Thursday 8 May 2014

End of Module Evaluation

Leeds College of Art
BA (Hons) ILLUSTRATION
Level
04
OUIL401 Context of Pratice
Credits
20
End of Module Self Evaluation

NAME
 Hollie Smith


1.  What skills have you developed through this brief and how effectively do you think you have applied them?
i think this module has improved my analytical skills as I was thinking in detail about the intentions and meaning within cartoons in order to replicate them in my work. Also I learnt to reinterpret existing visual material in my own way and use it in a project of my own direction, by studying following the conventions of existing cartoons. 

2. What approaches to/methods of image making have you developed and how have they informed your concept development process? big sheets
For the actual pieces I used a method I'm comfortable with because I didn't allow time for it to go wrong, but I tried to consider my use of colour more than I previously have with watercolour, mostly as I was trying to replicate the aesthetic of the shows. In the development process I used some large sheets for a change instead of my sketchbook which was really good for character design because I could see all my previous attempts at once and pick out the parts that worked before to put them all together. 

3. What strengths can you identify in your work and how have/will you capitalise on these? 
I think it can be considered a strength that I made the three comics to an acceptable standard over a period of 24 hours, although this is obviously not a way I intend to work every again its nice to know I can produce large amounts of work in a short space of time when I'm using methods I'm well established with. I could use this by spreading that productivity out over days and that way I could become massively more productive as I often struggle to work solidly for a long period of time if there's no element of urgency and I feel this greatly hinders my progress.
In

4. What weaknesses can you identify in your work and how will you address these in the future?
I made the stupid error of neglecting this project when I got stuck with it. From the beginning it was not going well because I put off the essay and put my full effort into Visual Narratives,  meaning I recieved a failing grade at the interim deadline because I spent a total of three hours writing complete nonsense in a panic. This set me up for a failure with COP 2 because it was based upon the essay, which I failed, so straight away there wasn't a solid foundation for the project and I struggled to find a subject to explore. Naturally I then did the stupidest possible thing and abandoned the project to work on other briefs because the frustration of trying to find something to study deterred me from trying. This got increasingly worse to the point where there was just over a week before the deadline so the stress of the looming deadline eventually spurred me to force out some substandard work. I then spent far too long trying to rewrite the essay leaving only a day to develop complete the final works. The drawings themselves turned out okay but the pitiful level of preparation and development that went into them has severely diminished the quality. I'm endlessly frustrated at myself for allowing this level of total incompetence but at least I know the reason I struggled was due to the level of negligence I displayed. Needless to say this shan't happen again.

5. Identify five things that you will do differently next time and what do you expect to gain from doing these?

1. Not neglect the project if I reach a dead end. It is the absolute worst possible solution to the problem. In doing this I might be able to make a project I'm not ashamed to show to people.

2. A lot more development work. This is definitely what was lacking in this project and compared to other work I've made it's obvious which one was the result of rigorous preparation process and which was the result of total negligence.

3. I will put more work into written tasks and allow time for them rather than favouring the creative work. This way I can avoid the stress of completing this tasks right before the deadline.

4. I will plan my time more efficiently and be more aware of time in relation to the deadline. By doing this I can make better use of my time and plan the project out to fit into that available space of time. 

5. Once again I will blog more, but I write this in every evaluation. Specifically regarding the final work I made I want to try different materials to make a comic next time because a formula is starting to develop of brush pen and watercolour/digital colouring. I'd like to try something more shape based, perhaps paint with no outline. I could experiment with this in the final PPP project, in which I hope to redeem myself. 


6.How would you grade yourself on the following areas:
(please indicate using an ‘x’) 

5= excellent, 4 = very good, 3 = good, 2 = average, 1 = poor

1
2
3
4
5
Attendance


 x


Punctuality


 x


Motivation
x



Commitment
x



Quantity of work produced
x



Quality of work produced
x



Contribution to the group
x



The evaluation of your work is an important part of the assessment criteria and represents a percentage of the overall grade. It is essential that you give yourself enough time to complete your written evaluation fully and with appropriate depth and level of self-reflection. If you have any questions relating to the self-evaluation process speak to a member of staff as soon as possible.


A copy of your end of module self evaluation should be posted to your studio practice blog. This should be the last post before the submission of work and will provide the starting point for the assessment process. Post a copy of your evaluation to your PPP blog as evidence of your own on going evaluation.


Notes

COP 2 - Finals

I chose to use watercolour because its a medium I can use quickly and easily to acheive the desired effect. Also it makes consistent yetsubtley different colour palettes as everything is mixed from the same few colours. Regarding colour palettes I chose to emulate the aesthetic of the specific cartoons as they form part of the assumed content of each show. 
The middle panel on this image appears too static to show a violent chase but I struggled to find out how to combat this, motion lines didnt seem to work. Drawing movement and momentum is something I need to practise.

I think this show has the best colour palette to copy because it makes use of contrasting shades on the colour wheel, using an accent of blue on roadrunner against the diluted orange and brown of the desert.
I think the composition of the fourth panel is a bit clumsy, specifically the placement of roadrunner, it looks too stationary and force to fit onto the same panel. 

I ended up cutting out the teeth grinding panel because it didn't make sense. I also slightly altered some panels, adding the doorframe on the second one and Homer's head on the last. I changed the viewpoint of the fourth to get a better and more Simpson-esque view of the kitchen. The third panel I tried to emulate 'spongebob realism', a technique used in spongebob where close ups on slick cartoon designs are grotesquely detailed paintings. I had a fair amount of difficulty painting the fire, mostly because I didn't have time to practise it beforehand, in the fourth panel a black line overlaps it and generally it looks flat and underwhelming. 


I think for the time I ended up spending on them I'm quite happy with these drawings, but for the amount of time I intended to spend on them they are quite ashamedly bad. 

COP 2 - Development

I decided to do three A3 comics on parodying and flouting the conventions of three different cartoons. I would've liked to have done more and perhaps compiled them into a small book but I didn't allow enough time. 

I started with Wile E Coyote and Roadrunner and tried to represent the characters in a way that combined the original character's designs and my own way of drawing. Here I decided to use watercolour because the colour palettes seem to play a large role in the aesthetics of these cartoons and paint was a simple and effective way to emulate this.
These characters could have done with more development as I wasn't quite happy with Roadrunners body or coyotes face and expressions.



Here I tried to redesign Tom and Jerry in a recognisable but slighty different way. I am quite pleased with how the cat heads turned out, I was trying to make him look more evil than the actual character while still maintaining a friendly children's cartoon veneer. 

did some more laboured drawings, sketching out in pencil first

Practising evil facial expressions


a successful cat face. I had trouble in the mouse sketches figuring out how to draw his mouth

characters in action, pouncing and devouring.


Practising the mouse character. I struggled to make an appealing and symmetrical face shape 

Trying different heads and some smiley cheeks



The plan for my Tom and Jerry comic. This is based on the assumption of the cartoon that Tom will chase Jerry and never catch him, which I subverted with Tom mercilessly devouring Jerry. I tried to emulate shots seen in the cartoon, such as Jerry teasing the cat and the side view of chase scenes. It could've done with a lot more fine tuning but I had to rush straight into production.

Coyote comin on the left and Disney on the right. The left subverts the same plotline as previous (persistently unsuccessful chase between natural enemies ) but I chose instead to have coyote give up on what he can never accomplish and leave the scene defeated. In the first two panels he is building some kind of Rube Goldberg contraption but this will prove too complex to design in the limited amount of time. The Disney one is my least favourite as it feels like a slightly overdone theme. It flouts the assumption that the male and female lead will succumb to love at first sight by showing the princess not reciprocating the prince's affections. I won't make this into a comic though because I think it's weaker than the other comics, and there's something bothersome about a set of four comics.

A different plot for the coyote comic in which he kills roadrunner and is lost for what to do now that he's accomplished his life goal. I did prefer this comic to the other because I think the second page of had a nice moment where his life calmly crumbles, but I decided on the other one because this doesn't fit on A3 and because I already explored the outcome of predator winning in the Tom and Jerry comic, so I chose to portray a different possibility.

A3 sketch plan of coyote comic, I changed the machine to a large weight like those commonly scene in slapstick cartoons. This was much easier to draw and made more sense for roadrunner to escape from. I tried to play with the composition of frames using different angles for each image and imitating those used in the cartoon, such as the long shots into the distance with roadrunner approaching on the horizon.

I had already design this comic and practised the characters earlier in the project so I went straight to a second plan sketch where I omitted some frames to improve the pacing. I'm not sure about the tooth grinding image though because I can't decide on the onomatopoeia for teeth grinding, so without that they're just mysteriously bloody teeth. 

Sketch of Tom and Jerry comic, this stayed pretty much the same as my original sketch but I changed the cat's facial expression to appear more thuggish, and the end pose I made him sit up to look more eerily smug.

COP 2 - Playing and ideas

GET PHOTO OF MINDMAP

Originially the topic of my essay was semiotics in The Simpsons, but I've since rewritten this as it was utterly appalling, so following on from the initial essay I started planning this project around The Simpsons, which proved problematic.
This was the most logical starting point, Simpsons creator Matt Groening. This angle was quickly exhausted though



I played around with the characters and some type but quickly realised that doing a visual satirical project on an already visual and satirical show was quite fruitless. There seemed to be no way of making work based on an existing cartoon that wasn't just fan art.

I started playing around with the characters, in this image seeing at what level of abstraction Homer becomes unrecognisable. The answer is a very high level.

Here I drew characters in incorrect colours to counteract the rigid colouring in the show, these images make me uncomfortable.


For inspiration I made a map of Matt Groenings main influences. These included corny American family comedies from the 50's, suggesting this is where he learnt the codes of such television shows which are humorously contradicted in The Simpsons

I remembered Jack Teagle's project, the Simpsons Drawing Club, and thought about doing something similar. I made this sketch of a comic exploring a brutally realistic portrayal of Marge's repressed character, driven mad by loutish, almost sociopathic post-season-10 Homer (it's an opinion widely held that post season 10 Homer's character stopped being as relatable and human as previous and he turned into 'Jerk Homer', wreckless and hurtful with little to no consideration for others, even less so than before)

I started to do another similar strip exploring Lisa's misery but I abandoned it because there was no story to tell, its already pretty well explored in the show itself

Here I struggled to find direction with this project, which is probably the point where it started to go wrong. I couldn't see a purpose to anything I'd done for this brief so far and it seemed there was just nothing left to draw on the topic. So I considered other topics; other cartoons, other creators, semiotics etc. 

Some research into semiotics, did little to help the project but was useful when it came to rewriting my essay.



These are the notes from my pecha kucha. At this point I had been putting off the project because I was so stuck with it so I still had no idea what to do with it. I presented mostly research and some sketches and was told in feedback to possibly explore the comics idea further. 


Here I am thinking what else can go into a series of comics. 
Some ideas I had and abandonned:
-developing characters and making a short comic in the format of a Simpsons episode and using all of their codes and existing structure, but this seemed far too time consuming and complex for the time available. 
- playing with scenes from the Simpsons in order to flout their assumed conventions, rewriting them into something that would never happen
-taking codes of Simpson and cartoons and making work that plays with or subverts it (this is the most similar to what I ended up making)
-realistic parodies of cartoons (again, similar to final outcome)
-making a small lo-fi zine with loads of comics parodying cartoons and cartoon rules. a la 100% Unofficial Simpsons Comix

At this point I was finally coming towards something but there was only a week left and another deadline to complete in the meantime. I thought of famous cartoons with rigid structures, such as Disney princess movies, Tom and Jerry, Wile E Coyote and Roadrunner and so on. In the mind map I circled ones I knew had been parodied famously before and from the rest I picked the ones with most potential.. Coyote giving up on capture roadrunner, Tom finally killing Jerry in a ruthless feline bloodbath and the simpsons comic I wrote initially. Obviously I wish I'd left A LOT more time because then I wouldn't have to be ashamed of the lack of work produced for this project, and the comics could have been better, but at this stage I was happy to have a plan.

The Semiotics of Cartoon Character Design

Semiotics is the study of signs and symbols and their universally accepted cultural
significance. It works on the principle that everything is a sign which signifies something; a 
sign is a combination of the signifier and the signified. This theory was proposed by French  linguist Ferdinand de Saussure, widely considered the father of semiotics. He mostly used semiotics to analyse language but it has since developed to be relatable to all forms, including the visual language of images. In language the signifier is a word or letter form and the signified is the word it represents. For example, cat; the signifier in this instance is the typed for of that word, the signified is the mental image and idea of what we recognise to be a cat. Within an image the signifier would be the image itself and the signified would be the associations and assumptions it conjures. For example the logo for the Campaign for Nuclear Disarmament, or the peace sign, the signifier is the logo itself and the signified is the concept of peace. 
The signified is a connotation assigned to the signifier as a result of a publicly shared historical event or widely understood idea, so the idea of semiotics can be simplified down to connotations and denotations. A denotation is what is actually there, the concrete indisputable thing that is presented, the connotation is the hidden meaning attached to it, based on implication and agreed understanding. When discussing visual semiotics the denotation is the image seen, or its contents, and the connotation is the thoughts and associations provoked by it. The link between the two is based purely on cultural understanding rather than indisputable fact and therefor the connotations of a sign can vary between cultures and individuals. As Berger wrote  “The relation that exists between the signifier and the signified is arbitrary, based on convention, or, to use the technical term, unmotivated. Because of this fact, we develop and use codes to help us learn what some signs mean.” This means that the signified depends on what we’ve been taught, and in turn the use of them helps us to learn to understand new codes. It also means that codes can change over time as the general opinion of people shifts, for example in Medieval times being overweight and pale suggested wealth and importance as they had plenty to eat and weren't required to work outside in the sun, whereas being slender and tanned was associated with peasants as they were malnourished and had to engage in strenuous manual labour outdoors to earn money . Nowadays it is quite the opposite, with weight connoting greed and slenderness and tanned skin connoting health and, to an extent, vanity, a hobby of the rich. The signified changes when social norms change. This change was a swapped meaning but changes can also be pejorative or ameliorative; a negative or positive shift. An example of a pejorative change in linguistics would be the usage of the word ‘gay’, which initially meant carefree and cheerful and became synonymous with homosexual, but more recently as a result of ignorance it became an offensive term and can be synonymous with many negative ideas like stupidity and patheticness. The connotations of codes appear constantly flexible but Roland Barthes claims in Mythologies that the assigning of meaning is not arbitrary. We may not be aware of the reason behind the meaning but mythologies all are conceived and changed to form ideas of society that are in keeping with the ideology of the ruling classes and the media of that time. This can explain the earlier example of the connotations of weight as the most attractive appearance was always the trend set by the wealthy.
 It’s upon these universally accepted assumptions that stereotypes are built as by their definition stereotypes are ‘a widely held but fixed and oversimplified image or idea of a particular type of person or thing,’ and it could be argued that the basis for cartoons and character design is in these stereotypes. They use both stereotypes that exist in life and ones that have been created throughout cartoon history and have become accepted as expectations. They are useful in this way because it allows characters to become immediately established in the viewers minds because they have a familiar basis to link it to. They give the audience a set of expectations which when met or comically flouted result in instant and universal humour. Possibly the most efficient way to visually present a stereotyped character is in cartoon as it is an art form so open to exaggeration. In an essay on the Semiotics of Character Design in game development Christopher Sean Lee 
wrote that stereotypes are a “way of concisely conveying information through imagery within the design of a character”. He describes signifiers as “incredibly useful efficiency tools that can easily speed up human cognition and understanding” and states that using signifiers in character design can “harness the innate energy and time saving capabilities of stereotypes... the use of stereotypes would immediately ground the character within the story and visually cement their role within the game” This can apply to cartoons also because manipulating this human understanding in the same way has the same effect, planting the character into the story and eliminating the need for description. It could even be argued that this is an important quality for all good characters and designers to possess, the skill to make the characters appearance reflect their personality so accurately that they never require explanation. An example of this would be any character in a classic disney cartoon. There is a visual code for each potential personality of which we are not immediately conscious. A villain would typically be ugly, elderly, angular, with prominent bones, bad posture and in dark costume, often draping fabric and cloaks. (see Source 1) The lead male usually is of a toned and muscular build with traditionally handsome features and loosely styled hair. (see Source 2) Female leads mostly look youthful and innocent, exhibiting traditional beauty, often accompanied by a small animal sidekick and are frequently princesses. (See Source 3) Since many of these stories are based on fairy tales it’s likely much of the inspiration for the characters’ design was derived from their descriptions in the original text, although many are said to differ dramatically, such as The Little Mermaid. Regardless of their origin these codes have been perpetuated by Disney to the point that they’ve become the expectation and have actually effected ideas within society by creating unrealistic standards for beauty, love and the accomplishment of dreams. As a result of these codes we have been taught to incorrectly perceive humans in the same way; old and ugly is in some way villainous, young, pretty and virginal are the desirable traits in a female and the measure of a male character is in his braun and bravery. 
This basis of assumed knowledge is prevalent in other children's cartoons also, for example the common trope of predator and elusive prey seen in cartoons such as Tom and Jerry, Coyote and Roadrunner in Loony Tunes and Bugs Bunny (with Elma Fudd). The characters are consciously designed to be enemies in nature thus eliminating the need to explain the relationship between them. It is assumed that a cat will chase a mouse because we have been taught that code in nature, so it would make sense to exploit that code for relatable comedic value. This assumption of nature is then comedically flouted in these cartoons when the predator fails to capture the prey and is repeatedly outwitted by it in a classic battle of brains and braun, thus they have achieved a comedic effect by using semiotics.
This example can be seen in other cartoons where the basic assumed plot is whatever is signified by the characters, which act in this case as signifiers. When seeing a family such as The Flintstones one can instantly identify that the plot will revolve around dysfunctional American family life with the quirk of a foreign timezone added for entertainment value. When shown a picture of Pinky and the Brain one can assume the plot lines will revolve around a serious character and their idiotic sidekick, wherein the genius’ plots are constantly ruined by his foolish friends actions. Also to return to the topic of Disney animations one can always assume when seeing an attractive youthful cartoon man and woman that unfolding in the plot will be a pattern of love-at-first-sight, some description of obstacle between them, triumphing over adversity (usually the male’s role), ‘true love’s first kiss’ then happily-ever-after. These are the codes we have been taught to expect by cartoons which they either deliver on or flout, but of which they are always mindful of in order to make the cartoon familiar and likeable. 
  In almost all cartoons, particularly comedic ones, there is a blatant disregard for the consequences of violence and injury. They abuse the fact that it is impossible to injure their actors and so tend to neglect realism and replace it with ‘Cartoon Physics’. This was a concept first proposed in 1980 by Mark O’Donnell (link in bibliography) in his article ‘The Laws of Cartoon Motion’, which states accepted assumptions about logic in cartoons which are codes cartoons have taught us to expect. Most of these relate to Looney Tunes and other such classic short children's cartoons and point out cartoon traits that we just accept when watching because we have been trained to do so. In reference to my earlier point about cartoons’ tendency to neglect the consequences of characters violent actions, one of these Laws of Motion is that “Cartoon cats possess more deaths than even the traditional nine lives afford. They can be sliced, splayed, accordion-pleated, spindled or disassembled, but they cannot be destroyed. After a few moments of blinking self-pity, they re-inflate, elongate, snap back or solidify.” This has probably been a conscious decision on the part of cartoon creators to try and create a world free from the constraints of human capabilities and mortality, but as a result of this shrouding it is now particularly shocking to see violent consequences in self referential ‘adult’ cartoons like Family Guy and South Park. They address this trope by playing to it and frequently killing and injuring characters only for there to be no lasting consequence. The most obvious example of this is the character Kenny McCormick who prior to season 6 of the show died in almost every episode, to the cry of “Oh my god! They killed Kenny! ...You bastards!” or variations thereof. This mocking of a trope became a trop itself over time to the point where Kenny was expected to die and the only place to advance from there was to flout the show’s own created expectation and let him survive, or enter an incredibly complex subplot involving soul consumption. This means that the death of Kenny became signified from the signifier which is the show South Park. There exists similar running jokes in Family Guy where characters are shown to be violently mutilated and even killed, only to appear in a later scene. This is done in a self aware manor meaning it stops being an assumed norm of cartoons and starts being a comedic idea that flouts stereotypes, but once again this became expected of the show, leaving the only way to flout expectations to be actually killing a character permanently, which was Loretta Brown in the Family Guy spin-off The Cleveland Show. The death of this character reflected this argument quite perfectly because they chose to negate a code of assumption that the show itself had created; a running gag where Cleveland Brown’s house is repeatedly destroyed and he falls from the upstairs bathroom in the bathtub, lands on the ground where it smashes and invariably escapes unscathed. In this particular scene Cleveland is replaced with his wife Loretta so as the joke is set up the viewer expects the same outcome as usual, the one the show taught, but instead she breaks her neck and is permanently killed. This technique exhibits a clever manipulation of semiotics and an awareness of the consistent traits of ones own creation. Of course this plot line can be linked back to the Simpsons, perhaps the cartoon show most known for its use and negation of semiotic codes, in the episode where ‘Alone Again, Natrua-Diddly’, wherein long-running periphery character Maude Flanders is killed in a freak slap stick accident. Where in a more traditional cartoon the accident of Maude being knocked off a grandstand by a t-shirt cannon would have been a humorous instance of slapstick comedy, in The Simpsons it was an distressing and poignant plot line and character development for Ned Flanders, with characters experiencing genuine human grief at the realistic loss of a friend and a sympathetic character. As well as this The Simpsons commented on the idea of consequence-less cartoon violence in an often used code wherein the characters themselves explore a self referential problem. In the episode ‘Itchy & Scratchy & Marge’ Marge is outraged at the violence in children’s cartoons and begins a protest leading to the eventual cancellation of the show. It’s possible this was a tactical effort on the show’s part to counter-attack complaints about violence in the show and people asking for an end to it, by showing them the potential outcomes of their wish and how it  would be no better at all. 
It can be agreed that most cartoons work on a basis of assumed knowledge in order to communicate stories and jokes as quickly and efficiently as possible, which is necessary for such a time consuming medium. It could be argued that all cartoons are signifiers with each genre and visual style connected to its own set of codes. What is signified is the assumptions we associate with the given type of cartoon. 
     A cartoon that makes full use and abuse of all of these rules and theories is Drawn Together. It is an adult cartoon show which on the surface appears crude and unsophisticated, much like South Park, but upon closer watching one realises it satirises both reality television and all genres notable genres of cartoons with its basic premise, not to mention it’s constant cynical referencing of all aspects of American culture. Essentially it is a show built on widely under references and the comedic mocking of these traditional cartoon codes. In an essay entitled Drawn Together: A Rhetorical Analysis “For Real Real Not For Play Play a blogger wrote “The purpose of Drawn Together is simply to re frame a number of popular animated texts by basing their own characters on preexisting characters from those other rhetorical texts... By grouping references from all these disparate texts together, they can be juxtaposed and the fallacies of each of the original texts emerges.” As in the previously mentioned point of stereotypes in cartoon characters eliminating the need for explanation, Drawn Together uses and defies the expected conventions of the types of characters being parodied, so this too is an understanding of semiotics and cultural codes being put to use. 
 Perhaps the cartoon using these various analytical devices to its greatest advantage is The Simpsons. Almost every aspect and occurrence in the show is derived from some description of cultural code or semiotic subtext. It could be argued that almost all members of the main and extended cast of The Simpsons are based on a known stereotype or media trope. In many cases characters owe their success to the use of such codes. The Simpsons uses stereotypes to it’s advantage to create the basis for a familiar, relatable and ridiculous character. Almost all the characters can be reduced to a short descriptive phrase that captures their personality and design: Krusty; a tragic clown, Ned Flanders; devout traditional christian, Marge; repressed yet efficient housewife, Nelson; bully who craves attention, etc, meaning these character traits are making full use of semiotics, especially since they are recognisable just from their appearances.
Arguably the most important aspect of the Simpsons character design is their iconic yellow 
skin. There are several reasons floating around as to why that decision was made all of which can be found in the bibliography (see source 4) but whatever the correct reason it’s still evident that it was an informed decision, perhaps intended to defy the assumption that traditional and relatable cartoon humans must be rendered representationally; the creators saw this trend and broke it to make their show iconic and recognisable. The character design can be seen as representative of the structure of the entire show, a mixture of meeting and flouting semiotic assumptions for familiarity and comedic effect. There are endless examples of how and when this is done throughout the 25 years of episodes and to list and analyse each one would be substance enough for a much more sustained piece of writing than this, but there are a few examples one can briefly pick up on. Firstly the actual content of episodes. Such a large proportion of the plot lines are either loose parodies or new and less glamorous attempts at existing stories, meaning a full understanding of many of these episodes requires a rather solid knowledge of American culture and of the codes and social norms found within it. Within this there’s the almost constant references to other works in the titles of episodes; The Old Man and the C Student, Das Bus, Simpson and Delilah and Simpsoncalifragilisticexpiala(annoyed grunt)cious to name a few. These are all yet another set of jokes that only work upon the basis of a shared understanding of a culture, and the familiarity of a certain pattern of words pertaining to a widely accessed pre-existing work. Also, even though it isn’t always the case, one assumes that the title of the episode relates to the plot in some way, so for example the title of You Only Move Twice signifies the idea and themes of James Bond because of the titles’ structural similarity, therefor one assumes the plot and jokes will be similar and in some way referential to the Bond franchise, meaning that cultural assumptions have been used to express clarity and humour. 
 There are of course many more examples of the use of semiotics in cartoons but at it’s most basic level, as represented here, it is perhaps undeniable that the foundations of animation and illustration with the intent to communicate efficiently can be found in the solid understanding and manipulation of cultural codes. Without their use the medium would be so far removed from life that it would become perturbingly unfamiliar and all the charm cartoons possess would be lost. 




O’Donnell, M. (1980) The Laws Of Cartoon Motion, Esquire [online] Available at http://www.rahul.net/figmo/Archives/toon-physics.html [Accessed 6 May 2014]

Barthes, R. (1957) Mythologies. France: Les Lettres Nouvelles

Berger, A (n.d) Cultural Criticism: Semiotics and Cultural Criticism [online] Available at http://www.dartmouth.edu/~engl5vr/Berger.html, [Accessed 4 May 2014] 

Balley, C & Sechehaye, A (1983) Course in General Linguistics, Illinois, Open Court(Roy Harris English translation) 

Blogger user under the name ‘sassbot’, (2011) Drawn Together: A Rhetorical Analysis “For Real Real Not For Play Play

Vogl, B. (2000) The Simpsons And Their World -- A Mirror Of American Life?  The Simpsons Archine [online] Available at http://www.snpp.com/other/papers/bv.paper.html [Accessed 6 May 2014]

Lyons, J. (n.d) The Simpsons Semiotic Analysis, [online] Available at http://www.yorku.ca/mlc/4318/projects/se_simp1.html [Accessed 6 May 2014]

Herrmann, S. (2000) Do we learn to ‘read’ television like a kind of ‘language’? [online] Available at http://www.aber.ac.uk/media/Students/sfh9901.html [Accessed 6 May 2014] 

Cobley, P & Jansz, L. (2004), Introducing Semiotics: A Graphic Guide, New Edition, Icon Books Ltd

Danesi, M. (2002) Understanding Media Semiotics, Bloomsbury Academic

Chandler, D (2007) Semiotics: The Basics, Routeledge




Sources -
Source 1

Source 2 

Source 3


Source 4 
There are several reasons floating around as to why that decision was made. It is 

stated by an animator on a section of the DVD commentary footage that originally the 

show was made using traditional cell paint which at the time was only available in eighteen 

colours, and yellow, being the closest to flesh tones was selected. A more common 

explanation is that the animators wanted the show to be instantly recognisable by the 

viewer as they flip through the channels. Yellow means Simpsons. This strategy, if true, 

has definitely been proven to work as now the yellow skin tone is the biggest factor used to 

distinguish between this prime time cartoon show and many others. Third is from Director 

David Silverman who stated that the Simpson children do not have a defined hairline and 

adding one would have spoiled the integrity of the design, so yellow was selected, being 

the only colour plausible for both skin and hair. 


  It is worth noting the visual differentiation between yellow and non yellow characters. 

Some say that the yellow skin tone makes the characters devoid of race but when seen in 

comparison to characters with brown or paler skin tones it becomes more logical that 

yellow represent caucasian. In more recent series’ the spectrum of skin tones has 

expanded to include all ethnicities and members of the recurring cast have skin tones 

ranging from dark brown for African American characters life Carl and Doctor Hibbert, to a 

lighter brown for Indian characters Apu and Manjula and often an inconsistent pale skin 

tone used for chinese characters but also to represent the silkiness of school child Wendel 

and Krusty The Clown (who is not wearing make up).