Hans Bacher: Dream Worlds – Production Design in Animation (Selected). Posted by: Nagy Péter. Email ThisBlogThis!Share to TwitterShare to FacebookShare. A happy note to close out this year’s animation book releases: Hans Bacher’s eagerly anticipated book about animation production design. Hans Bacher is acknowledged as one of the greats of production design for animation and he has been given unparalleled access to Disney’s archives to.

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It also creates contrast and brings attention to that area. It’s the best time, like going to school again. It depends on a theme and style of your project.

And it’s definitely interesting to hear how his ideas for more dramatic, original animation styles usually get scrapped by studio executives in favor of the classic Disney look. There are also dedicated chapters to films where Hans Bacher talks specifically on how production design was done.

What color combination and color palette do they use and what is the feeling of the scene? Published December 1st by Routledge first published November 23rd Here are 11 things I learned from Dream Worlds and how I applied it to game environment art and level design. I’m fascinated by concept art, especially for beautiful animation movies such as the ones that come out of Disney. Duplication and distribution is illegal and strictly prohibited.

As environment artist and level designer, you must absorb knowledge from many different art disciplines. Hiding in the grass and foliage was a way to surprise your enemies, now it is the enemies who may be hiding in the dark and in the jungle to surprise you. Underground environment or night time will use cool color palette blue, brown, dark greens, dark purples.


I would also have loved if he’d told the reader about more exercises to do since probably a lot of us readers read it to learn. Mar 04, Pranisha Shrestha rated it it was amazing.

Look through the pages of Dream Worlds and be inspired by Han’s high standards and his art. When I created custom map Hotel Swiss for L4D1 and 2, the idea was directly inspired by a trip to a hotel up in the mountains in Switzerland during a worldds heavy fog. Sometimes it is very easy to get the right reference within a short time; once in a while it is impossible.

Something that lets the player orient themselves in the environment. It has a very calming and serene effect.

Hans Bacher is acknowledged as one of the greats of production design for animation and he has been given unparalleled access to Disney’s archives to uncover eye-popping examples of both his own work and that of his colleagues. His work is a testament to his his love of art, but wprlds his ability to absorb the best of what he sees. Book cover “Dream Worlds: In film time it is limited.

That includes the search for a style to fit the story, in all areas: In level design and game environment creation they help to figure out how the environment will look from top down, how the space will be played and relationship between architecture and props.

Jacqueline rated it really liked it Aug 02, Avoid adding detail too early.

11 Things I Learned from Dream Worlds

It talks about how to go about setting the style and look for animation. More importantly, lead the eye to the center of your “stage” where the action takes place.

Dec 07, Michelle rated it liked it Shelves: Open Preview See a Problem? Nov 18, Ilse rated it really liked it Shelves: The props have to be arranged in a way that help and tell a story and sell the believability of your world within a single frame.


Apr 20, Herman Litt rated it it was amazing Shelves: You should spend a lot of time in preproduction phase – researching and collecting reference. In the beginning do bacheg spend time on creating final props, textures, materials.

To see what your friends thought of this book, please sign up. It is a abcher for the eyes. For a level design playable map top down layouts helps to visualize playable space. As the map progresses, the evening turns into night and the rain picks up to a downpour and eventually to a hurricane. Pay attention to games you play.

Dream Worlds: Production Design for Animation by Hans Bacher

Rachel rated it it was amazing Jan 07, There is no better inspiration and reference collection than actually visiting places similar to the one you are to create. Go from large to small. What is the primary dominating element of your map?

Dark and washed out color palette of browns, reds, greens and high contrast lighting would help to sell the scene better. Because you spent time in visual development, production process will be a lot smoother. Unlike film, where the screen time is limited, in game art the player can explore your environment. Books by Hans Bacher. Goodreads helps you keep track of books you want to read.