Reel

Invisible leading lines

September 15, 2014

Eyes are the strongest language of emotion: they can express reactions both subtly and as expressly as possible. It is not for nothing that in caricatures, comics and animation the eyes are always enlarged - they emphasize and sharpen the emotion and story being told. The viewer always looks at the eyes first and the direction where the character is looking: at the action being performed, the person or object, thus trying to understand the character's intentions.

If you want the meaning of the story you are telling to be fully understood by the audience, you need to indicate where to look - “invisible” lines (leading, for example, to the eyes of the hero) will help with this, especially if your shots are short enough in editing. Let’s see how this principle is used in cinema: both acting and animation. Below are examples where the lines come to the front of the eyes.

Only God Forgives (2013), Fargo (2014), Ocean's Eleven (2001), No Country for Old Men (2007), My Neighbor Totoro (1988), Monsters University (2013).

Pay attention to the last frame on the left: the rails and the base of the stairs point to both heads of the two-headed character (Terry and Terry Parry) at once, Pixar uses this trick very often.

Star Wars: Episode VI – Return of the Jedi (1983), On The Road (2012), Never Let Me Go (2010), Coraline (2009), Only Lovers Left Alive (2013), No Country for Old Men (2007).

Concentrating and at the same time pointing designs in Star Wars create a majestic image of the main villain, it could only be made cooler if you shoot from a lower angle.

Usually, to demonstrate the thoughts of a character, the method of panning the camera to the hero is used, but, as you can see in the examples below, the lines, even in a static frame, perform the same function and take us into the inner world of characters just as well.

Stilyagi (2008), ???, Kill Your Darlings (2013), The Shining (1980), Thief (1981).

See how the lines help to create connections between the eyes of two or more people, thereby indicating contact between the characters.

Ratatouille (2007), Avatar (2009), Cloudy with a Chance of Meatballs (2009).

Here, a huge number of lines create a concentration on a specific object, such compositions are suitable for moments of crisis or climax in a story.

Tangled (2010), Michael Clayton (2007), Moneyball (2011), The Proposition (2005).

In these examples, the lines do not point to the hero's eyes, but help to tell the story with the composition. These scenes are nice to watch and can remain completely static for quite some time, which is especially useful in pauses that follow active incidents.

Prometheus, Ridley Scott, 2012.

Surely, you can always say that the line accidentally caught the eye and there is nothing super cool about it. But check the footage from Prometheus: the line almost passes through the eyes of the characters, and this "almost" could be made sharper and stronger.

Of course, you can go on without leading lines, but if you want to control the eye of the audience, this simple but very powerful principle is in your hands.

Misha Petrick

Founder, Head of Development

In school, I got interested in 3D and rendered pictures with characters. At the same time, I made 2D animations in Microsoft Paint. I studied to become a designer in university and later took animation courses with Sasha Dorogov. In 2019, I completed a visual storytelling and pitching course at Gobelins.

For several years, I worked as a designer and then as an art director at Instinct advertising agency (BBDO). After freelancing for several years as an animation art director, I founded Petrick. I develop the studio as a creative director, combining all three areas of my work experience—animation, design, and advertising.

In studio projects, I have a strong attraction to different styles—probably due to the influence of Soviet cartoons. I'm always interested in exploring new execution techniques — it's just fun. I also love loop animation and pixel art.

I’m growing up together with the studio. At first, I did a lot of work by hand, and the team helped me. We simply took briefs and produced animations with a main focus on its quality. Then we improved in design. Next, we improved in directing. And now it's time for me to try to help the team, or at least not get in their way. Currently, we continue to improve in directing, as well as often write stories and creatives for clients ourselves.

Nadya Petrick

Co-founder, New Business