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STORYBOARDS
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| A rambling, unfocused collection of musings designed to help you take food out of my mouth.You may know all this already. It's not rocket science, but not any chump with a pencil can do it either. Though that's what many folks I meet seem to think. Suckers. | ||
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Storyboards? Whuzzat? |
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| Other arrows are for indicating where
the camera is moving. I usually make the arrow part of the picture frame
border to make this clear, and often label it too. No matter how clear the
action you've indicated is, it never hurts to write notes by the frame. By the way, these samples are Live-Action Storyboards. |
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Comps Comps are very rendered drawings, usually color, that are more for presentation purposes rather than to shoot from. Since I'm more interested in storytelling, doing these bores me silly, but many artists prefer to do them and make a very good living with it. They're important in helping a producer or an advertising client visualize the final work. And without those guys, you got no financing, so these will always be useful. |
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| On that matter, I find boarding for television commercials, even in black and white, is mostly like doing comps. With their limited time to get across information, commercials most often employ quick cuts rather than real-time storyflow (same with Music Videos).Except you have much less time to draw shooting boards for TV spots---filming is probably about to begin within the week, and no one budgets tons for the storyboard artist. As a result, you're doing 40-50 drawings a day. So they're not often going to be pretty samples for your portfolio, but very helpful to the production crew if you know what you're doing. | |||||||
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| A couple from a TV spot I just did. Useful for production, but nothing to write home about. And unless you have some freakishly generous amount of time to work with, about 85% of your boards will be like that--utilitarian, not pretty. | |||||||
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Now here, someone from the Comics field can feel more at home! The exact
opposite of this is boarding for Animation, which needs far more than
just the set-ups drawn. Ironic, huh-- you probably thought Comics and
Animation would be the closest in nature. |
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An across-the-board rule for all boards: Keep actions moving in the same direction. Don't draw a car heading to the left and then suddenly have it going to the right. This is the kind of thing you can get away with in comics but it becomes glaringly obvious onscreen why you shouldn't do it. It's chaotic and unclear. If you need to switch the direction a thing is moving, you must first have a shot of it moving to or away from camera to ease the 180 degree transition. In animation they can be extremely strict about this because the environment isn't as tangible as a live-action one. So if you have Character A standing on the left, and Character B on the right, even if you're cutting to Reverse Angle, you may still have to find a way to keep A to the left and B to the right. I think that can be going farther than necessary with the rule, but then I didn't invent animation. Winsor McKay did. This is all I can think of at the moment, but there are many more points to cover. If you have a question, write and I'll try to answer it. An excellent book that details rules of film storytelling is Shot by Shot by Steven D. Katz. |
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| Obviously a very helpful practice is to watch good films that tell stories visually. Silent films are perfect for this. Another useful one: watch old Lassie episodes. Since the dog and other animals don't talk (as in Babe, which is still good to watch though), everything is pure visual information. Another bit that leaps to mind is in the Coen Brothers' Hudsucker Proxy, when the Hula Hoops are manufactured and sold. | |||||||