Now that I am working on my storyboard for the intro animation I thought it would be good to look at Sylvain Chomet again, having last looked at him so long ago it doesn't even appear on this blog! This time I have been looking at some of his earlier work and remembering The Illusionist which I saw in Autumn.
This is a screenshot from
'La Vieille Dame et Les Pigeons'
(1998)
This early work is much less refined, but are expressive in some ways. Taking most interest in the street scenes, this one is beautiful - appearing washed out but containing so many colours.
The Illusionist was set in Scotland (where Chomet's current studio is) but in the past, and in London - both rainy and foggy and bleak. There were wonderful street scenes here too, so much to take in.
Showing posts with label street. Show all posts
Showing posts with label street. Show all posts
Friday, 10 December 2010
Thursday, 23 September 2010
Street Scene
A scene from the intro that I have been working on this week, on and off. I need to make an animatic before I continue I think... getting ahead of myself with the details.

Labels:
animatic,
intro,
real world,
shops,
street
Sunday, 19 September 2010
Recent Reference Photos
Streets and rooftops from a train
A Mr Simms sweet shop in London this time, even more perfectly situated than the ones in Cambridge and Norwich.
This photo reminded me of some I found a few weeks ago, when looking for wartime photographs, in particular the one below...
I love this photograph, the scene is so still and the light is so soft at, such a dramatic angle.
A Mr Simms sweet shop in London this time, even more perfectly situated than the ones in Cambridge and Norwich.
This photo reminded me of some I found a few weeks ago, when looking for wartime photographs, in particular the one below...
I love this photograph, the scene is so still and the light is so soft at, such a dramatic angle.
Sunday, 25 April 2010
New sweet shop in Cambridge
These are some photos of the Mr Simms chain of old fashioned sweet shops in the Cambridge branch taken over Easter break, they have since opened one in Norwich too!









Labels:
British cultural contexts,
photos,
real world,
shop,
street,
sweet land,
sweets,
wartime
Thursday, 25 March 2010
Update - Easter break
So at the moment I am at home working on my portfolio document to hand in and I have completed my PDP to date with updated CV, and built myself an up to date portfolio website. I have been taking a little break from working on my sweet land game, but I have not stopped thinking about it whilst working on my other areas to hand in. Before we broke up for Easter I played with Adobe After Effects for a while and I thought about the advice Sharon had given me. I am now planning to finish drawing the paper pieces I need for an animation (the old man body parts, the jars, the shop set, possibly some cut out buildings to make a street scene) and photograph it, then move to After Effects to animate them. I aim to finish this by hand in date May 26th.
In the meantime, whilst at home for Easter I am working on my document as I have said, and also aiming to film some paint/marbling inks in a transparent container to see how liquids behave and then possibly animate over the top when I return to Norwich.
Overall I am on schedule and can afford myself a rest these few weeks of Easter, whilst still working mainly on my blog and documents for submission.
In the meantime, whilst at home for Easter I am working on my document as I have said, and also aiming to film some paint/marbling inks in a transparent container to see how liquids behave and then possibly animate over the top when I return to Norwich.
Overall I am on schedule and can afford myself a rest these few weeks of Easter, whilst still working mainly on my blog and documents for submission.
Labels:
After Effects,
animation,
document,
marbling,
Norwich,
NUCA,
paint,
paper cut out,
paper model,
sharon,
shop,
street
Tutorial with Sharon
I recently met with Sharon for a tutorial predominantly on the narrative of my game. This was an excellent experience and a huge help to me in developing a more stable narrative, especially when it comes to animating cut scenes or explanatory scenes at least. Sharon and I discussed all areas of the narrative and of the gameplay and I was extremely pleased to see how much she understood of it without my added explanation. We exchanged so many ideas in such a short space of time that I will summarise here what we concluded from it, aided especially by her follow up letter, all of which I am very greatful for. This has probably been the most useful single thing that I have done so far in the development of the game.
Firstly we talked about the 'real world' part of the game, and how so far I have represented the starkness and deprivation of this world in the absence of colour, and the colours used also hint at it being a passed era. Sharon suggested, having seen my most recent experiments with paper, that I may wish to leave the 'real world' as blank, white paper. This would be an even more exaggerated, literal representation of starkness and that the paper texture would evoke two very prominent but almost subliminal meanings; the idea of 'making do' and an almost quaint crudeness that would not be inappropriate when trying to represent wartime Britain, that many people would pick up on and understand without having to be explained to them. The other would be that the paper texture would be a reminder of real, physical materials when contrasted with the digital paint effects of the 'sweet land' and that each would compliment each other. I love both of these ideas and after reviewing my experiments in post production colour of the paper cut outs I am beginning to think leaving them blank is a very nice idea...
Sharon was also hugely interested in the development of the boy, as the projection of the player and as a character himself. She thought I needed the boy to gain something at the end of each level, not necessarily a physical thing but maybe a new technique or piece of knowledge and we struggled for ages thinking of a way to make it more rewarding for the player but without changing the game too much. In her letter I was blown away at the thought that the boy and the old man could be the same character, the boy his younger self - more able to complete the task he wishes he could do, ie finding his wife. This would provide motivation for the boy, as it would technically be his wife also, as opposed to a favour to the old man, and makes the relationships between characters in the game more romanticised and less scope for them to be interpreted as creepy. From this idea the boy can develop, into the old man! This allows your character to move differently and he will grow in size subtly, not changing gameplay too much, but also solving the tricky situation I had at the end of the game to get the old man to the sweet land. Now he will already be there and the boy will also be accounted for.
Sharon reminded me that the lack of sugar in wartime was a huge thing, and that it was something of dreams, I am already exploring this as a major theme in my game but she helped me understand that with stories such as this it needs to be clarified with the viewer and then it becomes more satisfying for them to have understood.
Firstly we talked about the 'real world' part of the game, and how so far I have represented the starkness and deprivation of this world in the absence of colour, and the colours used also hint at it being a passed era. Sharon suggested, having seen my most recent experiments with paper, that I may wish to leave the 'real world' as blank, white paper. This would be an even more exaggerated, literal representation of starkness and that the paper texture would evoke two very prominent but almost subliminal meanings; the idea of 'making do' and an almost quaint crudeness that would not be inappropriate when trying to represent wartime Britain, that many people would pick up on and understand without having to be explained to them. The other would be that the paper texture would be a reminder of real, physical materials when contrasted with the digital paint effects of the 'sweet land' and that each would compliment each other. I love both of these ideas and after reviewing my experiments in post production colour of the paper cut outs I am beginning to think leaving them blank is a very nice idea...
Sharon was also hugely interested in the development of the boy, as the projection of the player and as a character himself. She thought I needed the boy to gain something at the end of each level, not necessarily a physical thing but maybe a new technique or piece of knowledge and we struggled for ages thinking of a way to make it more rewarding for the player but without changing the game too much. In her letter I was blown away at the thought that the boy and the old man could be the same character, the boy his younger self - more able to complete the task he wishes he could do, ie finding his wife. This would provide motivation for the boy, as it would technically be his wife also, as opposed to a favour to the old man, and makes the relationships between characters in the game more romanticised and less scope for them to be interpreted as creepy. From this idea the boy can develop, into the old man! This allows your character to move differently and he will grow in size subtly, not changing gameplay too much, but also solving the tricky situation I had at the end of the game to get the old man to the sweet land. Now he will already be there and the boy will also be accounted for.
Sharon reminded me that the lack of sugar in wartime was a huge thing, and that it was something of dreams, I am already exploring this as a major theme in my game but she helped me understand that with stories such as this it needs to be clarified with the viewer and then it becomes more satisfying for them to have understood.
Labels:
animation,
boy,
British cultural contexts,
document,
elderly in games,
embedded illustration,
models,
Norwich,
old man,
real world,
sharon,
shop,
street,
sweetland,
sweets,
wartime
Thursday, 11 March 2010
Friday, 22 January 2010
Street perspective practice
Today I re-watched the animated film Bellville Rendezvous, Sylvain Chomet, 2003 again, this time taking particular note of the urban environments and elderly character. I researched Sylvain Chomet, creator and director, last term - but only briefly. He is a huge inspiration to this project's aesthetic. Here are some screen shots from the film that are of particular interest:

I have many more that I will refer back to when relevant.

This is a practice sketch for the street focusing on perspective and use of line. I turned off the size adjusting ability of my tablet so that the line thickness remained even throughout. I liked the outcome and will probably use this for my final images.


I have many more that I will refer back to when relevant.

This is a practice sketch for the street focusing on perspective and use of line. I turned off the size adjusting ability of my tablet so that the line thickness remained even throughout. I liked the outcome and will probably use this for my final images.
Labels:
belleville redezvous,
real world,
shop,
street
Thursday, 14 January 2010
Street reference
The old sweet shop is where the game is set, on a street somewhere in urban wartime Britian. I have started sketching terrace buildings around Norwich city for inspiration on how the old sweet shop will look, and tomorrow I plan to take photos. For now I am looking for photos online as reference for the street.
Labels:
British cultural contexts,
real world,
shop,
street,
wartime
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