What's been worked on?
2 pages of Storyboard panels detailing each shot of the opening of our game, alongside annotations and notes explaining camera and character movements within each respective shot. The initial stylistic intent was for the animation to have an abstract look and aesthetic to complement the vorticist art movement. Because of this, I wanted to structure and compose the vignettes like a graphic novel.
I used my script as the loose basis for the illustrations that went into each panel.
What went well?
I feel like I've built upon the foundation of skills I learnt and developed last year. Using both the fundamental skills in compiling a storyboard, as well as art fundamentals, I certainly felt a sense of pride and accomplishment when looking at the quality of some of my vignettes.
I'm proud of the selective use of colour on a handful of panels, only really used for detailing the robots and the dangers they pose to the protagonist both on their commute home as well as when the sanctuary is attacked.
What was learned?
I both learnt and was reminded that it's so easy to get caught up in a single vignette, and you get an itch and an urge to add as much detail as possible. I learnt how important it is to tell yourself that, because the storyboard will never see the light of day when it comes to the final product, it's not important unless that scene the vignette is based on also has a lot of detail.
What will be done differently next time?
One thing I certainly want to try with my next story/playboard is balancing how many vignettes go towards each shot. When looking at the 1st page of panels, I noticed the sheer difference between
shot 2 and shot 3, with the first have 4 vignettes depicting the actions as they happen, whilst the second only has one. Granted shot 3 is an establishing shot, and shot 2's perspective are harder to capture and follow when either the robots or the protagonists are in the frame.
I felt I was rather limited with the storyboard template I'd decided to use and I certainly wouldn't mind working with a different interface next time, especially with how muddled my arrows and annotations were on top of the illustrations.
2 pages of Storyboard panels detailing each shot of the opening of our game, alongside annotations and notes explaining camera and character movements within each respective shot. The initial stylistic intent was for the animation to have an abstract look and aesthetic to complement the vorticist art movement. Because of this, I wanted to structure and compose the vignettes like a graphic novel.
I used my script as the loose basis for the illustrations that went into each panel.
What went well?
I feel like I've built upon the foundation of skills I learnt and developed last year. Using both the fundamental skills in compiling a storyboard, as well as art fundamentals, I certainly felt a sense of pride and accomplishment when looking at the quality of some of my vignettes.
I'm proud of the selective use of colour on a handful of panels, only really used for detailing the robots and the dangers they pose to the protagonist both on their commute home as well as when the sanctuary is attacked.
What was learned?
I both learnt and was reminded that it's so easy to get caught up in a single vignette, and you get an itch and an urge to add as much detail as possible. I learnt how important it is to tell yourself that, because the storyboard will never see the light of day when it comes to the final product, it's not important unless that scene the vignette is based on also has a lot of detail.
What will be done differently next time?
One thing I certainly want to try with my next story/playboard is balancing how many vignettes go towards each shot. When looking at the 1st page of panels, I noticed the sheer difference between
shot 2 and shot 3, with the first have 4 vignettes depicting the actions as they happen, whilst the second only has one. Granted shot 3 is an establishing shot, and shot 2's perspective are harder to capture and follow when either the robots or the protagonists are in the frame.
I felt I was rather limited with the storyboard template I'd decided to use and I certainly wouldn't mind working with a different interface next time, especially with how muddled my arrows and annotations were on top of the illustrations.
Storyboard Reflection
Reviewed by Ben Roughton
on
June 19, 2019
Rating:
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