Old Storyboard
This is the storyboard for my first idea but after speaking with one of my tutors I decided I needed to do some research to come up with a more feasible idea and at the same time I needed to think about camera angles and shots of the scene. This storyboard was drawn as if it was going to be made as a 2D animation which was not my intention as I wanted to make a 3D animation.
Feedback: If you want to do 3D you will need to think about camera angles and shots and use them to tell the story you want to tell.
I will be analysing a storyboard from a popular video game so I can understand the techniques video game animators use to help them tell a story or help them plan to tell a story before animating. I will also be analysing some public information animations that I find are similar to my project brief. I hope to learn from these storyboards and videos to be able to use different camera shots and techniques to show different camera movements. Another point I will be looking at is all the aspects within the animations that tell the story, example depending on the story what do they show first? is it a close up or a wide shot? what is the last thing they show you and why? After learning this I will apply it to my ideas and storyboards to tell a story.
Uncharted 3 Drake's Deception Game Trailer (Research)
This is a brief storyboard for the trailer of Uncharted 3: Drake's Deception which came out on the Playstation 3 developed by Naughty Dog in 2011. First of all what I can see from a glance overview of the storyboard is a simple one line description under every frame that describes the camera movement, what is in the scene and/or what a character is doing in a scene. From this I can understand that not a lot of detail is needed for these frames just a short description that lets the animator know exactly what needs to happen in the scene.
Next are the red arrows used in the storyboard these help explain the one line descriptions with movements, for example "the camera dollies right past the land rover" there is a red arrow in the frame that points in the direction the camera should move in the animation. An example that shows an action is moving in a scene is the "figure reaches into frame and grabs gun from sand"where the red arrow points down from a angle showing where the arm will come from and its direction. The red arrows are a very simple but very strong sign that represents the movement in the scene.
The drawings in the frames are very well sketched and clear to anyone even if they haven't seen the finished trailer. Through practice my drawing in time will improve but at the moment if my sketches are clear enough I won't have to worry too much on their execution.
This is the reveal trailer for the storyboard I refer to above and as it is a reveal trailer the animation chooses to slowly show more of the main characters surroundings to create an interest and suspense of the story and the game's title.
The beginning of the trailer starts with the camera drifting across a table of artefacts, clues and maps just like the storyboard described. This is a part of the slow reveal because it generates a lot of questions first of all fans of the Uncharted series would have been curious about if this is the next Uncharted game because the title of the game isn't revealed until near the end but the artefacts next to the guns suggests to gamers that its the sign of the character Nathan Drake and his adventures. People who aren't familiar wight he Uncharted series will be asking themselves a ton of questions at this point, What game is this? How do the artefacts and maps tie into the story? There is a map of Arabia so what does Arabia have to do with anything? What is the threat to the potential characters in this game if they need to have guns? All these questions are created from the first 30 seconds of the animation and the animators have barely revealed anything about their game yet, this is very important to maintaining a audience making people wanting to know more. The shot itself was intentionally supposed to be a close up so all the items on the table can be identified meaning they have significance towards the story. Alternatively Naughty Dog could have done a wide shot of the table showing items of the table that could be recognised as maps and artefacts but not showing any of the detail and this wouldn't have given the audience much to go on and wouldn't be able to ask questions which overall would make them lose interest.
The next scene we get is a close up of someones legs walking in a desert with hints of fire burning so now we wonder even more about what is going on and who this person is walking through the desert. The next shot is a wide shot of the whole character walking from a shadow out into the sun so we can make out that it is Nathan Drake we are seeing but now we are wondering what is making this giant shadow out in the middle of the desert? And why is Nathan Drake out there? This wide shot is used to reveal more of the surrounding area to give us more questions to ask but our view of the situation is still limited. Next we get a close up of Nathan Drake which shows us like the other Uncharted games that this is yet again out main character because he is the camera's main focus. Then the shot changes yet again but now the camera's main focus is a AK47 assault rifle that is sticking out of the sand which tells us that our main character has some type of enemy, during the same shot Nathan pulls the assault rifle from the sand but we see that a hand of a corpse still has grasp on the weapon while they are buried under the sand and this suggests that the main character was in some kind of battle. Now the surrounding has opened up to us bit more but we still don't have a complete overview of the situation as a whole.
The next two shots put everything into the fray. We see Nathan walking away from the camera with his assault rifle walking up a sand dune and at the same time the camera pans right until it reveals a destroyed car. This technique of slowly panning the camera in to view of the car is very good in the sense of keeping the curiosity and suspense for the audience until the very last second, it has being doing this slow reveal all video and even when it comes to the scene it still continues to keep us on the edge of our seat. Finally we get the grand reveal and starts with a close up of Nathan and behind him there is a glimpse of a huge wreck then we get a shot from behind Nathan so we can see what he sees which is the open desert stretching for miles, he starts walking while the camera zooms out to an extreme wide shot of Nathan where we can see a huge plane wreck surrounded by wrecked cars. At last we can see Nathan's situation where he is stranded in a desert because he was involved in a fight that took down the plane (his transport) that was also for some reason transporting military vehicles.
The analisis of this trailer shows how important the planning of camera shots and movements are for telling a story. Without the camera shots and movements I described the audience wouldn't understand that Nathan Drake would be the main character because without any close ups of him and one continuous camera angle would suggest that he is a side character. Another thing that would be unclear is the importance of the open ended desert and wrecked vehicles to the game's story because it wouldn't have been hidden and then revealed at the end which shows that it has a major impact and instead it would have been visible from the very beginning allowing it not to have any significance.
Joe and Petunia - Coast Guard Public Information Animation
This is a public awareness video published in 1968 which explains what a person must do if they see someone at risk in the ocean. The animation is fairly simple in the sense of it stays in one place so the animator could save a lot of time by only having a couple of environments to draw. I should definitely take this into consideration and try to tell a story with as little scenes as I can to ensure I can finish my animation in good time. The story the video tells is also simple but effective, it simply shows a couple sat on a cliff enjoying the seaside and watching the sea to spot a man on a sailing boat struggling with the rough waves. The couple think that the man is having fun in the waves and mistake his scream for help as a hello, but thanks to the binoculars they realise that they need to call the coast guard. To set the scene at the start of the animation the video shows the man in his boat struggling in the sea and then it zooms in to the cliffs behind him where we see the couple sat on the cliff, the reason the camera zooms in to the cliff instead of a simple cut transition is because the zoom makes it clear where the couple are from the sailors position while a straight cut would have possibly confused viewers. When the characters look through the binoculars we see a shot of the sailing boat close up but through the shape of the binoculars themselves, this is a good technique to use because it helps us see what the character sees allowing us to understand why they perceive the situation as they do. While the couple talk through the video there is only one time we get a close up of one of the characters and it is Joe when he is specifically shouting at the sailor. There could be a number of reasons why the animator chose do this. The first could be that this part of the video is really important so the animator wanted to make this more obvious, another reason could be that the animator found what Joe shouts funny so they want a close up to emphasise this, or they wanted to make it obvious that Joe was now communicating with the sailor. Personally I think the animator was making it clear that Joe was communicating with the sailor because the next shot is the a close up of the sailor replying. When I plan my animations I also need to think about what I want to make obvious in a shot depending on what I want my story to be about.
Storyboard
This is my final storyboard for this project. After researching in to storyboards from one of my favourite video games, analysing the reveal trailer from the game and also analysing the shots used in a public information commercial I came up with my own creative process for a storyboard and one I can confidently work with. The style of the storyboard is heavily inspired by the storyboard use in Uncharted 3 but I found it really easy to follow and I could understand the direction of the animators vision. Also the storyboard is very simple but at the same time gives you all the information you need to animate in a clear format.
Showing posts with label Feedback. Show all posts
Showing posts with label Feedback. Show all posts
Thursday, 1 December 2016
Tuesday, 22 November 2016
What Style? (Live Brief Project)
Feedback: You need to start looking into different styles of animation you are interested in and decide on one you want to approach. During your projects you can tweak the details in the style to suit it to the brief. You can also use the research and chosen style to put into the development of the project.
I am interested in a particular 3D style and I want to experiment with it in my projects to develop my own style similar to this one.

The 3D style I am interested in is a part of the toon and sketches styles, A realistic style to some extent but can over exaggerate using bright colours. My chosen style falls in-between the line of realistic photograph animations and cartoony animations this is the style video games tend to use.
Saturday, 12 November 2016
Presentation Assessment Feedback
In this seminar session I received feedback on my presentation about my chosen subject (motion capture in the video game industry) that I am interested in and would like to research.
My presentation itself went very well I had a lot to talk about because I understand the subject I am looking into and I am very interested in the content. I also think I did a good job with picking out the best key points to talk about that summarise my background research so far which lead to my presentation being presented in good time.
Feedback: 'Your presentation was presented very well, you went into a lot of detail with each point you made which tells me you understand the subject you are looking into. The approach you have taken so far is a very good start because you have given a basic overview of the history of motion capture and the video games that used motion capture and what changed throughout this history. Now you need to look into what made these changes? And why these changes happened?'
Feedback: 'Your images are too close to the edge, if your presentation is presented on a projector the projection could cut off the edges which include your images'
Feedback: 'Make your presentation more visually engaging instead of a standard black on white basic presentation design.'
Feedback: 'Referencing is important. A reference list is when you directly use information from a source and that source is displayed at the end of your presentation. A bibliography list is a list of sources that you looked into but didn't use any information. So you can't have a bibliography without a reference list.'
From the feedback given I will go back and change my presentation and apply this feedback to my essays and presentations I do in the future.
My presentation itself went very well I had a lot to talk about because I understand the subject I am looking into and I am very interested in the content. I also think I did a good job with picking out the best key points to talk about that summarise my background research so far which lead to my presentation being presented in good time.
Feedback: 'Your presentation was presented very well, you went into a lot of detail with each point you made which tells me you understand the subject you are looking into. The approach you have taken so far is a very good start because you have given a basic overview of the history of motion capture and the video games that used motion capture and what changed throughout this history. Now you need to look into what made these changes? And why these changes happened?'
Feedback: 'Your images are too close to the edge, if your presentation is presented on a projector the projection could cut off the edges which include your images'
Feedback: 'Make your presentation more visually engaging instead of a standard black on white basic presentation design.'
Feedback: 'Referencing is important. A reference list is when you directly use information from a source and that source is displayed at the end of your presentation. A bibliography list is a list of sources that you looked into but didn't use any information. So you can't have a bibliography without a reference list.'
From the feedback given I will go back and change my presentation and apply this feedback to my essays and presentations I do in the future.
Monday, 31 October 2016
Presentation Preview
In this seminar session we received feedback on our draft presentations to prepare us for our assessment.
At this point my presentation had very brief information on what I wanted to say in each slide with the subject I want to look into and the research question I will be answering.
Feedback: Get rid of "3D Modelling" in the subject title.
My subject title in my presentation was "3D Modelling: Motion Capture in the Video Game Industry". 3D modelling in the video game industry was my original subject but I decided that it was too vague of a topic to research into so I chose something more specific like motion capture, now I should delete 3D modelling from my subject title to prevent confusion.
Feedback: Add images to your presentation.
At this point in time I hadn't got round to adding images to my presentation but I got told that I should have images because they are vital in a presentation to keep the interest of viewers.
Feedback: In the research question delete "video games" and "the success of".
My research question was "How has motion capture affected the success of video games in the video game industry in the last 10 years?". First of all I repeat myself in the question by mentioning video games and then the video game industry so I deleted the first mention of video games. Secondly I say "the success of" which can lead me to fall in to the trap of not answering my question because the question asked me to only research in the positive things motion capture does for video games and not the negative which I probably would talk about on default. After acting on the feedback my research question now says "How has motion capture affected the video game industry in the last 10 years?".
At this point my presentation had very brief information on what I wanted to say in each slide with the subject I want to look into and the research question I will be answering.
Feedback: Get rid of "3D Modelling" in the subject title.
My subject title in my presentation was "3D Modelling: Motion Capture in the Video Game Industry". 3D modelling in the video game industry was my original subject but I decided that it was too vague of a topic to research into so I chose something more specific like motion capture, now I should delete 3D modelling from my subject title to prevent confusion.
Feedback: Add images to your presentation.
At this point in time I hadn't got round to adding images to my presentation but I got told that I should have images because they are vital in a presentation to keep the interest of viewers.
Feedback: In the research question delete "video games" and "the success of".
My research question was "How has motion capture affected the success of video games in the video game industry in the last 10 years?". First of all I repeat myself in the question by mentioning video games and then the video game industry so I deleted the first mention of video games. Secondly I say "the success of" which can lead me to fall in to the trap of not answering my question because the question asked me to only research in the positive things motion capture does for video games and not the negative which I probably would talk about on default. After acting on the feedback my research question now says "How has motion capture affected the video game industry in the last 10 years?".
Saturday, 15 October 2016
My Subject Decision
In this seminar I chose the subject I want to research into for my presentation. The idea was to break down my chosen subject so I would have a specific topic and not have something that could distract me from answering the overall question. My chosen subject was 3D modelling in video games but the topic 3D modelling was too broad so I chose a technique that game developers use for 3D modelling which is motion capture.
Feedback - Originally I chose 3D Modelling as my subject but after speaking with my tutor I was told that 3D Modelling was too broad of a topic to look into, so I suggested motion capture a technique game developers use for 3D modelling.
Next I had to come up with some research questions because they are seen as tasks or reminders to reach the overall goal and find out what it is I am interested in with my chosen topic.
Questions
Feedback - Originally I chose 3D Modelling as my subject but after speaking with my tutor I was told that 3D Modelling was too broad of a topic to look into, so I suggested motion capture a technique game developers use for 3D modelling.
Next I had to come up with some research questions because they are seen as tasks or reminders to reach the overall goal and find out what it is I am interested in with my chosen topic.
Questions
- How has technology improved 3D modelling in the gaming industry in the last 10 years?
- How has motion capture improved animation in the video game industry in the last 10 years?
- Which video game developers has had the most influence with the use of Motion capture in the video game industry in the last 10 years?
- What effect has the latest console generation had on the way motion capture is used in the video game industry?
Thursday, 13 October 2016
Animatic and Storyboard
This process and production session was about how to get the important basic structures of an idea down on a storyboard and then how to use the drawings on the storyboard to create a basic animatic. The session was to help us get into the habit of getting ideas into the physical world in a format that is easy to animate from.
Storyboard
This is my storyboard for the animation for my cybernetic self project. Before starting the storyboard I made a list of keyframes that would tell the story of our animation if it was just still images. The list will now be the drawings of each scene with a description under each frame describing the movement in the scene. Finally in the storyboard I wrote down details for the camera angles and transitioning between scenes. When creating a storyboard it is best to keep in mind that it needs to be presented so a animator who has never seen the storyboard before can create a animation from it.
Feedback - After finishing my storyboard I was told I shouldn't put information horizontally on the sides because of the simple fact of saving time for people having to turn the page to read it. Also instead of describing camera actions in text it is best to draw them within the frame as a diagram because it tells the reader more about what you would like to happen within the animation.
Animatic
To create a animatic I scanned in the storyboard and then used Photoshop to cut and crop each drawing to then import them into After Effects as a folder. I dragged each image into the After Effects timeline and then organised them to show for so many frames and put them in chronological order. Now I have a idea that I can watch and review so I can make any changes if need be, also when I come to animate my idea I can use this animatic to animated in-between the key frames like filling in the blanks.
What Did I Learn?
This task has been really helpful to me because now I know what I can do with an idea I come up with that will be a big benefit when it comes to making the animation and reviewing the idea as a whole. I will be sure to use and get in the habit of using this method to present my ideas. Overall I learnt how to professionally create a storyboard with directions for camera actions that will happen in the animation, I also learnt how to create a animatic using my storyboard and I learnt how to use a feature within after effects that quickly sorts out layers into a order on the timeline that then can be played without the layers overlapping each other.
Storyboard
This is my storyboard for the animation for my cybernetic self project. Before starting the storyboard I made a list of keyframes that would tell the story of our animation if it was just still images. The list will now be the drawings of each scene with a description under each frame describing the movement in the scene. Finally in the storyboard I wrote down details for the camera angles and transitioning between scenes. When creating a storyboard it is best to keep in mind that it needs to be presented so a animator who has never seen the storyboard before can create a animation from it.
Feedback - After finishing my storyboard I was told I shouldn't put information horizontally on the sides because of the simple fact of saving time for people having to turn the page to read it. Also instead of describing camera actions in text it is best to draw them within the frame as a diagram because it tells the reader more about what you would like to happen within the animation.
Animatic
To create a animatic I scanned in the storyboard and then used Photoshop to cut and crop each drawing to then import them into After Effects as a folder. I dragged each image into the After Effects timeline and then organised them to show for so many frames and put them in chronological order. Now I have a idea that I can watch and review so I can make any changes if need be, also when I come to animate my idea I can use this animatic to animated in-between the key frames like filling in the blanks.
What Did I Learn?
This task has been really helpful to me because now I know what I can do with an idea I come up with that will be a big benefit when it comes to making the animation and reviewing the idea as a whole. I will be sure to use and get in the habit of using this method to present my ideas. Overall I learnt how to professionally create a storyboard with directions for camera actions that will happen in the animation, I also learnt how to create a animatic using my storyboard and I learnt how to use a feature within after effects that quickly sorts out layers into a order on the timeline that then can be played without the layers overlapping each other.
Thursday, 29 September 2016
Character Development
Our first studio session was about how to brainstorm ideas for creating a character that we would then use in an animation. The tasks involved very basic sketching to help us shape and picture our character and then we drew the character more tightly from a front view and then a side view. The tasks set was to teach us the basic steps necessary to invent a character from scratch and then take that idea to further its design that can then be used within an animation.
Sketching
The first step was to sketch away, when creating a character always use a obvious feature of yourself to apply to your sketches. I chose my hairstyle as a feature to apply to most of these sketches so a spiked style that goes over the characters face at an angle.
Feedback - At first I was told that I was thinking too much about my drawings and that I was using small lines because I was actually trying to draw a character. Instead I was instructed to try and draw with my eyes closed and use really long lines. The idea was being that after drawing a couple of long lines the brain would start to see where a character could be formed which then you follow up on.
After applying the feedback to my sketches I was really surprised to see that my drawings were actually taking an interesting form and at the time I was thinking that I would never be able to draw as good as this in all my life but I just did.
After a couple of sketches we were told to try and draw a character in different poses so as soon as any pose entered my mind even a flash image I put pencil to paper and to be honest I was very surprised at my ability to accurately draw anything that came to mind.
Production Layouts
The second step was to take the sketches of character ideas and come up with one final character. We had to tightly draw a character with little detail at a front and side view perspective, the aim was to capture just the characters shape and form. Grid paper was used to draw the character because we could accurately keep the front view and side view the same size proportion.
Feedback - The image above with the 3 drawings was my first attempt at drawing my character. The front view was a success but the side view was more of a stick character. The third drawing to the right was an example from my tutor and he told me to think about the characters form and have a heavy focus on curves to give the character depth and realism.
The image with 2 drawings above was my final design and after applying the feedback my side view had real depth and realism, this has changed how I think about drawing because I realised that I drew with too many straight lines which doesn't allow the character to come to life.
What Have I Learnt?
Most importantly I have learnt how to draw, after this session I have a completely different way of thinking and approach to sketching. When it comes to brainstorming character ideas I will no longer try to draw an actual character idea from my mind I will very loosely draw shapes and forms in different poses. Next when it comes to finalising a character I will use my sketches to draw a front and side view with curved lines to create realism.
The session has left me very happy and eager to try the new sketching and brainstorming technique with my own projects in the future.
Sketching
The first step was to sketch away, when creating a character always use a obvious feature of yourself to apply to your sketches. I chose my hairstyle as a feature to apply to most of these sketches so a spiked style that goes over the characters face at an angle.
Feedback - At first I was told that I was thinking too much about my drawings and that I was using small lines because I was actually trying to draw a character. Instead I was instructed to try and draw with my eyes closed and use really long lines. The idea was being that after drawing a couple of long lines the brain would start to see where a character could be formed which then you follow up on.
After applying the feedback to my sketches I was really surprised to see that my drawings were actually taking an interesting form and at the time I was thinking that I would never be able to draw as good as this in all my life but I just did.
After a couple of sketches we were told to try and draw a character in different poses so as soon as any pose entered my mind even a flash image I put pencil to paper and to be honest I was very surprised at my ability to accurately draw anything that came to mind.
Production Layouts
The second step was to take the sketches of character ideas and come up with one final character. We had to tightly draw a character with little detail at a front and side view perspective, the aim was to capture just the characters shape and form. Grid paper was used to draw the character because we could accurately keep the front view and side view the same size proportion.
Feedback - The image above with the 3 drawings was my first attempt at drawing my character. The front view was a success but the side view was more of a stick character. The third drawing to the right was an example from my tutor and he told me to think about the characters form and have a heavy focus on curves to give the character depth and realism.
The image with 2 drawings above was my final design and after applying the feedback my side view had real depth and realism, this has changed how I think about drawing because I realised that I drew with too many straight lines which doesn't allow the character to come to life.
What Have I Learnt?
Most importantly I have learnt how to draw, after this session I have a completely different way of thinking and approach to sketching. When it comes to brainstorming character ideas I will no longer try to draw an actual character idea from my mind I will very loosely draw shapes and forms in different poses. Next when it comes to finalising a character I will use my sketches to draw a front and side view with curved lines to create realism.
The session has left me very happy and eager to try the new sketching and brainstorming technique with my own projects in the future.
Subscribe to:
Posts (Atom)
















