FMP Poster Design

As part of my Final Major Project, I will be designing posters to go alongside with the short film. This helps give the project more character and depth, they will also hopefully be an eyecatcher when we present our FMP’s at the end of the year.

These are some Moodboards I have put together as part of my research for the poster design.

The first one is a mood board containing images of colourful buildings and skylines that I will use as inspiration for one of the poster designs, I like the colour gradients used to represent sunset/sunrise and will likely use something similar in my poster design. The shadows on the buildings add depth which brings the image to life rather than being a flat vector, I may try using both flat vector style and shading to see which one works best.

Miami Buildings moodboard

The second mood board is one including images of night time, moonlight and park benches. I have used images from real life and also vector images that other creators have made. Moonlight Park Moodboard

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Whip Pan Shot

What is a Whip Pan Shot?

whip pan is a type of pan shot in which the camera pans so quickly that the picture blurs into indistinct streaks. It is commonly used as a transition between shots and can indicate the passage of time or a frenetic pace of action.

How will I use this technique?

For my final major project, I want to use this technique to introduce a character and progress the story. The whip pan shot is perfect for this because there are two characters played by the same actor and this style of filming allows me to cut the footage with ease.

Other films/projects that use this shot include:

Casino Royale

The shot is used effectively here to present both characters in a chase scene, it also helps convey the busy environment to the viewer without missing the action.

Cloverfield

The technique is used here to convey a scene of horror and panic, many people are crowded around in the street. The camera angle makes it look as if it is being filmed by one of the scared civilians, the whip pan conveys the fear and distress of the scene.

This is what I came up with after cutting the footage together:

 

 

Maya Obstacle Course Animation Evaluation.

My obstacle course project has taught me a lot about animating in Maya, skills in asset management and more knowledge on Maya topology.

As part of the assignment, we created a character in Adobe Fuse that reflects our appearance and personality, this character would then be animated inside Maya completing an obstacle course. The character design in Adobe Fuse went well and I am happy with the character that I created, unfortunately the character file didn’t quite work inside Maya so I had to use a ‘Barry Rig’. This is something that I would like to have done differently in the project as the character design was quite a large part of the process and it is not shown in the final product.

Starting the animation was a tricky process, after a few failed attempts at auto rigging the character I finally got him in the right position with working limbs and joints. Once this was set up I started to animate according to my blocking sheets which showed movements and timestamps. The barry character was a lot bigger than I expected so I had to change a few of the movements that I planned, this was not necessarily a bad thing because it made animating the entire assault course more doable and also many of the movements more realistic.

I like how the animation turned out, although the character is a blank barry he still conveys a lot of character through his movements, I made sure the animation wasn’t boring or generic by making some of the movements quite ridiculous and flamboyant. I wanted the animation to stand out while still sticking to the brief and I believe I have achieved this, therefore, am happy with the outcome. There are a few things I would have done differently given more time/resources such as: Setting up my Fuse character properly in Maya with textures and colour, decorating the environment to complement the character and add some form of a story, finishing the obstacle course (I had to finish it early because the rig started to break after I made certain movements).

Pixar Animation Process and short film research

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Pixar short film: Boundin’:

Boundin’ is a 2003 Pixar computer-animated short film, which was shown in theatres before the feature-length film The Incredibles. The short is a musically narrated story about a dancing sheep, who loses his confidence after being sheared. The film was written, directed, narrated and featured the musical composition and performance of Pixar animator Bud Luckey.

Pixar Animation process and technique:

Pixar Animation Studios have a long and complex process when it comes to animating movies or short films, the process begins with concept works and storyboards made by the design team. Pixar values its collaborative nature, everyone on the team works together and shares ideas about the design process. This is important in a professional environment so that the workers all have a clear goal rather than going against each other or having different ideas about the production. The equipment that Pixar uses is extremely high spec and up to date, it is a necessity, in order to run their software and render their animations.

Job Roles:

There are a large number of job roles in the Animation Industry; this is a pipeline for producing animated short films and other animations. This list displays all of the job roles needed to make a short film, they are ordered from top to bottom showing which roles come first to last in the production process. Many of these will happen at the same time but in most cases, the previous step needs to be completed so that production on the next step can take place.

  1. Story
    Director
    Script
    Script visualization with storyboard
  2. Editorial
    Storyreel – a blueprint of the film
  3. Art
    Visual development artist
    Show the visual feel of the film
  4. Modeling
    Sculpt 3D versions of artworks
  5. Rigging
    Design how the characters move
    Place joints, muscle, and fat
  6. Surfacing
    The surface quality of assets, texture, colour etc
  7. Rough layout
    Staging and blocking
  8. Final layout
    Prepare shots for animation
    Set dressing
  9. Crowds
    Create short animations which are applied to background characters
  10. Character effects
    Deal with what characters interact with
    Props
  11. VFX
  12. Matte painting
    Backgrounds
    Paint with models
  13. Lighting
  14. Image finalization
  15. Sound design
    Create and apply soundtracks and sound effects to film

Tiled website background

For my portfolio website I decided to create a tiled background to go on my master page, this way it would follow across to all the other pages to add continuity. I went for a simplistic, professional look as it is not supposed to attract too much attention.

Screen Shot 2018-02-21 at 15.31.35
I started off by making a simple, symmetrical (sort of) shape. This would then be replicated to create a wave like pattern.
Screen Shot 2018-02-21 at 15.31.55
I lined up a few of the shapes on top of a square with a colour similar to the colour of the shape, this is important because I don’t want to distract the viewer from the content on the page.
Screen Shot 2018-02-21 at 15.40.41
This is what the website background looks like once I use the tiled background feature in adobe muse, it fits seamlessly because I took the time to line up the pattern earlier.

Maya Bouncing Ball Animation

This is a blog post about an animation I made in Maya featuring a bouncing ball, I have done a similar animation in 2d before but this is a step up as part of my research for our obstacle course task.

To start the project I set up a sphere polygon for the ball and 2 rectangles to act as surfaces that the ball would bounce off of.

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Side on view of the scene

 

I then started to animate the ball moving by adjusting the position of the sphere and adding keyframes, I also used the help of the ‘Graph Editor’ to make the motion more natural. Whilst I was repositioning the ball I also changed the scale slightly depending on the position, this adds a stretch/compress effect when the ball is traveling fast or hitting a surface.  eyrtjhghkgfh

 

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This is a 3D view of the scene

 

Game Trailer Ideas

This blog post will be research/reference for the live action game trailer we will be making. Here is where I will come up with ideas for different games and later present them to my group.

Hotline Miami:

I chose to make a trailer concept for this game because I really like the theme and I think its quite possible to achieve a professional looking trailer with a small number of props and video editing.

hotlinemiami_siteheader

 

Story:
The game is set in 1989, the story follows an assassin who answers his phone with a cryptic message each day telling him where the next location/target will be. A large amount of the game takes place in between levels in the killer’s apartment where the main character resides and waits for the next call, there are subtle changes to the apartment throughout the game that fit with the story.

Trailer:
For the trailer, I think it would be a good idea to focus on what happens in between missions, partly because the gameplay would be ridiculous in real life but also because It is a nice way to give context to customers without blowing their minds. The pacing of the trailer will have to be quite slow since it will just be the character arriving home, washing up, taking a phone call and then leaving again (or hanging his stuff up and going to bed, can decide on details later in production). How I imagine the trailer starting is a low shot of the front door opening and the character stepping into the house and starting to put his things away, the camera should stay below his shoulders so as not to reveal the face/mask. There will be multiple shots such as a close up of a gloved hand putting keys down on a counter, boots being taken off, a weapon being put away etc. All of this will lead up to the character entering the bathroom and washing blood off his hands in the sink, a top-down birdseye view of the sink would be best for this scene since it allows the viewer to see what is going on in the sink as well as keeping the face/mask secret, perhaps at the end of this scene the camera could pan down revealing the mirror and the character walking out of the bathroom in the reflection. Some of that might be a little too complex and unrealistic to produce with the time and resources available.

On his way out the character takes his mask off and hangs it up somewhere or puts it down, the character will then sit down at a desk or on a couch, we would see the back of his head as he starts to relax in his seat. After a few seconds of peace there will be a loud ominous phone ringing noise, once again there will be multiple dynamic shots of the character making his way to the phone, some could reveal scenery within the house, I want there to be one shot that lasts for 10 seconds or so that follows the character from the waist down. To break up the shot we could cut to other shots in between giving some side views or simply showing some inanimate objects around the house.

The character will answer the phone and listen the voice give him obscure details such as “The neighbours are making noise, all 12 of them” or something like that which will be confusing but also compelling to the viewer. After the message is complete the character will walk back down the corridor, find and put on his mask (This time there will be a mid shot above the characters waist revealing some sort of animal mask being put on). The final shot of the trailer will be a long/mid shot of the character stood next to the door, picking up his baseball bat (or some form of blunt weapon), stuffing his keys into his pocket and then exiting the front door. Then cue the game title ‘Hotline Miami’ and title sequence.

Enemies and game Assets

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These are some of the props/background assets that iv’e designed for the game, they will appear in the background and foreground

I looked at vikings as an idea for enemies in the game, I made a shield design to go with the original enemy layout.

Level Example 1
This is an example of what my game would look like with the background and props added, iv’e also added a text box with an image of the character for cutscenes/interactions.

Character Development

DSC_0097
My first character Sketch
Character_Trace_2.0
Digital version of my character made in illustrator
Simple Sprite designs
This is the first draft of a working game character I made in illustrator, there is a version with and without holding the sword.
Knight Colours
I played around with different colours and a new helmet design for the green character.
Perspectives (Now with shoes!)
This is my final version of the game character, I have done multiple perspectives. He also now has shoes. I will most likely use the side on view for my game but i might use the frontal view for cutscenes or dialogue etc.