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Unit 18: Storyboarding for Digital Media
Storyboards- Convince the inventors!
I have been asked to produce a visual report evaluating the effectiveness of the
storyboarding designs in communicating ideas and information. I have decided to do a
variety of storyboards. Varying from filmto video games.
Here is an example of a storyboard for The Simpsons. This is the storyboard for the opening
scene when Bart is in detention. But as soon as the school bell rings he runs out of school,
and goes home. This is a successful storyboard because it includes imagery and different
camera movement. Imagery is used to a high standard. This is because this specific
storyboard and provides the viewer with different dialogue and different actions hat ill
happen within this scene. For example, on panel 3 it has a storyboard picture of Bart
Simpson running towards the school door this creates a funny and humorous atmosphere.
The audience know that it creates this specific atmosphere because in previous scenes there
is a message written on the board saying “I will never call my teacher hotcakes” this shows
that the character Bart is a humorous and funny character. The audience can gather that in
scenes to come there will be more humor from the character Bart Simpson as portrays
himself as a mysterious as well as a trickster. Also when the audience is provided with Bar
writing a specific message over and over again. It crates imagery because it gives the viewer
a clear idea of what Bart is like. Also knowing the viewers will also come to the conclusion
that Bart like to be the class clown.
It also has great angles in my opinion. The camera angles for this specific storyboard are
different from each other. We as an audience are provided with three different but very
essential scenes. We know this because it gives the audience a very swift idea of what this
character will be like during the programme. The camera angle for panel one is a long shot.
This is essential as it shows the audience what is happening within the scene. Mise en scene
is good within this scene too. This is because we are presented with a character who is next
to a chalkboard holding a white chalk, writing messages on the board. This clearly shows the
audience that tis character is in detention for something he has done wrong within school.
The framing within the scene shows us on panel 3 it shows us the movement that will take
place within the scenes to come. Knowing the information given the audience have a brief
idea about that will happen in future scenes.
As the audience we can see that the sound in this annotated programme is clearly non-
diegetic. This is because in annotation all sound is non-diegetic. We know this because all
sound gets added in post-production.
In my opinion it is easy to follow the format, this is because you are provided with more
images than dialogue. This means that it is easier for viewers to follow. More images
provided is easier and more intriguing for the audience. This is because images are
adventurous and exciting. Whereas dialogue can be difficult for viewers to read and also can
be boring. Also this specific format used for this TV programme fits into this section of the
media industry. This is because it has amazing movement which creates imagery for the
audience. Which makes them get a great idea of what will happen maybe in the programme
or in future scenes. We can see a successful continuity between the scenes provided as it
shows the audience what is happening. Within the scenes that are provided we are given a
very successful example of continuity. This is because at the start of the scenes provided,
one of the main characters. Bart Simpson starts off the scene writing on the chalkboard a
specific message over and over again. Then it shows you his head moving towards the door
in the next panel. Then finally we see Bart’s character moving towards the door. This shows
the audience that there is a successful continuity between panels and scene.
Overall I believe this specific storyboard of “The Simpsons’ is good. This is because it
contains the majority of things needed within a storyboard. Such as continuity, informative
images. Imagery and also a good layout and format.
Star Wars storyboard
Here I have provided a second storyboard this time I have provided a film storyboard. We
have five panels based on the film Star Wars. In my opinion just looking at them they are
good quality they look good but there are little bits that could do with a bit tweaking.
The effectiveness of the imagery is essential to the target audience for this film. For a film of
this high standard you are expected to impress the audience. So to do so you need to
include images that grasp the audience’s attention as well as engages them. This storyboard
is very successful for its use of imagery as it makes the view want to go see the film. Just by
looking at this storyboard the audience can see that will be a lot of effort put into the film.
Imagery is also used successfully as it paints an image into the viewer’s head about what is
going on in the scene and what the atmosphere of the scene will be like. The target
audience gets to imagine the adventurous and mysterious vibes of Star Wars itself. Props
are significant within this section as it helps with the scene setting within the audience’s
head. The setting is vital in Star Wars especially in the storyboards as it helps create an
atmosphere for the viewer. The setting makes the audience feel as though they are actually
in the storyboard.
Within this storyboard there is a variety of camera angles. Panel 1-2 of the Ewoks (bears)
are two medium shots which show us a variety of essential information such as what is
happening in the scene. Normally the first few shots/ panels set the scene for the audience.
Same as panel three that is a medium shot but shows the audience a different scene. It
shows you a shot based in a different place within the film. These panels show a mysterious
and heroic atmosphere... we are represented with the heroes of the film the Ewok’s (bears)
and there is a panel which shows you a Jedi (hero) Yoda. There is a medium close up as one
of the shots. This shows that the production team will want to show the audience to see as
much of the shots as possible.
The communication of sound direction is very effective. This is because the audience can
imagine what sounds will be included within the scenes provided. This is where imagery
links in with sound. The audience will be able to imagine what noises and sounds will take
place within future scenes. Even without a specific direction for the sound, the audience will
imagine when what sounds will take place as well as what they will be.
The layout and format of this specific is somewhat good. The layout could be better. This is
because it doesn’t really give the audience much information/ dialogue. The layout is
straight forward, there is not much dialogue. This means that the audience will be able to
read and look at the storyboard without any struggle. In my opinion, the images tell the
story. As I said before there is hardly any dialogue so the images set the scene. The audience
know this because they imagine what the scenery would be like.
I believe that the continuity of this specific storyboard is good enough for the audience to
understand. This is because the panels of these scenes are similar to each other. The
storyboard on the left have two scenes that are one after the other whereas the third one is
a totally different scene of two characters having a scuffle. This both intrigues and engages
the audience towards the characters. This also means that the continuity is great. If the
audience find something intriguing and engaging then as a production team you know you
have done something good.
Overall I have come to the conclusion that this specific storyboard for the film Star Wars is
very effective. This is because it is very fluent in continuity. The storyboard is also very well
produced as its imagery is very successful. I believe that the imagery is successful for many
different reasons. One of these reasons is because of the images within the panels of the
storyboard. These specific images make the audience imagine what is going on within the
scene. Secondly imagery is successful because it sets the scene and creates an atmosphere
that the audience want to see. Also the audience have a better idea of what will happen
after these scenes that are provided in the storyboard. Personally I would change the layout
of the storyboard. This is because I believe that the storyboard needs to have a bit more
dialogue on so the production team can get the message across to the audience about what
is happening within a specific frame.
Halo ODEST storyboard
Third and finally I have decided to open the variety of range of the storyboards that we are
analysing. For this particular storyboard I have decided that I wanted to analyse a video
game storyboard. I have decided to look at the storyboard for the video game “HALO”
The effectiveness of imagery is very vital for the target audience for this game, even for any
game to be totally honest. But in this particular situation imagery is very effective. We know
that imagery is effective because of the technology which in our time does not exist. This
clearly states to the audience that this game needs the audience’s full attention and
imagination. In panel 1 we are presented with the main character “Chief” it shows you that
he is about to fight a monster/enemy. The drawing of the creature and the main character
give the audience a good idea of what the characters in this game are like. The setting is also
very essential within this section of storyboarding. This is because without a setting
provided the audience would not be able to know anything about the setting of the
game/storyboard. This will make the audience lose interest in this specific project.
Camera movements of the storyboard are also very effective. We know this because these
specific camera movements provide the audience with knowledge about the way the
characters are. As well as shows them what/ how the character moves. By the audience
knowing how the characters moves, makes them have different ideas on different ways the
characters could be involved in action throughout the game itself. Within this storyboard
there is a wide range variety of camera angles. The angles vary from close ups to long shots.
In panel three we are presented with a medium-close up. This shot is essential as it builds
up suspense for the audience as well as tension. Shots like this make the audience hang
onto the edge of their seats. Especially action shots. Shots like this create a hyped and
exciting atmosphere. On panel 4 we are provided with a close up where we see the main
character “Chief” with a grenade in his hands. We also see the monster he is fighting on the
floor about to give up. There is specific information given in the box below. This says “Chief
has a grenade in his hands”. This is very helpful as it gives the audience specific information
about what Chief is doing. It also links in with imagery as the audience will be able to image
what might happen within future scene.
Between panels 3-5 we are provided with a technical shot, which is shot reverse shot. This is
essential as it gives the audience a specific type of suspense as it makes them want to read
more. As they are very intrigued. The effectiveness of the sound direction is not very
effective. This is because the audience cannot tell if the sound is digetic or non-digetic. But
on the other hand the audience can imagine sound without specific direction. This is
because similar sounds will be happening within the game. Then from there the audience
can image what other sounds will occur within the game. Continuity is very effective within
this game for many different reasons. One of these reasons is that it gives the audience
plenty of scenes to look at. This also means that the audience will be able to understand the
game/storyboard better than if they were given only one or two shots. Also continuity is
successful within the Halo storyboard as the scenes of the storyboard provided follow each
other one after the other instead of skipping scenes in-between.
Overall I think that this storyboard is very successful as it completes the criteria in every way
possible and it also is of a very high standard. The storyboard is effective in many different
ways as it is effective for its continuity as well as its imagery, camera movements and
camera angles. By analysing this specific gaming storyboard in my opinion there is only one
thing that I would have improved on which is the communication of sound direction. I would
improve on this particular section as judged that it was poor on quality as well as getting the
message across to the audience about sound communication and what specific sounds will
be used within the game when released.

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Unit 18 (1)

  • 1. Unit 18: Storyboarding for Digital Media Storyboards- Convince the inventors! I have been asked to produce a visual report evaluating the effectiveness of the storyboarding designs in communicating ideas and information. I have decided to do a variety of storyboards. Varying from filmto video games.
  • 2. Here is an example of a storyboard for The Simpsons. This is the storyboard for the opening scene when Bart is in detention. But as soon as the school bell rings he runs out of school, and goes home. This is a successful storyboard because it includes imagery and different camera movement. Imagery is used to a high standard. This is because this specific storyboard and provides the viewer with different dialogue and different actions hat ill happen within this scene. For example, on panel 3 it has a storyboard picture of Bart Simpson running towards the school door this creates a funny and humorous atmosphere. The audience know that it creates this specific atmosphere because in previous scenes there is a message written on the board saying “I will never call my teacher hotcakes” this shows that the character Bart is a humorous and funny character. The audience can gather that in scenes to come there will be more humor from the character Bart Simpson as portrays himself as a mysterious as well as a trickster. Also when the audience is provided with Bar writing a specific message over and over again. It crates imagery because it gives the viewer a clear idea of what Bart is like. Also knowing the viewers will also come to the conclusion that Bart like to be the class clown. It also has great angles in my opinion. The camera angles for this specific storyboard are different from each other. We as an audience are provided with three different but very essential scenes. We know this because it gives the audience a very swift idea of what this character will be like during the programme. The camera angle for panel one is a long shot. This is essential as it shows the audience what is happening within the scene. Mise en scene is good within this scene too. This is because we are presented with a character who is next to a chalkboard holding a white chalk, writing messages on the board. This clearly shows the audience that tis character is in detention for something he has done wrong within school. The framing within the scene shows us on panel 3 it shows us the movement that will take place within the scenes to come. Knowing the information given the audience have a brief idea about that will happen in future scenes. As the audience we can see that the sound in this annotated programme is clearly non- diegetic. This is because in annotation all sound is non-diegetic. We know this because all sound gets added in post-production. In my opinion it is easy to follow the format, this is because you are provided with more images than dialogue. This means that it is easier for viewers to follow. More images provided is easier and more intriguing for the audience. This is because images are adventurous and exciting. Whereas dialogue can be difficult for viewers to read and also can be boring. Also this specific format used for this TV programme fits into this section of the media industry. This is because it has amazing movement which creates imagery for the audience. Which makes them get a great idea of what will happen maybe in the programme or in future scenes. We can see a successful continuity between the scenes provided as it shows the audience what is happening. Within the scenes that are provided we are given a very successful example of continuity. This is because at the start of the scenes provided, one of the main characters. Bart Simpson starts off the scene writing on the chalkboard a specific message over and over again. Then it shows you his head moving towards the door in the next panel. Then finally we see Bart’s character moving towards the door. This shows the audience that there is a successful continuity between panels and scene.
  • 3. Overall I believe this specific storyboard of “The Simpsons’ is good. This is because it contains the majority of things needed within a storyboard. Such as continuity, informative images. Imagery and also a good layout and format. Star Wars storyboard Here I have provided a second storyboard this time I have provided a film storyboard. We have five panels based on the film Star Wars. In my opinion just looking at them they are good quality they look good but there are little bits that could do with a bit tweaking. The effectiveness of the imagery is essential to the target audience for this film. For a film of this high standard you are expected to impress the audience. So to do so you need to include images that grasp the audience’s attention as well as engages them. This storyboard is very successful for its use of imagery as it makes the view want to go see the film. Just by looking at this storyboard the audience can see that will be a lot of effort put into the film. Imagery is also used successfully as it paints an image into the viewer’s head about what is going on in the scene and what the atmosphere of the scene will be like. The target audience gets to imagine the adventurous and mysterious vibes of Star Wars itself. Props are significant within this section as it helps with the scene setting within the audience’s head. The setting is vital in Star Wars especially in the storyboards as it helps create an atmosphere for the viewer. The setting makes the audience feel as though they are actually in the storyboard.
  • 4. Within this storyboard there is a variety of camera angles. Panel 1-2 of the Ewoks (bears) are two medium shots which show us a variety of essential information such as what is happening in the scene. Normally the first few shots/ panels set the scene for the audience. Same as panel three that is a medium shot but shows the audience a different scene. It shows you a shot based in a different place within the film. These panels show a mysterious and heroic atmosphere... we are represented with the heroes of the film the Ewok’s (bears) and there is a panel which shows you a Jedi (hero) Yoda. There is a medium close up as one of the shots. This shows that the production team will want to show the audience to see as much of the shots as possible. The communication of sound direction is very effective. This is because the audience can imagine what sounds will be included within the scenes provided. This is where imagery links in with sound. The audience will be able to imagine what noises and sounds will take place within future scenes. Even without a specific direction for the sound, the audience will imagine when what sounds will take place as well as what they will be. The layout and format of this specific is somewhat good. The layout could be better. This is because it doesn’t really give the audience much information/ dialogue. The layout is straight forward, there is not much dialogue. This means that the audience will be able to read and look at the storyboard without any struggle. In my opinion, the images tell the story. As I said before there is hardly any dialogue so the images set the scene. The audience know this because they imagine what the scenery would be like. I believe that the continuity of this specific storyboard is good enough for the audience to understand. This is because the panels of these scenes are similar to each other. The storyboard on the left have two scenes that are one after the other whereas the third one is a totally different scene of two characters having a scuffle. This both intrigues and engages the audience towards the characters. This also means that the continuity is great. If the audience find something intriguing and engaging then as a production team you know you have done something good. Overall I have come to the conclusion that this specific storyboard for the film Star Wars is very effective. This is because it is very fluent in continuity. The storyboard is also very well produced as its imagery is very successful. I believe that the imagery is successful for many different reasons. One of these reasons is because of the images within the panels of the storyboard. These specific images make the audience imagine what is going on within the scene. Secondly imagery is successful because it sets the scene and creates an atmosphere that the audience want to see. Also the audience have a better idea of what will happen after these scenes that are provided in the storyboard. Personally I would change the layout of the storyboard. This is because I believe that the storyboard needs to have a bit more dialogue on so the production team can get the message across to the audience about what is happening within a specific frame. Halo ODEST storyboard Third and finally I have decided to open the variety of range of the storyboards that we are analysing. For this particular storyboard I have decided that I wanted to analyse a video game storyboard. I have decided to look at the storyboard for the video game “HALO”
  • 5. The effectiveness of imagery is very vital for the target audience for this game, even for any game to be totally honest. But in this particular situation imagery is very effective. We know that imagery is effective because of the technology which in our time does not exist. This clearly states to the audience that this game needs the audience’s full attention and imagination. In panel 1 we are presented with the main character “Chief” it shows you that he is about to fight a monster/enemy. The drawing of the creature and the main character give the audience a good idea of what the characters in this game are like. The setting is also very essential within this section of storyboarding. This is because without a setting provided the audience would not be able to know anything about the setting of the game/storyboard. This will make the audience lose interest in this specific project. Camera movements of the storyboard are also very effective. We know this because these specific camera movements provide the audience with knowledge about the way the characters are. As well as shows them what/ how the character moves. By the audience knowing how the characters moves, makes them have different ideas on different ways the characters could be involved in action throughout the game itself. Within this storyboard there is a wide range variety of camera angles. The angles vary from close ups to long shots. In panel three we are presented with a medium-close up. This shot is essential as it builds up suspense for the audience as well as tension. Shots like this make the audience hang onto the edge of their seats. Especially action shots. Shots like this create a hyped and exciting atmosphere. On panel 4 we are provided with a close up where we see the main
  • 6. character “Chief” with a grenade in his hands. We also see the monster he is fighting on the floor about to give up. There is specific information given in the box below. This says “Chief has a grenade in his hands”. This is very helpful as it gives the audience specific information about what Chief is doing. It also links in with imagery as the audience will be able to image what might happen within future scene. Between panels 3-5 we are provided with a technical shot, which is shot reverse shot. This is essential as it gives the audience a specific type of suspense as it makes them want to read more. As they are very intrigued. The effectiveness of the sound direction is not very effective. This is because the audience cannot tell if the sound is digetic or non-digetic. But on the other hand the audience can imagine sound without specific direction. This is because similar sounds will be happening within the game. Then from there the audience can image what other sounds will occur within the game. Continuity is very effective within this game for many different reasons. One of these reasons is that it gives the audience plenty of scenes to look at. This also means that the audience will be able to understand the game/storyboard better than if they were given only one or two shots. Also continuity is successful within the Halo storyboard as the scenes of the storyboard provided follow each other one after the other instead of skipping scenes in-between. Overall I think that this storyboard is very successful as it completes the criteria in every way possible and it also is of a very high standard. The storyboard is effective in many different ways as it is effective for its continuity as well as its imagery, camera movements and camera angles. By analysing this specific gaming storyboard in my opinion there is only one thing that I would have improved on which is the communication of sound direction. I would improve on this particular section as judged that it was poor on quality as well as getting the message across to the audience about sound communication and what specific sounds will be used within the game when released.