Saturday, 17 May 2014

Ernest and Celestine



Ernest and Celestine is a 2012 French-Belgian animated comedy-drama film directed by Stephane Aubier, Vincent Patar and Benjamin Renner. The film is based on a series of children's books of the same name published by the Belgain author and illustrator Gabrielle Vincent. The film was released in the US in 2013 by GKIDS, where an english dub was also released along with it, featuring the voices of Forest Whitaker and Mackenzie Foy.

I am thankful that in this day and age that people are more willing to give us a more in-depth look into the making of films, video games, animations, books, comics, etc. Providing us with informative blogs, video journals, art books, etc... though I suppose we have the internet to thank for that as well. 

And this was the reason why it took me so long to finish up this write up (Aside from not watching it yet that is), as the during the past few months, I have been following their official tumblr blog that recounts the hilarious (It could be a little exaggerated in some parts for a more comedic effect, but I can imagine most of it happening) experiences of director Benjamin Renner as he works alongside producer Didier Brunner and fellow directors Stephane Aubier and Vincent Patar (It took me awhile to realize that it was him, since he didn't formally introduce himself in the beginning), with all of them being represented as adorable little anthropomorphic animals.

Renner takes us step by step whilst also providing entertaining comic strips that makes the entire experience all the more interesting to read, it is pretty evident just how much Renner had enjoyed working on this film (Whilst also panicking numerous times along the way), so not to spoil anything as I think that it would be much better if you just go over to their blog and read through it all for yourselves I will simply give a very brief summary of each chapter and share some extracts of information that I found particularly important.

1. Benjamin Renner first meets with producer Didier Brunner, a rather eccentric fellow that leaves Renner quite baffled, though it seems everyone who has worked with or under him have gotten use to his antic.



2. Renner starts reading the children books that the film is based on to familiarize himself with the characters, as well as the narrative and art style, we also learn a bit more about the author herself, such as her real name and the other beautiful works she had done just before she passed away in 2000.

3. Continuing on with his research, Renner begins work on several short animations inspired by her illustrations, attempting "to find the energy of Gabrielle Vincent's drawings and interpret it into motion" as well as focusing on keeping the characters faithful to the books themselves, beautiful minimalistic conceptual animations are shared in this post. 

These little animation tests are then shared with the producer… who apparently requires some help from Renner in opening up these animations.


Other than that however…



But then…


But as usual…

4. As the stories of Ernest and Celestine tend to be very simple and short, novelist Daniel Pennac was hired to write an original story for the film, a very animated and energetic fellow who reads his stories in the most amazing manner.

Representation of him reading Ernest and Celestine's roles respectively

At the beginning of 2009, the recruitment of an artistic team commenced.

5. Background designers Zaza and Zyk (Known for working on Persepolis and Lucky Luke) were hired first. The two were responsible for most of the visual concepts and designs done for the film, trying to stay as close as possible to Gabrielle's art style and her techniques (All backgrounds were also hence done traditionally instead of digitally).

6. As Daniel Pennac had added in a great number of new characters that had not been featured in the books, character designer Sei came in, a young talented artist from the renown Les Gobelins animation school. The female lead Celestine had been redesigned, with some inspirations taken from the books as usual (Though her design would apparently change from one book to the other), she was made to be more expressive, Ernest was apparently much easier to work on and a confirmed design for him was done in no time. The character models needed to be charismatic and not too complicated so any animator can draw him or her. 

Renner is also notably starting to show his more dickish side as well, though it's just a sign of him getting closer to his co-workers.

7. The lead animator simply known as Patrick (Another Les Gobelins graduate) was one of the first people to be hired into the team. As the lead animator, Patrick's duty was to make sure that the animation in the film was coherent and that the same style was used across all of the animators, he also needs to decide which animator will receive which scene they are best suited to work on.

8. Renner had originally only worked as an artistic director for this film (Focusing only on the visual aspect of the film), it was a little later however that Didier has asked him whether he wanted to be one of the directors of the film… Renner obviously took that offer very well.

9. Co-Directors Vincent Patar and Stephane Aubier joined in soon after, together they worked on the adaptation of the script into pictures.

10 and 11. Production is finally able to commence from there, the three directors beginning drawing up storyboards to guide the animators and background artists, with each department working separately before their works are then put together through compositing. The creation of the storyboards is a rather lengthy process, a rough version is first made to get an idea of the scene, when going through that first draft, new ideas and improvements are made on it, this process is repeated over and over until they are satisfied with the scene.

Julien, another director is asked to polish up the storyboard further, where the backgrounds are drawn more clearly to see, with Renner drawing in the characters once more after.

12 and 13. Jean Marc begins causing the voice actors for the characters, Lambert Wilson (Known for playing The Merovingian in The Matrix Reloaded and The Matrix Revolutions) is casted for the role of Ernest the bear, as this was Renner's first time working with an actor, he was clearly nervous.

14. The film was made in 3 different countries, Belgium, France and Luxembourg. Les Armateurs unfortunately did not have a studio big enough to host the whole team, and so producer Didier had to find another place to rent for their use… overrun by hundreds of cute mice (For real).



15. With the storyboard done, the crew began working on a rough version of the film.

16. Color scripts are first done by the background designers before the backgrounds are actually colored in, these color scripts are composed of rough colored backgrounds that gives the crew an idea of what the main colors of the film will be.


17. With the backgrounds done, it's back to focusing on the animation, once the roughs are done and cleaned up, a color team lead by Greg comes in to color each moving character and object. Normally they have to deal with issues of the lines of the drawings not being probably closed up, and so they will have to figure out the volume of the drawings on their own (Ugh, that's such a Rob Liefeld thing…)


18. With the animation, the coloring and the backgrounds all finished, it is time to put them altogether… after a watercolor effect is put on the colors of the animated characters and objects that is. Interestingly a software was developed to create that effect.

Compositing allows the team to add some light effects of other things like rain or snow.

19 and 20. Editing consists of cutting and moving scenes in order to create the final version of the film, this editing is done by Fabienne, seeing as the director has practically watched the film over and over for 2 years, another set of eyes was required for this duty.

It makes sense how Renner and the others found this to be one of the more difficult processes to deal with, seeing as some of the scenes that they had worked so hard on might be removed.


21. The sound design (Not to be confused with music) is done by a professional named Bertrand, when recording the sounds, Bertrand stands in front of a screen with the film on it and creates the sounds depending on the action he sees. For example if he sees a character walking on the screen, he synchronizes his steps with the animation.

22. Post synchronization consists of recording voices of the characters once the animation is made, we also see why veteran voice actors that can do children voices are hired more often than real children.

23. The music was composed by Vincent, a cello player. Renner and him and actually started working together much earlier than one would expect, musical themes were already worked on when the animation was still in the storyboarding stage.


24. The first screening takes place, Renner once again starts panicking, but despite the lack of gags, Didier tells him to be more confident himself and that everything will be fine, and so Didier saves the day in his own weird way again.


25. A touching tribute is made to Gabrielle Vincent (Or Monique Martin), as Renner thinks back to how much effort is put into this film, not wanting to betray the original message presented in her books while also not wanting to completely copy off them, all he wishes is that this film would help the audience to discover the rest of her works. 

A final inspiring message is then made to those interested in entering this industry.


Friday, 16 May 2014

The Cat Lady


The Cat Lady is an adventure psychological horror game developed by Remigiuz Michalski, it was released on December 2012 in English and on May 2013 in Italian (Though the english voice acting remains). It is an indie game made using Adventure Game Studio. An album was also released featuring music by Warmer, 5iah and Tears of Mars. 

Whilst I was facing a rough patch in my life in the past few months, a friend had actually mentioned this game to me whilst I was discussing with her about psychiatrists, let's just say it wasn't what I had expected when it came to indie horror games. It is however a perfect example as to why I adore horror games so much, there are must some titles that prove to be surprisingly therapeutic to play, especially where they have a decent storyline and well developed characters that you can relate to. 

On a somewhat related note, Outlast is not one of these uniquely therapeutic horror game titles, in fact it is one of the most stressful horror games one would ever dare to play… and so it is pretty damn awesome.


The plot follows protagonist Susan Ashworth, a chronically depressed, middle-aged woman with no friends, her only companions being stray cats, earning her the cliche but nonetheless insulting title of the Cat Lady among her neighbors. 


One night she decides to end her life, but this instead leads her to a mysterious world where she encounters the Queen of Maggots, who makes her immortal and gives her the task of ridding the world of five psychopaths referred to as the "parasites". Whilst reluctant and only seeking peace in death, Susan isn't exactly given a choice and is sent back to the world of the living, where she is soon forced to carry out the first part of her task.



The game deals with mature themes such as depression, suicide, and loneliness, though now and then some dry humor is added into this otherwise very deep game. The themes of depression and suicide have always been done in a far too cliche or ineffective manner… and honestly, yeah, somewhat cliche moments still do occur in this game, but I can't blame them for that, it's pretty hard avoiding one-liners and those so-called abstract scenes (Wow they sounds harsh). Anyway, cliche isn't entirely bad, and besides, only a small percentage of this game is presented in that way.

And aside from that, I find the main protagonist to be likable and actually relatable (Save for her unfortunate disdain for dogs…) as she progresses along, and I think we can all agree just how awkward and dumb those suicide helplines tend to be, her distrust towards most people despite their oh-so kind mindset of desiring to 'help' and 'understand' her situation is also incredibly understandable.


Let's just say that this is the most movie-esque game I have ever come across (This would perhaps be the only game movie that would actually turn out right, if they ever made it into a movie that is), whilst it most definitely has a creepy and rather gothic feel to it overall, most scenes tend to be more dramatic or action-related than scary (The sound effects still do get me now and then… stupid cringing piano punch).  

Going back to the art style of the game however, it is gorgeously stylistic as seen in these few screenshots, while most scenes tend to be in black and white, the ones that are colored have an absolutely rich look to them, the characters are never actually colored (With the exception of their clothes), and so it is really cool to see how clever they are when it comes to the use of lighting. I also love how they don't actually color every single thing in, a few spot colors are instead used, be it for the characters' clothing or the blood stains. Overall I just really like the contrast of colors and shadows in each scene, especially the more monochromatic ones.


While it might seem like a side scroller game most of the time, the creator was able to create more unique poses for the characters (So they won't simply be showing us their sides to us for the entirety of the game) as well as different camera close ups to enhance certain scenes. Each character definitely has a set of different expressions to go with whatever situation they are put in, I however find it unfortunate that it is rather difficult to make them out considering the usual distance put between the character and the camera itself, and there aren't many close ups when it comes to them pulling their more interesting facial expressions.




One of the more uniquely designed scenes, as the character's thoughts
decorate the walls of her home.
The Adventure Game Studio is an open source development tool developed in 1997 that is primarily used to create graphic adventure games. It is aimed at intermediate-level game designers (Aww and I thought I had a chance to mess around with it once I get my hands on it) and combines an integrated development environment for setting up most aspects of the game with a scripting language based on the C language to process the game logic. (I would still love to learn more about it one day, especially if it is able to produce a game as beautiful as this one)

Aside from The Cat Lady, thousands of other games have been produced using this software, many of them being professional quality. Such examples include The Blackwell series by Wadjet Eye Games, Resonance by XII Games and Gemini Rue by Joshua Nuernberger. Numerous Sierra releases have also been made through this software.

The Animated Self - Moodboard


Much like Studio Brief 4, I ended up doing a mood board for Studio Brief 5 as well (I really need all the inspiration I can get while I work for the next few days), to convey the atmosphere that I am going for, this piece of horror related work however differs from the social phobia piece that I had done at the beginning of the year, as it focuses more on an unsettling atmosphere and ambience than full out gore. 

I have also been pretty intent on going for a more noir look (With some spot colors here and there), aside from saving time, a monochromatic look would also give the entire animation a more intense and dramatic feel.

I feel however that visual concepts can only convey half of that entire vision (Even though this mood board is pretty much twice the size of the other one), sounds play another important role in these types of genres, and I am not talking about screamers (Is there a way to ban those by the way? They tick me off so much…), I am talking about the aspect of voice acting, the background noises used and sometimes the music (Thankfully the latter will not be featured in this animation (What I would give to have a music composer for a friend)). 

Reflect - Moodboard


While I'm working on those illustrations for my Studio Brief 4 presentation, I decided to quickly do up a mood board that I can refer to for inspiration when it comes to the art and coloring style (I felt that I needed something like this especially since I am working on more than 20 illustrations, I need to keep the creative juices flowing you know?), pictured above are a variety of works from various talented illustrators I have came across over the years, all having very different art styles and level details, the only thing they have in common is the charm that is presented in each of their pieces of work. Rebecca Mock's works aren't pictured in this mood board because… they are down here.









While the amount of detail in these animated gifs are insane and something I definitely can't follow up on (Maybe some other time (Yes, that's always going to be my excuse, EURGHHH)), I am instead referring more to the cleverly subtle but effective animations done in parts of them that enhances each piece, the only illustration that seems a tad stiff is the last one, seeing how the baseball player has frozen into place, the people in the other pieces are posed in a believable manner, making it seem that they can stay in that pose for long periods of time.

The Animated Self - Further Information about Lurk

Don't worry, I will get new concept art done later on.

As you can see, I chose to go with one of my horror narrative ideas for the final PPP project. Seeing as the teaser trailer won't give too much away, I thought it'd only be right to write a little more about the story.

Lurk was a survival horror video game concept that I had worked on for one of my classes during my final year, it was based on a rather lengthy dream/nightmare (Call it what you will) I had a long time ago, upon waking up, I had quickly penned it down for future use. 

Several events occurred throughout the dream, one of them involved me sitting in a subway train, a woman whom I believed to be my mother sat across from me, looking so frail and weak, the strangest smile on her lips as there was a blank look in her sunken eyes… And for awhile, I just looked back at her, things were quiet save for the noise the train made as it travelled through the tunnels… 

And like a video game, everything faded to black. It was as if a cutscene was playing, I was seeing everything from outside the train, even though I knew my physical body was still inside the train, something huge had stopped the train, I could only describe it as some hellish sort of demon… 

Something even worse happened then, a stewardess had somehow fallen out of the train… flames suddenly burst from the entire thing's body before it attacked her, for some reason the scene shifted and all I could see was the side of the train as blood splattered everywhere… I think I could actually hear people screaming, trying to escape.

In another part I was scavenging for weapons and food, this had possibly taken place before I had gone onto the train with my mom, for some reason I had decided to enter a deserted underground club of sorts, it was nearly pitch dark, save for the light of a few functioning soda and snack machines, and some surprisingly expensive looking pool tables (The ones that had their own lights), the dim blue lights that came from all these sources did nothing however to help me to see better.

I found myself picking up a few pool sticks then, including some broken ones with splintered ends, before I suddenly heard quiet weeping in one of the dark corners of the room… I obviously got the hell out of there afterwards.

Other random bits in the dream involved me meeting with my cousin and his family, and even my siblings in another train station, they were surprisingly well equipped with all sorts of guns… I didn't add this bit in obviously.

Inspiration was also taken mainly from the Silent Hill series, along with various other horror games as I worked on new settings, characters and monsters that hadn't been in the dream. While I have yet to even come close in finishing the script for this game, a 'sequel' is already in progress (Oi vey).

Cover Design
Everything was done in ink and markers, I was still trying to familiarize myself with Photoshop and my new tablet at the time, and so I had only use Photoshop and Indesign for cleanups, the layouts and the title design. Markers to this day however remain one of my most favorite traditional mediums, even though I had been told numerous times by an old lecturer of mine that they should never be used for professional works...
Characters
Monsters and Stages
I couldn't exactly remember how Malorum (The one on the right) looked in my dream, and while he was the only creature that I had seen, I had to mess around with his design just as much as I did with the others. I never liked the more traditional designs for demons, and so I tried incorporating some more twisted human features to it, so that it bore some similarities to the other monster designs.

The hotel setting was also a new addition as I had to figure out other settings to include in the game aside from the subway, I know I had sketched down some other ideas, hopefully I have them saved somewhere in one of my external hard disks...

I later on tried to do a new set of concepts for my admission portfolio, this time they were colored digitally, though the lines remained traditionally inked. In all honesty, I really disliked the flat coloring I did for these character concepts, I was really tempted to go back to using markers (Maybe next time), but at least they gave a pretty clear view of the characters' designs.
Felicity 'Filly' Marshall
Helen Marshall
I had a lot of issues when it came to their face designs, for starters, Helen Marshall's change of appearance overtime made her look like two entirely different people (And not in that way, really, it just looked like two completely different characters standing beside one another). I was also told how Father Alex and 'Peter' looked related to one another when they weren't, and so during this update, I hadn't bothered to add 'Peter' in.
Mrym and Malorum
This was probably the only thing I liked from my updated set of designs (Seeing as I also decided not to ruin them by coloring them in), a mistake from the older designs made me decide to design several different versions of Mrym, and so some featured scraggly hair sticking out from other the hood while others had more pupil-less eyes.
Sister Diawara and Father Alex
Sister Diawara is just one of those designs you find yourself favoring over the others simply because she is so fun and colorful looking. I was upset when it came to her redesign however as I thought the original marker render I did of her actually looked better.
Yeah… I'm going back to the markers next time.

Thursday, 15 May 2014

The Animated Self - Storyboard Ideas

I decided to focus on a narrative-related animation (I bet you didn't see that coming did you?) in the end, it would evoke the right amount of challenges and would definitely be much more enjoyable to work/struggle on. It would also give me the chance 

Lurk (Horror Narrative)

This was the first horror game project that I had actually done proper designs for, while it had its fair share of monsters like any typical survival horror, it was the atmosphere and sense of helplessness from the main character that I wanted to utilize more. Again, I wish to define myself for my narrative works, based on my own ideas aside from existing works, this 'teaser trailer' will allow me to experiment a bit more with shadows, a more dramatic coloring style and more defined characters designs as compared to my previous projects.

Based on some brief research I did on video game teaser trailers, these previews normally contain one ambiguous scene that does not explain much, or a a compilation of incredibly short clips, both allowing the audience a sample of what the game's tone and mood would possibly be like (And I say possibly, because game designers tend to make a lot of changes to these games after the teasers are released) that gives us an idea on what the game will be like but not the story itself, all that manages to last around 30 seconds, give or take. More research will be done on teaser trailers in the coming posts.

I then quickly drafted down three ideas:

1. The Pool Room


While not shown here, we get a few pan shots of various areas that are completely deserted and completely void of human life, before cutting to the first scene of a supposedly abandoned pool room. The camera raises up from pitch black darkness, showing the edge of a pool table, and the shadowy figure of a young girl approaching it, only the light from her phone's light lighting up the area.

The scene then shifts to her point of view as she looks at the table covered with scattered balls and shattered glass (One of the ceiling lamps having broken off not too long ago), trying to get a further look at the other parts of the room but there doesn't seem to be anything of use to her, she sighs quietly...

Weeping is suddenly heard then… that seems to sound like that of a child's, even a baby's, she raises her head, freezing in place, but only for a moment as she whips around to the direction she hears it from, turning towards another dark corner of the room where another broken ceiling lamp lays.

The camera pans moves past it then, before the entire scene fades to black, the young girl then calling out to the voice as the title appears on screen.

"… hello?"

2. Father's Call



The camera pans downwards where a phone is seen on the ground, the phone then lights up the once dim area, the voice message activates as the young girl's father is heard, desperately trying to reach his daughter. A montage of various scenes are shown during the voice over, of monsters lurking in the darkness, the young girl hiding and exploring different areas on her own, before the final scene shows her mother sitting on her own in a train carriage, cracking an eerie smile.

The scenes cuts abruptly to black as the father ends his message there, assuringly say that he and the rest of the family will be there waiting for their safe return, the title appearing on the screen along with that last line.

"We will be here, waiting for you…"

3. The Train



In a train crowded to the brim with passengers, everyone is notably distressed and distraught, some even trying to comfort others. The young girl is shown sitting in the centre of one of the benches, for a moment staring down at her lap, looking nervous and unsure as she tries to contemplate her situation.

She looks to the side then, where her mother sits beside her, having been eerily quiet throughout, her features appear paler and more sunken than before, she can understand that what had occurred earlier must have frightened her mother, but, there was something off about her…

Just as she tries to comfort her, the train jerks to a stop, people scream, the lights go out.

Before a hellish shriek is heard echoing throughout the area as the title appears...


Blade Petals in the Wind (Fantasy Narrative or Sequence)


This idea is based on an old illustration of mine that I have yet to finish, I was taking a small break from a larger project that had a very similar art style at the time.


This short animation focuses on a tiny little fairy dancing among several blossoms as they bloom from her encouragement, her dance ends with her revealing to the audience the tree she had aided is now in full bloom and is ready for spring.

We are H2O (Sequence (I guess?))


Based on one of my scrapped ideas from my Animation Process and Production project, the animation focuses on the amount of water each human body holds and how it changes throughout the day.

 I found several problems with this idea, that being which gender I should give this character (Would it offend certain audience? Especially as they are seen drinking alcohol?) as well as what activities I should include that depletes and increase the amount of water within him or her body, aside from the usual drinking and exercising that is, after drawing a part of the storyboard, I realized it seemed a tad dull and required more development.

The Animated Self - Brainstorming

For our final assignment, we are to produce a short 15-30 second animation that is 1920x1080, full HD in H264 .mov format, reflecting our emerging interest in animation and consider what we have enjoyed, where our strengths lie and what it is that we wish to push further in the future (The title sort of hints to that). 

Aside from that, we should also demonstrate an investigation into:

Context/Function: Narrative, Sequence, Satirical, Persuasive, Promote, Agitate, Subvert
Methodology: 2D Traditional, 2D Digital, Stop Motion
Visual Language: Line Quality, Shape, Texture, Composition, Color, Abstract, Realism

We also much take into account that this final piece of work will be presented in a coming show (So no half-butting it, eep) and so this piece of work must define us.

As always, I quickly drew up an outline for myself (It's just a habit that will allow the details to sink in better for me):

Studio Brief Outline
It wasn't that hard choosing which of the suggested animation functions to focus on when it came to brainstorming for ideas, and while I didn't feel comfortable in dabbling with something more satirical, I did up a little section just in case (For who knows, my end choice might have been something I wouldn't have actually expected) alongside the others that I favored the most.

First Idea Generation
The first draft was all over the place however, and so I decided to do a neater one that separated into smaller sections after (This is just the OCD talking here), revisiting the definitions of each function while throwing out a few topics that I could work with for each. 
Revised Idea Generation
Working on narrative works be they original or based on existing media has always been a passion of mine, I always find it fun to explore into various genres and create different sorts of settings and atmospheres that can draw the audience in (Aside from the obvious reason of wanting to tell one's own stories in an artistic manner), and so it was no surprise that this was the first context/function that got my attention and gathered the most ideas, I found myself burrowing deep into my folders of personal projects and listed them down into the idea section.

The first idea that game to mind was to do a promotional piece for one of my video game concepts (Since I was around 10 (That was around the time Silent Hill 3 came out I believe), I had found myself drafting down ideas for my own video games and comics that I still dream of getting produced or published in the future), and considering the duration and once again the amount of time I have left, I feel that a teaser trailer of sorts would work best if I was to focus on something narrative.

Aside from listing down old ideas, I had also listed out some elements in relation to that genre as well as what could possibly inspire me further (From video games, other artists and films) that could perhaps improve on those ideas.
Ideas for Fantasy Narrative
When it comes to the horror genre, I have always been a odd sort of fan, while I absolutely adored games from that genre, there are only a handful of films from that genre I actually enjoyed (Or maybe I'm not all that odd…).  Much like my idea generating for the fantasy narrative mind map, I followed the same process for this mind map (Actually to be honest, I did this one before the fantasy one).
Ideas for Horror Narrative
As a back up as always, I did one for sequence animations, that would perhaps focus more on the aspect of motion itself, which I honestly believe would take a lot more time especially since more complicated movements would have to be animated. While I found myself growing fond of most of the ideas, I once again believe that I would need more time that I presently have to properly animate any of them.
Ideas for Sequence Animation