Criação de figurinos para filme live-action de Winx Club : projeto de figurinismo
Date
2024
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
IPCB. ESART
Abstract
Este projeto pretende explorar a área do figurinismo, através da proposta de criação de uma coleção de figurinos pertencente ao guarda-roupa do filme live-action
adaptado de Winx Club anunciado por Iginio Straffi em 2023.
Com o objetivo de integrar a indústria do figurinismo no futuro, este trabalho procura desenvolver um método de trabalho adequado à indústria, que pode ser
executado num período de tempo limitado. Para isso, foi necessário entender a história do figurinismo, e para abordar este tópico é inevitável mencionar a origem do
teatro (que é, na verdade, de onde surgiu o figurinismo). Sendo o cinema o mercado para o qual se pretende trabalhar, é pertinente a pesquisa sobre a história do cinema e o papel do figurinismo na arte cinematográfica, seguida da exposição de uma sugestão de um método de trabalho que se pretende aplicar e adaptar ao trabalho no mercado de figurinismo atual.
De forma a conseguir desenvolver uma coleção de figurinos coesa, foi necessária a pesquisa sobre a temática de Winx Club, começando pela sua história e
evolução ao longo dos anos, e resumidamente explicando a estética presente na série de animação do início dos anos 2000.
Ferramentas de gestão como o Business Model Canvas, a análise SWOT, o gráfico de Gantt e WBS foram utilizadas de forma a delinear uma estrutura de trabalho que foi
posteriormente definida em conjunto com as orientadoras de projeto.
Após o desenvolvimento de painéis de inspiração para cada personagem e respetiva pesquisa e seleção de materiais, foram desenvolvidas ilustrações de 3 coordenados
finais para cada personagem principal de Winx Club, levando eventualmente à escolha de uma personagem específica (Musa) para a fase de prototipagem. Por fim,
de forma a avaliar a viabilidade do projeto foi feita a orçamentação do mesmo, dando origem ao valor do projeto que seria apresentado ao cliente.
Abstract : This project aims to explore the area of costume design, through the creation of a collection of costumes that would integrate the wardrobe of the live-action film adapted from Winx Club announced by Iginio Straffi in 2023. With the goal of becoming part of the costume design industry in the future, this work seeks to develop a working method suitable for the industry, that can be completed in a defined time frame. To have some context on the work ahead, it was necessary to understand the history of costume design, and when it comes to costumes it’s inevitable to mention theatre (which is, in fact, where costume design came from). Since cinema is the market the project is directed to, it is pertinent to research the history of cinema and the role of costume design in cinematographic art, followed by the presentation of a suggestion of a working method that is intended to be applied in the current work environment of costume design. In order to create a cohesive collection of costumes , research into the Winx Club theme was necessary, starting with its history and evolution over the years, and briefly explaining the aesthetics present in the animation series from the early 2000s. Management tools such as the Business Model Canvas, SWOT analysis, Gantt chart and WBS were used to outline a work structure that will facilitate future work. After developing inspiration panels for each character and respective research and selection of materials, drawings of 3 final coordinates were created for each main character of the Winx Club, eventually leading to the choice of a specific character (Musa) for the prototyping phase . Finally, in order to evaluate the project viability, a budget was created,originating the value of the project that would be presented to the client.
Abstract : This project aims to explore the area of costume design, through the creation of a collection of costumes that would integrate the wardrobe of the live-action film adapted from Winx Club announced by Iginio Straffi in 2023. With the goal of becoming part of the costume design industry in the future, this work seeks to develop a working method suitable for the industry, that can be completed in a defined time frame. To have some context on the work ahead, it was necessary to understand the history of costume design, and when it comes to costumes it’s inevitable to mention theatre (which is, in fact, where costume design came from). Since cinema is the market the project is directed to, it is pertinent to research the history of cinema and the role of costume design in cinematographic art, followed by the presentation of a suggestion of a working method that is intended to be applied in the current work environment of costume design. In order to create a cohesive collection of costumes , research into the Winx Club theme was necessary, starting with its history and evolution over the years, and briefly explaining the aesthetics present in the animation series from the early 2000s. Management tools such as the Business Model Canvas, SWOT analysis, Gantt chart and WBS were used to outline a work structure that will facilitate future work. After developing inspiration panels for each character and respective research and selection of materials, drawings of 3 final coordinates were created for each main character of the Winx Club, eventually leading to the choice of a specific character (Musa) for the prototyping phase . Finally, in order to evaluate the project viability, a budget was created,originating the value of the project that would be presented to the client.
Description
Keywords
Figurinismo, Winx Club, Cinema, Live-Action, Adaptação, Adaptation
Citation
RODRIGUES, João Pedro da Cunha (2024) - riação de figurinos para filme live-action de Winx Club : projeto de figurinismo. Castelo Branco : IPCB. ESART. Relatório do Trabalho de Fim de Curso de Design de Moda e Têxtil.