Storyboards
Today I have finished my first draft of my storyboards for
my final animation this semester. I have arranged a meeting with my mentor, Brian Robinson, for later today to get
feedback on them. While I was talking to him he distinguished that I was using
a certain type of method for storyboarding. Essentially there are two main
types of storyboarding, one where the storyboard artist can draw up the scene
from scratch while simultaneously thinking about the narrative and camera
angles and how the camera might move around the scene. The other method is to
use storyboards to first flesh out the narrative, once they have been used for
this purpose, the storyboard artists then works in camera moves/angles. This
second method is the one that I have naturally gone for with my limited
drawing.
I have drawn all my storyboards from the same angle, which is
also perhaps the main shot for the animation, it allows the audience to see
everything clearly. I have not focused on the camera placement in these
storyboards as I want to use these storyboards to first nail down the narrative
in terms of story and timing. Once the narrative it settled, I can go back and
decide where to cut to different camera angles to make certain moments more
readable. For instance, there are some scenes that might require a close up of
the face to allow the character’s emotions to be read.
Brian also
mentioned about writing my experience with my own process with storyboards and
to do some reading and get some quotes about this subject.
The History of Storyboards
Early filmmakers didn’t use much camera cuts or camera movements
or even editing. They shot their films like a theatre is viewed with usually
using wide shots. Storyboards were developed when filmmakers got more serious
about storytelling. Storyboards weren’t introduced in the traditional sense
until Walt Disney used them in his
short animated film called Plane Crazy.
(Paez and Jew, 2013)
This was the first use of storyboards to analyse the
narrative of a cartoon in the pre-production phase of development.
Storyboards General
There are many things that could be discussed here for
storyboards but I’m not going to mention them because they perhaps don’t relate
to me as much considering that I am not a storyboard artist.
I will be trying to implement lines of action through the
use of camera placement. This will help to create more dynamic shots that give
an extra level of depth to my animation. My narrative takes place in the same
environment with a single door and doorframe in the middle, so the camera angles
will be crucial for adding more depth to the scene since there won’t be
anything else really in the environment.
I will also use the rule of thirds as well to create a
balance in my shots.
There is a lot about visual literacy in, Professional
Storyboarding by Anson Jew, but I won’t have the opportunity to work a lot of
it in. Some of these include contrast of shapes, contrast of background and
foreground, perspective, depth and design of shapes. These are all important
aspects of storyboards but I don’t have the time to do storyboards with this
much detail to it. I am going to just use them to firstly nail down my
narrative then secondly to get my camera angles working together.
Below are some pictures from this book that I found a good visual representation of key notions of storyboarding.




Below are some pictures from this book that I found a good visual representation of key notions of storyboarding.




Paez, S. and Jew, A. (2013) Professional Storyboarding: Rules of thumb. London, United Kingdom: Taylor and Francis.
“Whatever format your storyboard takes, it needs to contain a specific amount of information. First and foremost, it needs to show the drawn frame that represents the scene or that action in a scene that you’re seeking to define.” (White, 2009) My storyboards essentially will do this.
Filmmaking Techniques
Camera Shots
Wide Shot
“The wide shot is
where the camera not only sees the full-figure character, but it also sees a large
amount of the background environment.” (White, 2009)
Midshot
“Midshot framing
usually features the top half of the character, from around the waist upward,
and therefore significantly less of the background environment.” (White,
2009)
Close-Up
“The close-up shot
focuses mainly on the character’s face, usually from the neck to just above the
top of his or her head.” (White, 2009)
Ultrawide Shot
“The ultrawide shot
minimizes the presence of a character (if the character is there at all) in a
wide, expansive background environment. This is typical of the large-scale,
epic kind of movie because it is wonderful for depicting wide expanses of
landscape or big-city shots.” (White, 2009)
Extreme Close-Up
“The extreme close-up
shot frames very tightly on a detail from the shot the director especially
wants the audience to focus on, such as the face of a wristwatch, a drip coming
from a tap, a fly crawling across food, etc.” (White, 2009)
Camera Movements
Locked-Off Shot
“The locked-off shot
is the basic shot where the camera is in a fixed position for the selected
framing setup with no movement in or out.” (White, 2009)
Track-In/Track-Out Shot
“Often described as a
zoom-in/zoom-out shot in live-action filming, the track-in/track-out shot is
where the camera moves in or out within a particular framed action. For
example, a scene could start with a wide shot and end with a midshot.” (White,
2009)
Pan
“A pan is a shot where
the camera moves along a background and reveals more of that background as it
travels either horizontally or vertically. An example would be where a camera
follows a character along a street, maintaining the same framing shot all the
way.” (White, 2009)
Track/Pan
“The track/pan is similar
to the pan shot, but the camera moves in and out of its framing position as it
moves along. It is sometimes described as a dolly shot in live-action filming.”
(White, 2009)
Dolly (Crane) Shot
“The dolly (crane)
shot is where the camera rotates around a 360-degress arc, wholly or in part,
to reveal more of the character that would be apparent otherwise.
Alternatively, the
camera can “crane around” the character or object to reveal more of the
background environment that would normally be possible with a more static shot.”
(White, 2009)
Zip Pan or Zoom
“The zip pan or zoom
shot is effectively a super-fast moving shot, where the camera covers the same
amount of ground as it does in a conventional panning shot, but does so in very
few frames. Quite often it works better if there is a speed blur added to the
image throughout the move.” (White, 2009)
These are all types of camera shots and movements from Tony White.
These are shots I am going to think about during my second
cut of storyboards.
I will create a new post of which to put my story beats and animatic on to keep things fresh. I have received
feedback on this today and I intend on getting a second cut prepared for next Tuesdays
mentor meeting. I will apply the feedback and also implement camera changes to
make the narrative read more clearly.
References
Paez, S. and Jew, A. (2013) Professional Storyboarding:
Rules of thumb. London, United Kingdom: Taylor and Francis.
White, T. (2009) How to make animated films: Tony White’s
complete masterclass on the traditional principles of animation. Amsterdam:
Elsevier/Focal Press.
Byrne, M. (1999) Animation: The Art of Layout and
Storyboarding. Ireland: A Mark T. Byrne Publication.
Hart, J. (2007) The Art of the Storyboard: A Filmmaker’s
Introduction. 2nd edn. Amsterdam: Elsevier/Focal Press.





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