How much value do you put into visual direction?
How much value do you put into visual direction?
damn i don't remember yu gi oh looking that good
>>150282886
A lot. Sadly Kuwabara is not that creative with it. He's consistent and capable of making things look nice, but he's not really ever pushing any boundaries with his work.
>>150282921
>>150282954
>>150282973
>>150283000
>>150282886
Everything is in service to a story. The visual field can only accentuate or convey the narrative being told. If the visuals don't lead naturally from one to the next, it ends up confusing the story. You lose people that way.
Similarly, every decision you make as a director needs to back up (or be backed up by) a reading from the text. Every shot, every cut, needs to convey a specific emotion on the part of the characters or induce a specific emotion in the audience. How long you hold a shot for is part of this, as is the decision of what precedes and follows it. If you just select camera angles willy-nilly without concrete reasons beyond "it just looks cool" you are a shitty filmmaker.
>>150283026
>>150283044
>>150283060
>>150282921
That's because it only did once and never will again. The animation is also good, not just the stills.
>>150283073
>>150283102
>>150283127
>>150283151
>>150282886
STORY>VISUALS>CHARACTER DESIGN>VA>OPENING>MUSIC
>>150283169
>>150283190
>>150283212
>>150283228
>>150283245
>>150283259
>>150283283
>>150283300
You made this thread three times today already, fuck off. Is this supposed to be some kind of bait by posting stuff that has garbage "visual direction" or do you actually believe this shit?
>>150283043
He uses a lot more heavy perspective shots than other directors, which is something I personally like a lot (one of my favorite stock animations is "running with the camera at the character's foot"), but it's also stand-out because most either don't bother and can't pull it off when they do. He has a distinct style in that sense. Even in that shot of everyone sitting together, you can see everyone, but they're not sitting a uniform distance from one another. It's a well-thought-out shot. This is a little different, but he also does a good job of knowing how much detail to put in to make up for distance; often, close-up shots look weirdly detailed or boring because they have no more detail than other shots, but his work makes it look like the detail is just obscured like real life. I would kill to have his stuff become the norm like Anno's did.