Showing posts with label environment. Show all posts
Showing posts with label environment. Show all posts

Friday, August 15, 2014

The Anniversary - The Cemetery

Walking to the Cemetery

The main outdoor views included a pathway on a hill up to a cemetery, and the cemetery itself. It needed to work as both a stark scene as well as a beautiful scene. I kept the hill pretty open so that the vastness of it could inspire one with wonder or make someone feel totally alone. The other reason is that I knew we'd be revisiting the same locations several times over the course of the short and it would make showing different weather situations much easier with an expanse of sky clueing us in immediately.


The Cemetery

I liked all of the variations for the cemetery, but the two black and white ones didn't feel as grounded in the same world I had been developing as the third one. I had designed them to be more intimate, but that made them feel cozier, and not lonelier and more desolate. I took a cue from my hill design and kept the view pretty open with the color version I've posted. The other odd thing I found is that with the vast expanse, you get a feeling of how small the cemetery is whereas in the black and whites, you never see the perimeter of the property, so it looks like you're just seeing a small part. Obviously, the fence in the color version helped too. ;)





Friday, July 25, 2014

Pepe and Lucas - The Town Square

The town square was our main environment. We had only one interior, a bar scene that appears in the beginning, and the rest of the film takes place outside on the side streets and in the town square. 

A square environment, the town square was a four sided box lined with various buildings that we'd repeat and vary to populate our town center. I looked at a lot of European towns and squares to gain some inspiration. To get away from just cartooning and stylizing pre-existing architecture, I also checked out some great artists and art such as Dr. Seus, the art for the movie Nocturna, and Shaun Tan's illustration work to name a few. All sources have dealt with densely packed civilizations with a history. All are highly imaginative and tend to have some kind of industrial look too. Pipes and chimneys became a consistent element. The one thing that I wasn't finding in a lot of the Italian and French architecture was brick. The addition of that material  to the buildings really gave the square a nice industrial look like a sturdy place that had seen better times, just like our protagonist.  It became a unifying material as well. A lot of my form language came from Dr. Seus's leaning and swooping buildings. My first couple sketches were always too clean cut and ordered and never made it to completion. By introducing wedge shapes, it made the city seem more dense as if each piece was dropped into place or built in the spare space around and between buildings. Like with the clown's props, my goal was to color the buildings with vibrant colors, but to show that they had a history and weren't in the best shape. Rather than paint dirt on them, I had the top color wear away to reveal older layers of paint underneath. Just like with the clown, white became my unifying color and was used for all the moldings.

This one makes me smile. It was canned pretty quick because it looks so crazy, but the idea was based off the original story thread that three "races" of entertainers  - the clowns, the mimes, and the magicians, all coexisted in this giant city. Each type would have distinguishing symbols, patterns, and colors that would denote who lived where. It might have been a bit much, but the polka dots make me laugh.

The bar interior only has a tiny amount of screen time, but I knew I wanted it to be a real dive. "Real Dive" would have been a good name, but we ended up going with "Smiley's" after the bar owner we designed for it. Smokey and dark and dirty. Not a nice place. No martinis here.

Smiley's bar was located on one of the side streets to the square. It you check out the next image, you can see that it picks up where the above leaves off.  The original story called for the time of day to be magic hour after a rain storm, leaving the ground level in shadow with store lights and street lamps casting bright colorful lights that would get picked up in the puddles and slick streets. I needed to create a different atmosphere for the square  and the side street. The square would be warm, inviting and active, whereas the side street was as lonely and dangerous.  Since we created only a few sets of buildings to be reused over and over, we didn't have a special set just for the back alley with the bar, so I relied heavily on lighting and color with a specific set of props to differentiate the two areas. The square would have warm yellows and oranges for lights, but the back alley would cast greener yellows, greens, and deep reds - a lot of neon lighting. We did add some cans and papers to the street, but the key differentiators in props were that we put the trash out and made sure that trees only lined the square. This made the alley feel a bit more city. We also turned off many of the lights in the windows to make it seem a bit more deserted.

As I just mentioned, we lit the square to be bright and cosy and a little festive. Having the sun low enough to cast most of the pavement in shadow allowed us to really play with display lights and create small areas of interest wherever we wanted. We really pulled from the outdoor lighting in a lot of European cities for this environment, so that the square would just be filled with strings of lights, lamp posts, building lights, and light spilling out from the restaurants and shops.


In the corners on the left and right, the light gets cooler and greener as you leave the comfort of the square.

Wednesday, May 21, 2014

Gridsmasher's Finale!

Here's the last of the concepts I created for Gridsmasher - the Smash Stadium interior concepts. This was one of the last things I worked on for this project, and since it was a combination of many of the other concepts I was developing, the variations occurred mostly in color. However, you can see that Grizz's observation tower went through a design change and a scale change. Originally, the director wanted it to look like it could be an old school giant robot that might as some point in the show activate and do battle against evil forces. However, it started to become very focal and so we simplified it to the lowest black and white sketch and shrunk it down so it wasn't so imposing.



Once we had the basic structural designs in place, the primary focus became choosing the mood and color palette. We knew that the goal was to have a lot of pop colors to maintain excitement and energy to simulate the most awesome event ever. In my first pass, I kept the light and materials fairly monochromatic so that the holograms would really stand out as bright warm colors against a very dark background of deep blues, blacks, and purples. In shows like Tron Uprising and movies like Speed Racer, I saw a great deal of success in using black and white as neutrals against which a lot of colors can be displayed.


However, this was a little too serious and dramatic. We changed tack to depict space not as a dark void, but as this fun and brightly lit place, so that when you're at a game, it feels like you're outdoors at a sports game during the daytime. Games like Homeworld or Wildstar have really beautiful palettes where space looks like a just a vast sky of color. I tried a bunch of different color palettes and different space vistas.

 This ended up being the guide for our project. An epic afternoon in space.


 I was still hanging onto my darks here. ;)

 I wasn't interested in painting space as sky blue, but leave no stone unturned.

Maybe a little atmosphere...





Sunday, April 27, 2014

Big Robot City Valley Super Awesome Go!


# 2 in my big robot series! I find it hard to maintain interest in doing a series idea in my free time, but it's working out so far. I'm also happy to say that working with a Cintiq is getting more and more comfortable. Look for #3 in the next couple months.