Friday, January 19, 2018

Entertainment Design - Week 2

18.01.2018 (Week 2)
David Ho Ming Aun (0328394)
Entertainment Design
Cinematography, Animations. 

Lectures: Cinematography, Animation.
The week begins with a brief showcase of concept art and the role of concept art in relation to movies. The lecturer talked about a term known as mise en scène, which basically represents the framing and arrangement of a scene. Great efforts of classic filmmakers were also shown, showing the sheer amount of care (and trouble) that goes into composing a frame. Enter VFX—blowing the static framing out of the water with movies that are almost completely rendered in CGI, where the camera angle can be changed at a whim. 

Understanding the pipeline of an animation and seeing a showreel of great title card designs, we were asked—what is the difference between animation and motion designers? The answer, as our lecturer puts it, lies in the purpose. Motion design is primarily used to sell an item (of commercial value), whereas animation contains characters with storytelling at its primary core. A small history of motion graphics was explained, from Saul Bass' Anatomy of a Murder to the thousands of widely available templates today. This led to a discussion of how corporations perceive freelancers as a threat, as they simply use any downloadable template for their motion graphics, which typically leads to sub-par designs. "But if the client is happy, there's nothing we can do!" The one competitive edge that studios have against freelancers, the lecturer believes, is the ability to propose full, encompassing solutions to help their businesses, in contrast to a small freelancer doing a single promo video.



Assignment 1 Progress

As with all projects, I began with sketches. I first needed to get used to drawing a four-legged friend instead of a lanky human, so I did some preliminary sketching.






After roughly getting an idea of how things can be designed, I proceeded to attempt digital scamps. This includes making scamps, crafting the typography, and making more detailed drafts. 








I ended up enjoying the framing for the final draft, although slightly conventional, can depict a more structured look. The comments I received from my coursemates and lecturer said that the dog's pose doesn't look as dynamic as the first two drafts. I'll be tweaking the dog's pose to show a more action-orientated pose, perhaps a good boy jumping towards the camera!


Research Question:


Filmmaking is a craft, what are the stages involved from beginning till end and how does it differ between live action and animated films?

Although filmmaking and animation are essentially both moving images that function to entertain, there exist stark differences between the process of creation either one.  


The Traditional Filmmaking Process is usually broken down into three sections, pre-production, production, and post-production.

Pre-production encapsulates everything that occurs before any form of shooting,and can be argued to be the bulk of the workload. It represents the very important step of setting the foundation on which the production team will build upon. This involves ideation, scriptwriting, location scouting, prop-making, storyboarding, casting, and anything else that is required to prepare for the shooting.


If pre-production is the backbone of any film, production is the meat of the movie. This is where the actors will be filmed on the locations with the full props. Throughout this process, directors generally hope to allow what's set in pre-production stages to dictate the production, but it is not uncommon that serendipity can play a part in changing certain parts of scenes, such as actors ad-libbing certain dialogue, unforeseen coincidences, and so on. If the film has the need for motion capture, this is when it'll happen.


Post-production represents the last leg of the journey, where all the raw footage is gathered, trimmed, colour-graded, edited and evaluated. CGI and VFX will be thrown in as well, giving Michael Bay his thorough obsession with lens flares and explosions. After several passes and lots of edits, the film is complete and ready to be shown!


The Animation Process, however, presents a different challenge from traditional filmmaking as there are typically no real scenes or humans involved. Taking the example of a 2d animated film, all characters and settings are drawn/designed, and even the camera is a virtual one.

It begins with writing a script, where the story is ideated and crafted. Next, storyboards are created to give a rough visual outlook of the animation. Once it is approved, the audio is recorded, and an animatic is created. Once the animatics are approved, the layout stage occurs, where the lighting, camera angle is decided upon. Then finally, the actual animation process begins.


An animation is very different from traditional live-action films, and perhaps can be compared to illustration and photography. While filmmaking is about capturing real-life moments (albeit in a controlled setting), creating an animation is about creating worlds.


I believe both are beautiful forms that play with a very personal dimension that we treasure the most—time, and there are many films/animation that can only exist because of its unique format. Regardless of you being a motion designer/filmmaker or not, it is of worth to take notes from the creativity involved in crafting a story, and telling it through film.


References:

New York Film Academy: Student Resources. (2017). The Beginner's Guide to the Filmmaking Process. [online] Available at: https://www.nyfa.edu/student-resources/the-beginners-guide-to-the-filmmaking-process/ [Accessed 20 Jan. 2018].

Shaver, A. (2011). 2D Animation Process. [online] Multimediamcc.com. Available at: http://multimediamcc.com/old-students/ashaver/2d_process.html [Accessed 20 Jan. 2018].

B2w.tv. (2016). The Evolution of Animation: A brief journey through time. [online] Available at: https://b2w.tv/blog/the-evolution-of-animation-a-brief-journey-through-time/ [Accessed 20 Jan. 2018].


Saturday, January 13, 2018

Entertainment Design - Week 1

11.01.2018 (Week 1)
David Ho Ming Aun (0328394)
Entertainment Design
Powerpoints, IPs and Assignment 1

Lectures: Powerpoints, IPs
The first week greets us with short lectures on why powerpoint is an important tool to present ideas. Small tips on effective presentations were given, including contrast, not overflowing the slides with too much text, and so on. What may seem like basic tips are often overlooked, and are definitely worth reevaluating in my presentations.

The Thursday lesson jogs our memory on stock image usage and their clearances for use. The lecturer introduces us to the local IP company, MyIPO, fair usage, creative commons, and so on. He emphasises caution: "Don't get sued guys!" He also showed some great real-world examples of assets and its usages in certain 'tie-in' elements.

Assignment 1 – Event Poster

The Brief
Produce an Event Poster for a fictional Movie, Video Game or Music Concert.
Strive to produce the most creative and innovative poster that engages and interactive. Do consider 3D pop-up designs, augmented reality, scan art etc

Duration of Assignment
2 Weeks

DEADLINE
Week 2

Description and requirements
Produce an A3 size print for an Event Poster.
The event should be fictional (non-existing) and should be an original Intellectual Property. A detailed proposal for the event poster should include the event type, the purpose, the uniqueness, target audience, date, time and venue and the visual concept. The design technique and method could be based on photography key art or it could be a combination of photography and digital graphic imagery. All design development must be supported by in-depth research and informed rationalization.
You are encouraged to be as original as possible in your design and idea conceptualization. 

Submission
Please submit your digital artwork in .jpg format on a CD/DVD together with the coloured A3 printed version in an envelope with a clear identification label. A design journal should also be submitted to support the work. 


Assignment 1 Progress
Given the proximity of this assignment to my internship, I figured I could try to make something more light-hearted to add to my portfolio. And I just want a break from all the relatively serious themes I've been doing throughout the semesters. 

I opted not to pursue a movie idea, because I found it difficult to figure out any plot that doesn't sound too ambitious or one that has been done before. My music taste is derived from movies, comprising mostly of movie soundtracks, so I cannot claim to be of sufficient knowledge of any other genre, which makes a 'music concert' an unsuitable choice in my opinion. So I find myself trying to think of game ideas in the middle of the night.

I tried to brainstorm for funny game ideas that I could also have fun while designing. Some notable ones were:

Timid Giraffe-san
A giraffe is a long-time resident of Japan, a good citizen, pays his taxes. All he wants to do is be a good person to others and not block the view of other people. So he tries his best to position his head in different ways so that people behind him can see the whiteboard, the cinema, etc. The player plays the game like a puzzle, having to distort the giraffe neck into different positions to please everyone. (Didn't pursue this because it wasn't 'big' enough to warrant a launch event, sounds more like a mobile game.)

LDP Drift
A racing game of amazing proportions. You're driving a Myvi. On the LDP. With a max speed of 20k/h. Peak hour. In the rain. A fun game for all. (I'm kidding)

Luncheon Dungeon
You pack lunch to your office, but you have to protect it from your colleagues. A turn-based chess game to outsmart your colleagues from stealing your food by building 'dungeons' to prevent them from reaching your lunch box. It gets harder because your wife packs you nicer and grander lunch meals every day. Similar to tower defense games. (Again, this sounds more like a mobile game or a web flash game.)

Upon consultation with the Mike-Anis Consultancy (Sdn Bhd), they reflected my enthusiasm for the following idea:

Samurai Shiba
You play as a samurai shiba inu, in search of a notorious thief that has been going around stealing bones from the land. An adventure/action game.

Miss Anis suggested taking a look at the movie "Boy and The Beast", and they advised certain examples on different art styles that could be pursued. I proceeded to focus on cute dog photos visual references for my research, while allowing myself to flesh out the story a bit more.

Visual References:

The dog samurai armor inspired me for this whole project, along with the Chinese zodiac of the dog this year. I explored various poses of dogs that could work of the poster.





Question:
How has the video game history shaped your understanding of the industry and what impact do video games have in your life?

The history of video games is a short but explosive one. We are truly lucky enough to both observe and play (quite literally) a part of this exciting journey of entertainment and creativity. The video game industry is expected to breach the 80 billion Euro (about RM382.5 billion!) valuation come 2019.

The video game industry has been a mutualistic symbiosis with the tech industry. Graphic-hungry video games strain against the walls of processing power and hardware capabilities, sending the tech industry into a frenzy to provide dramatic improvements with each iteration of hardware. This is probably why technical demos of hardware usually use the heaviest video games as benchmarks for performance. At the same time, the video game industry is dictated by the limitations and features of the available hardware, which corners developers into exploring creative solutions to say, limited screen resolutions. 

I would even go as far as to say that the tech industry would not have been where it is today, if not for the existence of video games. People are extremely passionate about video games, and it is only from a place of passion where truly good work can be made. 

People have recognised the effectiveness of video games in getting people to do tasks (even mundane fetch quests), and have attempted to replicate that magic formula in hopes of getting people to do their mundane tasks like a proper human being. Enter one of the hottest terms of the time: Gamification, the utilisation of game elements in non-game situations. From gamifying ad campaigns to checklist apps, everything tries to tap into the magic of video games.

This has led to lots of research on the topic of games and behaviour. For instance, Our results show that badges, leaderboards, and performance graphs positively affect competence need satisfaction, as well as perceived task meaningfulness, while avatars, meaningful stories, and teammates affect experiences of social relatedness.

Taking a closer look, people are also concerned about the possible negative effects video games might have on the personal level: Posture, eyesight, behaviour, health, mental health. (Study about video games and depression)

(I recently started watching Black Mirror. There is an episode in season 1 called "Fifteen Million Merits", where themes of critique on the entertainment industry and gamification were very poignant and frightening. It's a real nihilistic take on a dystopian society that embraces gamification. I don't want to spoil it here, but it's worth looking at!)

Personally, video games have been my means of escape. Some days I just get tired of being a human being with responsibilities and just want to be a super soldier sneaking through Afghanistan, or a prince travelling with his buddies. I treat video games as a form of art you can live in, enjoying the beautiful designs and little details along the way. I take my time with them—there's enough rush outside this world already.

I had the privilege of enjoying games on a variety of platforms, from online flash games to the GameBoy Advance to the PS2. It really opened my eyes to the sheer amount of games that were available out there, and how each of them was so unique despite having so many similarities (for instance, Advance Wars, Fire Emblem and Final Fantasy Tactics). They were each little worlds I would pop in and out of, and I think this really exposed me to the different art styles, gameplay and perhaps even design, although I was not very conscious of it then.

Video games have a strong sense of nostalgia to it, and amidst all the hyperrealistic efforts of game developers these days, sometimes it's just great to play some Mario, and let your mind imagine whether those 4 pixels are a moustache or a mouth. (This article says it was initially a mouth!)


References
Statista. (2018). Video game market value worldwide by segment 2019 | Statistic. [online] Available at: https://www.statista.com/statistics/292056/video-game-market-value-worldwide/ [Accessed 12 Jan. 2018].

Sailer, M., Hense, J., Mayr, S. and Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, [online] 69, pp.371-380. Available at: https://www.sciencedirect.com/science/article/pii/S074756321630855X [Accessed 12 Jan. 2018].

Entertainment Design - Week 9,10