Urban Design in Animated Movies, Case Study: Ralph Breaks the Internet

Document Type : Original Research

Author

Academy Staff

Abstract
Problem :The design and form of the city in animation films and video games is one of the conceptual design elements that is formed to show the activity space of the characters and the place of events in the story world. Seeing the character in the space in which he acts leads to the recognition of both the characteristics of nature and identity. In this study, the urban design of the animated film Ralph Breaks the Internet is examined as a study example to identify and analyze the indicators of urban form in the interpretation of the film from the virtual space of the Internet and the video games Sugar Rush and Deadly Race.

Target: Therefore, the aim of the research is to know the indicators of urban design used in internet city spaces and games, so that their similarities and differences with realistic urban design for human life can be determined.

Method:A qualitative method with a descriptive-analytical approach was used in the implementation of the research. Also, the theories of Leo Brudy and Jenny Bavidage were taken into consideration in the study of the urban spaces of the games.

Findings:The findings of the research show that Internet City has transformative and disruptive capabilities according to its neighbourhoods, as well as Deadly Race with nostalgic/transformative capabilities and Sugar Rush are evaluated as nostalgic.

Result: In conclusion, considering that exaggeration and caricature are used in the conceptual design of the visual elements of the animation film, urban design in this work is an imaginary and exaggerated interpretation of the zero and one virtual space of the Internet, based on which the image of the Internet city is based on the moving image. It has been shown, while indicators such as physical elements, organization of urban arteries and infrastructures are designed based on responding to the needs of the characters and at the same time visual appeal to the audience, as well as the cultural and commercial goals of selling goods made from the elements and atmosphere of the film.

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