Thursday, 17 December 2009

Aspect Ratio

Not sure if I've mentioned this already but it's something we need to consider sooner rather than later. The film is very cinematic so I feel a widescreen 1.78:1 (16:9) format maybe the best frame for our scenes. Need to further research this ratio and rendering it out using Maya software.

Model Details

Monday, 14 December 2009

Thursday, 10 December 2009

Wednesday Meet-up

Wednesday was a productive day, we are all clear on what needs to be done and are cracking on. It gave us the chance to compare work and make sure it's looking the way it should. Me and Ferhan discussed the street layout, I sent him the blocked out version to start work on. Stewart is modelling objects and weapons using references to get the shape and details correct. Josh and Ferhan have been modelling two of the characters and discussed zbrush. Last but not least, Dan has began modelling the interior of the apartment and created a bed with sheeting yesterday. So modelling is well underway.

Tuesday, 8 December 2009

My Job Roles

As a director I will be focusing on most areas of the project, some in more detail than others. As a designer a lot of my time went into concepting and getting the visuals finalised. I provided the rough story at the pitch that was later developed as a group as well as the screenplay. The pre-production stage allowed me to experiment using character concepts, environment designs, colour scripting and branding graphics. During the rest of the project I will be modelling environments and providing secondary animation where necessary. The graphics and branding for the marketing and distribution will also be another area I will focus on. Compositing, editing and sound during the post-production stage as well as the final presentation of the film. I will oversee the entire process alongside Dan to make sure everything is looking as it should.

Project Progress Review [02]

I'm very pleased with the standard of work and the progress the team has made. Now this term has come to an end we are starting to get the environment and characters modelled. Hopefully the bulk of this will be completed for when we start back in January. Over the Christmas period myself and Dan decided to get the team together at least one day a week (Whack'd Wednesday's) to discuss problems team members have and a look at the project work. I've just started to block out the street so me and Ferhan have a clear idea of space and what needs to be modelled. Me and Dan also completed in contract forms of the team and a rough budget for marketing and branding purposes.

Tuesday, 1 December 2009

Intro Animatic

I had a rough attempt at the timing for the intro and opening titles. Fairly pleased with the result, needs some tweaking in places. My main target was to get the audio and visuals synced so the start flows well in time. The text and fonts I'm happy with, just a bit too fast on the movements. Having the text on a black background gives the audience time to absorb the images without much clutter. Also building anticipation for the character reveal.

Monday, 23 November 2009

Final Film Pitch Today

Today we had to pitch the final film, story and concepts as it stands. Because our work was very finalised this wasn't too much of a problem. Personally I think it went really well. We got a positive response from everyone and some good constructive criticism regarding the targets background and timing of the film. Nothing that can't be tweaked later. At the moment we are in a strong position to start modelling characters and environment. Everyone should feel free to consult the artist if a model is partially challenging. All in all, very pleased.

The film had been put on the back burner for the last week or so because of various essays and presentations that took priority. I've got another essay due next week, so the film my have to be on hold slightly for the time being. This probably applies to everyone in the group. Hopefully I can get abit more work done when possible

Sigg Jones Short Film


Some models I found from a short film made by three students from Supinfocom School in France. Made using 3DSmax. The character models are really well constructed and stylised. The bulky Sigg Jones character model contrasts that of the other guy really well. The muscles and stomach also squash and stretch as the character exercises and moves rapidly. Very inspirational, so I thought I'd post them up.

Monday, 9 November 2009

Character Animation

Modelling Soon

Jobs have been assigned for modelling. We all now have an environment or character to model and the workload has been shared out appropriately. I'm working along side Ferhan, modelling the street and objects included. Also giving the motel exterior ago, experimenting with the shape and structure. The car park included as part of this environment.

Over the next week I will attempt to start a final concept for the street to give us a clear idea of the space. Due to the essays and presentations in the coming few weeks, this may take some time.

Thursday, 5 November 2009

Wednesday, 4 November 2009

Weapon Concepts

A few ideas for various weapons that could possibly feature in the film. Thought about the shapes and structures of the weapons and how they could be designed to fit within the environment.

Tuesday, 3 November 2009

Team Fortress 2 Influence

Our project has been heavily influenced by the online multiplayer game Team Fortress 2. The game adopts a bold stylised approach, and various characters each with their own unique personality. The visuals and content also appeal to a wide audience and was why the game was so successful. The characters shape and strong silhouettes were an aspect that I've been influenced by and something I've considered when creating concepts for our own characters. The environment design also takes the same elements of boldness, and creates a simple blocked out world that is easy to be absorbed by.

http://www.tf2.com/movies.htm

http://features.cgsociety.org/story_custom.php?story_id=4338&page=1

Matchstick Men Reference

The Ridley Scott film Matchstick Men features a very limited palette of colour. Mainly consisting of greys, blues and browns giving the film a washed out feel. The film has a very Jazz like quality and contains industrial architecture, using mostly metal surfaces and very little wooden textures. Over all the film as a cold mood that is fairly consistent from start to finish.

Monday, 2 November 2009

Motel Room Concept / Back View

Finished the concept of the room from the reverse angle. So now we have a 360 idea of the room layout, composition, and colour palette. The only think I'm not happy with is the ceiling panel where the ninjas enter from. It needs to be further back, away from the targets view. Apart from that, I'm pleased with the outcome.

Saturday, 31 October 2009

Left 4 Dead Posters

These posters feature in the game Left 4 Dead. I thought the style and layout can influence our own posters. Each poster is a stage from the game, designed around four characters battling there way to the end of the level through hordes of zombies. The posters were used as loading screens for the four stages and were designed to be joke film posters, adding a comic feel to the game.

Motel Room Concept / Front View

Today i spent creating this concept for the motel room. At the moment it's still a loose idea of the layout but provides us with a possible colour scheme and composition.

London Gamer Expo 2009

Yesterday i attended the 2009 Gamer Expo at London Bridge. The day was very useful and gave some of us the chance to speak to games industry staff and gain an insight into the various companies. As a group we sat down and spoke with Paul Wedgwood, Game Director at Splash Damage. This was a excellent opportunity to ask him questions to help us understand the company production pipeline. We also handed out invites to promote our end of year degree show.

Wednesday, 28 October 2009

Pre-Production Formative

Mike Smith seemed pleased with the ideas and progress the team has made. Keep developing more ideas and concepts. Also try to tie down a specific style and colour palette for the film. My next big job is to get a clear idea of the layout of both rooms. Concepts for the apartment exterior also needed.

Sunday, 25 October 2009

Object Concepts


A few various object concepts for the motel room and other locations. Keeping the style simple and the colour palette limited to white, red and browns.

Whack'd Poster Mock-up

Quick mock-up for the film promo poster. The layout needs some adjustments, as I'm not too sure on the position of the text. I'm happy with the boldness as it can be easily eye catching. I designed it to be a teaser poster, hopefully leaving viewers wanting to know more. I'll continue to work on this over the next few weeks.

Thursday, 22 October 2009

Project Progress Review [01]

So far so good. The team is working really well, and everything is on target. Alot of pre-production design work has gone on and we have a clear idea of where the visual style is going.
I'll post the colour script on the blog in the next few days to give the team a better understanding of the colour palette for the film. The storyboard is complete and the animatic underway. After a meeting with Dave Bull on Monday, the team received positive feedback on the project work and the story.

We have a formative assessment session with Mike Smith tomorrow afternoon, and should have some good stuff to show to him.

Wednesday, 14 October 2009

Ninja Concept


Environment Concepts


A few Motel and Gas Station concepts. Kept the look very stylised, with bold lines and abstract shapes. Think it has a greater visual impact, and would be alot more interesting and fun to model in Maya. Again using block colours and shading to keep the structure simple and flat.

Monday, 12 October 2009

Sunday, 11 October 2009

Whack'd Screenplay

WHACK’D SCREENPLAY

EXT. ROADSIDE - DAY

[Possible Extended Opening?]
Camera tracks a pizza boy on a moped driving passed. Camera slows and tilts up to show a figure peering through a window in an old abandoned apartment block.


INT. APARTMENT - DAY

A contracted killer is peering through the broken blinds, turns, opens his suitcase and begins to assemble his rifle. He positions himself at the window and begins to look through the scope to focus on the various windows of a Motel across the road.
Finding the correct room, he checks his PDA to confirm the target. He then begins to take aim and zooms in slowly.

INT. MOTEL ROOM - DAY

A man (target) is inside the room drinking a can of beer and we hear a bullet travel past. Due to the volume of the TV (maybe some action sequence or football game) he doesn't realise anything at this point.

INT. APARTMENT - DAY

The Hitman, getting slightly agitated and reloading as quick as he can taking aim and firing a couple more rounds off.Again looks through the rifle scope and begins to look more frantic.

INT. MOTEL ROOM - DAY

The target, still drinking his beer but this time he goes to take a swig and a bullet hits his can causing it to leak all over him.
Realising he's being targeted he ducks down in his seat then jumps to the window. Poking his head round the corner more bullets come through the window causing him to jump back.

INT. APARTMENT - DAY

The Hitman is really worried at this point, reloading and shooting more often. POV shot, the scope darting around, looking for a shot.

INT. MOTEL ROOM - DAY

[optional scene]
Cutting back to the target we see him slide down the wall in fear. He peers out the window again to see the Hitman running across the road with a pistol in his hand still shooting through the window.


The Hitman smashes through the door/window only to point a gun at the target and fire a few rounds off (throwing knife?).

The door/window smashing causes the target to fly back and land on his back.
At this point we see his face looking down his body, his hands patting himself down, checking if he’s been hit. Backing away from the Hitman in fear until stopped by something behind him.
Out of frame a hand falls on his shoulder causing him to jump.

Fast camera zoom out. The target realising that there’s a MASSIVE (mountain) pile of bodies (assassins) dressed in black with knives and silenced pistols etc.
He jumps up and grabs the Hitmans arm in fear...shaking LIKE A BABY.

[Beeping] The Hitman looks down and answers his PDA.
Camera close-up, mission success. You've whack'd the final assassin sent to kill him. PROTECT TARGET COMPLETED.

[Before or during end credits]
Another dead assassin falls from the open ceiling panel.


END.

Friday, 9 October 2009

Story Updated

Having discussed more ideas as a team we decided to change the angle of the story, The Hitman now protecting the target from other assassins was a better twist and a simpler film to make. The audience would be expecting the Hitman to kill the target from the obvious set up, but twisting it near the end would make for a more entertaining ending to the short. With clever editing and camera angles we can allow the audience to think one thing but later change there expectations.

*The characters will now only be the Hitman, Target and Assassins that are attacking. The Assassins will be very similar as character models, so ideally we only have three characters.

Wednesday, 7 October 2009

The Story So Far...

After many days discussing alternate endings and possible character situations I think as a team we have finally settled on an almost finished story. Here's how it stands at the moment.

The opening shot we're still not sure on yet. The location has been changed to a remote area of land just outside of Vegas, so Nevada ish. The set-up consists of two main buildings both opposite each other. One is a building ready for demolition, where the Hitman is waiting. Across the road is a Motel where the target is staying to keep a low profile and avoid the law. Next to the Motel is an old Gas Station, partly to give the area some extra character, but mainly to assist the ending.

As a team we have thought very hard about details within the environment. Such as telephone pylons, trees, city backdrop, etc. Secondary animation has also been considered to give the area some movement and life, but still giving the impression it's remote and a good few miles from the nearest town, city.

A tortoise is one of the characters living in the environment, because he contributes to one of the gags later in the short, we're considering having the tortoise slowly walking down the road as the opening shot and hint that he maybe a recurring character.


The Hitman then assembles his weapons and gadgets in the abandoned apartment building. Once the rifle is assembled he looks through the scope to get a better idea of his surroundings. Moves the sights toward a window to a motel room where a fat sleazy man is watching TV. The Hitman glances at his laptop, conforming one last time that the target is this very man and receives a beep indicating a message from HQ (TIME REMAINING). The target now in his chair eating a pizza. The Hitman at this time has a clear shot at the man through the window of the motel room. Just squeezing the trigger, a van pulls up outside and blocks the window. On the side of the Van in bold letters "ACME Bullet Proof Glass", the Hitman gives a look of disgust.

Time has passed and the van hasn't budged. The Hitman now frustrated, has to go to street level to deal with the target. Walking across the road to the motel he draws a landmine from his pocket and lays it on the targets doormat, and arms the device. Another message from HQ (HURRY UP!). Running like the wind he appears back in the abandoned apartment watching with excitement. Out the corner of his eye he sees a tortoise moving extremely slowly toward the mine. With this about to compromise the entire mission he fires on the tortoise only for the bullet to deflect off its shell. The Hitman even more tense, now deciding to go down there and deal with it. But has he got enough time? Deciding to stay, he watches as the mine is detonated by the tortoise leaving it unharmed but the mine destroyed.

Now Furious he runs toward the Motel, beeping like crazy. Out of pure hate he throws the message gadget into orbit. Only to hit a pizza delivery boy on his moped. The boy swerves into the way of a fuel truck. The truck also diverting course into the path of the petrol station next to the motel. The Hitman, standing still, so surprised, turns to the camera and looks extremely scared.

Cut to shot, a few miles away from the Motel, where a mushroom cloud expands in the distance. A tortoise shell falls in front of camera, then the arms, legs and head pop out and he begins walking off as if nothing happened.

Saturday, 3 October 2009

Wednesday, 30 September 2009

Target 1st Concept


Original Sketch

Project Update

I feel very happy with the group we have. Very strong talents, that together i feel we can create a film to be proud of. Myself and Dan are the joint directors on the project but obviously everyones input is just as important. Seeing as our pitch ideas were somewhat merged at one stage we thought it would be best to collaborate on this film. Having worked together before we both feel confident in each others decisions and work ideas out.

In the upcoming weeks we need a clear idea of the story, screenplay and structure. With storyboards roughed out, and concepts underway so the style and colour scheme can be easily identified for modellers to do their thing.

After a brainstorming session yesterday, we got some brilliant ideas on the table and good ideas for animations. Also thought about a title, that for now is Whack'd, but this may change later.

Tuesday, 29 September 2009

First Character Concepts

The character concepts from my film pitch. Obviously not the finals, but I'm happy with the Hitman for the time being. Needs some cleaning up in places and possibly some simplifying if need be.

Original Pitch Idea

A Hitman is attempting to assassinate a target in an American suburb. A supposedly easy mission turns out to be a lot more complicated than he first thought. The target being the head a criminal organisation needs to be taken out for the better.

The Hitman’s only weaknesses, his size and the occasional spell of narcolepsy. Entering the targets house seems to be the main problem with all entrances too small to fit through. After attempting to kill the target using his stealth skills, he decides to use a more forceful approach.

Failing once again in final desperation he knocks out a local pizza boy, using the disguise as a way to get closer to the target. Only to fall asleep in the doorway holding the pizza, that the target receives, he leaves the change and thinks nothing of it.