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Wednesday 27 October 2010

Can someone tell me what week it is please?

Good news! As far as I know, stoppable only by another second marker meeting: My project idea has officially changed. Hooray! Instead of focusing on the marketing, I will be focusing more on the creative aspect of things. I’ll still be designing characters, only with the parameters different this time around. Instead of creating the character around what would be profitable in the market, I’ve shifted the research in character design “for the hell of it”. After all, not every TV show/Movie/Anime etc creator bases their product on what would sell; they create because they want an outlet for their ideas and passions. This is what my new project will do for me.

I briefly mentioned in my previous blog post about the prospect of roto-scoping. After spending endless hours contemplating this idea, I’m going to go ahead with it. In my third year I very briefly skimmed the surface of roto-scoping, drawing over still frames in the opening sequence of my groups designed TV show intro. These acted as small intermissions to introduce the characters and their actors, in a sort of homage to cheesy American soap intros, with a bit more colour (and cheese).

Ideally, what I’m aiming for is to create a character or two, a brief narrative or storyline coupled with the kind of world they would inhabit, and then proceed to make a thrilling trailer to showcase what would be considered the “best bits” in said narrative. This trailer will give the viewer a good idea what the plot of the characters would be, while demonstrating my creativity and enthusiasm for character and narrative design.

As for implementation, I was thinking for the most part filming in HD in front of a green screen, this way I would be able to easily Photoshop matte paintings into the background, which can be designed for whatever environment the world would have: at the moment I’m thinking relatively Sci Fi. I think working in green screen will give me the chance to basically create “something from nothing”. Holding a simple prop like a long stick would then be turned into some sort of hellish, flaming sword in the roto-scope. The possibilities seem endless, however to make this good it’s going to consume every single moment I have. Roto-scoping aint fast!

On the downside I once again had to start my academic essay from scratch, so it’s more panic reading for me.

-MS

Sunday 17 October 2010

Week 6: Pretending it's not week 7.


After a lengthy thinking period, paired with a couple of eye-opening meetings with my supervisor and second marker, I’ve begun to realise I don’t know what I want my project to be as well as I thought I did. I’m starting to realise it’s heading in a direction I never intended. Initially I wanted to create a storyline and world filled with characters, to be used in whatever medium suited the most, whether it be a game, anime or movie. I wanted to create something of my own, with my own designs and my own imagination, only taking notes from previous examples for long-successful franchises and stories. Instead I seem to be more on the track of creating something for the market, tossing my own creativity out of the window and replacing it with “what would sell”. Of course selling is an important part of any piece of work in this field, but to me it just doesn’t feel like where I want to focus.

This is probably one of the worst times to have this realisation, just over halfway through the semester, however better late than never. If I don’t solve this issue right now then I know fine well I’ll resent the work that I end up doing in my final semester, which is not a great position to be in.

Possible impending fate


I’ve already researched heavily into character development and creation, so it’s not all bad. From this point all I need is a little change of focus and with any luck I won’t end up falling behind. Of course this change in my final project needs to be green-lit first, so now’s as good a time as any to go over the issues.

What: Design and create characters around a world or environment. Create these characters with focus on backstory and illustrating how the people they are is due to the environment they inhabit.

Why: To show my interest and skill in character/world design, storyline and narrative writing.

How: Create a short movie trailer and short comic, demonstrating the characters in action in their world. This will draw upon skills in Adobe Premiere, After Effects and Flash.

The interim deliverable of an academic essay drawing on research in the field still seems easily achievable, however my additional deliverable may have to change. I had just decided that this project was a good excuse to learn Actionscript 3, but if the change is leaning away from Flash then maybe this isn’t wise. Perhaps the small deliverable could be a gif, layered in after effects, possibly rotoscoped. I’ve always wanted to give rotoscoping another bash. Imagine a medium where real tv shows and anime could merge and actually be high budget, marketable stuff. A new genre of television…highly unlikely! But I’m getting somewhere in my thought process. Anyway I’m getting way ahead of myself and it’s getting late. Bonne nuit

-MS

Thursday 7 October 2010

Week 5: Too many books spoil the broth, or my idea.

Having taken a step back from thinking about the final outcome of my project, I realised I’d managed to just throw myself into the idea so much that I lost objectivity. Simplifying it down is the way forward. Instead of pre-deciding what I want my outcome to be I need to wait and see which would be easiest and most applicable to my idea. For instance, I could talk myself in circles about how much I want to create a game, but in reality, how much do I actually know about game design? Diddly squat. Herein lies the problem.

I should probably point out before I write anymore circle-talking blog posts, that although this is to be an update for my project and report, which will be taking a deep look into proper research undertaken in this field, the mumblings on this blog are purely subjective, so if I appear to be talking in utter nonsense or personal preferences, it’s because I am. In otherwords: I’m right and you’re wrong!

Back to the point, in realising the major flaw in this project, ie; me not having certain technical skills needed to accomplish all of my initial goals, I’ve managed to narrow down what my final design will be. Instead of creating various different media outlets for my project, the main focus will instead be on creating character archetypes.

Now what does this actually mean? Well, I want to create 4 skeletons. The absolute default of a character, taking the time to flesh these skeletons out so that they may be adaptable to any environment in which they would be placed. The first semester outcome will be having these 4 characters created, ready for implementation. The challenge of this will be creating backstory, traits, personality and so many other artefacts which build a relatable, empathetic character, without making these designs so convoluted and with any luck, not generic.

This week I have been delving deep into Lee Sheldon’s: “Character Development and Storytelling for Games”. Although written for gaming character creation primarily, it’s still been incredibly useful in pointing out certain no-no’s to stay away from when trying to create an immersive design. First and foremost: Amnesia. Just stay away. STAY AWAY. (But Memento was a great movie…). Also, don’t trip yourself up. You don’t need to create an incredibly intricate character, so much so that you cannot remember all the details yourself. The thing is about characters, especially in gaming is that the character should NOT be so fleshed out in the beginning, usually the journey/adventure/story is going to take care of exposition and character growth for you, the more mystery the better. If the player/reader already knows everything about the character they are following then they’re going to get bored very, very quickly.

TL;DR: Keep your character creation simple.

I always seem to end my blog posts ad the oddest points very abruptly, for this I apolo-

-MS