Showing posts with label props. Show all posts
Showing posts with label props. Show all posts

Sunday, July 27, 2014

Pepe and Lucas - Found a few more prop designs.

 Money designs.

 This fly had a small part in a gag that got cut.

 While the sandwich board has very little screen time, it does play a very important part, showing up in the final scenes symbolizing the new partnership that Pepe and Lucas have formed. I looked at a lot of poster influences including Barnum and Bailey posters, other vintage circus advertisements, odd couple comedy posters, and even Looney Tunes posters. The following is a combination of several of those influences. Special thanks to Tony Vasquez for all the Illustrator help and design advise!


Wednesday, July 23, 2014

Pepe and Lucas - The Clown Car - A prop full of props.

As the action heated up in Pepe and Lucas, we introduced Pepe's clown car. Originally, the battle would have had a few more levels of escalation. Pepe would have begun battle with a mallet, then used a small canon, then a gigantic pie launching canon, followed by the clown car, then maybe transformed into a mech to do battle with the mech the mime would imagine. However, all that action would have added several minutes and would have really upset the pacing. After all, we originally intended to have something shorter in the 5 minute range and we still ended up with something in the 8 minute range. We pared down the action scenes but kept the climactic battle where the clown, as a last resort uses a clown car to challenge the mime. The mime, not to be outdone, mimes a robot mech, and they do battle. 

By the time the clown introduces the clown car, the weapons each character uses have progressed from the standard props associated with clowns and mimes to something that might fit right into a scifi movie. The clowns car was designed like the tiny car we're all familiar with , but it would have tons of Inspector Gadget arms holding various clown weapons so it would literally be "armed to the teeth." When I started designing it, the pie launcher was still a go, so I used another food weapon and introduced an egg firing gatling gun. To make it more ridiculous, I added a chicken to man the gun. We tried a range of cars to see what would look most natural in our evolving environment and story. I spent a fair amount of time trying ideas inspired by 40's, 50's and 60's European cars. I new it needed to have a touch of old world European nostalgia and by this time I was looking at a lot of vintage toys when designing for the clown. Looking at toys or models of an era is a great way to see how things have been simplified and stylized to their essence, but still maintain an element of fun. It was important to be inspired by reality, but not just to stylize reality, but to make it fit the alternative world we developed. I eventually settled on a VW Bug inspired look, but the element that finally clinched it for me was when I drew the bumper around the entire car. It looked just like a bumper car. A bumper car totally epitomized the rough banging around and jerky movements I imagined for Pepe's transportation.


I did a fair number of color variations for the car that would have matched Pepe's outfit, but it seemed to be better to have the car feel like a separate item with it's own color set. I kept the yellow from the scarf, but introduced the green compliment to really keep the focus on Pepe's head.

One of the few times I've had to design the underside of something.

Each element that popped out of the car needed an explanatory drawing.

It almost wasn't worth designing the balls, since that's a standard design and color set for actual juggling balls, but they were primary colors and it worked with Pepe's clothing colors. Since we were stylizing so much, and wear and tear and grunge were so much a part of the Pepe's identity, I paid special attention to the rust patches and dinks on the car as well as on the juggling balls. I wanted those touches to still retain a graphic quality to them, often so that they could look worn without losing some of the color vibrancy you might get from introducing smudges and dirt.

The chicken body didn't require much exploration, but I did take some time to work on the eyes and see if they should look more animal or more intelligent. Somewhere in there a Prussian helmet entered the fray.

Of course a clown car can fit buckets of other clowns in it, but in Pepe's situation, they're all robot clones of himself that work in unison to overpower the mime.

And that is how the task of designing one prop became a the task of developing several props. ;)

Tuesday, May 20, 2014

WHAT! GRIDSMASHERS AGAIN!

 Yup. Some more Gridsmasher artwork. It takes a lot to make an episode.

Above: Smash Stadium. This was the first concept to be developed for the show. It's probably the most important environment in the whole show. This is where the Gridsmash games take place - a giant floating stadium in space, complete with giant navigational rockets and spinning gyroscope. Add in a little Speed Racer Movie crazy light show and holographic adds and you've got it. The little dots on top are the bleacher pods that fly in from various planets.
 Not the most exciting, but I thought I'd attach a breakdown/callout sheet. While I try to do the most explaining that I can in a concept and the modelers I work with are quite talented, sometimes your intent is just not always that obvious, or in this case, a profile or 3/4 view leaves room for incorrect interpretation. I knew that the field would be a big oval, but I designed the base to be a big circle with a donut rim. I also find that drawing the orthographic views often reveals flaws in my design or shapes that are impossible to model and have it look like I intended in multiple views. People, it pays to take this step. Your 3D team will thank you.

Below: I submitted 3 ideas for the Smash Stadium with an emphasis on rockets, light shows, massiveness, holographic advertisements.


Fold out teletrons!

Announcer Droid
The Announcer Droid was designed as a pseudo narrator to explain the game to the viewers. It was thought of as part of the stadium, so it was determined to be a mechanical robot from the start as opposed to a biological or humanoid character.

  We eventually started adding a view human characteristics - eye cameras, the voice box where the mouth is, and rocks where legs might be.

We tweaked the designs and removed the rockets in favor of a little variety and wackiness. I kind of thought of it as a big shell with all sorts of hidden mechanical appendages that could come out of portals and hatches. Navigational paddles allowed for flight and gesticulating.




At one end of the grid field, Grizz would observe Johnicco's progress from his secret room at the top of a huge observation tower. The tower base didn't change much, but we went through several iterations for the top as we fiddled with the scale of the field and as the actual physical interior the puppet team created was being developed.

 At one point, Grizz would have his own little observation pyramid.
 Then it needed to be bigger.
Then the top became more pyramidal. We ended up placing the Gridsmasher logo dead center and putting Grizz's quarters as the top layer of windows.