After much discussion on how to make the final draft of our animatic, we decided to use the previous draft and apply Wilde's drawings over Marcio's animations so the style flowed through the entire thing. After Marcio applied the sound I was given the technical job of taken Wilde's new frames from the storyboard and then putting them all in to the animatic, making sure they came in at the right time to keep it flowing. I then chucked the new frames into the Wilde's stroyboard creating the final draft, adding comments under the frames where needed. Here is the final animatic with sound, credit goes to the whole group:
Tuesday, 17 November 2015
Colourscripts and shot tests
Here I was just testing out the colour and trying to create a contrast between the plain, dull office and the warm home:
Sunday, 15 November 2015
Demon face design 2
I tried out more face designs for the demon alter egos of the boss and the co-worker. I used the polygon tool again to create the most sharp and violent expression:
Saturday, 14 November 2015
Demon face design
The faces of all the character are drawn with smooth lines, no matter how pointy the character looks. So for the demon forms I decided I would use polygon tool to make completely pointy and violent expressions:
Demon designs for the boss and co-worker
Demon designs for the main character:
Clipping the animatic
The original animatic was a combination of Wilde and Marcio's work. Wilde had drawn the storyboard out and Marcio took those frames into After Effects and timed the shots. He even added some of his own and used the puppet pin tool to create animations. Unfortunately the animation run over 3 minutes (our max time allowance) so it was up to me and Jeng to take the animatic into premiere to shorten it down. We made shots longer and shorter, rearranged some, and deleted others entirely until we got under the 3 minute marker.
Here is the shortened version:
Co-worker body turnaround
The co-worker's body was very simple to do and so was the clothing. His posture is more confident and pointy than the main character and it follows the shape of a long upside down triangle. His clothing was in-between the main character's short sleeved shirt and the boss's full suit. He may be a bully, but he's a rank lower than the boss:
Boss full body turn-around
The boss's body needed to be bulky but I wasn't sure if he was to be fat-bulky or more fit. Eventually I went for a more athletically fit character as him being overweight would relate too much to the main character:
Demon concept:
Silhouette study:
Final turnaround:
Main character body turn-around
The main character needed a round, slumped and plump body. This would give him a friendly but also depressed posture:
The toddler on the other needed a childish body. Taking notes from my team members work I was set on making the final shape. It seemed that stubby legs and almost a teardrop shaped body helped to illustrate the characters youth and personality. In this case its friendly and bouncy:
Main character and toddler final face design
I made the main characters head more rounded and rounded of the nose too to give the softest impression possible:
The toddler had too much of a formal and older look about her than intended, so I gave a more squished up face, wavy hair and rosy cheeks:
Toddler design
We had finally decided the toddler was going to be female and so I got on with trying to create a design for the face, my final design took inspiration from other teammates work on the same character:
Face design and experimentation:
Refining the design and body:
Co-worker design and face variants
Change towards style:
Started to struggle with creating the side view until it was pointed out to me the character could be made more rigid and pointy:
Final head turnaround:
Other hair and face variants:
Boss face change
When experimenting with the side view of the bosses face, it was clear his design was too flawed for decent side view. One team member made it clear to me that I could square of the jaw and pout the lip and generally make him more sharper, so I got to work:
Applying the changes:
Demon concept:
Applying the style + turnaround:
Sunday, 8 November 2015
Wednesday, 4 November 2015
Boss character design
The boss is a large, intimidating man, who preys on the weak and small like our main character. As the main character is the smallest of the workers, he's the prime target. This boss character needs to be wide, muscular and almost engulf the screen any shot he's in. Here is a variation of hairstyles I tried out:
When I tired to create the side view of the face I realized I needed to make the head more egg-shaped to add more weight to the chin. With this new addition drawn on I made a more refined design:
An attempt at the boss's whole body, though I think it needs to be more tall and less stubby:
Here's some attempts art some face expressions:
Co-worker character design
The co-workers aren't the main bullies of story but all contribute to giving our main character a hard time. They have skinny, stretched features to give the most unfriendly look possible. Their features are almost opposite to the main characters friendly and chubby appearance:
The co-workers also share demon alter-egos that are illusions of the main character as they bully him. They share the same skinny faces but I have yet to decide how far there features go. I experimented with many different faces like clowns and skulls:
Main character design
Our main character is meant to show maximum vulnerability so the audience feels maximum sympathy towards the character, making his eventual and dramatic change as shocking as possible:
Sunday, 1 November 2015
Co-worker design and dark alter egos
The co-workers are going to have to main features against the main character. They'll be taller, skinnier and smarter:
Co worker dark alter ego:
Demon transformation concepts:
Further boss character design
Wednesday, 28 October 2015
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