When I was still working on my previous brief, one of the elements that needed doing was the animation. Up until the change in briefs I'd actually had a fair amount of practice at using the animation tool in blender, and if you'd seen from my post about my practice at it, you'll know that I'd also learnt the fundamentals of modelling.
I'd done a fair amount of animation for the main task before the brief change, which was meant to be used in the game, but I didn't want to waste the work I'd put in. On that basis I decided to combine what I'd already done with what the aims I talked about in The Ideas Stage, and create a trailer that reached a certain standard.
So with Blender I now had my tools for the task, and some resources readily available. All that was needed now was to figure out how they'd be used, and for that I turned back to a planning method I'd used in my practical pieces back in AS Level - Screenplays.
If you've seen my AS Blog you may have seen the screenplays I did for the continuity piece, as well as my main piece - B.R.E.A.T.H. I used them back then to get my ideas down, and more easily figure out how the films would be shot. The way screenplays work, my ones at least, is to detail the dialogue of the characters, the different actions they'd take, and the camera shots to match, in the order in which they happen, then use the screenplay to direct the actual filming.
Back then I had to rely on actors to do the acting, and I needed real sets and real props. This time round though everything would be made digitally. I could model ideal settings on the computer, I could do things that aren't possible in real life, and I had my own made-up character, who I could control and animate to do exactly what I wanted, when I wanted. It would mean a lot of work, but for my style of working it suits me fine.
However even animations need scripts and shot lists. As such I turned to pen and paper once again, and this time used something that I didn't use back in AS - storyboards, which are basically initial drafts of screenplays, that show imagined camera shots and character actions. It is however a good place to start, where you can put your initial thoughts on paper and later turn them into what you imagined, which is more possible with a computer that's entirely in your control.
Below I've replicated the two initial screenplays I drew out on paper; one for the long trailer and one for the short version. Because there was a limit of 9 picture spaces to use, the shots have been condensed down, and I chose particular shots for each one that best showed the events taking place at the time. Here you go:
Storyboard 1 - Main Trailer
1. Opening shot of the level's exit, which then tracks backwards, showing the rest of the level, before stopping at the starting platform.
2. Camera then tilts upward to show Mobo, in his inactive state, descending down towards the starting platform. The shot then cuts to just beside him, and then keeps following him as he transforms, letting gravity take hold to drop him down to the starting platform.
3. Upon Mobo's full transformation the camera cuts to a side shot of him landing in a crouching position. As he recovers from the fall his fingers and facial features emerge. There's a pause, and then the camera cuts to a close-up shot of Mobo's face from the front, as he lifts his head up and his eyes open.
4. Shot cuts to a higher shot, with Mobo standing up, his face filling the frame, and looking around. Camera cuts to show Mobo's line of sight, and what's in front of him before focusing and zooming in on the exit.
5. Camera cuts back to Mobo from the front, who grins and crouches down, readying himself to run.
6. Mobo starts off running, following the route that this storyboard frame shows. As he runs the platforms drop into place on the circuit board below, and the camera follows his progress, with various shots as he moves.
(This storyboard image doesn't represent a camera shot)
7. Shot changes to a low shot of Mobo's feet stopping abruptly, followed by a close-up shot of Mobo's face, looking around puzzled. The camera cuts out to a wider view, showing that he can't reach the end. All of the platforms around him have already been dropped.
8. Camera cuts back to a close-up shot of Mobo's face. Mobo looks back with a puzzled expression, then drop's his head and sighs.
9. Camera cuts off to a screen showing the game's title. Mobo then remarks how long he'll have to wait for help while the game's being made.
Advert Ends
Storyboard 2 - Short Trailer
1. Opening shot showing Mobo from the front, sitting on the edge of the platform he's stuck on, arms folded, tapping his fingers, swinging his legs and looking grumpy. He then glances down at an imaginary watch on his arm, then looks up again, an annoyed look on his face.
2. Camera cuts off to a screen showing the game's title. Mobo then quips in, stating he's still waiting.
Advert Ends
These two storyboards are going to serve as my blueprint for the work ahead. When I'm doing the animation, these primarily will be what I use. More than likely what I'll produce won't be identical to these initial storyboards, but they set the foundations, and from there they can built upon.
In the next part of this work, The Creation stage, I'll make updated versions of these storyboards with changes I may make during the animation process. I'll also replace all of these drawings with rendered screenshots from the animation, showing all of the different shots I'll be using. You'll also get a look at some of the objects, that were revealed in my post on the concepts of the game, fully modelled and set up inside Blender, an you'll see Mobo as a fully animatable 3D Model for the first time.
So there are still things to look forward to. Until then thanks for taking the time to view, and stay updated.
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