My article on the contexts and characteristics of motion graphics and compositing
Looking back at how we used motion graphics and compositing before the digital era is quite interesting, such as the processes they had to undertake and the kind of technology they used. Such as when they wanted to change the background of a film, they would place a black matte in the area they wanted to change, this was sometimes done by placing a window in front of the camera and painting the area black. Once done . Here is an example of matting used to show a train passing by a window and when it shows movement outside a train.
Black matting inspired people to go further with this kind of processes, learning more about chroma keying and finally perfecting it to digital using green screens. The process is slightly similar to the old process with both using material with a specific specific colour, however digital chroma keying has become a smoother and easier processes as it is no longer physical but all digital.
With the introduction of digital technology, a lot has changed; production processes have become a lot more smoother and easier, along with also being more cost efficient. An example of this is the invention of the digital camera, cameras before then had to use film which was costly and if the scene was shot wrong, they would have to buy more film than they need. Whereas the digital camera does need any film and could be instantly played back to see if they caught the scene correctly, which was something you could never do with film as it would have to undergo a whole process to become view able. Now digital media looks like the one to go for, however film also has a couple of great points which trump digital; film has a look to it that makes it seem dreamy and soft, whereas digital cameras are more harder and accurate, this can either add or take away scene’s effect.
Matte (filmmaking) (2016) in Wikipedia. Available at: https://en.wikipedia.org/wiki/Matte_(filmmaking) (Accessed: 25 October 2016).
Ella’s Archives (2011) The great train robbery – 1903 silent film – Ella73TV. Available at: https://www.youtube.com/watch?v=8oTdPklBE0Y (Accessed: 25 October 2016).
Julia (2010) The art of film title design throughout cinema history – smashing magazine. Available at: https://www.smashingmagazine.com/2010/10/the-art-of-the-film-title-throughout-cinema-history/ (Accessed: 7 November 2016).
This session I was teamed up with one of my class members to create a presentation based on two online videos we picked and answering the following questions for each of them.
The questions were:
- Why is video is used instead of other content / another medium?
- What is the purpose of the video? Consider producer and consumer
- What is the format?
- What is the genre?
- How do the purpose, format and genre influence; Content? Aesthetics?
Here is the presentation:
The two videos we picked were “Microsoft 2014 Super Bowl Commercial: Empowering” and “Sounds of silence Music Video – Disturbed”.
For the super bowl commercial, the reason they choose video to be their medium is because it is easier to convey the meaning over video and also it would connect more with audience via emotive imagery. The purpose of the video is to advertise the Microsoft corporation, however it is also to show how technology now helps us with health, education and work. The format is a commercial and its genre is educational advertisement; since its a commercial, it has to be short along with also having parts which advertise Microsoft; the aesthetics are also influenced by the emotion the audience is suppose to feel.
For the music video, the reason they choose to use video is that it makes the song eligible to exist on TV music channels, this increases its popularity as now can range on multiple platforms, increasing the amount of people that will listen to the song. The video purpose is a way of advertisement for the band and it’s song, this extends the bands income from other advertisement. The genre of the video would be classed as melodrama/drama and its format is a music video; the format of the video influences how long video will be as it is directly connect with the song, so when the song finishes so does the video. The format, along with genre also come into play with its content and aesthetics; the content would have to match the lyrics of the song but this is not always the case and the aesthetics would also have to match the lyrics but also the genre as the aesthetics in the music video are dark, matching its genre: melodrama/drama.
From this task, I have learnt to dissect a video and find what it’s purpose is, its genre, format, etc. This will allow me to do the same but in reverse for my project when creating the promotional video, I will be able to figure out a lot about my video and how I can improve it with the information I discover. For the presentation, I could have improved the 3rd slide with the music video by putting more information into what influences the way the video was put together; along with also maybe picking a much easier video to look at.
Characteristics of the Beat ’em-up (Unit 9 1.1, 1.2)
The typical theme for a beat ’em-up is usual one player fighting large sums of enemies with some melee orientated mechanic, the player would fighting grunts and bosses through out the game. The main character or characters for the game would either always have something special about them whether they are very strong or have a particle fighting style, something to separate them from the enemies they are fighting. This is were my character concept fits as he is a sidekick to the main character who has a special fighting style, he could be played with in co-op or tag along as a CPU in some missions. The game screen would act a lot like Night slashers, quiet big and would move once enemies of the area are defeated; the game would allow there to be different types of characters, some being slow and others being fast. My character would be classed as being a fast type and would allow him to skateboard across the screen quickly, this is relevant to my project as it is giving his interests more meaning in the promotional video.
A big part of the appeal of beat ’em-ups is co-op, playing with your friends and struggling through the game together which is also people played them, their difficulty. A lot of beat ’em-up games are very difficult, in the past and the present but people liked that because it was a challenge and once they were able to defeat the game, it made them feel satisfied which is why people still play them now, to feel the satisfaction of beating a hard game. Proof of this is from other games using the same technique, like dark souls with incredibly hard bosses and levels but once passed the player feels satisfied.
There are some problems that gamers have with this genre, it’s simplicity and it’s level of difficulty, these problems however were solved by companies by adding new mechanics into the game such as score and the challenge of beating the game with one credit. They also added new ways to fight such as using the environment like chucking barrels and also having characters act and fight differently in the game, that way the player has a decision on how to play.
Some conventions and characteristics shared by beat ’em-ups are there settings, usually around urban settings and there themes usually revolve around revenge and crime fighting because some of the movies were like this at the time of beat ’em-ups. They also share the use of weapons in the game, have co-op in the game, have multiple playable characters, always being outnumbered by the enemy and health restoring items. I can use the settings and themes to create the promotional videos story and setting to fit with other beat ’em-ups, however also putting some what of a spin to it. So the game would be set in Venice Beach which is an urban area, it won’t look like the pictures you see in advertisement, it would show all its beauty and ugliness. Now this is were the spin would be placed, the characters will be fighting gang members and such, however they are also belong to a gang that is competing with others to take over the beach, hence why the characters may use dirty tactics or do things illegally. Weapons in the game could be broken metal pipes, trash cans, roller skates and other things you could find at the beach; the health items could be fast food from stalls like a hotdog stall or drugs that you can find that either restore health or give the character a boost.
The key gameplay elements in beat ’em-ups are its close quarters combat which also contain combos and special power moves, its four way movement, offensive variety in the enemies, the ability to throw items and health draining 360 attacks. I can convey combos and special moves into my interactive promotional video give the viewer a choice on what combo or special move to use, or show some of his special moves and combos as quick cuts, then show on the screen what buttons are being input to activate that combo or special attack. I can convey the four way movement in the video by having the camera shoot from a high angle, that way you can clearly see where he is moving. I can also convey both the offensive variety and the ability of throwing items by having an enemy throw items at the character and show that he is being damaged and then have the character do the same to the enemy. For the health draining 360 attacks, I can convey it by having the character being swarmed by enemies from all sides and have the character then activate the attack, showing of it capabilities.
Before I read about the article, I didn’t know about a life draining 360 attack that was commonly used in beat ’em-ups. I can now apply this to my character to fit with the beat ’em- up genre or have it so that the character purposely does not have that ability as he is classed as a fast type.
This task has help me to learn more about the beat ’em-up genre which will allow me to create a promotional video with a more accurate representation of the genre. I could improve my knowledge about beat ’em-ups by looking at more articles about beat ’em-ups and other research materials.
Gamerforlife (2010) Beat’em-ups 101: All you need to know about Brawlers. Available at: http://www.racketboy.com/retro/beatemups/beatem-ups-101-all-you-need-to-know-about-brawlers (Accessed: 4 November 2016).
DocteurDeimos (2013) [Longplay] night Slashers (arcade). Available at: https://www.youtube.com/watch?v=zss4G5Me8BA&w=560&h=315 (Accessed: 5 November 2016).
Learning Mask paths and text paths
In one of my tutorial lessons we taught how to use mask paths and text paths on Aftereffects. Mask path is when you create a path for an image or layer, where as text paths are when you create a path specifically for the text to follow. With this knowledge I can use this for the current project I am working on which is to create a interactive promotional video for a fictional side scrolling beat ’em-up called “Streets Of Fury”. I can create a title sequence with the techniques I have learnt from this.
Here is what I was taught; To create a mask path, first you have to have the layer you want to move selected, then with the pen tool, draw a path you want the layer to take. Once done, you go to the mask layer in the layer you are doing it in and cut out the mask’s path, then paste it into position in the transforming section. This should then create key frames in the position on transforming, making the layer follow the path you created; the speed of the layer can be adjusted by selecting all the key frames, then hold alt and drag, this will space out the key frames evenly and drag them out to make the path last longer. Here is an example of the techniques I have learnt to make a ping pong video:
For the text path, first you created a text box and put some word into it, once done with the text layer select, you draw a path again with the pen tool. After creating the path you go back to the layer to open the drop box labelled path options and change the path to the mask you drew earlier, then go to the first margin and begin key framing it, as when you adjust it, it begins to move the text along the path. You can also add one more feature to it which I did for my example, it is called forced alignment, this makes the text letters separately follow the path to connect at the end. Here is my example of the techniques I have learnt:
From the tutorial, this has helped me to learn more about using paths in aftereffects which I can now apply to creating the image sequence for the promotional video, such as if I want to make a path for the text to slide in or have and image slide in more smoothly. I can improve my knowledge of both mask paths and text paths if I do more experimenting on them and experiment on how I could use these techniques on my image sequence ideas.
Characteristics of Digital Video Production
For this session we were taught more about shots, we learnt about screen direction and continuity, we did more about using green screens and keying them, worked on interactive videos.
For the shots we were taught names of specific shots and their descriptions. Here are some I learnt, a wide shot is where the shot is from a distance and contains a large area of the setting, a medium shot is where the shot contains subject from the wast up, a close up shot is where the shot contains the subject in most of the frame. A medium close up is somewhere between a medium shot and a close up shot, a two shot is where it contains two people, a over the shoulder shot is where the shot is going over the persons shoulder at a subject, an extreme close up shot is where the shot is super close to the subject, showing extreme detail and the last shot we learnt was an establishing shot which is where the shot is very distant and shows the setting to the video.
Screen direction is where the camera follows certain rules, such as the 180 rule where the camera should not pass 180 degrees otherwise this will confuse the audience. Continuity is where the video is edited to make the shots flow and make more sense, such as one shot of a guy walking then cutting to a different angle of him walking, it would be edited so that when the cut is made the guy is still in the same space and hasn’t jumped forward or back.
For green screens, we recapped on how to set one up, along with also setting up the lights and camera. We recorded a recreation of the police station scene from terminator whilst using the green screen, this is so we can put the insides of a police station into the background of the shots. We then brought it into aftereffects where we were taught how to key the footage; to key you first have create a garbage matte, this is done by selecting the pen tool and drawing around the footage, cutting out any parts that don’t have the green screen behind them. Once the garbage matte is created, add key light effect and key the green screen; adjust the screen gain, the clip black and the clip white along with also going into different views such as status and screen matte. If there are any major problems that can’t be fixed through adjusting the key light, you can fix it by duplicating the layer, using the rotobrush and having it hold out matte choke. To correct the green leaking on to subjects being green screened, apply the effect “Hue and Saturation” from colour correction and adjust until green has either reduced or is completely removed.
MediaCollege (no date) Camera shots. Available at: http://www.mediacollege.com/video/shots/ (Accessed: 14 November 2016).
Characteristics of Motion Graphics
This tutorial session we learnt more about how to use Aftereffects and learnt about the characteristics of motion graphics by creating the title sequence from terminator.
To do this, first I set the resolution to 1280 by 720 and began by using the text tool to create text box saying TERMI. I used the font Arial rounded MT bold, turned off the fill and made the stroke’s colour a dark blue, along with also making it thinner, roughly around 4 pixels. I then changed the tracking and made the text a lot fatter to match the title; after setting up the text looks I began to edit the layer, I made the anchor of the text be on it’s right side and scaled it up to cover the whole screen. I then lined up the text layer so it would be centre of the screen, duplicated it and changed the text to so say NATOR, the other half of terminator. Once I had positioned the NATOR to the other side of the screen, I duplicated text boxes and renamed them TERMI fill and NATOR fill. Also rename the first ones TERMI stroke and NATOR stroke; on the stroke I then increased the stroke and applied a bevel emboss, have it coming out, chisel soft, change the angle to come out the right side, adjust the depth and bring the opacity down. Copy this over to the other text box; back to the fill layers, I turned off the stroke on the text and made the fill black, then copied the positions of the stroke layers and put them on the fills.
After that I began to key them, I first put both layers on the very boarders of the screen and place a key on the layers position, that way the titles begin in that position; After that I moved across the timeline to 15 seconds and key framed them to cross over each other and stop just as the last letter went slightly past the centre. I then right clicked on the last key position and made it ease out, I did this for every last position key for the text layers; I then began scale the text, to do this I first parented all the text layers to a stroke layer and went to that layers scaling to place a key on the very when the text stops moving. I then key the scaling, along with also scaling the bevel as for some reason it is not effect by scaling, I also keyed the position so the text would end up in the centre while it is scaling.
The title in the sequence also includes the word “THE”, to add this I duplicated one of text layers stroke and fill, and change the text to THE along with renaming the layer appropriately. I then selected both layers, scaled and position them where I wanted, this was done whilst I was at the end of the time line. This way the text layer would automatically scale and move with the rest of the text layers as it still has parenting as it is a duplicate of the other text layers.
After that I began to work on the gradient, first I went to the stroke I parented everything to and went to layer, blending mode screen to make black pixels invisible. I then went to the reference I had of terminator title sequence and looked at when the gradient appears so I could match it on the timeline. Once I found where it looks like the gradient should come in, I select all the filler layers and put a gradient overlay on them from layer styles; I made the gradient’s colour a nearly black blue and a steel blue. I then adjusted the scales, change the angle to be going towards the right bottom and copied them over to the other fills; I keyed opacity so it would slowly transition into the text.
For the lens flair that appears in the title sequence at the end, I created an eclipse, removed its stroke, made the fill a pop blue colour and resized it over a letter. I then added an inner glow, adjusted its size and spread, add an outer glow and do the same; after I sorted the glow, I added a Gaussian blur to it and made it slightly blurry. The last adjustment I made to the shape was to turn down its opacity so you could slightly see the lettering behind; once the eclipse was finished, I key framed its position to go along the title and I key framed its opacity to appear and disappear whilst traveling across the title. I then duplicated the eclipse, resized it over the “THE” title and keyed it so it would appear along side the other eclipse.
After all that, I then began to work on the filters to make the title sequence look more older and playing on a VHS. To do this I created a new solid layer and placed the grid effect on it, I then adjusted the gird so that it had no vertical lines and would only have a lot horizontal lines. Once adjusted, I used feather to soften it and adjusted the opacity on the layer and the grid, that way the grid would be slightly visible like scan lines on an old VHS. I then created a new solid layer below the grid and added a Gaussian blur to it, I then adjusted it till it had a little fuzziness to it, making the title sequence look even older.
The last part to title sequence is the subtitles that appear over the main title, to create this I first created a new shape layer which was a small square with an almost pure white fill with no stroke. To make the square blink like in the terminator title sequence, I will use the opacity and key frame it to appear and disappear, and it will be moved by keying framing its position. I then began to work on the subtitles, I used the text tool and had the font Agency FB set on it with no stroke and only filler. To make the text appear like it is being typed in, I applied the line sweep effect to the text, turned up the thickness and set the key frames. I then applied a Gaussian blur to it and I added an outer glow to make the text bleed; finally to finish it all off I added a glow to everything by creating an adjustment layer and applying the glow to it.
From this I have learnt more methods and techniques I can use in Aftereffects such as applying filters, giving the video a VHS quality to it, I learnt about parenting, ect. This will allow me to apply these skills on to my project when I have to create an image sequence. I could improve the lens flair on the title by doing more experimentation in aftereffects as well as researching into different techniques.
Here is my result:
Characteristics of 3D animation
For this we learnt about particle effects and recreated the car crashing through the police office on 3Ds max.
When learning about particle effects we first created a box falling and crashing to the ground. To do this I first created a box and placed it high up, next I set the tangent to Slow which is when it slows down when approaching or leaving a key; I then animated the box falling down onto the fall, this is why I set the tangent to slow, so it starts slow and speed up as it falls due to gravity.
Once the main component was made, I began to work on the main particle, to start with I first went to particle system and put a super spray into the centre where the box will land. Once in, go to the super sprays modifier tab, go to saved pre-sets and select shockwave; after that go to particle generator and set the emit start/stop to the frame when the box lands. Then control how long the particles will display with the “display” option and control the fade for the particles by adjusting the “life”, then change the dust tangent to default.
Now to edit how it looks first go to viewport in the super spray and select mesh so that they can have a texture placed on them; then go to particle type and select facing, this so that the particles will always be facing towards the perspective. The last thing to do is scale up the particles and then move on to creating texture; for the texture I created a 256 by 256 pixel canvas on photoshop and made the background black. I then used a brush that would have many dotes if I scaled it up, this brush being the “Dry Brush” and started to create a spotted mess with the colour being white, leaving the outer edge untouched and only working on the centre. I then went to filter and selected a Gaussian blur on the blur options, I then adjusted it till you couldn’t see any individual white specs; Once saved and named appropriately, I then went back to 3Ds max and opened material editor.
In Martial editor, I set face map on then went to opacity channels in the maps and dragged the texture in and applied it to the super spray. In the material editor have it show shaded material, that way you can see the texture in the viewport; to also make it easier to see, add a plane and change its colour to a slightly dark grey, then go to the dust texture in material editor and change the diffuse colour to a light grey.
After finishing with the texture of the material, I moved on with creating the key frames for the particles. I first made the size of the particles small, then hit auto key, move along time line and then increase the size of the particles, do the same again further up the timeline but make the size small again. Once key framed, go back to the super sprays modifier tab and go to rotation and collision; increase the spin time to give the particles more time to spin (this makes them spin slower), along with also changing the particles spin variation.
To control the opacity of the texture you will have to go to opacity channel in maps, cut the texture out, then click on the non on opacity channel and select composite. Finally paste the texture into the non on layer 1, now you can control the opacity; go back to the time line and hit auto key on, then change the opacity back and forth so it set a key frame at the position you want it at, go to the frame where you want them all gone by and turn the opacity down, this should make the particles disappear more smoothly.
From this tutorial, I have learnt about particles and how to use them, this will allow me to apply these skills and techniques to my promotional video if I need to create some sort of particle effect like dust, smoke, mist, etc. This tutorial session has also allowed me to come up with more ideas as it has answered problems in which I would not know how to handle and would probably take more time to research.
Crash sequence for terminator in 3Ds max
For recreating the crash scene in terminator, I first created a box for the interior for the scene, I then went to editable poly, selected the whole box and flipped it, that way when the camera is placed inside the box, the walls aren’t invisible. I then right clicked the box, went to object properties and selected Backface cull, this makes the object render it transparent when facing away from the view.
Now position the viewport in the same sort of angle like in the terminator clip, then hit F10 which open up the render setup, set the output size to HDTV, 1280 by 720. Now to create the camera, use the short cut Ctrl+C, to return back to perspective mode press P, same for the camera hit C.
Now go back to edit poly on the box, select both the top and bottom edge of the wall the camera is facing and connect them, add four more lines. Now go to the hierarchy tab and select Link info; once done go back to the lines you just created and move them into a position that matches the door the crash scene. After the vertical lines are sorted, select all of them in the box and connect again, this time only making one line and moving to the top to match where the door’s frame would end.
Now go to the camera and unselect specify change; back to the door way, select the edges going vertical and chamfer, do the same for the edge going horizontally. Then select the bottom and top edge of the doorway and connect, have the connection in the centre like two doors; now that they are separate polygons, detach them from the box, then connect edges of the polygons, place the connection and have it just below half way. Inset both the polygons on the door and then shell the door, having it go inwards.
On the door, detach what would be the glass part of the door, the shell them but make it thinner than the door shell, that way the door has some depth. Go to the third tab which is the hierarchy tab, whilst still having the window selected, select affect pivot only and centre of the object. Now shift drag both the door and glass to copy it over; now detach the outer parts of the door that would be glass as well and copy the shell from the previous glass windows and paste into them. Move the glass parts which you recently detached outwards from the box a little, then go to the box and select the borders which the windows were attached to and shift drag them back to meet the glass, that way the outside windows have some depth.
Now save a back up copy of the file just in case you make a mistake you can’t undo, after that drag we the dragged in the car file that we already had access to, when dragging it in have merg and size selected. Go to the render setup and have Nvidia ray selected and set the range to 20 seconds; close down the render and go to material editor, with material pick from object, select the car and clear the orange. Now apply an autodesk metallic paint to make the car look more realistic, you can also change the colour of the car by setting the diffuse colour.
Save again as this is where you won’t be able to go back, now select all the polygons that you have not detached that you want to break, detach them and apply a shell to them. Before using the scripts first make sure that everything you detached are self centered. Now go to scripting, run script and select the fracture file which we were also supplied and pick each object you want broken such as the door and decrease the amount of parts. When breaking the glass, have the amount of parts more than the rest as glass is more fragile, now right click on the tool bar and select mass Fx toolbar, go above the room, click and drag across all the fragments and deselect any parts which you have not fragmented.
Click and hold on the ball on the Mass Fx toolbar and select dynamic rigid body, now go to the modifier tab, mass Fx rigid body, select start in sleep mode, set the preset to steel and have it on the Z axies. Set the car as a kinematic and turn auto key on, make sure your not on the same frame as you hit auto key and bring the car to the front; on the car select until on rigid body and change to cardboard. Turn the fragments gravity down and mess around with the cars acceleration until its right; once finished go to world editing in Mass Fx toolbar and bake all, this turns all the movements, rotations, etc. from the fragments into key frames.
Now that all the fragments have keys, they can now be fixed if they have any errors like clipping through the floor; to fix them, you have to do them individually by going to a frame where one of them clip and select it, then delete the key frame that it clips and all the rest continuing down the time line. Now turn on auto key and correct the clipping by moving the fragment or rotating it and now the crash sequence is finished.
For this we planned to have a brick with a note attached to it come through the window instead so before we did anything we save a separate file with an appropriate name; then we created the brick object and textured it. To create the brick I used a normal box, for the paper draw a plane that would fit the top of the brick, give the plane lots of segments and then apply a simple texture on it, now apply noise to it, place a holder over the paper and then open up poly edit in the plane. In poly edit select vertex and hold and drag across all the vertexes in the middle, turn soft selection on and adjust the fall off and pinch, go back to noise and increase or decrease the Z axis, then change the seed until it looks paper.
For the rubber bands holding onto the paper onto the brick, we first went to shapes in the create tabs and selected a line, in a side view we tapped and dragged a line going across the brick. On the lines modifier, apply sweep to it and have it as a bar, make sure that it fits around the brick but only has a little bit of space, this can be done by going back to the line in modifier and adjusting the vertexes. chamfer the corners to make them look more rounded; now delete all of the fragments, go to the left and select base objects show, now go back and get another fragment script up and select one the windows; collapse the shell on the window you have select, then apply the fragmentation to it.
Go back to the brick and select all of its parts and group it, now turn the brick into a kinematic and the window that has been fragmented into a dynamic, go to the window and like last time have it set in sleep mode. Attach all the parts of the brick like the paper and rubber bands, to the brick and begin keying the brick coming towards the window and stopping just as it touches (side note: have the brick coming at a angle to make it look like its been thrown). Now check whether it looks good, experiment until it looks good, then bake all of it out.
Now go to the frame that the brick lands on the ground, we set the start point of the camera by selecting the camera and it’s target, and hit the plus button below the timeline. Then go to the hierarchy tab, link info and drag the camera towards the brick on a different frame with auto key still on. This would animate the camera coming towards the brick.
Before I began to put work on creating the interactive promotional video, I first had to do a lightning pitch on the interactive promotional video. It covers the platform I will use, the genre, its purpose, etc.
here is the presentation:
The idea of the interactive promotional video is based around a side kick and playable character in the game “streets of Fury”. He will be a generic beach boy who always wears Hawaiian shirts, skates, loves the beach and smokes a lot of weed, his personality will be calm and laid back. The inspiration behind the character is Tom Selleck, when he rolled as Thomas Magnum in Magnum P.I. Other inspirations also include “Dogtown and the Z boys” and “Big Lebowski”. The platform would be YouTube as it is a well known platform and allows for interactive elements to be supplied to videos the content creators upload.
The audience will be aimed around 16+ who are into side scrolling beat ’em-ups and also enjoy comedy and thrillers. The content would include drugs and the occasional swear, this would appeal to older audiences however the age rating would become a lot more restricted. The video would also appeal to people who enjoy interactivity with videos, however this would also cause some restrictions to the what devices it would work on.
The viewer will interact with the video by using the annotations on the video, these annotation will jump to a specific point in the video and show what path the viewer has picked. The video would have to be set up in a specific order that would allow for this to happen.
The feedback I received from this was to look at the games The warriors, Hotline Miami, Kung fury game and fight back which I could use for more inspiration for my promotional video.
I believe I have done a good job at presenting my ideas and what I aim to do for my interactive promotional video. I could improve the presentation by looking more into audiences for beat ’em-ups, as the audience part of my presentation was lacking in information.
In this part of the blog I will being going into more context about the character idea I am going for and why it links to the project.
My character is a American who lives in Venice Beach, he loves the beach life and likes to hang around it a lot, however he is not a surfer but a skateboarder who also does a lot of weed. The character fits within the context of the 1980s themed video game as his fashion is mainly based on the 1980s people who wear Hawaiian shirts, along with also having aviators, pumped up hair and a clean shaved chin.
The aspects of 1980s I focused on for my character are his Hawaiian shirt, his hair style and his personality. The reason for this is those aspects are the main part of my character is because the character I’am creating is based around the stereotype of Americans who wear Hawaiian shirts. My inspiration behind my character idea is that I wanted a character with a mellow personality to contradict the beat ’em-up genre as hey are usually filled with gritty people with tough personalities. The inspirations I used for the character are The big lebowski, The warriors film and Tom selleck in Magnum P.I.
For the promotional video, I began to plan out what would happen in the video by creating a storyboard.
Here are my storyboards:
Explanation for each storyboard
The first shot is a high angle shot, slightly tilted towards the right, the character skates in towards the camera and stops in front of it to blow out smoke into the camera. The smoke would then cover the entire screen and form the characters name. This would be set on promenade, the lighting would be pretty bright as it is pretty open and is set on a sunny day.
The second shot a medium close on the character sitting down talking towards the camera, the location would change to an alley, which is a lot darker.
The third shot is a compile of three shots, all set again on the promenade. The camera angle is a medium long shot with the character facing towards the right; the first shot is the character swinging his skateboard, the second shot is the character is blowing out smoke and the last shot is the character kicking.
The forth shot is a wide shot of the character skating across the screen, set on again promenade.
The fifth shot is a high angle shot of the character sitting down, in the same alley, however this time the character is surrounded by enemies.
The sixth and last shot of the main storyboard is like the second shot, a medium close facing towards the character on the same level as the character, however you can see to figures standing behind the character.
First Alternate ending:
The first shot is a wide shot of the character standing up whilst still surrounded, the setting is in an alley like the main shot, so it follows from what happened in the main storyboard.
The second shot medium shot on the character as he takes a smoke from his joint, just as he is reaching a sort of climax, gang members start to come in and interrupt his attack by grabbing on to him.
The third shot is a wide shot of the character being swarmed by enemies shaking him and beating him.
The last shot is of the character on the floor with knee on the ground and after a couple of seconds, collapses fully on the floor.
Second alternate ending:
The first shot is the same as the first shot in the first alternate ending, its a wide shot of the character getting up whilst surrounded.
The second shot is again like the first alternate ending, however instead of one joint its two joints and is not interrupted by the gang members.
The third shot is a much bigger wide shot than usual, the character is in the centre surrounded like in the first alternate ending. The character begins to spin around blowing out smoke onto the gang members, they then begin to wobble then collapse onto the ground.
The forth and last shot is a medium close up on the character showing a thumbs up whilst a little wobbly.
The storyboard has help me get a better idea of what I am going to do along with also allowing my team to record it a lot easier as they are able to understand what I want for each shot. I could improve the storyboard by adding a little bit more detail into specific shots that need show what kind of actions the characters are doing whilst in the shot, that way other actors can understand what I want from looking at it.
Planning an image sequence
For my promotional video, I plan to have a title appear at the end of the video, this would be an image sequence created in aftereffects. So before I began to create the image sequence, I began to create a plan for my image sequence so that my work flow would not slow down.
Here is the storyboard:
The first shot is sign saying Venice Beach with palm trees coming out of the top, I plan to have it look like a wooden sign. The second shot shows those palm trees start to fall outwards showing more palm trees as the fall into position, which is what the third shot is, showing the positions of the palm trees once they stopped falling outwards. The last shot is of the sign then being stamped by something which says the games name “streets of fury”, as it stamps the sign breaks and the wooden palm trees either break or fall.
An idea I got from a friend is when it stamps it brings the colour in, I then improved it by instead of having it bring colour in, it changes the colour pallet. So at the start have a blue and pink colour pallet, then change to a red and orange colour pallet, this would show the transition from calm to violent.
Motion, M. (no date) Moby motion GIF – find & share on GIPHY. Available at: http://giphy.com/gifs/vaporwave-aesthetic-glitch-l0CRCxtNyUteI6hI4 (Accessed: 24 November 2016).
EARTH HOUR (no date) Available at: http://earthhour.tumblr.com/ (Accessed: 24 November 2016).