| THE
BACKGROUND ART OF DISNEY'S KIM POSSIBLE
© 2002 Ron Barbagallo
THE BACKGROUND
ART OF
Disney’s
Kim Possible is an animated TV show about a teenage
high school girl who saves the world. It is also the first
show of original material from creators and executive producers,
Mark McCorkle and Bob Schooley, who wanted the look of their
show to have a style as daring as the show's premise. The
task of devising that style fell to art director Alan Bodner
and executive producer/ director Chris Bailey, who along with
a team of talented background artists, used futuristic designs
from the past to help transform Kim’s comic book world
into a visual adventure.
When
Bailey first read the script for Kim Possible, he
was struck by the humor found within the material. Even though
Kim sometimes finds herself in situations that are grim and
real, there was always an element of comedy. His first impulse
was to visually complement that, which meant the characters
and the backgrounds would have an element of humor within
their design.
To
that end, Bailey and Bodner looked to “futuristic”
designs created during the 50’s and 60's. Free flowing
lines, kidney-bean shapes and caricatured details became the
springboard for some of the most striking, stand-alone background
designs TV animation has seen in some time.
When
asked how they arrived at this retro-modernist look, Bodner
and Bailey had this to say:
ALAN
BODNER:
We really started looking at some of the marionette shows,
like [Gerry Anderson's Supermarionation TV show] Thunderbirds...
CHRIS
BAILEY:
What was great about those shows was that they were trying
to be modern. All the accouterments, buildings, and machines
were the 50's and 60's versions of the future. They had an
element of caricature to them, in that they were probably
one third larger than they'd be in real life. If a character
picked up a cup, or sat on a chair, it would be thicker and
chunkier.


| Exterior
daytime (above) and interior night time (below) background
painting of Kim Possible's 50's styled family homestead.
Color values are used to establish a point of view and
determine depth. Texture is added, not to give a representational
appearance, but to suggest the feeling of an object.
|
ALAN
BODNER:
We also looked at furniture books and the Disneyland attraction
posters from the 50’s, which were patterned after the
European travel posters of the last century. We liked them
for two reasons: they separated the foreground and the middle
ground very simply with a strong, almost abstract sense of
shape and design. It has a real silhouetted look, using shapes
to create contrast, a real distancing between foreground,
middle ground and background. We wanted to utilize that in
our show and marry those characteristics to our backgrounds.
CHRIS
BAILEY:
It’s one of the things that was so critical to the show’s
design. We wanted three degrees of value: a relative black,
white and gray to each character and to each background setup.
When Kim Possible has her black action gear on, there are
no white lines to define the outside of her body. When her
arms cross in front of her body or she walks in front of a
black background she just disappears -- but because she has
such a clean, simple design, the little flashes of flesh that
you see on her arms or on her face or the little bit on her
middrift, allow your brain to fill in where her body is.

| Foreground
tree elements, like the clouds, have been rendered as
simplified eccentric graphic shapes are used to create
an exotic feel to this night time exterior background
painting. |
ALAN
BODNER:
This even played out when we were trying to do the design
for the layouts. There was not as much a great interest in
details. You could loose them in many areas. You don't need
to see every facet of the furniture or every piece. As long
as there was a real sense of perspective and there was a solidity
to the objects and the environment, the designs were fine.
It gets very abstract at times and it still works wonderfully.

| Swirling
kidney bean-shaped curves within the clouds and snow frame
this exterior background. |
CHRIS
BAILEY:
Another thing that was critical to the show's design was,
while the shapes tended to be very flat in nature, the one
thing Alan and I wanted to do was to get a three dimensional
sense of depth into the backgrounds. At the same time, we
wanted to bring that kind of graphic sensibilities to Kim.
I wanted 3D characters whose feet can be planted on the ground
and communicate a sense of space. That’s where Alan
came in, making an amalgam out of those two sensibilities.
ALAN BODNER:
When we started to see how the background designs were looking
on film, it was beautiful. We found we could really push the
color around even further as we went along. Whether it was
in the North Pole, or Thailand or Cambodia, we wanted to get
a very strong contrast. You could expect the color of the
sky to go anywhere from green to chartreuse to pink. It was
beautiful and the most fun.
CHRIS
BAILEY:
I think as we went on Alan stopped using blue skies, even
in normal locations. If you were to look at the shows chronologically
you would definitely see a progression as the shows got more
abstract and simpler in design.


The
use of three color values help establish a sense of depth
within these interior background.
The darkest value used is the one where shadows are placed
to indicate depth. |
CHRIS
BAILEY:
The Jungle backgrounds paintings were a big breakthrough because
their shapes got very abstract. Alan would just float plants
in the air. You wouldn’t even know what things were,
if they were flowers or what. But they were just these goofy
fun shapes and it influenced the shows that came afterwards.
There
is something else you might have noticed within the backgrounds.
There are two textures painted into each shot: a little sponge
texture or splatter texture. Alan didn’t really tie
down where textures were going to apply within the backgrounds
to the artists overseas. He described more a sensibility of
how they should work. Let’s pretend you are in a wide
shot and there is no texture in the wall behind the character.
If you jump in close in the next shot, you want to add that
texture or an abstract shape behind the character to provide
a little more interest rather than being so literal.

| Texture
applied to the floor, ceiling beams and monkey statues
suggest a corridor made of stone. |
Kim Possible,
a Walt Disney Television Animation Production, premiered on
Friday night June 7, 2002 at 6:30pm. Episodes continue to
air on the Disney Channel.
Kim Possible
First Season credits for Location Design are:
Bruce Berkey
Jason Hulst
Andy Ice
Alex McCrae
Kenneth McGill
Louis M. Police
Justin Thompson
Kim Possible
First Season credits for Background Paint are:
Greg Gibbons
W. Ashby Manson
Nadia Vurbenova-Mouri
Teri Shikasho
Sy Thomas
All images
are © Walt Disney Company.
The author
would like to thank Gary Miereanu, Howard Green, Dave Smith,
Ray Morton and Dave Koch for their
help.
NOTICE
REGARDING TEXT AND IMAGE COPYRIGHTS:
This article is owned by © Ron Barbagallo. All Rights
Reserved.
You may not quote or copy from this article without written
permission.
The art and images are owned by ©
The Walt Disney Company. All Rights Reserved.
Please do not copy the images in any form for any reason.
Due
to the increased use of this web site by Universities and
High Schools, Students and Grad Students are asked to check
this LINK
for instructions on how to quote from the writing that appears
on this web site.
Publications
looking to quote from this web site need to contact me at
this: LINK
to get permission.
Detailed
information regarding the LEGAL USE OF TEXT OR IMAGES from
this web site can be found on this link:
LEGAL
COPYRIGHTS AND RESTRICTIONS / TERMS AND CONDITIONS OF USE
Email
me at this: LINK
to get permission to add a link to this article to your web
site.
OTHER
ARTICLES ON AESTHETICS IN ANIMATION
BY RON BARBAGALLO:
Shedding
Light on the Little Matchgirl traces the path
director Roger Allers and the Disney Studio took in adapting
the Hans Christian Andersen story to animation.
The
Destiny of Dali's Destino, in 1946, Walt Disney
invited Salvador Dali to create an animated short based upon
his surrealist art. This writing illustrates how this short
got started and tells the story of the film's aesthetic.
A
Blade Of Grass is a tour through the aesthetics
of 2D background painting at the Disney Studio from 1928 through
1942.
Lorenzo,
director / production designer Mike Gabriel created a visual
tour de force in this Academy Award® nominated Disney
short. This article chronicles how the short was made and
includes an interview with Mike Gabriel.
Tim
Burton's Corpse Bride, an interview with Graham
G. Maiden's narrates the process involved with taking Tim
Burton's concept art and translating Tim's sketches and paintings
into fully articulated stop motion puppets.
Wallace
& Gromit: The Curse Of The Were-Rabbit, in an
interview exclusive to this web site, Nick Park speaks about
his influences, on how he uses drawing to tell a story and
tells us what it was like to bring Wallace and Gromit to the
big screen.
For a complete list of PUBLISHED
WORK AND WRITINGS by Ron Barbagallo,
click on the link above and scroll down.
|