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Showing posts with label Production Practice 3. Show all posts
Showing posts with label Production Practice 3. Show all posts

Thursday, 19 February 2015

[Trailer] Trailer blockout


[Game Trailer] Camera shot blockout

When each shot is complete (filled with assets, animated ect.) I will recapture the specific part and give it to the person managing the aftereffects file.

Tuesday, 10 February 2015

[Trailer] Camera blockout



Next step is to figure out how to play animations during matinee and figure out how to render and export the matinee

Friday, 6 February 2015

Trailer (Kyle Jenkins)

Trailer is 1 minute long.
- No comedy
- No memes.



Frame 1: Pegi Rating
Frame 2: Duck Samurai - Studio intro
Frame 3: Pan over canal
Frame 4: Pan over tavern + Scotland
Frame 5: Pan warehouse + Guards + Gatehouse
Frame 6: Pan to Flynn, name comes up
Frame 7: Grimm flies in behind Flynn, name comes up.
Frame 8: Third person view of Flynn casting spells
Frame 9: Fire melee casting
Frame 10: Air Jump
Frame 11: Ice projectile
Frame 12: Earth Block
Frame 13: Camera pan over wall covered with posters, focus on poster with Gauss' eye on it.
Frame 14: Shot of Flynn standing in front of Gauss. Gauss forms from rock
Frame 15: Gauss idling, camera pans out
Frame 16: Title of game
Frame 17: Coming soon splash page.


Thursday, 29 January 2015

[Production Practice 3] Beginning of Matinee setup

What it looks like:
 In game beginning of each shot:


What you're seeing:
I have the first 3 shots set up, the pan of the Canal, the pan of the tavern street and the pan to the guard gatehouse, with time set up for transition. This takes up 10 seconds of our 1 minute.
I can change the angles to fit the storyboard better

What's next:
Rough out the rest of the shots to the storyboard. Figure out how to get action shots.


[Production Practice 3] CVS Game Teaser Trailer


Production Practice 3 - Teaser Trailer

29th January 2015

As we moved onto creating our own Game Teaser Trailer for Chronicles of Voidstone we came up with the outline of our trailer planned out ready to be transformed into storyboards. We have taken into consideration the time for transitions and title sequences. 

Looking into how other games teaser trailers have handled the ratio of game play mechanics to panning of their environments. 


Seeing the differences between these teaser trailers and how BattleCry adds more of a finished look and No Man's Sky add in development but here is a sneak peak at what I am working on. 


Once the group got together we came up with the original design idea for our CVS teaser trailer, It is of course subject to change due the addition of transitions and more scenes. 
Our First design of our Storyboards

Mike & Kyle worked out the timings for the teaser trailer.