- Make sure the slow zoom is consistent throughout the same location shots otherwise it will look jarring and jumpcut-y
- When changing locations, make sure the character's on a different part of the screen to make the cut contrasting enough and thus not confusing (cutting from creep on balcony to hiding behind car, the girl should go from right side to left side which is good)
- When the creep is looking through his window, he will see his own balcony at the bottom - make sure to include that
- To help separate the transition from inside apartment to on the balcony, we could add reflections on the window to make it really obvious
- 2 shots at the beginning seem unnecessary
- to remedy this I could cut on action of blinds closing, as well as making that second shot more zoomed in to increase the contrast between the shots
- Rob likes the quick turn more than the slow one, as this seems like a better payoff. I agreed with this, as well as the fact that it will contrast with the slower part before where the girl calms herself
- When the creep is on the balcony, the shots need to be centered evenly on the girl's apartment so there will be a consistent zoom in rather than a zoom and then pan right.
- The shot with the creep on the girl's balcony could have the creep peeking round the corner, though maybe not as it's not 3d
- could have the wall closer to the FG, and have a pan instead which would give a similar impression
- When animating, always animate a bit extra to give wriggle room in editing, which will also be beneficial for cuts.
- Change the blink so it doesn't look like binoculars (in actual animation, it's fine in animatic)
Wednesday, 28 October 2020
503 - Animatic 2
503 - Animatic 1
Yeah, it’s really nice. Shame I only have it for a year though.
Ah damn, at least it’s better than your old place.
(chuckles)Yeah…(keys opening door)... after you.
Oh thanks...Wow this is nice. Where should I put my-(stab)...
- Include the girl's sounds but have them very quiet and get louder as the creep gets closer. This'll make the longer shots more interesting sound wise
- Play with gradual colour changes, maybe making the colours more vibrant as the short progreses until the point with the blood where the red is super vibrant.
503 - Storyboard Tutor Feedback
- Storyboard is just a rough thing for our group, so don't focus on making it amazing
- Reflection in binoculars is good
- Make sure there is a rhythm to the shot length, aim for longer to quicker
- The binoculars should be taken away quite early on
- The binocular overlay needs to be centered in the frame as it's offputting
- Sound design is really important for this film
- Credit Ceylin's mum for sounds
- Mike was confused as to how the creep got onto the girl's balcony - we need to make the fire escape thing more obvious (this will be done when KK changes the angle of the balcony shot, as a more acute angle will show the fire escape in more detail)
- It may be a good idea to have details showing how the girl realises the creep is in her apartment - could have the balcony door be slightly ajar, or have a wet patch on the carpet
- Mike was worried about how the closet door opens, as the creep wouldn't be able to escape, but we weren't intending him too. Also we wanted the door to open like that to reveal the blood trail.
- Mike's worried about the length of the short, it being possible too long
- Maybe add 3D lighting to the girl's room to make sure lighting is on point
- Make notes on how long things take for future reference
503 - Pre-production 3 - Initial Storyboard Feedback
- Everything needs to be slowed down a lot
- Cut to title sequence with the towel just about to come off was a very good edit
- The girl shouldn't have headphones when she cooks
- During the bus scene, the creep could duck as if he was flinching in reaction to the girl turning and flagging the bus down.
- Ceylin said the bus could be a red double decker
- The binoculars shouldn't be there in the street scenes
- The angle of the shot where the creep is on the girl's balcony should be at more of an acute angle, to cut off the door. This would mean that the girl can walk out the frame and the sound can show her leaving the apartment. It also makes it creepier and shows the Creep to be acting more sneaky
- The wardrobe slits should be closer together so we can't see through them
- Add some cloaks in the FG of the wardrobe
- The door should open outwards, with the hinge on the right side. This would mean that as it opens, it reveals the blood smear on the floor before showing the girl
- She's kneeling over the dead body, slashing away at it
- She slows down, coming to a stop
- She then dips her finger in one of the gashes, and dramatically brings it up to her mouth and licks it
- She stands up using just her legs, with her arms limp at her sides
- She visibly slows her breathing down, calming and composing herself
- There is a beat after she is calm
- Then she turns to us
Saturday, 24 October 2020
503 - Pre-production 2
During this call, we talked about the girl's apartment exterior. I had drawn several options for the girl's window, as well as painted one option as another concept piece:
503 - Pre-production 1
We had a group call on the sunday discussing our work so far for pre-production. First, I showed my first BG concept piece for the creep's apartment exterior:
I quite like this as it clearly shows that there's something sinister about this guy, with the extreme perspective and blood like colour. I also finished this fairly quickly, taking about 2 hours for paint and 1 for the drawing, but I think the actual BG's will have much more polish to them than this, and will therefore take longer. Both KK and Ceylin liked this style and composition, so we're thinking of adding this shot to the short, despite it being different to KK's storyboard sequence.
We then went through KK's storyboard (the first sequence up to the title card). I really liked his take on my script, and he added in a couple of things that made it better, deciding to go with a front on slow zoom into the creep's window, whilst rotating the camera to give it an eerie look. This would allow us to have the girl's apartment reflection on the binocular lense as well.
One thing I noticed about his storyboard is that the jump from establishing shot to front on of the creep's apartment is a bit jarring, so we decided that we'll go from establishing shot, to the extreme perspective shot of the creep's apartment (as shown above) and then to a front on of the apartment with the zoom. We could use the blind closing as the transition to cut between them as well.
Other than that, I was very happy with the storyboard so far.
Finally, we talked about Ceylin's character designs. I noticed that her drawings were quite complex and too detailed in terms of both line and form, which is bad because it would be harder to animate, as well as not fit the style of the film I had in mind. I told her to really focus on the shapes and work on simplifying the characters.
Monday, 19 October 2020
501 - Sentient Space
Tuesday, 13 October 2020
503 - Idea Development 3
script feedback, next steps, room layout planning
On our final call before we start the designing elemtent of pre-production, we first discussed the script as both KK and Ceylin need to understand this properly for the next stages. I talked them through it and the decisions I made with certain elements, such as why the girl gets off the bed and leaves the room in the scene where the Creep is on the balcony (to make it more digestible for the audience and to avoid confusion with where the Girl is). Kahenya was worried, as he said that now the idea is written down in full it looks quite long, and I share this concern. I think it'll end up being quite a long film, maybe 3 minutes long, however we can always cut things down or change them in the animatic. Furthermore, a lot of the shots need to be long for atmosphere, but there won't need to be too much animation within them, or the animation that is there can be looped. In this sense, I think it's going to be a challenge but still manageable.
Next, Kahenya shared his screen and we went through his moodboard and initial room layout. We discussed roughly how the buildings will look, as well as the style of the interior decor. The main focus was on the room layout however as this is essential for the storyboard. We spent about an hour on this, directing Kahenya and discussing what would work with the script as well as what would look the best. This is what we ended up with:
501 - Idea Feedback
After presenting my main ideas, I got the following feedback:
- Is the art of classic, hand drawn 2D fx animation dying out?
503 - Script
I don't know much about scripts, so I had to do some research on scriptwriting first to get the format and terminology correct. I looked at the script of Up and Into the Spiderverse. Up was especially useful as the first 10 minutes or so of it features insane storytelling without any dialogue. I also looked at these websites for tips and terminology:
- https://www.bloopanimation.com/writing-a-script/
- http://www.movieoutline.com/articles/a-glossary-of-screenwriting-terms-and-filmmaking-definitions.html#:~:text=CONTINUOUS,without%20any%20interruptions%20in%20time.
- https://gointothestory.blcklst.com/question-how-to-handle-pov-shots-c25c59d21ac3
503 - Idea Development 2
Following the tutor feedback, I wrote out some more bits on our group document, adding a project outline with all the tasks needed for our short. Our group then had another call as I wanted to carry out my "Next steps" section on the previous blog post. Here is the stage of the document after the discussion, with the changed points highlighted in red:
(Everything from "Tutor Feedback" is new)
I started this call by asking if I could be the director as Mike mentioned we really should appoint one, and Kahenya and Ceylin agreed. We then went through Mike's feedback with Kahenya as he wasn't there.
When the topic of sound design was brought up, Ceylin mentioned that her Mum is a professional dub artist, so she may be able to record some tailored sounds for us which would be very good.
I thought it'd then be good to start finalising details, so we went through the document, deciding on details. We came up with the location order, as well as the possible actions the girl could be doing while the creep watches. For the ending, we had 2 possible options. The first was that the girl could be killing and sacrificing a baby, where we can use baby noises to help sell it and make it more horrific. The second was to have a friend come in instead. Preferrably a male, as this would increase the tension due to their being a potential threat to the creep. This option could also show more of the girl's ruthless personality, as they could be having a normal conversation when his voice would suddenly cut out as he gets stabbed out of the blue. I preferred the second option, however this would need some strong sound design and 2 voice actors.
Once that was done, I went through the Project Outline section with them, showing the overall project broken down into tasks. We then delegated the tasks among us based on our interests. Finally, I wrote the Next Steps section, so that we knew exactly what we were doing for the next few days.
This planning made me feel a lot better about the project, as it gives us more focus and if we stick to the schedule we'll have a well developed project. I definitely think having a director works better, as it made tasks more definitive and wasted less time during the discussion.
The next steps for me specifically, are to write out the script, key dates for a production schedule, and finally add to the moodboards.
Monday, 12 October 2020
503 - Tutor Feedback
Tutor Treatment Feedback:
Sound design needs to be very strong
Need to decide a director - should be one person
There’s going to be a lot of creative compromise. Sometimes you’ll need to step back and allow the director to make the final decision.
Make some moodboards ASAP
Include subtle elements in BG to foreshadow the twist so that the audience understands it
The more the short goes on, the more distorted the perspective gets maybe? (on 3D, change focal length of camera to get that effect)
Pay attention to how we can achieve that flip from normal girl to psychotic
Think about workflow as we’ll be on different animating programs
Do an animation test
Keeping consistency is important in group work, different style will make it look out of place
Do character sheets
Make sure everyone can draw the characters
Brush size needs to be the same
Colour needs to be consistent - hex numbers
- Make sure we show the flip from normal girl to psychotic girl effectively
- Choose a director to help with coordination and have a more cohesive film
- Figure out how exactly we're going to work as a team, making sure our animation is consistent above all
- Discuss this with the Kahenya in a group call
- Decide on a director
- Go through the idea and finalise all the points such as locations, who the girl is killing and what the girl is doing throughout the film
- Create a next steps section and go through it with the group
- Delegate the tasks to sort out who's doing what and when
- Make a production schedule
501 - Study Task 1
I started this task by answering the WWWWW and consideration questions:
- How backgrounds change with target demographics
- How much style affects BG art
- How camera movements can be done with 2D backgrounds (could look at history of that as well)
- Is the art of classic, handdrawn 2D FX animation dying out?
- How does 2D FX animation change with different genres?
Friday, 9 October 2020
503 - Treatment
In preparation for the feedback, and to help organise our ideas, we made a treatment presentation:
Out of these, I just wrote the Character slide. I found this quite useful as it helped me simplify and communicate the core story, as well as the basics of the characters. It also made sure that our group are all on the same page with the idea.
501 - Treemo
In this session we discussed animism - the belief that all objects, places and creatures posess a distinct spiritual essence, and what that means in animation. Looking at the animations shown during the seminar, I found the ones that were most successful were when they gave the non-human character very human personality, making them come alive a lot more, so for the task I wanted to focus on the personality more than the action.
I was also very inspired by the short "Onions" by Anna Scott, and that illustration style. In it the trees had faces and were all sleeping, so I wanted to take that idea and give my own tree (called Treemo) a personality:
I found the character design section for this challenging but very fun, as you can be very creative with the anthropomorphising process. I think this was quite successful as this tree definitely looks like a character, yet not too human.
Tuesday, 6 October 2020
503 - Idea Development 1
Our group had another session yesterday, where we discussed our chosen idea more, and started to develop it:
503 - Initial Ideas
I started this project by forming a group with Kahenya and Ceylin, as I really wanted to work in groups. This would allow me to focus more on my area of interest (backgrounds) as well as give us the oppurtunity to be more ambitious with our animation.
We spent a bit of time discussing our roles within the group:
- Me: Background paint, colour scripts, compositing
- Kahenya: Storyboarding, 2D character animation
- Ceylin: Character design





































