Dev Blog: Storyboarding for Cinematics

Dev Blog: Storyboarding for Cinematics

Kristina here! I’m responsible for a lot of the 2D art and 2D animation for Quench. In particular, I’m working on the animated cinematics that will play at the beginning and end of the game, as well as between some of the levels. In this blog post I’ll describe my process for making these cinematics, focusing mainly on storyboarding. Overall Process There are many steps involved in creating the cinematics for Quench. Before I delve into more detail about storyboarding, here’s a quick overview of the whole process: Figure 1: Flow chart of how we’re making the cinematics for Quench. While I’ll likely go into more detail about the final few steps of this process in a future blog post, for now let’s focus on steps 1-3. What’s Storyboarding? Storyboards are graphic organizers that visually tell the story of an animation (or film), panel by panel (kind of like a comic book). Before jumping directly into making the animation, starting with storyboards help us pre-plan the major actions that will happen, help to time everything out, and (at least in our case) give us an idea of the assets that will have to be made to make the animation. Storyboarding saves money in the long run because it is much easier to make changes and fix mistakes during this stage than once the animation has been put together. A storyboard will likely convey some of the following information: What characters and objects are in the frame, and how are they moving? What are the characters saying to each other, if anything? Is there any narration? How much time has...
TOJam Tentacular!

TOJam Tentacular!

TOJam 10, possibly our favourite jam event in the city, just ran last week. James and I (Jeff) were lucky enough to be able to participate this year and we wanted to be able to give some nuggets of wisdom from the professional gamedev world to some students in the Humber Game Programming program that we recently both graduated from, so we formed a group with 3 first-year students from Humber, none of whom we had ever worked with. It was an awesome experience and I think we all worked together wonderfully, our floaters especially, to make possibly the nicest jam game I’ve ever worked on in my short career so far. The Core Team Game Design/Programming – Jeff Rose (Axon Interactive) Programming – James Zinger (Axon Interactive) Programming – Steven Jomha (Humber Student) Programming – Terry Katsoulis (Humber Student) Programming – Tyler Paisley (Humber Student) Floaters Sound Design – Sook Binning Music – Andrew Farnsworth (ACCRETION.of.PLANETESSIMALS) UI Design & Art – Dasha Gordeeva Special Thanks To Tabby Rose for her the game design contributions If you’d like to try out the game, you can play a (buggy) version here http://digitalmachinist.itch.io/the-cube-thing (Note that the menu controls are a little funky as of now, but that will soon be fixed). Some progress shots: Day 1, 10PM:   Day 2, 7PM:   Day 3, 7PM: Tabby and I worked on the game concept together in the couple of nights before the jam, combining puzzles like simple mazes and the classic Rubik’s cube problem. In our game, you start somewhere and need to get to somewhere else, but if you fall off...