Before
we delve deep into the character development and then the story
process of the film I wanted to share with you some further visual
development work which has helped shape the film's style.
When
developing a project as complex as a film there is a lot of
pre-planning and research done ahead of finalizing the style.
Creating
a visually interesting and exciting World is one of the key factors
to making a memorable animated experience. The design should be
original and take you on a fantastical journey, yet there needs to be
some familiarity in the depiction of these environments, something
that triggers some connection and does not jar the audience from the
film's narrative.
Even
the fantastical World's of Wreck It Ralph or
The Incredibles retain
elements that feel familiar, connect us to them, and allows us to
immerse ourselves deeply into the story and the characters.
On
Yellowbird
we
had a number of artists working on researching and evolving the
artistic direction of the film, all briefed to follow a few specific
key points: maintain the stylized graphism developed by Benjamin;
work into the style a hand-made quality; work extensively with
texture; and
most importantly to take our audiences to
a familiar place and give it a fresh twist.
The visual development artists experiment with the varied elements of
the film straight from the scripts' page, at times working closely
with the story artists who are just beginning to visualise the
narrative.
On both Fantastic Mr Fox and
Frankenweenie my
colleagues and I started working on the storyboards with only few
approved designs in place. The first drafts of the storyboards were
created with the few designs we had, while other designs were
inspired by the ideas we included in those first boards.
And many times you have to
re-storyboard a scene based on new approved designs; for example if
you stage a whole sequence based on the notion that the main
character's school is to the left of his or hers house, then the
director prefers the design and lay-out of the neighbourhood with the
school to the house's right, you have to restage the whole sequence
as flopping the shots is simply not going to be enough to amend the
storyboard.
On
Yellowbird, while
developing the environmental design for the World of characters would
inhabit we landed on the idea of giving everything a creased paper
textured look. We applied this
to all assets, all surfaces.
Even
our characters retain this notion in the way the feathers are
developed and produced.
But
it is in our sets and environments where this stylization is very
tangible.
Modern
day visual development artists are
now skilled in both creating inspiration through the art they produce
as well as providing the technical knowhow and support to establish
and guide the look of a film through the rest of the pipeline that
follows and interacts with the visual development process.
In 3D animation this knowledge is essential, and coming from a
traditional 2D background I rely heavily on my team and their
experience to aid me through these processes and to help me visualise
and construct my ideas.
Here Vincent blocks out the stages in his process of applying the
paper texture then a dry-paint brush texture to the surfaces of one
of the environmental elements.
A staging plan from Vincent depicting the action illustrated in a passage of the storyboard for the Paris sequence. The development of this set being done by working closely with the storyboard artist in order to create a set that works for and with the action.
Above some colour sample from Dominique Monfery, who headed the film's development prior to my arrival on the project; while below some of the gorgeous artwork by the super talented Romain Joundeau, who will talk us through his work in the next post.
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