Organic Name Reactions for the students and aspirants of Chemistry12th.pptx
Storyboard Development
1. Storyboard Development
Before settling on a final storyboard layout for my final production, I firstly needed to
consider the different format possibilities of these storyboards in order to achieve
maximum efficiency, whether I’d be making a film, an animated film or a video-game
adaptation. Below if the process I went through in order to achieve my final and most
efficient storyboard design touse in my final product.
Film Adaptation
Being one of the more intricate mediums of production, the storyboards for a film
production would need to entail high attention to detail when it comes to character
movement, sound, editing, and other minute details that only a keen eye would notice but
that are just as important. Below are the designs I considered using, as well as the reasoning
behind them.
2. Above can be seen the first design I had considered for my filmproduction. The key
emphasis in this design is on the frame itself, as well as on the movement of the characters
as it is highlighted in pen as opposed to everything else in pencil. However, this design being
incorporated onto hand-drawn paper may not be the best idea as there is often not much
room left for a description of edits, sound and action, but this could be fixed if it were done
digitally, meaning that the initial design of the film storyboard could end up being the final
choice.
Above is a much more detailed approach to the film’s storyboard layout. The design leaves
room for a detailed frame representation, detailed descriptions of the shot itself, a bird’s
eye view for extra info as well as any additional notes for the director, editor, sound
3. designer etc. While this format could quite possibly be the most efficient at first glance, it is
also important to consider that this kind of level of detail for every single shot would be
extremely time consuming and difficult to organise, ultimately impacting the time it would
take to produce the film , therefore making it mostly inefficient in the long run. Although a
similar level of detail can be used within the final design, again if it were typed and not
hand-written, which is something I will keep in mind when making my final decision on a
film storyboard layout.
The final design attempt of the film storyboard is most definitely the least efficient of the
three. The idea was to somehow merge the two previous designs with each other, allowing
for bigger frames and more detail – however, this completely did not work as seen above.
The whole layout is a mess and is ultimately hard to follow, therefore meaning that if I care
abut efficiency, I cannot choose this design.
Considering everything I had learned during the creation of the above designs, I have
concluded that the best way to lay out the final film adaptation storyboard will be to
combine the high amount of information from the second design, with the simple yet
detailed sketches coupled with an easy-to-follow layout of the first design. I have also come
to realise that the best way to do this will be in the digital format, allowing for easy
readjustments and smaller, printable text boxes. The shots themselves will continue to be
hand drawn for purposes of authenticity as well as minute details and will be simply
scanned in and inserted into a digital document.
4. Animation
The main thing I needed to consider when designing my animation storyboards was the fact
that the sketches needed to be a lot more precise than they were in recent iterations, as on
many occasions they would be the main go-to reference for animators working on the
project. This was ultimately incorporated into my final designs as seen below.
The design above somewhat resembles the initial design of the filmstoryboards. However,
this time the design features a lot more necessary info coupled with more detailed drawings
as a visual reference for the animators. This storyboard showcases a more movement-based
scene, which showcases this layout’s ability to showcase adequate amounts of info on
movement, sound and other notes. It is also simple to produce and easy to follow, making it
pretty much a perfect design.
5. The design above takes inspiration from the animated storyboard design I analysed within
my storyboard report. It focuses solely on dialogue and does not emphasise the movements
or sounds of any of the characters or objects through any sort of text. This is not necessarily
a bad thing however, as animators can use this storyboard layout in situations where it is
clear what is happening and their soul purpose is capturing the characters’ facial
expressions, which this storyboard excels at. Ultimately, it depends on the context of a given
scene during production.
6. The final design within the animated medium is completely focused on character
movement. This kind of storyboard layout would be used when animators need a strong
influence of the creative director and need specific directional instruction, which comes in
the form of this shot-by-shot creation of an animated sequence. While this type of
storyboard may take a longer amount of time to produce, it would prove 100% efficient
when animating detailed action sequences or establishing how a specific character should
be animated.
With regards to the layout of each of the above animation storyboards, there may not
necessarily have to be a final design to conclude on. As stated in the annotations above,
each of these storyboards would be used within different contexts of the animated
production stages. One design may be used during the creation of a character while another
would be used during a high action sequence, and yet another during a dialogue-heavy
scene.
It is not uncommon for storyboard artists to alter their storyboard layouts depending on the
contextual importance during production, so this would be a completely plausible idea. This
means that within my final production I would likely use all of the above animation layouts
as none of them can be deemed inefficient.
7. Videogame Adaptation
The video-game industry is most likely the broadest canvas for the creation and
conceptualisation of storyboard designs, as games may be simple platformers or highly
detailed story-based videogames. For the creation of the two designs below I decided to
stick to a more story-based type of game, enabling me to incorporate storyboarding to both
the cutscenes of the game as well as its actual gameplay.
The above storyboard would be used during a Telltale Games style multiple choice
interaction option with a videogame character, and deals with the possible outcomes of the
conversation shown above. The text would be a placeholder of course, with the actual
dialogue inserted during the final stages of development.
However, as I continued to work on the design of this storyboard, I began to notice that it
would ultimately prove to be pointless and inefficient. The layout is quite difficult to follow,
the overall design is time-consuming to draw and re-draw and the dialogue planning takes
place within the game’s script ultimately anyway. So, in the end I concluded that this
storyboard layout would be pointless during the development of a real videogame and was
ultimately scrapped.
8. The final design of the videogame storyboard also proved to be incredibly inefficient. While
the main goal was to create a storyboard outlining the player’s path ahead of them in the
level, the way the depth of view is drawn here makes this very difficult. While the objects
may be labelled here and the entire level is visible in this case as it is only small, this would
likely not be the case for larger, more complex levels and stages, therefore ultimately
proving this format inefficient.
In the end, I will most likely be required to re-consider my designs of the videogame
storyboard layout, possibly considering a bird’s eye view of a level to give the developers a
better idea of what they are creating, following a single shot reference to establish the
player’s depth of filed for the rest of the level.
Conclusion
After careful consideration of the above layout attempts for a storyboard for each medium,
I am now aware of the changes I will need to make in order to make my final storyboards
most efficient and will soon begin work on the creation of these final designs.