This blog is serves the purpose of a development journal for my upcoming honors project which will take the form of a stop motion animated short.
Sunday, June 26, 2011
The Film Is Finished!
Cementerio de las Almas from Jordan Browne on Vimeo.
It's complete! Still a few things here and there that aren't quite perfect but I'm really happy with how it came out. Looking forward to starting a new project (what ever that may be)
Tuesday, June 7, 2011
Virtual Worlds
There are ofcourse limitations in animating like this as well, aesthetically everything seems a little more plastic and computerised. To help remedy this, colour correction will be applied to the final film to ensure a consistency between scenes and allow the traditional and digital elements to blend more seamlessly.
Tuesday, May 24, 2011
Walking
Sunday, May 15, 2011
The Magic Of Post-Production
Tuesday, May 10, 2011
Sound Design
Shooting The First Two Scenes
A few shots from production over the last week:
Wednesday, May 4, 2011
Decaff
Decaff (1994)
Saturday, April 30, 2011
Hospital Room
The lighting is defiantly going to be what sets the mood in the final film, cold, dark and eerie.
Got a few more bits still to make but I think it's coming along quite nicely:
Thursday, April 28, 2011
Plot Development (Finally)
Beat Script
-Darkness begins seeping through the walls, tentacles engulf the scene until they wrap around the bed, dragging the protagonist into blackness where darkness tears out their soul.
-In a clearing stands another creature, similar to themselves with their back turned. As the protagonist approaches, this creature turns around, revealing that it is in fact faceless. It points up a hill to a nearby well.
-Underwater, they swim to the surface finding themselves at the edge of a long river with mist rising from the water. They climb aboard a nearby raft and begin paddling.
-The darkness doesn't take kindly to this defiance and purses the fleeing character.
-The sound of static, a beating heart and screams are set to a rapid montage interspersed by the protagonist being torn apart. This sequence comes to a sudden end, returning to the hospital room where all that is shown are the flowers at the bed side table which are no longer dead, but now fully alive.
Storyboards
The ending hasn't been drawn up yet but will be added soon. Just thinking of the best way to do it.
Tuesday, April 26, 2011
A New Character
Overall this is very similar to the last character, just refined in structure and design. (Also looks less alien like than the old one which is something I wasn't really going for anyway.)
Tuesday, April 19, 2011
Plant Life
A visual theme present in a lot of my art is the Burtonesque type of structures, a motif I would like to carry forward into this animation. The main consideration which has to be made is the transition into 3d space, for inspiration on this aspect I looked to the New Zealand native fern which bears a similar resemblance.
A similar style will be used on the 'darkness' throughout the film with this sort of structure being anthropomorphised into a bodiless tentacle of expressionless, yet harmfully obvious intent against the protagonist.
Saturday, April 16, 2011
Creating The Character
Today I made my first prototype of a character based upon my earlier concepts. I used 16G galvanised wire for the body and 18G for the arms and fingers. This is thicker than I found a lot of people have recommended but works fine in this situation as it meant I didn't have to twist it around itself.
Epoxy was used to join the different sections of wire with modeling clay to flesh out the skin (quite conveniently both of these are a very similar colour). Masking tape was wrapped around the raw wire to add muscle and stop the clay being cut through. I looked into using foam to achieve this same effect but for the size and structure of my armature the tape by itself seems to work fine.
The head at the moment is just a clay ball, I'm still thinking of a way to do a sewn shut mouth like in my concepts.
I'm pretty pleased with this result especially as a first attempt. As far as actually animating this character is concerned, I think the fingers would benefit from thinner wire and perhaps longer legs would work better proportionally. The next step will be do add finer details and clothing along with a way to tie it down to the set.
Sunday, April 10, 2011
The Kuleshov Effect
The Kuleshov Effect refers to a form editing where one picture or sequence would be played multiple times throughout the film with the images in between changing. This creates the illusion that the unchanged image is actually different each time as the audiences perceives it to be different by the affect of what came before.
This is something which interests me as far as the effect itself is concerned as well as the possible implications it could have for my film.
Additionally the short film L'Homme Sans Tete comes to mind.
Wednesday, April 6, 2011
Some Conceptual Stuff
Fantasy and escapism are central themes of my film in terms of the plot as well as the very medium of the project creating an on screen reality in itself. Films such as Corpse Bride (2005) and Pan's Labyrinth (2006) are examples which both include alternate worlds. What I like about both of these is the fact that as well as being part of the stories, the other worlds also hold visual and thematic significance.
There is a particularly good essay on the subject which talks a lot about the psychology behind escapism. Even though the character isn't necessarily human, I feel like it is important for them to display human traits and emotions in order to allow the audience to connect with them. The reason for this is that relation to the character will result in a deeper immersion that will allowing the animated space to become a perceived reality of its own.
Of concepts relating directly to animation, two which will play a significant role in my film will be metamorphosis and kinesthesis. Metamorphosis is a central element to the plot since there are many occasions where the environment morphs in different ways while the use of kinesthesis is something I want to keep in mind during the animating of the film to maximise believability and fluidity with the intended effect of an increased engagement with the viewer.
Character Design
I decided to make him bald, since he is in hospital it defiantly makes him look more sickly and slightly more disturbing. There is also a practicality in that I won't have to worry about animating hair. For the face I don't know what I want to do just yet but the bug-eyed approach has been working quite well so far. Perhaps a completely blank face could also be an interesting possibility...
I like the idea of a 3 fingered claw type approach to the hands. This would be more feasible to animate than a human type configuration as well as providing a more fantastical and unique physicality to the character which is mirrored in the bird like feet.
A lot of these ideas are stemming from my own art which I have done over the years.
Being that the character is meant to be on the edge of death, its deign is intended to look somewhat disturbed and fragile. This aesthetic is also heavily influenced by other artists such as Adam Jones, the guitarist of Tool who also directs a lot of their music videos (who in turn bases many of his ideas of off the Quay Brothers).
Characters from the music videos for Parabola and Schism
Coincidentally I'm also seeing a resemblance to the 1997 Playstation game, Abe's Oddysee.
'Abe' from Abe's Oddysee
Overall, I quite like the style which I've been developing both for the aesthetic value as well as that these designs should be quite easy to create a physical armature from (more on this later).
Transitioning Worlds
#1 The Room collapses around the bed into darkness, falling away in every direction through a seemingly endless void until the bed itself lands in the new world.
A possible way of doing this could be from an overhead view where as the scene subsides, the camera dolly zooms into the patient lying on the bed. The intended effect of this would be do create a sense of kinesthesia to convey a heightened sensation of falling as well as being an effective way of forerunning the other worldly surrealism to come.
#2 Blackness seeps into the room, through the walls and floor, dripping from the roof, it moves and spreads as if it has a consciousness of its own. Eventually it works its way up the bed enveloping everything until it spreads over the patient.
The think I like about this idea is that the blackness could very be much anthropomorphised in its movements. A tentacle or snake like motion would be an effective approach to this idea. It would be as if the darkness were pulling and manipulating the protagonist away into the other world. This kind of movement would also help form a nightmarish atmosphere and is different than the other ideas in that there is a clearly visible force acting upon the patient against their will where as the other concepts are far more passive.
#3 The room morphs into a new environment, objects change into the new landscape as a gradual progress until the patient finds themselves sitting up in their bed surrounded by a completely different world. The new world would very much grow out of the old one in a Where The Wild Things Are type fashion.
#4 The room itself implodes. Walls close in pushing furniture and objects aside as everything gets crushed into a nothingness out of which the protagonist would likely fall through into empty space.
Influences/ existing media to investigate further:
-The ‘darkness’ in the video games: Shadow Of The Colossus, Ico and Kingdom Hearts.
-Samurai Jack, the intro sequence as he gets sent into another dimension
-Limitless, zooming cinematography in opening credits
Tuesday, March 29, 2011
Light and Shadow
Street Of Crocodiles, perhaps the best known work of the Quay Brothers which demonstrates the techniques which I have examined.
In terms of my own project, these ideas are extremely useful to consider. Stylistically, such an aesthetic would work well with my story as it would undoubtedly complement the darker tones of the plot. There is also a highly practical advantage to this approach in that such techniques can be used to give the illusion of depth and expanse without actually revealing a whole lot of the set. This would be a useful consideration to make in the set design itself as even a small scene could be manipulated into an enormous landscape with the right camera and lighting setups.
Thursday, March 24, 2011
Storyline
This is very much a skeletal form of the plot at the moment, the main part to be filled out is the middle section which will be further developed as my project continues. Having a basic outline is important at this point because it will allow for my research to be more concise and allows ideas gained to be directly applied my film itself.
A child lies alone in a hospital bed of a terminal ward. The room is empty, stale and decrepit. All that furnishes what could just as easily be a cell in an asylum is the cold steel bed and a small metallic table. On the table is a withering rose in a clear glass vase. As the last of the living petals fall from the flower, so too does the protagonist fall into death. They find themselves in a foreboding world of surreal wonder which offers a hauntingly cruel comfort from the reality which they have been plagued with. This would be a bitter sweet tale of loneliness, hopelessness, acceptance and eventual salvation when they are revived back into the world to find themselves alive and the rose in full bloom.
The film would be comprised of two basic environments, that of the hospital room and also of the other world which the protagonist experiences. It is very much open to interpretation as to what exactly this world is, perhaps the afterlife, a form of purgatory, a abstract representation, a dream or an elaborate construct of a child's mind.
The hospital room would be a small to medium sized with a grey lino floor and dull concrete walls as well as a small window half covered by blinds. The colours in these real world scenes would be extremely bland with no vibrancy in the palette aside from the rose at the end.
The majority of the animation would take place in the other world where imagery would very much be emotionally charged with a focus on the character and what they are feeling. The landscape of this place would be barren and desolate to maintain a sense of melancholy which would be interspersed by sudden charges of hope and light as well as fear and darkness. The vibe is not so much intended to be scary but rather a disturbing portrayal of the fragility of humanity. There could also be additional characters from figurative depictions of emotion projected into strange creatures to others who have found themselves lost inside this realm.
I'm still largely undecided what would happen in this section – it would be a good opportunity to explore more experimental forms of animation as well.
Monday, March 14, 2011
Boy
Friday, March 11, 2011
Narrative Structure
-Incident
-Conflict (can be multiple points)
-Climax
-Resolution
You can apply this to nearly any Hollywood or traditionally structured film and it will fit like a glove. One thing which I am realising is that the length of a film by no means restricts this model (or any other for that matter). For shorter films each point may not be as filled out or as complicated but can be employed none the less.
The interesting thing about animation is that you can have something compelling without having any clear direction or story. The medium seems to lend itself quite well to experimental approaches where in terms of story, something as simple as the animism of household objects can be completely engaging on its own without the need for a clear narrative. In many ways the technical accomplishment of animation and its aesthetics (stop motion or otherwise) holds value in itself based purely on the nature of its construction.
For my own film I am most drawn to a more traditional narrative; at least in the sense of characters and a conflict or motivation. This stems largely from my own interest to create a story of this kind but by no means does this restrict experimentation in terms of cinematography and plot devices. Regardless of how everything turns out I think it's useful to consider these ideas - even if all preconceptions of narrative were completely subverted, it would be just as important to have a grasp of these conventions as it would be if you were working directly within them.
Wednesday, March 9, 2011
An Introduction...
I have always been interested in stop motion and gained a considerable amount of experience in the medium with a project I worked on last year. This time around I hope to achieve even greater results in all aspects from initial developments to the final short.
'Ole The Brave', an animation I worked on in 2010.
The entire process behind the making of this film will be documented on this blog site as part of the project itself, for my own personal recollection and perhaps most significantly, to give others insight into both the concepts as well as the practical techniques behind making a film of this kind.
The next few weeks will be primarily focused on research as well the early stages of development for my own short film. In terms of what will be specifically investigated, I plan to study the fundamental conventions of animation both technical and conceptual as well as any other films or film makers historical or contemporary who may be influential in helping shape my own ideas. I also plan to consider elements related to New Zealand imagery which will be drawn upon to inform my own work. Being from this country myself and creating a film in this environment, it makes sense to examine a local identity as a point of reference in addition to international sources.
The yet to be titled (or designed!) film is scheduled for completion at the end of May this year.
Should be fun :D