Inspiration - Fishing under ice
While I'm home on Gotland and enjoying some time off the project, enjoy this!
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Recap Week 09
We spent this week finishing up discussion on the storyworld, and went on to start discussing the teaser that we are gonna produce these last two and a half months.
The storyworld doesn't have much to do with story itself. The storyworld contains all the parts that allows a story to exist. The story is basically just a series of events based on that world.
So, the storyworld that we have been developing includes the main characters, their biographies, the relationships between them, the social structure of the world, culture and history. Now we just have to throw in some kind of conflict into this storyworld that affects the main characters, and we have a story.
This gives us as writers an incredible power of the stories that we create. We could choose to make a feature film movie, a game, a blog, etc. Since we already have the brickstones to play with, we just need to order them in an interesting way and adjust them to the media of our choice.
For this project we are creating a teaser. A teaser is, just as it's called, teasing your interest for something bigger to come. It's like a trailer but shorter, often only 60 seconds long.
In the teaser we will show a few of the characters and a very limited amount of the storyworld. We aim to show as much as possible in how the characters look and behave, but a 60 second long teaser is really not the place to delve deep into the inner workings of your universe... our focus is catching the audience, and wanting them to see MORE.
As we are also creating a game, we will incorporate the storyworld into that. The game will also have a story that is pretty closely bound with the teaser. They will both show the same main characters and storyworld, but they will focus on different aspects of it. You might get to know one character in the teaser, and get to follow the journey of another in the game.
The goal is to create an experience where the teaser and game works on their own, but together you'll learn much more about the storyworld.
The storyworld doesn't have much to do with story itself. The storyworld contains all the parts that allows a story to exist. The story is basically just a series of events based on that world.
So, the storyworld that we have been developing includes the main characters, their biographies, the relationships between them, the social structure of the world, culture and history. Now we just have to throw in some kind of conflict into this storyworld that affects the main characters, and we have a story.
This gives us as writers an incredible power of the stories that we create. We could choose to make a feature film movie, a game, a blog, etc. Since we already have the brickstones to play with, we just need to order them in an interesting way and adjust them to the media of our choice.
For this project we are creating a teaser. A teaser is, just as it's called, teasing your interest for something bigger to come. It's like a trailer but shorter, often only 60 seconds long.
In the teaser we will show a few of the characters and a very limited amount of the storyworld. We aim to show as much as possible in how the characters look and behave, but a 60 second long teaser is really not the place to delve deep into the inner workings of your universe... our focus is catching the audience, and wanting them to see MORE.
As we are also creating a game, we will incorporate the storyworld into that. The game will also have a story that is pretty closely bound with the teaser. They will both show the same main characters and storyworld, but they will focus on different aspects of it. You might get to know one character in the teaser, and get to follow the journey of another in the game.
The goal is to create an experience where the teaser and game works on their own, but together you'll learn much more about the storyworld.
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How to create a Game Character
...where the character in question is a swing, and the game is of course swinging!
This presentation goes through the basic steps of how you would create a 3d character, rig and animate it, and then implement it into a game. If you have no idea what I just said, hopefully you'll know after clicking through this thing below! Don't worry, it won't bite. (it's actually pretty cute)
Enjoy! :)
PS. When it's loaded, look at the bottom-right corner and click "More". Then click "Fullscreen", it's a lot easier to read!
This presentation goes through the basic steps of how you would create a 3d character, rig and animate it, and then implement it into a game. If you have no idea what I just said, hopefully you'll know after clicking through this thing below! Don't worry, it won't bite. (it's actually pretty cute)
Enjoy! :)
PS. When it's loaded, look at the bottom-right corner and click "More". Then click "Fullscreen", it's a lot easier to read!
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Refshaleøen
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| Refshaleøen (the area where we live) from our bathroom window. It's an old military area, now there seems to be mostly industries. |
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| These photos are taken on the way to the hangar. |
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| This is the office we're moving to in 2 weeks! Basically we have the whole top floor to ourselves, looots and lots of space! :) |
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Recap Week 08
This week I started off with a promotion – from animator to
lead animator! Actually, since we aren’t that many people, I kind of naturally
fell into a role where people would come to me if they had questions about the animation.
What this means is that I’ll do a lot of things besides
purely animating. I’ll spend a lot of time communicating with the other members
of the team, discussing issues that arise and how to work together more
effectively. I will also work on developing a pipeline for the animation
department.
The team acquired two new members this week – a rigger and
texture artist. The rigger works very closely together with the animators on
creating the rig and tools needed for animation. The texture artist works on
giving the character color and texture.
I worked mostly with the rigger
during the week. We tested the controls he created for the model in a number of
different ways, and gave feedback. To make it easier for both ourselves and
newcomers to the group, we try to find a standard way of doing various tasks.
So during the testing of the rig, I’ve also come up with a series of tasks that
finds problems within the rig while being time-efficient.
The writing team continued
discussions on the story world and story. We focused on inner themes, the underlying
questions behind the story. One inner theme that we discussed came from Dexter –
“Can you live a normal life while being a serial killer?”
We also focused on the relation between
our two main characters and came to a lot of interesting solutions. Basically
we sat down with a huge paper and wrote down their different ideas, approaches
to life, and every little bit and piece that came to mind. There was even a
discussion about how the main characters would approach euthanasia compared to
our world and to each other.
One important thing to realise when
you develop a story is that most of the stuff you come up with during the beginning
phases are never going to be mentioned in the final script. Our characters may
never actually discuss or experience euthanasia, but it still gave us a lot to
discuss it. Because now we know how the characters in general approach death,
and it’s easy to incorporate in various events and lines of dialogue.
The more you develop around your
actual story line, the more fleshed-out and believable your universe will feel.
It’s one thing to say that “the character didn’t care when his mother died”, it’s
a completely different thing to be able to back that line up with an
explanation of why he wouldn’t care.
And that wrapped up this week’s
work!
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SPRING!
It's a whole whopping 7 Celsius here in Denmark! The birds are whistling, swans swimming around in the water, sky is blue... it doesn't get much better than this.
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