I feel like these words tend to be used indiscriminately in the visual narrative arts, especially with regards to animation and film. I commonly hear highly-stylized or VFX-heavy films described as well-designed, while I rarely hear films with little stylization or VFX described as well-designed. It’s as though design is used as a measure of the amount or quality of visual style rather than as a measure of how visuals serve the story.
Perhaps this is because overt stylization and visual design is easy to identify and appreciate, largely in part to the continuing advancement and proliferation of CGI that spurns filmmakers and storytellers into the race for ever more complex and impressive visuals. What this seems to be doing for design, however, is tying it to the output of these tools, so that in this particular view, an epic science fiction film like The Phantom Menace is considered a better designed film than its 22-year predecessor, A New Hope, and both of these films are far better designed than a low-budget independent film like Sideways.
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Star Wars I The Phantom Menace ©1999 Twentieth Century Fox Films |
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Star Wars IV: A New Hope ©1977 Twentieth Century Fox Films |
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Sideways ©2004 Fox Searchlight Films |
By this assertion Hollywood should be cranking out ever and ever better-designed films. Take a look at the marked improvement of design between the latest Independence Day and the original. Or take Transformers, or Teenage Mutant Ninja Turtles. The newer films are so much better designed.
But here is where the fallacy lies: design is not a volume dial for visual complexity, sophistication or stylization, and turning it to 11 does not make a design any better than 10, or 9, or even 1. Instead I propose that design is worse in the face of the ‘more is better mentality’ and that The Phantom Menace is the least successfully designed film next to either A New Hope or Sideways. I would even go so far as to say Sideways is the best designed of the three, but I'll save my rationale for the end.
To be fair, design and style are certainly subjective affairs with many different approaches and interpretations. Additionally, these problems with design as I see them are not simply symptoms of over-design, but more often than not reflect of a deficit of storytelling, and in many cases are presented as a substitute for storytelling. Although I am presenting my own personal ideas on the relationship of design to style, my intent is not to just asset my own nerdy opinions, but hopefully to stir thought and conversation.
But first my opinions! Let's start by asking Google how it describes design and style:
But first my opinions! Let's start by asking Google how it describes design and style:
design - n. purpose, planning, or intention that exists or is thought to exist behind an action, fact, or material object. v. decide upon the look and functioning of (a building, garment, or other object), typically by making a detailed drawing of it.
style - n. a distinctive appearance, typically determined by the principles according to which something is designed.
This is actually pretty close to how I see it: Design in my mind is a process of understanding and visually representing creative intent, which in the case of cinematic narratives like film or animation usually comes from story. This process begins with asking questions: what is the overall story and overriding themes, how do the constituent parts (characters, settings, plot, etc.), and narrative structural components (acts, scenes, shots, beats, etc.) all serve the greater whole? The execution process then follows with a mixture of research & reference, visual development, conceptual iteration followed by the final execution of informed visual choices. Ideally the design process follows the story process, but in cases where the two happen concurrently design can actually help inform story.
Style, on the other hand, I see as an end product usually informed by some combination of creative intent (story), and artistic voice (aesthetics, taste & judgement). More stylish film-makers tend to put greater emphasis on their own aesthetics and artistic presence, often ending up with recognizable bodies of work informed by a common style or aesthetic—think Quentin Tarantino, Wes Anderson, Tim Burton, David Lynch, and so on.
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L to R: Pulp Fiction by Quentin Tarantino, The Grand Budapest Hotel by Wes Anderson, The Elephant Man by David Lynch, Edward Scissorhands by Tim Burton |
Where design is successfully balanced between the interests of story and voice, we are left with memorably original, artistic and moving stories. Where there is an imbalance of voice over intent we are often left with stylistically overwrought films that may be interesting to the eye in the moment, but ultimately feel empty, over-whelming or meaningless. I won't show any examples to protect the guilty, but I'm sure everyone has their own examples.
Visual storytellers who work story first tend to place less emphasis on their own artistic presence to allow the unique style and voice rise out of the particular story itself. This is not to say they don’t leave recognizable fingerprints on their work. Every film-maker or storyteller is guided by their own personal aesthetics and taste, consciously or not. Look at the consistent creative judgement informing the Coen Brothers’ vast body of work, despite genre, tone and style.
Similarly, the film libraries of Disney, DreamWorks and Pixar each features stylistically diverse films, yet they usually tend to be bound by common ‘house’ aesthetics regardless of director or genre. Up and Wall-e may be completely different in terms of style, but they are guided by the same aesthetics.
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Wall-e ©2008 Pixar/Disney | UP ©2009 Pixar/Disney |

Informed design, to my eye, is design that considers every crayon in the box to find just the right one for a given goal. Good design is not necessarily excessive, mindlessly aesthetic, technologically ground-breaking (although it certainly can be if the intent requires it). Good design is about finding the right tool for the job, and in many cases is completely invisible. When done right, design is the means to an end, not the ends to the means.
Remember, the heart of every narrative art is an experience. Storytellers, writers, filmmakers, comic or picture book writers and illustrators all aspire to the same basic goal—to seize the imagination of their audience through the veracity of their storytelling. For visual narratives, visual design is just a tool, albeit an important tool. But when the tool itself, or the hand holding the tool, upstages the experience itself, the veracity of the illusion is challenged and the audience’s attention shifts from the storytelling to the storyteller, violating John Gardner's golden rule of creating “the vivid and continuous dream” (the Art of Fiction).

Now about my audacious statement that Sideways is better designed than The Phantom Menace, and arguably even A New Hope, (I'll reserve my full design comparison of these films for my lecture series): the visual design choices of Sideways consistently, subtly and cleverly represent thematic and character progression throughout the story. They are not bold, in your face, or even consciously present, but they work at a subtextual level adding to the emotional and intellectual experience and satisfaction of the film as a whole. You don't walk out of the theater or turn off your television thinking to yourself, 'Those designs were awesome'. Instead, if you were like me, you simply thought, 'What a great film!'

The Phantom Menace, finally, I submit as an example of cutting-edge, over-the-top, visual spectacle, that is sadly devoid of meaningful or succesful design. Not only is there a clear absence of visual design in support of story, but in many cases the visuals are so visually complex and over-designed that they distract from the story, or stand empty in the void of effective storytelling. I would define it as a classic case of design for design sake--because it looks cool, or serves a particular aesthetic, or because it turns the dial to 11. And though this is a 'problem of design', I believe it stems more often than not from the directors, executives and studios who become so infatuated with the tools and what they can do, that they forget about what it is they are using the tools for in the first place, and rarely ask if it is even the right tool for the job.
But enough of my nerdy opinions. I'd love to hear your thoughts on design and style, be you designer, storyteller or audience: What is good design to you? Where do you agree or disagree? How many crayons do you think it takes to make a good design?
I'm listening. :-)

I'm listening. :-)
