by Kristina Neuman | May 29, 2015 | Axon, Design/Development, Featured, Games, Our Games, Quench |
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...
Recent Comments