December
Dec 15-21: Cleaning the lines and colouring the walkcycle, turn around, picking up item etc.
Dec 22-28: Continuing with the walkcycle: add more key frames, solve scaling issues etc
Dec 29-Jan 4: Watch movies, game videos and animations to learn cinematography. Decide the title of the film (Very Important)
Finish colouring the walkcycle, turn around, picking up item sequence by the end of December
January
Jan 5-11: Collecting sound materials. Finish the sound design (4-5 minutes). Make a list of all music used for the credit roll
Jan 12- 18: Have the full animatic by this time. Make a list of names for the credit roll
Jan 19-25: Continue to work on backgrounds (at least 2 of them finished)
Jan 26-Feb1: Finishing the backgrounds of the rooms (at least 5 finished by this time)
February
Feb 2-8: Refine the animation in the animatic
Feb 9-15: Animating in-betweens (at least 5 seconds)
Feb 16-22: Animating in-betweens (at least 5 seconds)
Feb 23-Mar1: Animating in-betweens (at least 5 seconds)
March
Mar 2-8: Get feedbacks and continue on in-betweens
Mar 9-15: Colouring in-betweens (at least 10 seconds)
Mar 16-22: Colouring in-betweens (at least 10 seconds)
Mar 23-29: Compose a After Effect project of the whole film, Organize the files
April
Mar 30-Apr 5: Check how is my progress;
if not catching up on schedule, catch up using the beginning of April
Apr 6-12: Render the frame by frame animation in Premiere in high resolution and import them into After Effects. Test render the whole film: version one.
Apr 13-19: Continue to compose the materials using After Effect.
Apr 20-26: Show people what I have now and get feedback.
Apr 27-May 3: Hopefully the film can be finished by this time.
May
May 4- May 10: Put up an introduction entry for the film on my blog.
Works by Michelle Chih-Hua Tseng, a current student at Emily Carr University of Art and Design.
Wednesday, December 11, 2013
Tuesday, December 10, 2013
Grad Film Discussion
Vanessa Schwartz
In the beginning sequence where the
protagonist is running, it seems like that she is running away from
something chasing her, which is not my intention. To make it clear
that she is lost in the forest, it may be better to add a scene of
her wandering and looking around, for example going into an open
space with cut trees. Also it may be a good idea to add the beginning
of the rain to indicate her reason for running: to look for a
shelter.
Add above scenes only if I have time
after the film is finished. Finishing the whole thing is the
priority.
Production Schedule must be as detailed
as possible. Down to every week and what is going to happen each
week.
Martin Rose
The reception is usually located beside the entrance- make the reception desk closer to the front door.
When she goes to the reception, picks up the key and after the candle blows out, it looks like that she has gone into another door deeper inside the hotel, while my intention was to show her trying to open the front door again. Will add a shot of her walking towards the entrance to make this clear.
Purpose of the Game- The protagonist's goal is to get the key of the main entrance. To do so she ventures through each room, and get the key of the next room, and so on. To make it clear that she knows that she can't open a room before she gets the key, add an animation of her trying to open all the other doors but can't. The last door she tries is the only one that she can enter at the moment. This way viewers know that the story is linear; she can't progress to the next stage until one stage is cleared.
The room designs- they look pleasant and doesn't seem threatening. To add more suspense and make it more dramatic, place threats in the rooms. For example, crocodiles in the river, eagles, sharks etc.
Suspension bridge can be much higher. Make her small and high up to create tension.
Camera angles- viewers may lose interest when all they see is a profile angle moving from right to left. Borrow the conventional game angle but not restricted to it. Add cut scenes that shows a different angle.
Consider: first person shooting perspective.
Give the Layers different depth in After Effects to make it more interesting.
Martin Rose
The reception is usually located beside the entrance- make the reception desk closer to the front door.
When she goes to the reception, picks up the key and after the candle blows out, it looks like that she has gone into another door deeper inside the hotel, while my intention was to show her trying to open the front door again. Will add a shot of her walking towards the entrance to make this clear.
Purpose of the Game- The protagonist's goal is to get the key of the main entrance. To do so she ventures through each room, and get the key of the next room, and so on. To make it clear that she knows that she can't open a room before she gets the key, add an animation of her trying to open all the other doors but can't. The last door she tries is the only one that she can enter at the moment. This way viewers know that the story is linear; she can't progress to the next stage until one stage is cleared.
The room designs- they look pleasant and doesn't seem threatening. To add more suspense and make it more dramatic, place threats in the rooms. For example, crocodiles in the river, eagles, sharks etc.
Suspension bridge can be much higher. Make her small and high up to create tension.
Camera angles- viewers may lose interest when all they see is a profile angle moving from right to left. Borrow the conventional game angle but not restricted to it. Add cut scenes that shows a different angle.
Consider: first person shooting perspective.
Give the Layers different depth in After Effects to make it more interesting.
Tuesday, December 3, 2013
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