Wednesday, 15 March 2017

OGR part 1

OGR PART 1 by laura boots on Scribd


  1. OGR 16/03/17

    Hey Laura,

    I think the whole superhero idea is good fun and could work nicely - that said, I think you could probably do more with it in terms of exploiting the tropes of the superhero genre even more so. In terms of your narrative, I think you need to switch your audience on to what is extraordinary about cell division. You could do this by using the 'secret double life' narrative of most superhero stories: for example, with Superman, you get 'Clark Kent' - the mild-mannered reporter, who just seems so ordinary and 'everyday', but who is harbouring a big secret and tremendous powers. So you could introduce the ordinary, unspecial cell as a 'mild-mannered, everyday' kind of character, who suddenly spins into action and performs this amazing job. Of course, the real message of your story - and this might come at the end - is this 'hero' is just one of millions and millions - our whole body is home to massive team of super-heroes - not just one. I can see how the camera might 'pull out' to make this point, as the audience is left 'in wonder' at this team of superheroes going about their special duties every second of every day.

    Now - not wanting to sound like a broken record here - but the art direction and visual motifs of comic books is one of the most established visual languages we know: comic books look a certain way, which means your world needs to look a certain way: there's the 'Golden Age of Comics', which looks like this:

    So limited colour palate, flat colour with cross-hatching and black outlines etc. Also - text is a BIG part of this genre - speech bubbles, noises and sounds spelled out, characters thoughts in bubbles above their heads. You can exploit all of these traits to your advantage, but you need to be completely 'spot on' in terms of their usage - and it means, for you I think, working in something more controlled and tidy in terms of working up your designs, because comic books aren't painterly, or loose, or 'splashy' (which is your default style) - they're clean and every panel is really well staged for dynamism.

    In terms of character design, I think you need to think sensibly about your current range of experience, and thus use stylisation to step away from 'arms and legs' and complex faces etc. Perhaps you need to think more in this direction for the design of your characters:

    Take a look too at this character created by one of our current third year students - a simple shape, but with lots of character and squash and stretch animation nonetheless:

    So short version - comic book/super hero thing is all good, but it's a 'tight' style, which gives you particular responsibilities as an art director - who need to remain at all times within the 'rules' of that style, which means you need to identify them and understand them before seeking to apply them. You'll need to think about the role of text, sound design (again, comic book universes have very clear identities in this respect) and think sensibly and creatively about your character design duties too.

    1. Ok Phil i see what you ill create some more thumbnails in this style and thank you for your help :)