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FINAL ANIMATION (corrected2):



FINAL ANIMATION (corrected):





FINAL ANIMATION:

(Visual Quality Issues in this video are associated with High compression that
was required to make the animation upload)*

Reviews, feedback and areas for improvement:

-"Good Asset Quality."
-"Add Credits at the end."
-"Add some animation to the hangar shot."
-"Fix the animation quality a little bit."*
-"Fix the sound timeline a bit."

*Export Associated


______________ ______________ ______________


PRODUCTION:


ROUGH CUT ANIMATION:


SHOTLIST COMPLETION LOG:
(See storyboard at the bottom of the page)
1. Shot 2 - Completed on 19 of June
2. Shot 1 - Completed on 21 of June
3. Weapon Racks shot - Completed on 23 of June
4. Shot6 - Completed on 24 of June
5. The hit and run shot - completed on 25 of June
6. "Hand-code" shot - Completed on 26 of June
7. Robot Entry shot + Robot standing shots - Completed on 28 of June
8. Engine closeups - Completed on 29 of June
9. Watershots paintings + final shots - Completed on 30 of June



APPROPRIATE EQUIPMENT



Adobe After Effects.
 Main production program, I used it to animate by motion path, collage images and composit assets.
(Screenshot of the final Timeline) (I kept a lot of my files preexported in order to reduce the memory and cpu use and to keep it more organised.)



Fruity Loops Studio
 (Creating Door SFX Timeline)

(Animation Music Timeline)

Main Sound Design tool Used to create sound Effects and the music for the animation. I am rather experienced in using this



Adobe Photoshop

Main Graphical program and asset creation tool, I Drew most of assets by hand and then mofified them in photoshop to make them ready to import them to after effects. I decided to use this tool because of its graphical flexibility.

Sorting Files out and organisation:


To keep more organised I sorted all my files by name of what they are of and saved them in in appropriate subfolders: "Out of the Dark sound FX", "Out of the Dark Backgrounds", "Out of the Dark Assets".

Have I met the Risk assessment?:
I kind of did most of the time. I had to take a break ever so often to avoid Desk strain. I didn't bring any drinks to my workstation nor didn't damage my equipment or abuse it in anyway.


Following Production Schedule:
Preproduction:
 I started Designing Straight away as the task was given. Took me quite a lot to get things planned out as I wanted but eventually I got there and I managed to create most of my assets already in the process. I was ready to start Hardworking on 15th of June.

Production: I met a lot of hardware caused issues while working with after efffects. Which included Crashes, Errors, Lags, etc. But i finally managed to get there. Sound Design took me a lot of time. 5 times as much as I expected.

Postproduction: Adding the Sound to the animation and finalizing wasn't too bad, I managed to do it in one day.


Hand Animation Test:

https://drive.google.com/file/d/0By_b_qAmOY7BaE1NZS1EVHhaY2M/view?usp=sharing

Making Backdrops and using them:

Thats how I created the second shot backdrop, I painted it onto a piece of thick paper, scanned it in and then colourcorrected it and animated.


But later I decided to paint some Texture assets instead and create a 3d space in unreal engine which i could use to generate backgrounds and gain more flexibility.




 

The  Textures

Thats how I created the Textures:

I drew them first to get the line and shape I need. And then painted the texture and layed both over each other in Photos
hop and added shadows and other details + colour correction.



______________ ______________ ______________

PLAN:

Title:
"Dark Flight: The Final - Out of the Dark (animatic)"

Form of Animation:
Game Cinematic Animation, ending of the game.

Animation Technique:
Frame by Frame + Motion Path + Compositing

Genre:
Action, Sci-Fi, Adventure, Survival

Justification in relation to current trends:
First Person shooters are still one of the most popular genres of Video games. Combination of many of those aspects of the game together with sci-fi setting could give a cool feel for the game-animation. also could make the current player-base feel very nostalgic due to the fact these kinds of sci-fi shooters were very trendy 10-20 years ago too. Which makes most of current teen player base experienced in these genres. this game would be made to be as aesthetically pleasing and conceptually pleasing as possible which is very important amongst today games because of technical development and new possibilities. Combining sci-fi shooter with an aircraft game could be an interesting concept as well there haven't been a lot of games like these around recently. Mainly we hear about the game No-man's Sky Which takes the similar path of genre and style and is being rather hyped. I think If Developed right, in an interesting way, the game could become a masterpiece.


Treatment: 
Title: The Final: Out of The Dark
Running Time: 01:50+
Synopsis: After completing the game,  you find yourself in an abandoned human bunker taken over by the droids. You find the main core and destroy it, this way causing darkness around the facility. you take the opportunity to take the ships and escape the place.

This product is Intended to be a video-game Cinematic Animatic therefore a reference for the game mechanics and game animation. I am going to work with mixed media but however most parts are going to be hand drawn for convenience, others not. It is going to be a victorious ending sequence as you finished the game successfully.

The main characters will be: The Player/Main Protagonist and the second person, a follower/friend of the main protagonist. Who cooperate together. I was considering Having the Characters more like Marines of something of that sort... But i Thought going more Survival and a bit Casual would be a better solution that'd help the player associate themselves with the protagonists.

As The animation doesn't include a a lot if any speech... Voice over wouldn't be necessary, however. I believe there could be a room for some. I think The main protagonist's Voice should be rather some natural medium aged male voice, of a possibly slight American accent. Similarly the other character's voice however i would go for a more deep voice maybe. The Robots do not need a Voiceover because they can communicate without sounds... However it would be nice it they could have a modified human voice or computer generated sounds.

Risk assessment















I have been working in a safe position with my wrists at the level of my elbow and my head slightly above the screen and my back being in the line with my neck, in an apropriate position.



Activity
Risk (high/med/low)
Measures to reduce risk +impact
Risk after measures taken
Turning computer on
low
  • Be sensible and do not bring any drink with you.
  • Do not damage the computer.
  • If damaged turn the hardware off.
none
Sitting by the computer for long times can cause dest strain and eye damage.
med
  • Take a break every so often every 30-40 mins
  • make sure you are sitting and looking at the screen from a 90 degrees angle.
low
Working on 2 machines at the same time you can tangle within the wires and and trip over them destroying the equimpment and possibly causing damage to yourself and the working environment.
high
  • Make sure all the wires are placed correctly arround the work station and they are not all over the place.
  • Look out so you do not accidentally step on any of them.
Med



Script:
INT. Corridor
Camera zooms into the flashing light. Alarm sounding off.
Int. GEnerator Room
Sets the scene and Camera shows us the Room and the Generator. With Electricity Zapping sounds in the background and the alarm going on.
Int. CORRIDOR - CONTINUOUS
Screen lightens Camera looking at the light.
Int. GEnerator Room
The player Character Enters the room
Int. CORRIDOR2
View from behind the glass windows. From an another room. Robots run across.
Int. geNERATOR ROOM - MOMENTS LATER
The Main Character Smashes the generator with the crowbar. Screen turns to black.
INT. CORRIDOR
Doors open The Main Character Runs out of the Camera view, Sound of another opening doors, then camera turns towards the Player.
Int. Weapon Racks
Robots pick up the weapons.
Int. MAin Hangar
An overview of a huge room the main protagonist just ran into.
Int. CORRIDOR3
The Second main Character attempts to open the door, fails, but manages at last by smashing the code in.
INT. CORRIDOR2 End
Robots open the door and are about to enter the MAIN HANGAR.
Int. MAIN HANGAR - MOMENTS LATER
Main Protagonist is trying to unlock the Vehicle from being clamped. The robots come in, the Main Protagonist turns arround. One of The robots Point at The Main Protagonist.
INT. CORRIDOR3
The Second Character enters the control room and camera slowly moves in.
INT. MAIN HANGAR
The main protagonist enters the ship/vehicle.
INT. Control Room
The Second Character picks up a random chair and throws it at the glass window to break it. A robot notices it and turns arround quickly as the screen goes white.
Moments later
Robots turn arround and Aim their guns at the second Protagonist with the reloading sound.
The Second Character Nods and shows thumbs up into the camera as he presses the button. The hangar door open.
INT. MAIN HANGAR - MOMENTS LATEr
Engine close-up shots. The robots turn around at the main protagonist again.
EXT. Ruins - laTER
The camera fly above the ruins and then the Main protagonist's vehicle flying across.
EXT. Sea Horizon
Main Protagonist's Vehicle flies across the 2 shots. After this we get a cloud focus, second ship appears. Which seems to be the second character's transport. Both ships disappear in the clouds.







Treatment: 
The Final: Out of The Dark
This product is Intended to be a videogame Cinematic Animatic therefore a reference for the game mechanics and game animation. I am going to work with mixed media but however most parts are going to be hand drawn for convenience, others not. It is going to be a victorious ending sequence as you finishe the game successfully.

The main characters will be: The Player/Main Protagonist and the second person, a follower/friend of the main protagonist. Who cooperate together. I was considering Having the Characters more like Marines of something of that sort... But i Thought going more Survival and a bit Casual bould be a better solution that'd help the player associate themself with the protagonists.

As The animation doesn't include a a lot if any speech... Voice over woudn't be necessary, however. I believe there could be a room for some. I think The main protagonist's Voice should be rather some natural medium aged male voice, of a possibly slight American accent.Similarely the other character's voice however i would go for a more deep voice maybe. The Robots do not need a Voiceover because they can communicate without sounds... However it would be nice it they could have a modified human voice or computer generated sounds.

Target Audience: 

The Animation is designed to be in a form of videogame cinematics, Yet in a flexible version allowing possible small modifications. It is mainly aimed to be interesting to players who were involved in the game itself and they know whats going on well.

Storyboard for the animation suitable for the character design world:



Revelant Legal or Ethical issues:

I will not be using any of copyrighted material and I'will try to produce as much of my content. However the overal finished product (which would be a video game) could receive a content rating.
I predict that content rating for the game would be either for teens or mature audience. Would include violence, crude humour, and mild mature language.


New work schedule and reworked plan:


Monday
Tuesday
Wednesday
Thursday
Friday
Saturday
Sunday
W 21/06/16
Robot closeup Shot drawing
Weapon racks shot
Animate shot 6
Complete backgrounds
Punch lock shot
Robot entry shot
Turn arround shot
Production
Trim Textures Shot1 background


start the runcycle anim
animate the pass code

robot pointing drawing
W 27/06/16
Doors3 opening shot + chair shot
Draw standing robots
doors1 opening and first shot
watershots painting
Robot turn arround
sound design
Compose
and finalize
Production

Nod and large door opens
Engine Closeups





Backgrounds
For The Backdrop Designs I have created a 3D space using Unreal Engine and painted Textures. Good thing is i can reuse this model to create several different sets.

Storyboard


Inspiration:
What inspired me for the animation and gave me ideas was mainly my own concept but with some influence of other media products, mainly games and video-games. The main Cinematic Ending Idea and the infinite sidescrolling camera at the end were inspired by Unreal ending Sequences.



The game concept itself its a personal idea that came from inspiration of The Music I created once as this idea developed together with the Music so I could say this game would be rather a piece of art.
It doesn't usually happen that a game production starts from a music composition.



The character is a mixture of things I've seen in life and i think they together combine make something Interesting, a cool protagonist that would suit the game well.

The robot Design Came spontaneously to my mind. But as I developed the idea I thought it would be very interesting to give the robot rather semi-biological feel to them and even make them slightly look like humanoid skeletons. I stumbled across the Necrons from Warhammer 40000 and i was slightly inspired while designing these.

Robot design.
The Necron Warrior.

CALL SHEET

Production name: Out of the Dark

Producer: Jakub Warenczuk
Date: 11:07:2016
Production manager: Jakub WarenczukMeeting time: 8:00
Director: Jakub WarenczukShooting time: 8: 30
Cinematographer: Jakub WarenczukLunch: n/a
Art Director: Jakub WarenczukWeather:
Gaffer: Jakub Warenczuk

Hospital:


Scene no. Set & scene descriptionCast/CrewLocation
  1. Alarmsounds
  2. Generator buzz
  3. Weapon reload sound
  4. Metal step sounds
  5. buttonpress beep + hitsound
  6. +doors open sound
  7. large door open sound
  8. Jetstartup sounds
  9. Jet sounds

Studio



Department notes
N/A






Equipment notes
Audio Generating Station

PC


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