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STORYBOARDING

BASICS
http://brianlemay.com/Pages/animationschool/st
oryboarding/storyboarding%20basics.htmla
Storyboards

■ Storyboards present the visual image of what the viewer will


be looking at on screen, whether it's a television set, a movie
theater screen or a computer monitor.
■ These are shown in a format called a "storyboard panel". A
storyboard panel is a rectangular shaped box on a piece of
paper.
■ The dimensions of this box are usually around 4" wide x 3"
high for television. There are usually 3 panels to an 8 1/2" x
11" page
■ The storyboard artist draws the image in the
box and then fills in the appropriate
information in the other boxes on the page.
■ Each image area represents what will
eventually be shown on the screen.
Therefore the storyboard artist needs to
keep the information clear and
understandable to the viewer at all times.
Shots/Scenes

■ The storyboard artist illustrates the point of


view that the audience will be looking at
throughout the entire movie. They do this
through a series of "shots" or "scenes".
Types of Shots
Here's a listing of some of the different types of shots
that you have available in your "storyboarding tool kit":

■ Camera Angles
– A "camera angle" usually refers to the placement of the
camera relative to the subject that it is photographing.

■ Character Shots
– These deal specifically with the number of characters
that are on screen at any point in time.
CAMERA ANGLES
1. Extreme long shot
■ The camera is positioned a good distance away from the
subject.
2. Long shot
■ This is closer to the character and shows the entire character
with some space both above their head and below their feet.
Sometimes called a "full body shot" as well.
3. Medium shot
■ This shot cuts the character off between their knees and
waist. Sometimes also called a "waist shot”. It simply means
that you are closer to the subject than you would be in the
long shot.
4. Close up
■ This shot is usually of a character from their shoulders up.
Again it's not limited to just the head as in the example below,
showing the character's hand.
This would be called a "close-up
head shot":
5. Extreme close up
■ The extreme close up moves in on the subject even tighter,
usually highlighting something specific, like in this case, the
character's eyes.
6. Up shot
■ This is where you tilt the camera so that it is looking up. It can
also be used in combination with any of the above shots.
■ This would be a "Medium up-shot".
7. Down shot
■ The exact opposite of the Up shot. The camera is tilted down
towards the subject.
8. Low angle
■ A low angle shot means that the camera is still pointed
towards the horizon line but is positioned lower in relation to
the subject. It's like an up shot but the camera is not tilted up.
9. High angle
■ The opposite of the Low angle shot.
CHARACTER
SHOTS
1. One shot
■ One character on screen. These can be used with any of the
above shot desriptions.
2. Two shot
3. Three shot
4. Crowd shot
■ Any shot that has more than three characters can be termed
as a crowd shot.
5. Over-the-shoulder
TYPE OF SCENES
1. Active
■ An active scene is where stuff is happening; characters are
moving from one point to another or they are doing something
that involves any type of physical movement.
2. Passive
■ The passive scene is the exact opposite, where there is no
movement on the screen and the characters are static within
the field of vision. The characters might be sitting at a dinner
table talking or the character is standing and delivering his
lines but not moving at all.
3. Dialogue
■ This is a shot where one or more characters are talking.
4. Montage
■ The word montage is from the French term "to assemble". A
montage is a sequence of related scenes that can have large
time gaps missing between each of the scenes. In this
example, the character is getting dressed in his costume and
transforming into the super hero, The Zit. A series of actions
that might take several minutes in real time, is condensed
down to just the highlight points in a matter of seconds and
does not use any dialogue.
Montage
6. Silhouettes
■ Are used to make something mysterious or scary.
Identify what camera angles,
type of character shots or
type of scene are present in
the following storyboard.
2D DESIGN BASICS
Objectives

■ Demonstrate an awareness of the formal role points, lines,


and planes play in art and design by making photographs
and/or drawings that focus on these formal elements;
■ Make images—photographs and/or drawings— identifying
points, lines, and planes in their everyday environment;
■ Demonstrate an understanding of the different color models
and relationships between colors;
Vocabulary
■ Composition: a complete work of art or design, seen in total,
not as individual visual elements.
■ Line: a line is an infinite series of points. Graphically, a line is
the connection between two points, or it is the path of a
moving point
Vocabulary
■ Negative space: negative space is the space between objects
or the parts of an object, for example the area between a cup
and its handle. Also the space between an object and the
edges of the composition, i.e. the space around an object or
between lines. The opposite of negative space is positive
space.
■ Plane: a plane is a flat surface extending in height and width.
■ Point: a point marks a position in space. Graphically, a point
takes form as a dot or visible mark. Positive space: positive
space is the area or part of a composition that the subject
occupies. For instance, the positive space could be a vase of
flowers in a still life painting, a person’s face in a portrait, the
trees and hills of a landscape painting. The area around the
positive space is called the negative space.
LESSON
INTRODUCTION: WHAT
ARE POINTS, LINES,
AND PLANES?
Points, lines, and planes

■ are the basic building blocks of design. From these elements,


designers create images, icons, textures, patterns, diagrams,
animations, and typographic systems
■ Points, lines, and planes are fundamental elements for
creating complex design systems, and are frequently
combined to create texture, volume, shape, and a sense of
space.
ACTIVITY - Observing Points,
Lines, and Planes in the
Environment
■ Points, lines, and planes exist all around us.
■ Where can you find them?
■ Divide the class into three groups: point, line, and plane.
Students within each group may work independently or as
teams.
■ You will explore the environment (the school, their classroom,
or workplace,) for surprising or unique examples of their
assigned principle (points, lines, or planes), documenting
what they discover with their camera (see Figure 4). (Mobile
phone cameras are ideal for this activity.
ACTIVITY - Observing Points,
Lines, and Planes in the
Environment
■ Once you have a number of images, you should review them
and select your three strongest examples of your assigned
principle.
■ Looking at the three finished images, you should write a
single, brief summary of their decision making process,
describing why you think each of their chosen images are
successful.
LINES AND STYLIZATION:

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