soon as we started working on the first episode, we realized we were in trouble. But it was too late, no turning back! At that time, we could not even fathom that it was just the beginning. 40 ▪ Issue 6 JUNE 2016 TO CONQUER THE GREATEST PROJECTS We had to learn the specifics of character animation, handle enormous volumes of dramaturgic solutions in scenarios, organize efficient communication between designer and animation artist, search for hundreds of compromises in sound,details,rendering,and other issues that kept coming from everywhere. All this continued from the very first day of work and until the very last one. It also required monstrous time input — we forgot about weekends and got used to calls after midnight or at six am on Saturday concerning certain issues of design or animation. There was no time to think; we just had to see this through to the end. I’d compare it to a train that is on the verge of breakdown, but repair works carried out on the go do not let it happen. If I were offered to go back and do the project based on the original concept, I’d refuse and leave everything as it is. It is only by trying something new, strange, and scary that you feel yourself growing as a professional and discover new dimensions of yourself. Pavel Rymkevich — executive producer, Art Director of the project CONCLUSIONS and TIPS: All these problems stemmed from one simple truth — any change in project concept leads to drastic resource costs and technical complications. Increasing the number of main characters results in directly proportional increase of time required by the scriptwriter, director, designer, animation artist, and sound designer to complete the same timeline. Changing design methods means growing the team of designers several times. And then, it is far from certain that you will have enough time, budget, and stress resistance. Yet the most important thing is that it is a challenge for willpower and enthusiasm. DRAMATURGY When the concept of the program was finally approved,the characters were through and drawn, new issues arose. Now — from scriptwriting. The first issue concerned searching for information on New Year traditions from all over the world. tions are similar in different countries, and some do not celebrate New Year at all. This is due to religious, historical, and geographical factors that have influenced the culture and life of the people. For example, New Year traditions of France and Germany, Cambodia and Myanmar, Bolivia and Peru, although not without differences, are still very much alike. There are so few unique customs between these countries that they simply won’t be enough to make a story, even for a small timeline of 7 minutes. On the other hand, if we were to tell about the traditions of individual tribes and peoples, we would have to carry out major analytic work, dive into anthropologic research, and scramble for bits of necessary information. This was plainly impossible under the set schedule. The second scriptwriting issue concerned the form. Initially, the program was to be educational first, entertaining second. It was conceived as a New Year video encyclopedia. Interesting facts about New Year traditions from different countries were to be accompanied by a vivid collage video sequence without any clear plot. However, as characters were introduced and style was changed, visual component came to the fore. As a result, “ANY DAY HOLYDAY” grew from a simple interstitial program into a hybrid of an educational program and a cartoon. According to the laws of dramaturgy, each historical fact had to be supported by a corresponding scene based on a gag, while creating a counterpoint between the video sequence and the voiceover. Of course, our five main characters came to rescue, each having their own specialty. Yet, bare character traits are not enough for a good story. Besides, we wanted to communicate the atmosphere of every country visited by the Santafleas. Not an easy task, this one. The most difficult part was coming up with gags for the scenes. First, they had to match certain text blocks. Second, I set myself a goal – avoid repeating myself at all costs. The problems blossomed somewhere around the 8th episode; I was simply out of ideas! However, several hours of persistent brainstorm with myself and art director gave me a second wind, and the search yielded the necessary result. Since every episode had at least 10 gags on the average, the entire series of 26 episodes provided us with a huge collection of unique gags easily adaptable for almost any story. This was some crucial experience! Artyom Gordynia — project scriptwriter One would think our planet is so huge; there are so many countries, peoples, tribes, and ethnicities. And all of them have their own culture, customs, and traditions. Just spin the globe, point your finger at random – and there you have a new subject for an episode. In reality, it turned out to be much more complex. The truth is that many New Year celebration tradiSeason Screen TV Review CONCLUSIONS and TIPS: Having faced and overcome the above-mentioned issues, we have learnt several important nuances to be considered prior to developing scripts for a series. First of all, when you are thinking through the entire series, try to establish the subject of each episode in advance. Also, collect at least minimum information required to write the script. Otherwise, you risk losing a lot of time on research, and then you will have to choose between writing a good script and meeting deadlines. Secondly, remember that the number of characters have no influence whatsoever on the quality of the story. Sometimes, as few as one character is enough to enliven the scene. The more characters you use, the more difficult it is to work with them: each character must act, stay sstrnews.com in character, and propel the plot. Character’s inactivity immediately gives the sense of something lacking and can spoil even the most interesting scene. Better not to put the character on screen at all, if you don’t know what to do with it. Thirdly, the pilot episode (or the second one, but not later) is the key episode. It sets the style and atmosphere to be used throughout the series. Work it out with maximum details and attention. It is better to spend five times more time on the pilot episode than deviate from the style as the work progresses and turn the entire series from an integral product into a hodgepodge of different, although similar episodes. DESIGN AND ANIMATION When we said we were in trouble, we meant first of all design and animation. This is where all the major issues began. The idea of going for watercolor seemed excellent at the approval phase, but the implementation turned into all-out nightmare. Of course, drawing ten-fifteen scenes with background, objects, items, secondary characters, and breaking them into layers is a very laborintensive process that requires a lot of time and resources. Yet we had deadlines, and tight ones. As a result, our designer was physically incapable of managing the amount of work. In order to save the project, we found several more designers in the shortest time possible. They had to get into the swing quickly and begin to work. This notwithstanding, our newly created design department was still overwhelmed. The only way to remedy the situation was to sacrifice the details in order to meet the deadlines. Over time, thanks to the efforts of our designers, we accumulated a sound collection of backgrounds, interiors, objects, and secondary characters that helped us out more than once. However, the beginning of work was pure hell in terms of design. Yet, another nasty surprise was waiting for us. We had the video sequence drawn, but now we needed to animate it. Seeing that we switched from collage to character animation, implementation required much more time and efforts. Although our animation department was our largest one, it still couldn’t keep up with the task. Character animation differs greatly from other types of applied animation, since it requires specific knowledge in the field of directing, scene arrangement, and physiology. Each element of the on-screen set-up must interact with the characters, highlight the story, and place emphasis on the important points. Issue 6 JUNE 2016 ▪ 41