Aug 27, 2010

4zzz Community Engagement



As part of our Community Engagement project we need to keep a blog outlining or progress. We're (me and 3 others) are working with local Brisbane radio station 4zzz to create a 30 second advertisement to be shown on Community TV channel Briz31.

Am more excited about this project now that we have got a clearer idea of our focus. We will be creating a motion graphics inspired animation that will outline the ethos of the radio station and also provide a chronological tour through the station's presence in the local community.

We have organised the group into the pre production and production phases with each person responsible for a primary role and a secondary job. I'm working in the preproduction phase which includes organising the collation and collection of the audio snippets and music tracks that will provide the basis of the advertisement. We also have a group member in charge of typography, sound design and animation.

The advertisement will signify the change in chronological era through both the sound and the visual (radios from 1970s to the present day). Instead of using a cut out style, we are planning to employ a retro graphics style to the illustrations by using a limited palette and heavy outline.

Aug 20, 2010

Analysis of Sound in the 'World'



Watch the Cinematic:
Here

Since the first ‘appearance’ of sound on the Hollywood movie scene in 1926, the ‘talkies’ set the pace for the rapid technological development and enhancement in the concept and art of sound design in the film industry. An often underrated component of film; sound and hearing seems to be locked in an eternal struggle for value and independence against the dominance of the visual in terms of perceived importance. Groundbreaking sound designer and sound engineer on films such as the original Star Wars trilogy, Walter Murch commented on the hierarchal relationship between sound and vision stating that, in terms of what we see and what we hear, film sound is rarely appreciated in its independent entirety but instead functions as an enhancement of the visual (Paine, 1985). Ideally however upon closer analysis of cinematic sound in all its forms from Foley to ambient to narration, music and dialogue there is a realisation that the imbalance in recognition between the auditory and the visual senses on screen should be courted in the terms of French film director Robert Bresson when he stated in his seminal work, Notes on Sound, ‘image and sound must not support each other, but must work in turn through a kind of relay’ (Weiss & Belton, 1985). It is this concept of a relay and the associated interplay between sound and vision that provides a concrete basis for an analysis of sound in film and other emerging entertainment technologies such as the computer game cinematic.

The following analysis will examine the complex interplay between sound and vision as it is expressed in the computer game cinematic created by Blizzard Entertainment to promote and introduce their now hugely successful massively multiplayer online game (MMO), World of Warcraft. The World of Warcraft cinematic, first released November 23 2004, is a successful demonstration of how sound and image work as Bresson’s relay to create a convincing environments, characters and conflicts that are designed to immerse the viewer in the world; of Warcraft.

Gaming cinematic Sound Design is an evolving technology that has its roots in film sound and in the early arcade based computer games of the 1980s. Sound in the context of gaming not only works in a relay with vision to create an entire world, it furthermore acts as an anchor and identifier with the additional purpose of attracting the gamer to invest time and energy playing the game. This is noticeable in early arcade games (Space Invaders) wherein their addictive appeal can be attributed to the loud thumping repetitive sound schemes (McDonald 2009) that become associated with in game failure and also in game success thus becoming a part of the personal investment of the gamer in the game.

The World of Warcraft cinematic is a 2min segment of computer generated 3D animation that was released independently of the actual game. It has a dual purpose, first and foremost it is an advertising mechanism designed to attract prospective gamers to the game through the use of sound and vision. The second purpose of the cinematic is to introduce the concept and characters of the game and in keeping with the fantasy role playing genre and gamer expectations of an MMO, ensure that the ‘lore’ and back story is illuminated. The opening sequence details the lore of the created world with the use of non diegetic sound in the form of a female voice over narration accompanying a map of the game world. The voice is calm, melodic and barely above a whisper as if the narrator is sharing a secret. There is an increased bass in the voice that adds depth and in turn a sense of authority and ‘truth.’ In this particular segment it is clear the non diegetic sound dominates the static visual of the map. The final line of the narration, ‘the drums of war thunder once again’ leads the audience to assume that the next section of the cinematic will be loud and chaotic punctuated by the sounds and images associated with a war, however this line is applied ironically with the next scene juxtaposed through the use of a ‘J ‘ sound edit wherein the background timbre of the choral music becomes the whistling wind that contrasts the expectation of a thundering war with peace and quiet in an isolated alpine region. This opening segment demonstrates Bresson’s ‘sound relay’ in action with neither the sound or the vision relying upon each other. The relay is a concept employed both holistically throughout the cinematic and additionally within each of the six mini self contained vision and sound scapes that serve to introduce the viewer to the characters, environments and basic combined conflicts found within the game.

Each of the six segments in the cinematic provides insight into the character type through the deliberate choice of sound and vision. To establish both character and context the Dwarf character is introduced firstly through sound. An atmospheric layered diegetic wind sound with accented higher pitch ‘whisp’ sounds indicate not only the character’s proximity to the camera but also eludes to his environmental context being alpine, outdoors, desolate and exposed even before vision is revealed. Once the visuals are revealed, the small whisp accents in the wind give a sense of mass to the character, suggesting that the wind is not only whirling past him but also around him. Body mass and movement of the character is further enhanced by the Foley noise of snow crunching footsteps that are slow in pace indicating a heavy set character moving laboriously. Bresson’s relay is capitalised again in this segment with sound firstly identifying the presence of the hunter’s pet bear. The animal groan and heavy breath are heard before the full visual reveal of the animal. As the camera draws away from the hunter and bear to a panoramic shot of character in context, there is an amplification of the higher tones in the ambient layered wind sound that successfully indicates the isolation of the character and the distance between the audience (camera) and the Dwarf. The high pitched wind tones are minimised as the exposed alpine wind then becomes the sound of leaves on the breeze in a ‘J’ sound edit that where sound pre-empts the visual for the next segment of the cinematic.

The next segment of the cinematic exemplifies how the notion of a ‘relay’ is employed not only within each section, but also holistically throughout the cinematic. In this case, the concept of the relay refers to Blizzard Entertainment’s overall vision of the six self contained yet connected soundscapes and their placement in relation to each other. In order to demonstrate the diverse character types and environments found within the ‘World,’ the cinematic soundscapes are juxtaposed to create contrast between the aspects of sound elements in each section. For example the Dwarf segment is loud with a sense of vastness and isolation in an alpine environment contrasted with the Night Elf section placed within a nullified wooded forest. These elements as stipulated by Bordwell and Thompson (filmsound.org) include both the acoustic properties of the soundscape (volume, pitch and timbre) and the dimensions of film sound (rhythm, fidelity, space and time).

The Night Elf section of the cinematic creates a soundscape that contrasts with the open vacuous illusion created in the Dwarf section. High pitched wind tones are replaced with a dying breeze and sense of closeness that is articulated through a nullifying of the ambient and Foley sounds. Metallic sounds in the distance are offset to the left ear of the audience indicating a panning automation process has been used in the sound design phase to make it sound as though the fighting is in the near distance surrounding both the audience and the Night Elf character. The Foley sounds of footsteps are light, fast paced dull thudding sound as if the sure-footed elf character is running on a forest floor of soil and twigs. Diegetic ambient water trickle sounds increase as the elf approaches the stream and decrease as if she is moving past them at a running pace. To further elude to speed there is whoosh sound as the camera and in turn the audience move past a tree in the foreground. This sound could be deemed as both diegetic (is the camera or audience actually present) and non diegetic (sense of movement outside the realm of the screen) depending on the interpretation of the camera and audience in being a part of the on screen action. The inclusion of this sound also adds to the hemmed in density of the forest soundscape. Bresson’s concept of the relay of sound is also effectively employed in this forest scene wherein the Night Elf morphs into a jungle cat. The visual is delayed in favour of the seemingly out of place ‘magical’ sound which highlights the importance of this transformation to the audience and secondly allows the Night Elf to morph rather than simply change into the animal, a point that is important in terms of attracting gamers through innovative gameplay.

The next four soundscape segments (Undead character, Tauren, Orc and Human character) are shorter in length and are juxtaposed in terms of their diverse acoustic properties and dimensions of sound, thus enabling the audience to identify each distinct segment based on vision or sound alone as these components of the cinematic are not dependent upon each other. A detailed analysis of each of these soundscapes can be found in the attached appendix. (appendix 1:1) The final phase of the cinematic is designed to demonstrate how each of these characters clash in conflict to create a world ravaged by war.

To mark the change from single character sections to combined conflicts, the Blizzard sound designers used silence to signify this shift in content. Bresson’s concept of sound and vision as a relay is also deployed as the screen cuts to black and the silence is broken by the metallic sound of what is later revealed to be a musket rifle. The lock turning creak and metallic grind of the sound helps to identify the type of gun and place it in a historical era. The vision is revealed with the loud reverberating diegetic bass boom of the rifle which recommences the action on screen. This final phase of the cinematic sees Dwarf against Tauren, the Undead army begin to march forth, Orc versus Night Elf and the human character battling an elemental monster. A full break down of the sounds employed during these conflict segments can be found in the attached appendix. (appendix 1:2)

Conflict as found within the actual gameplay of World of Warcraft is demonstrated in the final phase of the cinematic, yet there is also a sense of conflict created at a sound design level. Whether intentional or not, there is a rising competition between the diegetic and non diegetic sounds, most notably with the overbearing volume of the music soundtrack. The non diegetic soundtrack in the earlier segments of the cinematic was initially a secondary aspect of the overall soundscapes, with a timbre and rhythm in keeping with the fantasy genre of folkloric irreverence, however in the final phase of the cinematic the soundtrack at times takes the place of ambient and Foley sounds that would have created a dynamic soundscape of war. This is particularly prevalent in the Orc versus Night Elf section wherein the full impact of the size and force of the Orc over the speed of the Night Elf is lost amidst the increased volume of the music. This increased supremacy of the non diegetic soundtrack (most notably the utilisation of rhythm directing visuals) however, could be an additional layering of the concept of conflict and chaos. The music combined with sound and vision creates a chaotic clash for the auditory and visual senses of the audience thus building tension and giving potential gamers a sense of the urgency and excitement found within the game itself.

Sound design within the World of Warcraft cinematic is a complex and multifaceted production that effectively employs Robert Bresson’s theory of the sound and vision relay to ensure that the visual and the audio can stand independent of each other whilst still retaining a sense of identity and connection to the holistic presentation of the cinematic. The power of sound in the cinematic echoes in longevity for the characters, their environments, their conflicts and their created fantastical worlds remain long after the images have faded from our minds.

Jul 21, 2010

Everything's Peachy

Spent the other day in at uni working on a collaborative project with other keen animators. Organised by lecturer Joe Brumm we worked from a base character which we adapted to suit our own style. Each animator did about 7 seconds of animation depicting the character in a typical teenage situation.

I'm excited about the result and think it will look fantastic as a complete film. It also gave us practical experience in working with a model sheet and in a studio format wherein deadlines were strict (one day!!) and everyone did only a small piece on a larger film. A great idea that I think will do well if entered into festivals.

Speaking of competition, I also entered the James and the Giant Peach comp on Deviant Art. My entry below. Check out my full folio at Deviant Art.

Jul 14, 2010

Toy Story 3



Was a bit wary of this one after the pioneering success of the first Toy Story film, and the continued box office smash of Toy Story 2, but Pixar seems to have pulled off a 3rd chapter in the franchise without compromising on character or storyline. One of the most particularly pleasing aspects of this film was the fact that there was a resolution and conclusion to the franchise without fear of another 4 Toy Story films being released with a lessening in the quality of the story.

This final chapter of Pixar's Toy Story CGI animation film tells the story of Andy's toys and the conundrum of what to do with childhood toys once you grow up and move off to College. The toys take matters into their own hands once they fear they will be tossed to the kerb and instead choose to be donated to the local childcare, a toy utopia where children are plentiful and always want to play. However all is not as it seems.

This film, like Shrek was also released predominantly in 3D and I must say that Im warming to it with CGI pieces. It seems to add a depth to the world of CGI animation that brings it almost to the realm of live action without crossing into the path of the uncanny valley. The animation, attention to detail and movement in this film are superb and its the tiny touches of character movement and individual toy habits that help this Toy Story to move beyond the sometimes awkward and clunky CGI animation world. Ken btw is a real winner and and Barbie is at first predictable but offers an inspiring and empowering character.

Pixar has truly outdone themselves and this final chapter of Toy Story is a must for anyone that had a favourite toy as a child or anyone who loves not just animation but film.

Jul 10, 2010

Wolverine Commission


Commission done for a toddler's room, which is why this Wolverine looks a lot friendlier than the original lol.

Jun 30, 2010

Commissions



 Photoshop and Corel Draw on Wacom Tablet.


Jun 26, 2010

Animation Review: Shrek Forever After



Initially I had some reservations about viewing the latest and final installment of the Shrek franchise in 3D yet despite some minor issues with the standard issue 3D glasses, I think the 3D effect added to the film in a positive way.

Nowadays nearly every film is released as 3D and the mind boggles with and laughs at the possibilities (think The Lakehouse in 3D lolol). But unlike live action films that suffer with the novelty factor of adding the superfluous layer of 3D viewing, the addition of 3D to an CG animation feature can establish a greater sense of connection between the audience and the characters and their environments. Characters and environments that are rendered to create a sense of depth are given a fullness that, in the case of Shrek, stops just before venturing into the unsettling viewing platform of the uncanny valley, partly due to the character style and partly due to the selective employment of the 3D technology.

Aside from the addition of 3D, the final Shrek film was a pleasant surprise. All the familiar characters are there and although at times it seems to labour along well trodden paths of plot and humour, there is a lovely freshness to the film wherein the familiar meets the new;a theme that is echoed in the storyline.

Overall, a beautifully rendered and forwardly looking CG animation that sets the standard for the industry and stands confidently beside Shreks 1 and 2 (I prefer to pretend Shrek 3 never happened) no mean feat for a fourth installment in any cinema franchise.

imge location

Jun 22, 2010

Special FX

One of the things Im most pleased with in relation to this project is the exposure it has given me to the Toon Boom Animate Pro2 software and in that respect I'm glad that i chose to work with Toon Boom. I feel that i have really gotten to know the software and the potential that it allows through this animation piece.

Two effects i used were the glow effect and the integration of a lightening strike. The first effect was done within the program itself through the use of the module library function and gaining a deeper understanding of the network connections. Its not so much the result of the effect in this project, more the knowledge i gained from including it. The effect would have worked better had the background been darker.









The second effect of lightening was one i kind of worked out for myself by watching old cartoons and slowing down the action to frame by frame motion to see what happened to the characters and backgrounds during a lightening strike. This visual coupled with the sound effects gives the impression of a 'storm of anger.'

Production Documents

For a detailed shotbreakdown and production schedule please click the following link :)

Jun 16, 2010

Characters Enter Stage Left



This week i've been finalising camera shots, madly learning all about toon boom and putting the characters in their places. So far things are going well and Im liking the way the characters seem to 'fit' in their settings. Finishes a couple of scenes with the little imp today and got a little thrill when i saw the imp blink......'HE'S ALIIIIVE!!!"

I'm also pleased about the type of animation i have chosen to tell the story of the muse and her imp. The narrative drives the animation, rather than it being animation for animations sake.

Got about a week before its due. Will update when i can :)