Ch. 7 The light entertainment industry brief

Light Entertainment- A broad term for choice of media channels that people engage in when they              are not out live their lives.

Main Light entertainment

  • Music
    • Popular Music connects to the young. Made by the young for the young. Fuses music and sung/spoken word to communicate messages
    • The internet allows for a massive amount of music to be listened to and bought
  • Television
    • Commercial and state-owned is were content such as news, art, science, sports, and drama can be located
    • It also encouraged the comic book industry through animation and cartoons
  • Film
    • Film as shown its resilience through the year by adapting to the interest of the younger audience of the time
    • They have made a skill in investing in new and cutting edge technology to improve their content
    • Continued the development in animation and live-action films
  • Gaming
    • Can have a higher revenue then film
    • Market dominated by Nintendo, Sony, and Microsoft
    • Cluster genres which have evolved over time
Illustration and the evolution of light entertainment

1950's
  • The teenager becomes a an individual in society as a political and economic force
  • Teenager became the audience which entertainment industry sought to provide for
  • Album covers became recognizable
  • Portraits of famous musician and actors start covering magazine covers
  • Television and film used the music of the time to attract the younger audience and live-action images became more common
1960's
  • Political and Social upheaval
  • Politicized Teens began to receive coverage
  • Vietnam War
  • Pop star became spokesman
  • Creative out puts messages included politics, drugs, and travel
  • Music genre moved to the 'loved up' and 'loveless'
1970's
  • Pop pioneers brought new experiences while moving away form politics
  • Albums changed to double and triple albums
  • Music audiences moved from the clubs to the theaters and sports halls
  • Neo-Surrealist visual language popularized by group Hipgnosis
  • Music on television became more common
  • Painted poster for film changed to more photographic images
1980's
  • Performance in music moved to concerts in stadiums
  • Pop video became popular
  • Electronic instruments appear in greater number in music
  • Extensive post-production in films
  • Anime began to rise in the West
  • Apple became more available for home
1990's
  • Internet hit it off
  • Music dominated by dance and hip-hop
  • Napster appears in 1999
  • Advertising in television because a large compatition
  • Special Effects in film become more popular
  • Gaming provides more sophisticated products
2000's
  • Music artist's became less reliant on major labels
  • Greater access to fans through the use of the internet
  • Japanese influence continued to show in illustration
  • Films based on J.R.R. Tolkien and J. K. Rowling books hit it off with audiences
  • Animated films continue to hit it off
  • Gaming industry raised even more with more online gaming
Modern Music industry
  • Rock and Pop
  • Classical
  • Reggae
  • Ambient
  • Hip-Hop
  • Dance
  • Urban or R&B
  • Jazz
  • Heavy Metal
  • Alternative
Roles in the industry
  • Label manager
  • Product manager
  • Artist and repertoire (A&R) manager
  • Creative director
  • The design team
Progression
  1. The label decide which design studio would work with which band
  2. The design team would research and development after meeting the product manager. Develop the "look and feel" type of ideas to express the music
  3. Agreement would be reached during another meeting between the the band, the designers, and the marketing department
  4. Budget and contract will be set when the illustrator is contacted. Royalty payment excluded
  5. About five ideas prepared
  6. The final design is agreed upon
Modern Music Video
  • Rock and Pop
  • Classical
  • Reggae
  • Ambient
  • Hip-Hop
  • Dance
  • Urban or R&B
  • Jazz
  • Heavy Metal
  • Alternative
Roles within music video
  • Commissioner
  • Director
  • Artist and management
  • Film cameraman and crew
  • Assistant director
  • Film crew
  • Art director
  • Choreographer and wardrobe and styling personnel
  • Illustrator and/or animator
Progression
  1. Commissioner reaches out to the production company
  2. Film directors are asked to pitch a written treatment for the brief
  3. Production company pitches to the commissioner
  4. The music company, the manager and the band decide on with pitch to go with
  5. The director briefs the creative teams and a flat fee will be paid
  6. Music video is shot by the director
  7. Music video enter post-production phase. 
  8. Music company is shown the finish video and all parties are paid
Modern gaming industry
  • Sport games
  • Adventure games
  • First-person combat games
  • War games
  • Civilization games
  • Film franchise games
  • Children-oriented games
  • Filmic-genre films
  • Horror games
  • Puzzle games
Roles within the gaming industry
  • Artists
  • Level designers
  • Audio engineers
  • Musicians
  • programmers
  • Writers
  • Animators
Progression
  1. Pre-production- The type of game is determined by a small team. Concept art, prototypes and design documentation are generated at the time
  2. Full production- this can last for two years or more with a team of seventy people or more. All the art assets are created during this time such as character design and modeling, animation, in-game movies, user-interface design and soundtracks
  3. Bug fixing and polishing- the length of this time varies and is highly dependent on the second phase. Lock down key feature of the game
  4. Submission- Games submitted to the platform holder for review. This is the end of the creative part of the process. The team remains on call for awhile in case problem arrive with the game
Light entertainment Illustration procedure

  1. Initial research- take time to research the different genres
  2. Prospecting for work- Either approach a major or independent label or they approach you
  3. Approaching a company- If you approach a label research the type of product they produce and then have a portfolio with you
  4. Securing the commission- If you are commission take a close look at the contract to see if the terms and conditions are acceptable
  5. Starting work- You will be briefed by the creative director and discuss work the band requires
  6. Submitting the roughs- Be flexible and allow for input from the creative director when you turn in your roughs at the deadline
  7. Producing the final artwork- Deliver the work on the deadline with the appropriate changes have been made
  8. Securing payment- Check a week before the deadline  payment to see if you have been paid