L3 Games Design: Single Camera Drama – Task 3 – Pre Production

StoryBoard:

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Script: 

It is a gloomy overcast day and Cole Phelps is on the hunt for a local murderer.

Environmental shots showing clear overview of the setting – background music begins playing – plays throughout.

Cole Phelps (Elliott) take out his phone from his coat pocket – Camera follows him from behind.

Camera pans to the front of main protagonist.

Cole Phelps (Elliott) begins to talk on the phone to his colleague about a criminal named Wendell Bowers, who has missed his parole after being arrested.

Cole Phelps (Elliott) spots the criminal across further down the alley – shock on his face – Camera focuses on face.

Criminal runs down the alley – Camera follows both closely.

Fight breaks out between the two character, first is a still shot of the characters.

Camera starts with a shot of Phelps fist and Wendall Bowers (Josh) pulls a gun out of his pocket and takes a step back – Fades to Black

Hand is placed on top of Phelps’s shoulder – Colleague (Stuart) “You did a good job”

Phelps finally says – “We got the job done”

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Equipment: When using the equipment provided by the college we had to make sure that the camera given to us was the best quality that we needed for our short trailer of film noir. When we first wanted to shoot we were not able to book out the camera’s straight away and didn’t have much time the rest of the week so therefore we booked out the camera’s for the following Tuesday so we could have enough time finalise all the clips and edit the final product.

L3 Games Design: Single Camera Drama – Production Log

 

7/11/16 – Research and Development

Firstly, we were handed an assignment and our role was to create a short film noir based on the Rockstar game; L.A Noire. We then go ourselves into groups of 3 and then research about the Rockstar film. I chose to work with Joshua and Stuart. We started to come up with different ideas for our Film Noir and got familiar with the Rockstar game, L.A Noire to choose which scene we would do within the game. I familiarised myself with Film Noir, as a genre and I watched relevant film trailers. Once I knew which scene I wanted to do from L.A Noire, ‘Warrants Outstanding”. I analysed the scene to see what props we needed to create our own version of the scene.

14/11/16 – Research and Development

During the second week of this assignment we started to think about our own plot for our Film Noir trailer. Furthermore, we made our final decision on what type of scene we all wanted to do and agreed on which one would be best for all of us, and started to create our own narrative for it.

 21/11/16 – Pre-production process

Carrying on from last week, we moved on to creating the storyboard for our trailer. Each member of the group created their own version of what they wanted to happen in the trailer and then we all agreed on which one was the best. Once the storyboards were completed we then decided where we film our Film Noir and what props we would need. At this point we had to keep things in mind that it had to be similar to the original scene, therefore had to choose a certain place that had quite a dark scene throughout the whole surrounding.

 28/11/16 – Pre-production process

As a group we have gather to discuss our storyboards and presented them to our teacher and some of the student in class and asked them for some constructive feedback. After that we have decided which one of the storyboards was most successful and reflected on the feedback given, by making some amendments in the scenes and identifying all camera shots we were supposed to use.

5/12/16   -Pre-production process

This week we chose where we wanted to film our trailer. There were a number of locations that were good either in the college or around. Our final decision that we all concluded was to film our trailer down Skerne road, Canbury Passage

 12/12/16- Pre-production process

 Within this week I completed all the paperwork that needed to be done before we were able to film, for example; shot list, call sheet, production managers sheet and to make sure the script was completed

 3/01/17- Filming

 We all arrived at college for 11:00 and booked out the cameras that we needed for the process of this. Once we got everything we needed we headed to Skerne Road, Canbury Passage to film the trailer. My main job during the filming was acting out all the scenes but also helping with the camera at times when I was needed. When filming our trailer we were lucky enough not to come over with any problems, there were times when people were walking across out film production, but they where only there for like 5 seconds, so it wasn’t too much of a bother. After we finished the filming we headed back to the college and went to the library to transport all of our clips onto a USB so Josh was able to edit all clips to create the trailer.

 9/01/17- Post- production

 During this week, we carried on with the editing making sure we were happy with everything and corrected any mistakes that were there and then added any bits that we needed to, for example a title to our Film Noir, “Down In The Dumps” and just adding credits to the end

 16/01/17- Post- production

 Once the editing was all finished and we were happy with it, we double-checked everything to make sure it was all in the correct order and all paperwork for the assignment was completed.

23/01/17 – Deadline

On the last day for the assignment I went through all my wordpress and made sure that everything was on there that needed to be there and transported out trailer onto the hardrive.

L3 Games Design: 3D Animation – Research and Development

Treatment – The project name that I came up with for this assignment was “Penny” For this task I will creating a short animation of 15-20 seconds long for a leading stationary provider. This animation will be any stationary equipment of my choosing. For my animation I have chosen to create a pen that will jump into a stationary pot via an eraser. The pen will start of on its side and then slide its way into the eraser, using the eraser to to stand up straight. The pen will then jump up and down, side to side to show happiness in the animation. The pen will then jump onto the eraser and use it like it was a trampoline and get as much height as it can to jump into the stationary pot. When the pen interacts with the rubber, the rubber will have a jelly like movement that will create the realistic effect of what a rubber would look like if something interacted with it.

The target audience that would choose to look at my 3D animation would be any company the provides stationary or possibly people who work in offices. Therefore the age range that would be looking at this animation could be from 25 years old and onwards.

During my animation there are no visual elements apart from the props, a pen, rubber and pen pot. In my animation I could use a light source just to clearly show what is happening and to make the scene a lot brighter for the audience to see. If I was to create a real 30 second animation for a leading stationary company in reality, for example WHSmith, I would have a certain budget that I would use for the animation. Some animations that are only 30 seconds long can be very expensive, maybe looking into the thousands but it all depends on how many materials are used within the animation and how much time it would take.

Diary – 

Week 1 – Research – Pixar Short film

Week 2 – Research – Different stationary objects I could use

Week 3 – Development – Creating sketches and Treatment

Week 4 – Development and Editing – Creating a storyboard and starting the animation

Week 5 – Editing – Continue and finish the animation

Week 6 – Deadline – Checking all work, finishing any work that needs to be done, rendering my animation.

I created these two videos at the start of the assignment to show different emotions a character can do, the first video is of me acting sad and the second videos is of me showing no emotion, neither happy or sad. These two videos give me different ideas of how emotion is shown in a character and helps me know how I can translate that into stationary.

These two videos are two ideas that I had for my 3D animation. The first object was a pair of scissors that would move from side to side and the second video is of a stapler using its top part to hop around. Each of these videos have there own unique style to them and shows how different types of stationary can be used in different ways in animation.

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These images here show my sketches and storyboard for my ideas for the animation. I decided to go for an animation of a pen because it has a bit more character to the animation and thought that it would be a bit more easier to show emotion through the object rather than a pair of scissors or a stapler. My idea first started out as a pen hoping around to show happiness, but then I developed it into something further by using the stationary pot. The pen would start of on its side and roll towards the pot and jump straight into it, but for me it didn’t look right because the jump looked a bit too big. At this point I had to think about what I could use to make the animation more realistic but I also wanted to stick to using stationary objects, therefore that is why I used an eraser to act as a sort of trampoline to bounce the pen into the stationary pot.

L3 Games Design: 3D Animation – Final

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This shows my final animation that was rendered in After Effects, plus all the screenshots for the process of how I created each individual part of the 3D animation I made in Maya.

What went well during this assignment was creating each section of the animation, the pen, eraser and stationary pot, I enjoyed creating each individual part because it was a challenge for me, making sure I used the correct polygons for each part and making sure the scale was correct on each part so the rendering would look good further on in the assignment.

What didn’t go as well as I hoped was maybe the animation, it wasn’t as smooth as I would have liked it to be. The concept of the animation I was happy with but when I rendered the animation it didn’t look as smooth as I wanted to be. This could be because it was my first time using the software Maya, therefore I wasn’t 100% confident with the software and when doing each part of the editing I could quite get it as smooth as I imagined it to be.

What I would do to improve for next time would be to create a lot more sketches and to create a lot more ideas to give myself a bigger range of ideas. Therefore if I came up with more ideas I could of developed each one of them to then decide which one I think would be the best, rather than using the first idea and adding to that.

 

L3 Games Design: 3D Animation – Tutorials

My first tutorial that I created were using three different polygons, a cube, a cone and a ball and creating movement within the polygons from side to side, each polygon is set at their own speed, the cube moving the fastest, then the ball and then lastly, the cone.

 

Secondly, I modelled a column in maya, again this was using numerous polygons and arranging each polygon accordingly to size. For the bottom platform and creating the stairs leading up to the column, this was just a matter of using the cube polygons and then re-arranging the size to get the correct fit, once I got the bottom platform I then duplicated the platform and the made them just a little bit smaller to create each step. Again, similar to the stairs, to create each pole, I used to cube polygon and then arranged it to size, then I duplicated each pole to create 7 more. Creating the top was a bit more difficult then the first two parts. I used the cube polygon and arranged that to size but then had to use one of the tools to drag the middle up to the top to create the triangular effect

 

L3 Games Design: Task 4 – Evaluation

What Went Well? I think what went well was the sketches of the characters they I created, I was very pleased with how they looked. Also, another thing that went well during this assignment is the final outcome of the game, I’m happy with how it has came out not only does my character walk up and down, but he can climb to the top of the buildings and jump from building to building, which I’m pleased with how that has turned out.

What Didn’t Go Well? What didn’t go well for me during the assignment was my first attempt at putting the game together. This was because when I imported all of my sprites in they were all different sizes. For example, my run and walk sprites, once all the settings were completed, like the collision on the sprites and the size, I then dragged onto the game and the walk was fine but then we I pressed space to jump he turned into Godzilla and it looked like he was destroying the town rather the walking along the rooftops. This was because I done my walk and run cycle on two different pages and didn’t take into the account that if I make the character bigger it will effect how the character looks in the game.

What I Could Improve? The one thing that I would say that needed to be improved on would be more detail towards the character. At the moment the character looks very plain and looks like there hasn’t been much work done to him which is a massive thing I would improve on in the future, because characters are the main focal point in any game. On the other hand, I would also improve on adding more things to the game. For example, health bar and collectables, an example would be adding coins for the characters to collect or even red hearts that would put the health back up to 100%.

L3 Games Design: Single Camera Drama – Task 2 – Treatment

The Film Noir trailer will start out with Cole Phelps taking his phone out of his pocket and placing it onto his ear. Then Cole Phelps will start talking on the phone with the camera following him as he walks. Cole Phelps will be talking on his phone to a police officer about Wendell Bowers missing his parole after being arrested and describing what he looks like to Cole Phelps. After this particular scene Cole Phelps puts his phone back in his pocket and looks across the road to see Wendell Bowers walking across the street. Cole Phelps then advances and attempts to talk to Wendell Bowers but he runs away and Cole Phelps chases after him. They run into an alleyway and start fighting each other. A big punch lands on Wendell Bowers and he takes a step back, spits on the floor and pulls out a knife and advances towards Cole Phelps. Malcolm Caruthers, Cole Phelps’s partner comes into the shot and places his hand on Cole Phelps’s shoulder and tells him “you did a good job”.

Roles within the filming:

Director/cameraman: Stuart and Josh, Production Manager: Josh, Art Director: Josh, Sound and video editor: Josh and Elliott and Actors: Josh, Elliott and Stuart.

Setting for both trailers:

Street and Alleyway: Kingston, Skerne Road, Canbury Passage

The reason why we believe that the road and the alleyway is the best place is because not many cars go down these roads, therefore it will be easy for us to shoot our scene without any interruptions. This is also the case with people, not many people walk down that alleyway. The alleyway is a great place for us to shoot our Film Noir trailer because it is a nice and long alleyway with plenty of dark parts to create the scene of a classic Noir trailer. Furthermore, the road before the alleyway is also long with bends where the two actors are able see each other from across the road.

Props: Mobile Phone and a replicated gun

Equipment: Camera, Camera stabiliser, tripod

L3 Games Design – 3D Animation – Pixar Short film

The first shorts were made while Pixar was still a computer hardware company, and were used to sell the companies hardware products. The story of Pixar’s early short films illuminates not only the evolution of the company but also the early days of computer animation, when a small group of artists and scientists shared a single computer in a hallway, and struggled to create emotionally compelling short films.

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The first Pixar Short, The Adventures of André and Wally B (1984). Created as a technical demonstration to to sell Pixar’s hardware.

Pixar uses all different types of technology in their productions. Their most prominent use of technology in the production is computers of their films. When creating a production, Pixar are able to run a software on the computers, which allows them to design different concepts, different storyboards and different types of modelling. Pixar can use all different types of softwares to produce animation in their films.

Pixar also relies on powerful and specially designed computers to use for the process of rendering.

From when Pixar was first created as a hardware developer, the company’s technology has had a massive development throughout the years with the development of the computer graphics industry. Its early short films, like Luxo Jr, and its debut industry standard software for rendering, the process of generating finished two-dimensional images from the geometry, surfacing and lighting data used to create a three-dimensional animation.

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When creating a production, Pixar use digital lighting to brighten up the scene and to make it clear what is happening in the animation. Every time Pixar create an animation they use the digital lighting to make it look stage lighting has been used or to make it very similar to stage lighting. Key, fill and bounce lights and room ambience are all defined and used to enhance the mood and emotion of each scene. Lighting takes its inspiration from the colour scripts created by the art department. Animators , use ambient, omnidirectional and spotlights to create depth, shadows and moods.
Rendering is the act of gathering all individual clips or files to create one final product, this will include; sets, colour and character movements. Pixar have what they call a ‘RenderMan’ which is there software that gathers all individual pixels of every image from the model, animation, shading and lighting.
Using powerful computers, all of the digital information that the animators have created is assembled into a single frame of film. For Pixar to fully render an animation it could take an average of six hours to render one frame of an animated film.  Pixar animated films are produced at a frame rate of 24 frames per second (fps). For a 90 minute film, that’s nearly 130,000 frames of animation. At Pixar an individual animator is expected to produce 100 frames of animation a week.