
Editorial
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Costumes in feature films can be deliberately used for narrative purposes to reveal or conceal something related to the plot, functioning as a key element for cinematic storytelling. Costume design in animation is an integral part of character creation; however, relatively little is known about the design process. Previous research concentrates on either the history of hand-drawn animation, the principles of making animated films or character construction. This article presents several key components of the animators’ costume design process in Walt Disney’s animated feature films
From adults to children, from theaters to television, cartoons are one of the few major popular art forms that have been able to consistently redefine their audience as they experiment and change and, as such, have proved their importance in culture and society. This article discusses the social critique that originated with cartoons’ theatrical beginnings, which were met with substantial praise from the intellectual and art community of their time. An exploration into the massification of the medium reveals its role in the marginalization of women in the animation industry as underpaid and unrecognized labor. This article also explores the industry’s creation of a compulsory gender coding associated with the animated female form by investigating Disney’s and Warner Bros.’ competing portrayals of women as a ‘madonna–whore’ duality, and further looks into Disney’s feminine triptych perpetuating heteronormative gender coding in the form of the princess, the witch and the fairy godmother. The massification of the medium, as television programming shaped the industry into children’s programming, was led by Hanna-Barbera who did not consider girl cartoons a priority and continued to marginalize women in the workforce.
The puppet form has caught the imagination of many artists and writers. However, coming to terms with this riddling figuration is difficult. As a configuration characterized by tensions and conflicts, it eludes easy determination. This article focuses on the paradoxical nature of the puppet form: the tension in between the external bodily existence and the internal dramatic life of the puppet – two existential states that invest the puppet form with a perplexing double life. The paradox of renegotiating communicative flows between interior and exterior worlds is examined in relation to the phenomenon of intermediality. Amidst the intermedial concatenation of different modes of expression – puppetry, theatre, cinema and object animation – the puppet form acts as an intimate space. Concrete instances of medial interchanges carry metaphorically a long way towards the most intimate relation of knowing and feeling in resonance with the puppet form. Working with one of the finest examples of the use of puppetry in film, Jan Švankmajer’s
Theatrical-era short animation has often acquired a complex, even contradictory, textual identity: most cartoons were originally produced for a general audience, but were then marketed almost exclusively towards children as repeats on television. The rise of DVD has further complicated the status of these films. On the one hand, the format has facilitated the release of a lot of rare animated material, most notably within a series of multi-volume special editions entitled the
This article explores how animation can manipulate a reflexive intertextual framework which relates to religious prohibitions on artistic mimesis that might replicate and threaten God’s creative act. Animated films are most intertextually reflexive, in these terms, when they narrativize the movement of diegetic objects from another medium which also transgresses God’s prohibition: sculpture. In the media of both sculpture and animation, the act of mimesis is transgressive in fundamentally ontological terms, staging the illusion of creation by either replicating the form of living creatures in three-dimensional sculpture, or by giving the impression of animating the inanimate in two-dimensional film. Both media can generate artworks that directly comment on these processes by using narratives about the creative act which not only produce the illusion of life, but which produce diegetically real life itself. Such artworks are intensely reflexive, and engage with one another in an intertextual manner. The article traces this process from the pre-historic and early historic religious, mythic and philosophical meditations which structure ideas about mimetic representations of life, via Classical and Early Modern sculpture, through a radical proto-feminist revision crystallizing around the monstrous consequences of the transgression in Mary Shelley’s



