Difference between revisions of "Directing the Story by Francis Glebas"
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| − | =The Goal: Why Do We Watch?= | + | [[Category:Books]] |
| − | ==Why do we watch movies?== | + | ==The Goal: Why Do We Watch?== |
| − | ==1001 Nights of Entertainment== | + | ===Why do we watch movies?=== |
| − | ==What's at stake is nothing less than life and death== | + | * live vicariously through characters |
| − | ==Dramatization through Questions== | + | * learn things |
| − | = | + | * see spectacles |
| − | ==Critique: Is it too late to turn back?== | + | * see other worlds |
| − | ==Entertainment Explained== | + | * hear a good story |
| − | = | + | * escapism (from boredom) |
| − | ==What is the audience doing?== | + | * '''to be entertained''' |
| − | ==Reverse-engineering approach== | + | none of these necessarily tell us HOW to entertain. |
| − | + | ===1001 Nights of Entertainment=== | |
| − | ==Promise to the reader: intuition illuminated!== | + | A fantasy setting is nice, but not a story. |
| − | ==The secret of storytelling is story-delaying== | + | |
| − | ==Points to remember== | + | Action, a power dynamic adds interest, but is not a story |
| + | |||
| + | Tension and conflict creates energy, but is not quite a story | ||
| + | |||
| + | The secret of storytelling is postponing the resolution of the tension - is delaying the story! | ||
| + | |||
| + | 1001 Arabian Nights - a character delaying her own execution and helping the mad sultan by writing morals that couldn't be presented outright into stories- always | ||
| + | |||
| + | cliffhangers that kept her from being killed. | ||
| + | |||
| + | '''You have to watch a movie or magic trick twice to see how it works''' - you're immersed in the story the first time. | ||
| + | |||
| + | Come up with ideas using an unconscious search - ask questions, and see what your brain fills in - relax, no forcing, interfering, judging - sense of play. | ||
| + | |||
| + | Pledge that the audience will be rewarded for following along. Identifiable characters. Keep people guessing what will happen. Allow the audience more knowledge than the characters of what will happen. | ||
| + | |||
| + | ===What's at stake is nothing less than life and death=== | ||
| + | The story must be about something big, important, significant - even if the scope is small and local. | ||
| + | |||
| + | Show your audience what's at stake, don't tell - show WHY not just what your characters do what they do. | ||
| + | |||
| + | Prove that investing in the journey is worth it to your audience - by making it seemingly impossible for your characters (and yet they go anyway) - obstacle after obstacle. | ||
| + | ===Dramatization through Questions=== | ||
| + | |||
| + | Exaggerate the significance of events - they feel like life and death to the characters. | ||
| + | |||
| + | Simple dramas are made story worthy by interconnection through a sequence of cause and effect actions. | ||
| + | |||
| + | The characters have to get themselves into trouble then find ways to get out of it - presented to the audience in the form of questions and imaginative answers. | ||
| + | |||
| + | ''my note: wonder if that means we should present why getting them into trouble is the best solution they think they have at the time?'' | ||
| + | |||
| + | ===Critique: Is it too late to turn back?=== | ||
| + | |||
| + | Don't make the audience wait to see if something is going to happen - present backstory dramatically. | ||
| + | |||
| + | ===Entertainment Explained=== | ||
| + | |||
| + | Everything we do is to avoid pain and gain pleasure - biologically driven. | ||
| + | |||
| + | Watching a character learn to avoid pain through tension and conflict is learning - which is pleasurable. | ||
| + | |||
| + | Delayed gratification increases gratification. | ||
| + | |||
| + | Watch to feel good - to have an emotionally satisfying and meaningful experience. | ||
| + | |||
| + | Give the audience what they want - but not the way they expect it, so they are pleased by novelty and not bored. | ||
| + | |||
| + | Raw emotions on screen provoke reactions to those emotions, not the emotions themselves. | ||
| + | |||
| + | Bringing an audience on a journey to the place where they see why emotions are happening and empathize with them is story. | ||
| + | |||
| + | Aim for the heart by working at a structural level - all you have is pictures, words, sounds, music | ||
| + | |||
| + | ===What is the audience doing?=== | ||
| + | |||
| + | Think about the film from the audience's point of view - are they bored, confused, or engaged? | ||
| + | |||
| + | Second most important question besides "Why Do We Watch" | ||
| + | |||
| + | ===Reverse-engineering approach=== | ||
| + | |||
| + | Reverse engineer the audience - they aren't just watching! They're thinking through the movie in the mechanics of understanding not wordy thinking, starting even before they arrive to watch, based on their expectations for the show. | ||
| + | |||
| + | ; 1. Bring their expectations and pay attention : Have to present the story in a way that exceeds expectations | ||
| + | ; 2. See the images clearly : Design, composition, perspective, lighting | ||
| + | ; 3. Reads the images, see characters things signs movement action symbols : choose what to show and show how it's significant | ||
| + | ; 4. builds a concept of the story and meaning in their head : help them follow the story with sequencing and storytelling structure | ||
| + | ; 5. Emotions arise out of meaning automatically : identifying characters, story viewpoint, genres, narrative questions | ||
| + | ; 6. Feel relief when the narrative questions close : resolution, chekov's guns. Even a "we'll do it in the next movie" IS a resolution as they know we didn't forget it. | ||
| + | |||
| + | ===Promise to the reader: intuition illuminated!=== | ||
| + | |||
| + | Experience is a good teacher, but tactics and techniques are a good help rather than starting from scratch. | ||
| + | |||
| + | The goal of storyboarding skills is for them to disappear into the art of storytelling. | ||
| + | |||
| + | ===The secret of storytelling is story-delaying=== | ||
| + | |||
| + | And there are a lot of ways to do it. | ||
| + | |||
| + | Have to put your heart into the work - you want to move the audience. | ||
| + | |||
| + | Escaping boredom is universally funny because it's an unspoken truth - we want our lives to be exciting (we keep them boring to be safe) | ||
| + | |||
| + | Shows are a safe way to experience an exciting life for a bit! | ||
| + | |||
| + | Characters and people are made out of stories. | ||
| + | |||
| + | ===Points to remember: Why Do We Watch=== | ||
| + | |||
* We watch movies to feel good - meet that need in your audience | * We watch movies to feel good - meet that need in your audience | ||
* Make sure your story is about something that matters | * Make sure your story is about something that matters | ||
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* The next time you're at a movie pay attention to what experiences you are going through as you watch. Notice what triggers your emotions. | * The next time you're at a movie pay attention to what experiences you are going through as you watch. Notice what triggers your emotions. | ||
| − | = | + | ==Common Beginner Problems== |
| − | =Common Beginner Problems= | + | ===Where do you begin?=== |
| − | ==Where do you begin?== | + | It's easy to fix drawing problems. It's harder to learn to fix story problems. |
| − | + | ||
| − | == | + | We learn to tell stories of what happened to us everyday - but not how to tell them visually. |
| − | == | + | |
| − | = | + | The skills involved in visual storytelling also have to be learned. |
| − | + | ||
| − | + | A well-executed movie is seamless - it's easier to learn problems by watching a bad one! | |
| − | ==What | + | |
| − | == | + | ===The catch-22 of the character-driven intuitive approach=== |
| − | = | + | |
| − | + | Most stories are a mix of action and character - but you have to make sure that the character side is there! | |
| − | + | ||
| − | + | Identifying with a character = identifying with their desires | |
| − | + | ||
| − | == | + | Characters act to get their desires, and make mistakes based on their personalities and experience - this creates plot. |
| − | == | + | |
| − | + | Different media does different things well: | |
| − | == | + | ; Novels : what people think |
| − | = | + | ; Plays : dialogue |
| − | = | + | ; Movies/TV : action! |
| − | == | + | |
| − | == | + | Character-driven stories are about characters taking action to get what they want. |
| − | == | + | |
| − | == | + | Character motivations don't help you structure visual storytelling. |
| − | + | ||
| − | + | ===What Can Possibly Go Wrong?=== | |
| − | == | + | |
| − | == | + | Even pros have issues sometimes. |
| − | + | ||
| − | + | ====Speaking Problems==== | |
| − | == | + | |
| − | == | + | Need to be able to control our pictures to say what we want. |
| − | == | + | |
| − | + | Filmic equivalent to speaking problems: | |
| − | + | ||
| − | == | + | ;Say one thing at once : Often beginner boarders have too many things going on at once. |
| − | == | + | ;Run-on sentences : when you get to the end, stop. Animation doesn't need coverage! |
| − | + | ;lack of punctuation : let your jokes hit before moving on to the next gag. | |
| − | + | ;Shaggy dog story : tangents that don't drive the story or are irrelevant | |
| − | + | ;Bad grammar : poor sequencing of visual images | |
| − | + | ;Nothing to say : knockoff films, "kids stuff" | |
| − | + | ||
| − | + | ====Catch-22 Revisited==== | |
| − | + | ||
| − | + | You're not actually starting out from nothing - you have life experience, communication, TV and movie watching. | |
| − | + | ||
| − | + | And now digital stuff is inexpensive and widely available. | |
| − | + | ||
| − | + | ===What Do Directors Direct?=== | |
| − | + | ||
| − | == | + | Directors direct the elements of the film, in order to direct the emotions - by means of directing ''the attention of the audience'' |
| − | == | + | |
| − | + | ====Enemies of Good Design==== | |
| − | = | + | |
| − | ==The | + | * boredom |
| − | == | + | *confusion |
| − | + | ||
| − | + | ====A Fine Mess==== | |
| − | + | ||
| − | + | Storyboard is creating a thread of images (not just drawings) and deciding when to show them to the audience | |
| − | + | ||
| − | = | + | ====Clear and Dramatic Fights Confusion and Boredom==== |
| − | + | ||
| − | + | KISS - clarity fights confusion. | |
| − | + | ||
| − | + | Boredom > lack of dramatic questions - what's going to happen next! | |
| − | + | ||
| − | + | ===The Speaking Metaphor=== | |
| − | == | + | |
| − | + | We tell a story with pictures as if we were speaking it with words. | |
| − | + | ||
| − | + | Noun and verbs into series of pictures. | |
| − | + | ||
| − | + | Each new idea an image, one at a time. | |
| − | + | ||
| − | == | + | ===Show and Tell=== |
| − | + | ||
| − | + | A series of images are needed to show condition, action, result - also context | |
| − | + | ||
| − | + | ===Every Shot Is A Close-Up=== | |
| − | ==The | + | |
| − | + | Shot size usually refers to the human subject of a frame. | |
| − | == | + | |
| − | == | + | In story context of a shot, EVERY shot is a closeup - focusing on only one thing, but that can be from a massive spacious environment to a tiny detail. |
| − | + | ||
| − | == | + | ===What Is a Story?=== |
| − | + | ||
| − | + | A story is the telling of a series of events about a character who wants something, and has to overcome obstacles to get it. | |
| − | + | ||
| − | + | A story has opposition for contrast and meaning. | |
| − | == | + | |
| − | + | Something (maybe an idea) has to die in the conflict. | |
| − | + | ||
| − | + | A play hypothesis, a quest in the form of a question, seduction in the shape of a war. | |
| − | == | + | |
| − | + | Internal character conflicts played out as an external war. | |
| − | == | + | |
| − | + | Seduction that begins with "What If" that gives the audience the experience life's struggles are wroth it | |
| − | + | ||
| − | == | + | # vizualize a story |
| − | == | + | # tell/show the story engagingly |
| − | == | + | |
| − | == | + | clear pictures to grab attention, dramatizations to keep attention. |
| − | = | + | |
| − | == | + | ====Events of the Story==== |
| − | == | + | |
| − | == | + | Aim at the heart by working at the structural level. |
| − | + | ||
| − | + | Plot/events/content vs fable/story/discourse/form. | |
| − | + | ||
| − | == | + | The events are what is on the screen, the story is what, written into those events, reforms in the minds of the audience. |
| − | + | {| class="wikitable" | |
| − | + | |- | |
| − | = | + | | Events of the story |
| − | == | + | |- |
| − | == | + | | Structure of the telling of the story |
| − | + | |} | |
| − | + | ||
| − | == | + | ====An Experiment==== |
| − | + | ||
| − | == | + | The story is what we remmber, the structure is how it's told. |
| − | == | + | |
| − | + | Done right, the structure, while totally visible, becomes totally hidden by our involvement in experiencing the story. | |
| − | + | ||
| − | + | Suspension of disbelief is automatic in the willingness to entertain a story being told. | |
| − | + | ||
| − | + | ====Structuring Stories==== | |
| − | == | + | |
| − | == | + | Structure - the relationship between the parts of a story: The narrative questions and the delays (gaps) and answers to those questions - how they're presented. |
| − | + | ||
| − | + | The story is misdirection to prevent us from noticing how it's being presented. | |
| − | + | ||
| − | + | {| class="wikitable" | |
| − | + | |- | |
| − | + | ! Chart of Story Events and Structure | |
| − | == | + | |- |
| − | = | + | | The '''events''' of the story are what happens |
| − | == | + | |- |
| − | == | + | | Thershold of awareness: dividing what's noticed vs not |
| − | + | |- | |
| − | + | | '''Structure''' - how the story is told. | |
| − | + | |} | |
| − | + | ||
| − | == | + | ===What is Character?=== |
| − | == | + | |
| − | == | + | character - a person represented on screen |
| − | = | + | |
| − | == | + | Characters aren't real people - they're caricatures or crystalization of the essences of aspects of people |
| − | == | + | |
| − | + | Look at what rules govern a character's behavior | |
| − | + | ||
| − | + | Visually show characters, their goals and limitations, decisions, changes, etc. | |
| − | + | ||
| − | + | Keith Johnstone describes wonderful ways to develop characters in [[Impro by Keith Johnstone | Impro]] and [https://www.amazon.com/Impro-Storytellers-Keith-Johnstone/dp/0878301054 Impro for Storytellers]. | |
| − | + | ||
| − | ==Changes Made to Make the Story More Dramatic or Resonant== | + | Johnstone says stories should contain moral choice - especially if it's the wrong choice at first! |
| − | =Conclusion: Now We Must Say Good-bye= | + | |
| − | ==What They Don't Tell You== | + | Nervous actors block because "Making a moral choice alters you, makes your character experience relief, or sadness, or despair, or whatever, so moral choices are avoided" |
| − | ==Tips for Keeping Your Dream Alive== | + | |
| − | ==Things Are Not Always What They Seem== | + | ===Points to Remember: Common Beginner Problems=== |
| + | |||
| + | * Make sure your story is character-driven by their desires | ||
| + | * Be aware of potential speaking problems that may bump your audience out of being "lost" in the story | ||
| + | * Remember the speaking metaphor: Clearly show one thing at a time | ||
| + | * Fight boredom by weaving interesting narrative questions that create dramatic characters in escalating conflict | ||
| + | * Fight confusion by focusing the audience's attention to one thing at a time as you tell the story | ||
| + | * Treat every shot as a close-up of what you wish to show the audience | ||
| + | * Make sure your images clearly show the story ideas that you intend to convey | ||
| + | * Aim at the heart by working at a structural level. | ||
| + | |||
| + | ==The Beginning Basics== | ||
| + | Planning story: | ||
| + | ;script:verbal plan | ||
| + | ;storyboard:visualization plan | ||
| + | |||
| + | comic strips are teeny storyboards - study how they make people feel good | ||
| + | ===History and Function of Storyboards=== | ||
| + | Disney storyboards started as showing the composer the flow of the story for music, and migrated onto boards. | ||
| + | |||
| + | Winsor McCay may have created the storyboard to plan live-action interaction films like Gertie. | ||
| + | |||
| + | Hitchcock - "If it won't work [on the board], it won't work on film." | ||
| + | |||
| + | Expedient, and saves money. | ||
| + | |||
| + | ===Various Types of Storyboards=== | ||
| + | *Animation boards create the acting/staging. | ||
| + | *Live action boards are a scene setup guide for the actors/cameras, don't have to represent final picture cases. | ||
| + | *Live shows are edited live from multiple cameras, don't use storyboard. | ||
| + | *Television boards must be on model and detailed - used for the animation order, with full continuity hookups | ||
| + | *Animatics for construction of animated film - emotional road map | ||
| + | *VFX storyboards - to help the effects artists and actors anticipate what the final shot/timing should look like | ||
| + | |||
| + | ===Production Process=== | ||
| + | |||
| + | # Need a story - from scripts or loose treatments (plan for script) | ||
| + | # Collect reference/inspiration images | ||
| + | #* from library/internet | ||
| + | #* from magazines or take photos | ||
| + | #* from personal collection of reference you build | ||
| + | #* from movies and tv | ||
| + | # Viz dev - the realm of art director & prod designer, but storyboard often hapens first | ||
| + | |||
| + | ===The Beat Board=== | ||
| + | |||
| + | Single drawing per scene to tell the story, for pitching to execs, investors, crew review | ||
| + | |||
| + | ===Storyboarding Overview=== | ||
| + | |||
| + | Read the script, analyze key storytelling beats - identifying starts, twists & turns, payoffs, interests for audience | ||
| + | |||
| + | Develop appealing characters w/unique personalities - whose point of view to express the material | ||
| + | |||
| + | Worry more about story than continuity in initial thumbnail/rough pass. Experiment and replace drawings as needed. | ||
| + | |||
| + | Ref number on drawings | ||
| + | |||
| + | ===Story Reels=== | ||
| + | |||
| + | Animatic. Full continuity, including entrances/exits of characters and shot hookups. | ||
| + | |||
| + | ===The Refinement Process=== | ||
| + | |||
| + | Edit and update the board in the storyreel to make the ideas work and the gags/tensions of the film to hit properly. | ||
| + | |||
| + | ===Pitching=== | ||
| + | |||
| + | Show someone your boards realtime, narrating the audio (why not just show them the story reel?) | ||
| + | |||
| + | Rehearse beforehand. | ||
| + | |||
| + | Pitch with passion but not out of control. Don't stand in front of the boards. Don't narrate what the camera does. | ||
| + | |||
| + | Bold drawings that read across a room | ||
| + | |||
| + | ===The Gong Show=== | ||
| + | |||
| + | storyboards are used to pitch new films/shows to execs | ||
| + | |||
| + | ===How to Tell a Story with Pictures=== | ||
| + | |||
| + | Most important thing to remember is to make sure your sequence of images is telling the same story that you think you are telling. | ||
| + | |||
| + | Many ways to tell any story and so equally many ways to storyboard. | ||
| + | |||
| + | ===Breaking Down the Script: What Are Story Beats?=== | ||
| + | |||
| + | ; Script page : written description of action and dialog | ||
| + | ; scene : small unit of conflict in the story, a larger cumulative change that steps the story along and changes the location or time or POV. | ||
| + | ; story beat : idea or little action. The tiny changes that makes up the scene | ||
| + | |||
| + | ===How to Storyboard a Scene=== | ||
| + | |||
| + | Break script into main story beats | ||
| + | |||
| + | Look for main narrative questions, underlying theme | ||
| + | |||
| + | Create a shot/beat list | ||
| + | |||
| + | Storyboarding - almost a rewrite, using images to show rather than tell. | ||
| + | |||
| + | The first pass at directing the film. | ||
| + | |||
| + | ===Staging the Action=== | ||
| + | |||
| + | Staging: overall layout of the characters and background/foreground on the scene. | ||
| + | |||
| + | Planning diagram first! Block out where everyone moves when. | ||
| + | |||
| + | First pass in thumbnails. | ||
| + | |||
| + | May not be able to change the script, but subtext is free reign | ||
| + | |||
| + | ===Ignoring the 4th Wall=== | ||
| + | |||
| + | A trick in storytelling is to tell someone else the story, or present the story without appearing to consider the audience- therefore the audience doesn't feel noticed- and instinctively watches more. | ||
| + | |||
| + | ===Points to Remember: Beginning Basics=== | ||
| + | * Draw '''BOLD!''' Make your images easy to see as a billboard. | ||
| + | * Number your drawings | ||
| + | * Pitch clearly and passionately | ||
| + | * Storyboards are always a work in process. Start out rough and don't be afraid to throw away drawings. Keep at it until you find the image that best tells the story. | ||
| + | * Avoid relying on "talking head" shots. Tell the story visually. Invent visual devices. | ||
| + | * Watch the [https://www.amazon.com/Wallace-Gromit-The-Complete-Collection/dp/B003V8DHN0 Wallace and Gromit shorts]: ''A Close Shave'' and ''The Wrong Trousers'' as an example of great visual storytelling. | ||
| + | * Watch old silent movies to see how they tell stories without words. | ||
| + | |||
| + | ==How to Draw for Storyboarding: Motion and Emotion== | ||
| + | ===Only 9,999 to Go=== | ||
| + | Anyone can draw like a child. | ||
| + | |||
| + | The impulse to draw is repressed through education. | ||
| + | |||
| + | Schools teach what society values. | ||
| + | |||
| + | Drawing contributes to cognitive development. | ||
| + | |||
| + | Drawings create new worldviews, even if we set out to explore ideas within our own view. | ||
| + | |||
| + | Drawings create insights that were not necessarily sought. | ||
| + | |||
| + | Drawings are great for beginning to visualize a film. | ||
| + | |||
| + | Practice makes perfect - the 10k drawings Nicolaides quote. | ||
| + | |||
| + | Draw gestures everywhere you go in a tiny sketchbook - a post-it note pad will do. | ||
| + | |||
| + | ===From Stick Figures to Balloon People=== | ||
| + | ====Stick Figures==== | ||
| + | |||
| + | Directors have directed successful films with stick figures. | ||
| + | |||
| + | Hardest part about storyboarding isn't drawing, it's thinking - how to visualize the story into a series of shots. | ||
| + | |||
| + | Downsides to stickfigures: | ||
| + | * hard to see, so thin | ||
| + | * hard to tell which way they're facing | ||
| + | * most are stiff-looking, don't appear to be moving. | ||
| + | |||
| + | First solution is to use curved lines in the stick figures, to create expression | ||
| + | |||
| + | ====Balloon People==== | ||
| + | |||
| + | "blow up" the rest of the lines besides the head to give them volume. | ||
| + | |||
| + | ====Simple Skeleton==== | ||
| + | |||
| + | Add a simple skeleton - shoulder and hip lines. | ||
| + | |||
| + | Tend to move in opposite directions. | ||
| + | |||
| + | Head lines up over the foot supporting the weight (center of gravity) | ||
| + | |||
| + | ====Line of Action==== | ||
| + | |||
| + | Line of action that represents the main thrust of forces. | ||
| + | |||
| + | ''ed: curve from the support, to where it's going, modified by forces in play. See also [[Laban Movement Analysis]]'' | ||
| + | |||
| + | Star people, blob people, flour sacks, all work because of the LOA. | ||
| + | |||
| + | ====What about drawing hands==== | ||
| + | |||
| + | Hands based on the things they do - Bridgman's shapes. Hook, claw, club, spade, spear | ||
| + | |||
| + | ===Walt Stanchfield's Gesture Drawing Class=== | ||
| + | See also [[Drawn to Life vol 1 by Walt Stanchfield]] and [[Drawn to Life vol 2 by Walt Stanchfield]] | ||
| + | ====Draw the Story==== | ||
| + | |||
| + | draw the essence of the pose - what the character is doing, the energy of that | ||
| + | |||
| + | e.g., someone standing under an umbrella, feeling for rain - the gesture of that, before worrying about the umbrella details | ||
| + | |||
| + | Keep sketchbook on you, draw in pen, to force you to get the gesture first. | ||
| + | |||
| + | ====Walt's quotes==== | ||
| + | |||
| + | * Draw verbs instead of nouns | ||
| + | * Bad tangents are poor alignments that flatten space because levels of depth seem to connect | ||
| + | * Conflict, in the form of tension, adds interest to a drawing. | ||
| + | * The body attempts to stabilize and balance, creating conflict or tension | ||
| + | |||
| + | ====Gravity and Force==== | ||
| + | Two forces always working on the body: gravity pulling down, and the body itself rising against the gravity. | ||
| + | |||
| + | * The artist has to be passionate, and experience the gesture to draw it faithfully & expressively | ||
| + | * Getting the feel of what the model is doing is more important than looking for the parts to draw | ||
| + | * Should be fast and invigorating to analyze a gesture - decide what you want your character to do in a split second and get it on paper before you get caught up in details | ||
| + | * Have something to say, and keep it simple | ||
| + | |||
| + | ====Getting Depth in Your Drawing==== | ||
| + | |||
| + | Wrap lines around volumes to represent depth | ||
| + | |||
| + | Different drawn sizes of same-sized objects. | ||
| + | |||
| + | Draw difficult poses from the side first, to figure out how it lines up. | ||
| + | |||
| + | Foreshortening trick - overlap your shapes, and exaggerate the scale | ||
| + | |||
| + | ====Use the Floor as a Stage==== | ||
| + | |||
| + | Draw a grid stage for action, helps place the character in space. | ||
| + | |||
| + | Use angles for twists and turns, avoid parallelism with the frame | ||
| + | |||
| + | ====The Body's Acting Performance==== | ||
| + | |||
| + | Body language shows how a character feels. | ||
| + | |||
| + | Part of the body leading defines the quality of that action. | ||
| + | |||
| + | Rhythmic flow in drawings - muscle groups alternating between sides, straight against curve | ||
| + | |||
| + | ===Caricature=== | ||
| + | ===Designing Interesting Characters=== | ||
| + | ====Proportions Make the Difference==== | ||
| + | ====Drawing Animals on Tiptoes==== | ||
| + | ===The Story Drive of Emotions=== | ||
| + | ===Drawing the Four Main Emotion Groups=== | ||
| + | ====Changes of Expression Shows Thinking==== | ||
| + | ====A Gallery of Emotions==== | ||
| + | ===Miscellaneous Drawing Tips=== | ||
| + | ===Drawing for Clarity and the Use of Clear Silhouettes=== | ||
| + | ====Basic Lighting==== | ||
| + | ====The Drama of Light: Theatrical Lighting==== | ||
| + | ===Mort Walker's The Lexicon of Comicana=== | ||
| + | ===Technical Aspects of Storyboards=== | ||
| + | ===Critique: 1001 Drawings=== | ||
| + | ===Points to Remember: Motion and Emotion=== | ||
| + | * Carry a sketchbook and sketch, sketch, sketch! | ||
| + | * Sketch some more | ||
| + | * Draw the story | ||
| + | * Use gestures to help tell the story | ||
| + | * Learn to draw the essentials fast | ||
| + | * Try scenes a dozen different ways to compose them | ||
| + | * Film always says one thing at a time, and everything must relate to that one thing | ||
| + | * Draw the pose, not the parts. Don't blow it with too many details! | ||
| + | * Draw verbs (actions) not nouns (names of things) | ||
| + | * Don't stiffen up your poses, think diagonals. | ||
| + | * Watch the Disney animated classics for examples of great drawings | ||
| + | * Watch Miyazaki films for great visual storytelling and drawing | ||
| + | * Study comic books for great drawings and visual storytelling | ||
| + | |||
| + | ==Structural Approach: Tactics to Reach the Goal== | ||
| + | ===Once upon a time=== | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | | The events - what happens in the story? | ||
| + | |- | ||
| + | | The threshold of awareness - divides what the audience pays attention to/notices and what we don't | ||
| + | |- | ||
| + | | Structure - how the story is told | ||
| + | |} | ||
| + | ===Critique: Developing Character Relationships=== | ||
| + | ===Points to Remember: Drawing for Storyboarding=== | ||
| + | * Carry a sketchbook and sketch, sketch, sketch! | ||
| + | * Sketch some more. | ||
| + | * Draw the story | ||
| + | * Use gestures to help tell the story | ||
| + | * Learn to draw the essentials fast | ||
| + | * Try scenes a dozen different ways to compose them | ||
| + | * Film always says one thing at a time, and everything must relate to that one thing | ||
| + | * Draw the pose, not the parts. Don't blow it with too many details | ||
| + | * Draw verbs (actions) not nouns (names of things) | ||
| + | * Don't stiffen up your poses. Think diagonals. | ||
| + | * Watch the Disney aniamted classics for examples of great drawings. | ||
| + | * Watch Hayao Miyazaki's films such as [https://www.hbomax.com/feature/urn%3Ahbo%3Afeature%3AGXrHTGwYHRnUYOAEAAABC ''Kiki's Delivery Service''] or [https://www.hbomax.com/feature/urn:hbo:feature:GXrHaagZAIKu9KwEAAAAm ''My Neighbor Totoro''] for great visual storytelling and drawing. | ||
| + | * Study comic books for great drawing and visual storytelling. | ||
| + | |||
| + | ==What do Directors Direct?== | ||
| + | {| class="wikitable" | ||
| + | !colspan="6"|Events of the story | ||
| + | |- | ||
| + | !colspan="6"|<small>Threshold of Awareness</small> | ||
| + | |- | ||
| + | | <span style="writing-mode: vertical-lr;">Structural Level (work here)</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Directors Direct Attention</span> | ||
| + | || <span style="writing-mode: vertical-lr;"></span> | ||
| + | || <span style="writing-mode: vertical-lr;"></span> | ||
| + | || <span style="writing-mode: vertical-lr;"></span> | ||
| + | || <span style="writing-mode: vertical-lr;"></span> | ||
| + | |} | ||
| + | |||
| + | ===How to Get Attention=== | ||
| + | ===The Map is Not the Territory=== | ||
| + | ===Selective Attention=== | ||
| + | ===Keeping Attention=== | ||
| + | ===Keeping Structure Invisible: Tricks of Attention=== | ||
| + | ====Milton Erickson meets Bugs Bunny==== | ||
| + | ====Erickson's Techniques==== | ||
| + | ===The Power of Suggestion=== | ||
| + | ===How the Brain Organizes Information: Gestalt=== | ||
| + | ====The Mind F lls in the Bl nks==== | ||
| + | ====Grouping into Wholes==== | ||
| + | ====Figure/Ground==== | ||
| + | ====Good Continuity==== | ||
| + | ====Grouping by Proximity==== | ||
| + | ====Grouping by Similarity==== | ||
| + | ====Grouping by Common Region==== | ||
| + | ====Grouping by Connectedness==== | ||
| + | ====Symmetry==== | ||
| + | ====Utilization of Gestalt==== | ||
| + | ====Perceptual Difficulties==== | ||
| + | ===Director as Magician=== | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | | Story events || Magician's patter | ||
| + | |- | ||
| + | | Structure || Mechanics of the trick | ||
| + | |} | ||
| + | ====The Rules of Magic==== | ||
| + | * Never reveal the secret to how a trick is done | ||
| + | * Never repeat a trick | ||
| + | * Use attractive magicians assistants as a distraction | ||
| + | ===Hierarchy of Narrative Questions=== | ||
| + | ====Types of Narrative questions==== | ||
| + | ====Sequencing of Narrative Questions==== | ||
| + | ===Critique: Scheherazade Directs Attention=== | ||
| + | ===Points to Remember: What Directors Direct=== | ||
| + | * A director must wear many hats: | ||
| + | ** magician | ||
| + | ** hypnotist | ||
| + | ** ventriloquist | ||
| + | ** cheerleader | ||
| + | ** psychologist | ||
| + | ** mediator | ||
| + | ** shepherd | ||
| + | * First and foremost a director directs the audience's attention and keeps directing it | ||
| + | * Change the pace so your audience doesn't grow fatigued. Give them a chance to catch their breath and give them some new scenery | ||
| + | * Misdirect the audience in order to entertain them. But make sure you are clearly directing their attention. | ||
| + | * Learn the gestalt principles and make them work for you | ||
| + | * Analyze the hierarchy of narrative questions, delays, and answers in your film. | ||
| + | ** Are the questions dramatically interesting? | ||
| + | ** Do they maintain dramatic tension throughout the story? | ||
| + | ** Would it be stronger if you moved some around? | ||
| + | |||
| + | ==How to Direct the Eyes== | ||
| + | {| class="wikitable" | ||
| + | !colspan="6"|Events of the story | ||
| + | |- | ||
| + | !colspan="6"|<small>Threshold of Awareness</small> | ||
| + | |- | ||
| + | | <span style="writing-mode: vertical-lr;">Structural Level (work here)</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Directors Direct Attention</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Directing the Eyes and Ears</span> | ||
| + | || <span style="writing-mode: vertical-lr;"></span> | ||
| + | || <span style="writing-mode: vertical-lr;"></span> | ||
| + | || <span style="writing-mode: vertical-lr;"></span> | ||
| + | |} | ||
| + | |||
| + | ===Visual Clarity=== | ||
| + | ===What I Learned from Watercolor Artists: The Missing Piece of Design=== | ||
| + | ===Where Do I Look?=== | ||
| + | ====Seeing Things==== | ||
| + | ====Where do I put the Camera? Staging the Action==== | ||
| + | ====The Great Eye Learns to See==== | ||
| + | ===The Design Equation=== | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! [[Design Elements]] + !! [[Design Principles]] = !! Effects | ||
| + | |- | ||
| + | | What is actually on the page | ||
| + | * Points | ||
| + | * Lines | ||
| + | * Planes | ||
| + | * Edges | ||
| + | * Shapes | ||
| + | * Values | ||
| + | * Sizes | ||
| + | * Colors | ||
| + | || | ||
| + | How the elements are organized: | ||
| + | * Balance | ||
| + | * Position | ||
| + | * Dominance | ||
| + | * Unity | ||
| + | * Alteration and repetition | ||
| + | * Contrast and similarity | ||
| + | * Symmetry | ||
| + | * Rhythm | ||
| + | || The representative illusions that viewers complete in their own minds | ||
| + | |} | ||
| + | ====Elements of Design: What is on the Page==== | ||
| + | ====Principles of Design: How to Organize What is on the Page==== | ||
| + | ====Effects of Design: Illusions Created by the Elements and Principles==== | ||
| + | ====The enemies !?! of Good Design==== | ||
| + | mainly boredom and confusion | ||
| + | ===Directing the Eye with Composition=== | ||
| + | ====General Guidelines of Composition==== | ||
| + | ====Directing the Viewer's Eyes — Look!==== | ||
| + | ====Compositional Reading==== | ||
| + | ====Where are we Going?==== | ||
| + | ====Movie Composition Needs to be Very Simple==== | ||
| + | ===A Magical Effect: How a Picture Makes You Feel=== | ||
| + | ===Light and Shadows=== | ||
| + | ===Points to Remember: Directing the Eyes=== | ||
| + | * analyze your compositions, exploring each design element at a time, as well as overall | ||
| + | * Design and composition principles apply to every level of film construction from single shot composition to the overall structure of the whole film | ||
| + | * As director you you are the conductor of the moving visuals. | ||
| + | ** You need to control graphic noise in order to make music. | ||
| + | ** Tone down graphic noise by lowering the contrast. | ||
| + | ** Punch up the contrast on where you want the audience to look | ||
| + | * Use composition to create visual drama | ||
| + | * Composition is subtext. It tells the audience how to feel. Make sure you know what you are saying | ||
| + | * Strive for visual clarity, simple but dynamic | ||
| + | * Experiment with moving the camera around to stage the best composition. | ||
| + | * Make sure each shot has a focus or center of dattention. Make sure this has the greatest contrast of value. | ||
| + | * Be aware of where your characters are in the frame and what their placement says about them. | ||
| + | * Use elements of your composition as arrows and pathways to direct the viewer's eyes | ||
| + | * Group and mass similar things to simplify your composition. Mass your darks together to avoid making the picture look spotty | ||
| + | * Weave your compositions with dark over light and light over dark | ||
| + | * Watch 300 to study its dynamic composition. | ||
| + | |||
| + | ==Directing the Eyes Deeper In Space and Time== | ||
| + | ===What is Wrong With This Picture?=== | ||
| + | ===What to Use: Telephoto or Wide-Angle Lenses?=== | ||
| + | ====Telephoto Characteristics==== | ||
| + | * Little distortion | ||
| + | * Used for beauty shots | ||
| + | * Flattens space | ||
| + | * Narrow depth of Field | ||
| + | * Verticals and horizontals remain neutral | ||
| + | * Brings distant objects near | ||
| + | ====Wide-Angle Characteristics==== | ||
| + | * At fish-eye wideness, extreme distortion | ||
| + | * Unflattering to faces | ||
| + | * Expands space | ||
| + | * Deep depth of field | ||
| + | * Verticals and horizontals shift to create dynamic diagonals | ||
| + | ====Telephoto Lenses Truck In==== | ||
| + | ====Wide-Angle Lenses Truck In==== | ||
| + | ===How to use Framing to tell a Story=== | ||
| + | ===Camera Mobility=== | ||
| + | ===Alternative Approaches=== | ||
| + | ===A Trick for Planning Scenes=== | ||
| + | ===Proximity=== | ||
| + | ===Point of View: Subjective Camera=== | ||
| + | ===The Town of Dumb Love and SketchUp=== | ||
| + | ===Beware of Depth Killers=== | ||
| + | * Lines that are parallel to the frame will tend to flatten space | ||
| + | * Ignoring size consistency makes them fail to be visual cues | ||
| + | * All-black shadows create holes, all-white highlights seem to be pasted on the image | ||
| + | * Objects with different horizons for no reason | ||
| + | |||
| + | ===Points to Remember: Time And Relative Dimension In Space=== | ||
| + | * Make sure to give your characters breathing room | ||
| + | * stage from a simple plan and use arrows like a football play | ||
| + | * Use camera movement and framing to help tell the story one idea at a time | ||
| + | * for beauty shots use telephoto lenses | ||
| + | * for dynamic excitement use wide-angle lenses to keep maximum movement through the frame. Shoot on teh camera's axis | ||
| + | * Use proximity to determine the level of engagement with your characters appropriate for the stage of your film | ||
| + | * Watch Lawrence of Arabia for a great exploration of screen space | ||
| + | |||
| + | ==How to Make Images Speak: The Hidden Power of Images== | ||
| + | {| class="wikitable" | ||
| + | !colspan="6"|Events of the story | ||
| + | |- | ||
| + | !colspan="6"|<small>Threshold of Awareness</small> | ||
| + | |- | ||
| + | | <span style="writing-mode: vertical-lr;">Structural Level (work here)</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Directors Direct Attention</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Directing the Eyes and Ears</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Reading Significance</span> | ||
| + | || <span style="writing-mode: vertical-lr;"></span> | ||
| + | || <span style="writing-mode: vertical-lr;"></span> | ||
| + | |} | ||
| + | ===A Fancy Word for Clues=== | ||
| + | ===Why Should You Care about Clues?=== | ||
| + | ===How Movies Speak to Us=== | ||
| + | ====Denotation==== | ||
| + | ====Connotation==== | ||
| + | ===The Mind Makes Associations=== | ||
| + | ====Iconic Signs==== | ||
| + | ====Index Signs==== | ||
| + | ====Symbolic Signs==== | ||
| + | ===Crime Story Clues and Signs=== | ||
| + | ====Hitchcock's Rear Window==== | ||
| + | ====Hitchcock and his McGuffins==== | ||
| + | ===Significant Objects=== | ||
| + | ===How Images Ask Questions=== | ||
| + | ===Speaking Indirectly=== | ||
| + | ====Four Master Tropes==== | ||
| + | ====Metaphor==== | ||
| + | ====Metonymy==== | ||
| + | The symbol of something used to represent the whole | ||
| + | (e.g. The White House used to represent the executive branch of government - in particular the President and their staff/cabinet) | ||
| + | ====Synecdoche==== | ||
| + | a part made to represent the whole (cut in, for example) | ||
| + | ====Irony==== | ||
| + | ====Speaking Indirectly in Time==== | ||
| + | ===Everything Speaks, If You Know The Code=== | ||
| + | ====Codes specific to film==== | ||
| + | ===Semiotic Square=== | ||
| + | ;Semiotics: the world of clues | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | | Positive value|| Contrary | ||
| + | |- | ||
| + | | Negation of the negation || Negative value | ||
| + | |} | ||
| + | ===Semiotic Analysis of the Scheherazade and "Dumb Love" Stories=== | ||
| + | ===Points to Remember: Making Images Speak=== | ||
| + | * Explore all the ways images ask questions to get powerful narrative questions | ||
| + | * use semiotics to find ways to speak indirectly, thus engaging more participation from your audience | ||
| + | * Stack your connotations so that if you present one aspect, it will trigger the whole thing in the minds of your audience | ||
| + | * Everything speaks, it is impossible not to communicate. Remember, you have to teach your audience what the signs mean. | ||
| + | * Be sure to check out Daniel Chandler's book, ''Semiotics: THe Basics'' and his online seminar, [http://www.aber.ac.uk/media/Documents/S4B/semiotic.html Semiotics for Beginners] | ||
| + | * Film is created like a dream. Slowly let it evolve layering significances and associations until you have a rich tapestry of signs | ||
| + | |||
| + | ==How to Convey and Suggest Meaning== | ||
| + | {| class="wikitable" | ||
| + | !colspan="6"|Events of the story | ||
| + | |- | ||
| + | !colspan="6"|<small>Threshold of Awareness</small> | ||
| + | |- | ||
| + | | <span style="writing-mode: vertical-lr;">Structural Level (work here)</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Directors Direct Attention</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Directing the Eyes and Ears</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Reading Significance</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Constructing Meaning</span> | ||
| + | || <span style="writing-mode: vertical-lr;"></span> | ||
| + | |} | ||
| + | ===Continuity and Causality: How we put Juxtaposed Images Together=== | ||
| + | ====Rube Goldberg Meets the movie SAW==== | ||
| + | ====Seamless Continuity of Space and Time==== | ||
| + | ====Cut Up and Put Back Together==== | ||
| + | ===Multiple Types of Causality=== | ||
| + | ====Movies are a Signifying Systems Machine==== | ||
| + | ===Screen Geography: Letting the Audience Know Where They Are=== | ||
| + | ===Eyeline Matches=== | ||
| + | ===Time Continuity=== | ||
| + | ===History of Film Editing=== | ||
| + | ===Why Do We Have to Tell Stories?=== | ||
| + | ====Retroactivity==== | ||
| + | |||
| + | ===The Film as Time Machine=== | ||
| + | ====Pacing: The Expansion and Contraction of Time==== | ||
| + | ====How Time is Manipulated==== | ||
| + | ===Why Cuts Work=== | ||
| + | ====Editing: Constructed Significance==== | ||
| + | ====The Rule of Threes==== | ||
| + | ====Cutting: What part of the action do you show?==== | ||
| + | ====Motivated Cuts: Cut for a Reason==== | ||
| + | ===Why We Speak the Narration to Ourselves=== | ||
| + | ===Points to Remember: Conveying Meaning=== | ||
| + | * Restructure to cut out boring passages and expand scenes to draw out dramatic moments | ||
| + | * Tell the story through the juxtaposition | ||
| + | * Follow classical continuity editing-- keep the structure invisible | ||
| + | * Always cut for a reason | ||
| + | * Utilize different types of causality and create story delays with Murphy's Law | ||
| + | * Connect your shots logically as a sequence of causes and effects | ||
| + | * Use storyboards to plan good continuity in space and time | ||
| + | * Keep the pendulum swinging between hope and fear | ||
| + | * Watch Miracle on 34th Street and It's a Wonderful Life to study uplifting supernatural causality. Watch I Know What You Did Last Summer to see the darker side of supernatural causality | ||
| + | * Watch Back to the Future for its manipulation of time | ||
| + | * Use Murphy's Law to create great obstacles | ||
| + | |||
| + | ==Dramatic Irony== | ||
| + | ===Who Gets to Know What, When, Where, How, and Why (Including the Audience)=== | ||
| + | ===Can You Keep a Secret?=== | ||
| + | ===Pendulum of Suspense=== | ||
| + | ===Places for Dramatic Irony=== | ||
| + | ====The Dramatic Ironiy of Retroactive Reading==== | ||
| + | ===Critique: What Does the Sultan Know?=== | ||
| + | ===Points to Remember: Dramatic Irony=== | ||
| + | * Work out a chart of the key information. Map when different characters get to know this info and when the audience gets to know it | ||
| + | * Use the chart for ironic commenting on the story | ||
| + | * You, as director, control the flow of information about who gets to know what, when, where, how, and why. This applies to the characters and the audience. | ||
| + | Give your characters impossible choices. | ||
| + | * Evoke desires and fears in order for your audience to fully invest themselves in the story | ||
| + | * Watch Stranger than Fiction and Aladdin, and pay attention to how much more you know than the characters | ||
| + | * Shakespeare also used dramatic irony in structuring his plays. Study them. | ||
| + | |||
| + | ==The BIG Picture: Story Structures== | ||
| + | ===Primitive Filmic Structures and Propp's Story Functions=== | ||
| + | ===The Hero's Journey or the Neurotic's Road Trip=== | ||
| + | ====Aristotle's Plot Curve==== | ||
| + | ====What Does the Hero's Journey Have to Offer?==== | ||
| + | ====Classic Archetypal Structure or The Hero's Journey==== | ||
| + | ====Are We There Yet? The Neurotic's Road Trip==== | ||
| + | ====What is Wrong with the Hero's Journey==== | ||
| + | ===Three Levels of Story Analysis=== | ||
| + | ====Hero's Journey versus Aristotle==== | ||
| + | ====Narration versus the Hero's Journey=== | ||
| + | ====The Hero's Journey and Levels of Events and Structure==== | ||
| + | ===Mentors=== | ||
| + | ===Paradigms of Changing the Impossible to the Possible=== | ||
| + | ===Ending, Beginning, and Turning Points=== | ||
| + | ===Types of Scenes=== | ||
| + | ====The Title==== | ||
| + | ====Once upon a time...==== | ||
| + | ====Before it All Began==== | ||
| + | ====Let's Get This Party Started==== | ||
| + | ====Here is what you need to know==== | ||
| + | ====What is at Stake==== | ||
| + | ====What Do You Want?==== | ||
| + | ===="Of Course You Know, This Means War!"==== | ||
| + | ====Discovery of the Rosetta Stone==== | ||
| + | ====Do I Have To?==== | ||
| + | ====We Can't Go Back Now==== | ||
| + | ====The Calm Before the Storm==== | ||
| + | ====Comic Relief==== | ||
| + | ====Crisis==== | ||
| + | ====Cut to the Chase==== | ||
| + | ====Shodown with the Shadow==== | ||
| + | ====The Aftermath: Happy Trails==== | ||
| + | ====Epilogue==== | ||
| + | ===What Happens if you Move the Structure Around?=== | ||
| + | ===Points to Remember: Story Structure=== | ||
| + | * Study your story in the script and storyboard stages, before you shoot. | ||
| + | * Chart out your stories as a mapmaker would. A director has to see the forest and the trees. Study your story with every kind of analysis: | ||
| + | ** the hero's journey and the plot curve for the big picture | ||
| + | ** character emotions and plot functions for the mid-level | ||
| + | ** narration and narrative questions for the micro level | ||
| + | * Watch: | ||
| + | ** The Fisher King | ||
| + | ** Starting OUt in the Evening | ||
| + | ** Groundhog Day | ||
| + | ** Star Wars | ||
| + | ** The Karate Kid | ||
| + | |||
| + | ==Aiming for the Heart== | ||
| + | {| class="wikitable" | ||
| + | !colspan="6"|Events of the story | ||
| + | |- | ||
| + | !colspan="6"|<small>Threshold of Awareness</small> | ||
| + | |- | ||
| + | | <span style="writing-mode: vertical-lr;">Structural Level (work here)</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Directors Direct Attention</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Directing the Eyes and Ears</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Reading Significance</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Constructing Meaning</span> | ||
| + | || <span style="writing-mode: vertical-lr;">Emotional Responses (aim here)</span> | ||
| + | |} | ||
| + | ===Do We Really Identify with the Hero?=== | ||
| + | ====The Audience's Journey==== | ||
| + | ====What makes us Root for the Hero and Hiss at the Villain==== | ||
| + | ===Fears, Flaws, Wants, and Needs=== | ||
| + | ===Love Stories: What Keeps Lovers Apart?=== | ||
| + | ===What is So Scary about Horror?=== | ||
| + | ===The Rubberband Theory of Comedy: Aiming for the Backside of the Heart=== | ||
| + | ===So Many Crime Shows=== | ||
| + | ===Emotional Truth=== | ||
| + | ===Music and Color: Not Meaning, but Meaningful=== | ||
| + | * Music can create a more convincing atmosphere of time and place | ||
| + | * Music can be used to underline or create psychological refinements - the unspoken thoughts or unseen implications | ||
| + | * Music can serve as a neutral background filler | ||
| + | * Music can build a sense of continuity in a film | ||
| + | * Music can provide the underpinning for the theatrical buildup of a scene and then round it off with a sense of finality | ||
| + | ===What Is It All About?=== | ||
| + | ===Happy Ever After=== | ||
| + | ===Piglet's Big Compilation=== | ||
| + | ===Why We Watch Movies, Revisited=== | ||
| + | ; Narrative questions: puzzle solving | ||
| + | ; Narrative closure: relief from tension and questions answered | ||
| + | ; Sharing emotions: vicarious experiences | ||
| + | ; Magic and miracles: faith and belief | ||
| + | ; To feel safe from terror: mastery | ||
| + | ; Comedy: laughter | ||
| + | ; Voyeurism: spectacles, seeing secrets, and beauty | ||
| + | ; Learning about how the world works: A desire to understand | ||
| + | ; Escape confusion and boredom: excitement | ||
| + | ; Omniscient Point of View: Dramatic irony, knowing more than people in real life | ||
| + | ; Punishment of evil: sense of justice | ||
| + | ; Magic, riches, flying, invisible: fantasies fulfilled | ||
| + | ; Rhythm: Musical support, harmonic tension, closure, beat drive | ||
| + | ; Spectacle: watching things blow up! | ||
| + | ; Chases and violence: adrenaline rushes of the rollercoaster effect | ||
| + | ; Role models to internalize: underdog becomes hero | ||
| + | ; Characters they can relate to and understand: empathy | ||
| + | ; Expectations met in unexpected ways: surprising twists, turns, and reversals | ||
| + | ; To learn how to overcome obstacles: win your desires | ||
| + | ; Ritual: a sense of belonging with the community | ||
| + | ===The Story Knot and the Formula for Fantasy=== | ||
| + | ===Emotional Engagement of a Story=== | ||
| + | {| class="wikitable" | ||
| + | |- | ||
| + | ! Engaging !! Disengaging | ||
| + | |- | ||
| + | | Clarity, easy to follow || Confusing, hard to understand | ||
| + | |- | ||
| + | | Surprising || Boring, predictable | ||
| + | |- | ||
| + | | High stakes || Nothing at Risk | ||
| + | |- | ||
| + | | Driven toward goal || Going nowhere | ||
| + | |- | ||
| + | | Emotional || Too much explaining | ||
| + | |- | ||
| + | | Action gets to the point || Tangents, unfocused | ||
| + | |- | ||
| + | | Appealing characters || Unappealing | ||
| + | |- | ||
| + | | Shows how it feels || Holes in causality and motivation | ||
| + | |} | ||
| + | ===Points to Remember: Aiming for the Heart=== | ||
| + | * Find your theam and use it as your compass | ||
| + | * Discover what fantasy you are trying to fill for your audience | ||
| + | * We watch movies for many reasons but mostly to have emotionally satisfying experiences. This is your target as a filmmaker | ||
| + | * Work at structure and keep it invisible by giving the audience reasons to love and root for heroes and reasons to hate villains | ||
| + | * Engage your audience with close-ups; put them in the heart of the action | ||
| + | * Make your audience wish for things to happen and let them imagine how events might have occurred. This makes them guilty participants of their own pleasures. | ||
| + | * Present your audience with moral choices | ||
| + | * Watch The Man in the Chair for how it develops its theme | ||
| + | * Pay attention to how the music and color in films affect you | ||
| + | |||
| + | ==Summary: Recapitulation of All Concepts== | ||
| + | |||
| + | {| class="wikitable" | ||
| + | |+ Goal: Why do we watch movies? | ||
| + | |- | ||
| + | | '''Events of the story''' || Want your audience lost in the story, at the edge of their seats, emotionally involved, what'll happen next? | ||
| + | |- | ||
| + | | style="padding: 10px;" | <span style="border: inherit;">'''Threshold of Awareness''' </span> || <span style="border: inherit;">How the story's told shouldn't distract the viewer or be perceptible if they're watching</span> | ||
| + | |- | ||
| + | | '''Work here: structural level''' || Structure - HOW the story is put together, how it is told, clear and dramatic in world of illusion | ||
| + | |- | ||
| + | | '''Directors Direct Attention''' || Directs attention to narrative questions, the GAP. One idea at a time. Magic, misdirection, hypnosis, gestalt organization | ||
| + | |- | ||
| + | | '''Directing the Eyes and Ears''' || Design and composition, perspective, camera to lead the eyes/attention | ||
| + | |- | ||
| + | | '''Reading Significance''' || Signs indicate meanings and create associations. What is it saying? | ||
| + | |- | ||
| + | | '''Constructing Meaning''' || Edit causality and continuity to construct meaning | ||
| + | |- | ||
| + | | '''Aim Here: Emotional Responses''' || Meaning evokes emotions - are they the right ones? Thematic analysis, psychology | ||
| + | |} | ||
| + | |||
| + | Use the techniques, forget them, work intuitively, use them again to analyze to improve. | ||
| + | ===Asking Questions and Getting Answers=== | ||
| + | Writing is asking questions and getting answers. | ||
| + | |||
| + | The brain does this even if it doesn't make sense - censoring too soon will stop the idea flow. | ||
| + | |||
| + | Writer to consciously apply these permutations | ||
| + | |||
| + | ==Analysis and Evolution of the Scheherazade Project== | ||
| + | ===Story Evolution: Making it Clearer and More Dramatic=== | ||
| + | ===Thematic Analysis and Dramatic Structures=== | ||
| + | ===Story Parallels and Repetitions=== | ||
| + | ===Hierarchy of Narrative Questions of the Scheherazade Story=== | ||
| + | ===Cuts for Length or to Make the Story Move Quicker=== | ||
| + | ===Changes Made to Make the Story More Dramatic or Resonant=== | ||
| + | ==Conclusion: Now We Must Say Good-bye== | ||
| + | ===What They Don't Tell You=== | ||
| + | ===Tips for Keeping Your Dream Alive=== | ||
| + | ===Things Are Not Always What They Seem=== | ||
Latest revision as of 02:30, 5 March 2021
Contents
- 1 The Goal: Why Do We Watch?
- 1.1 Why do we watch movies?
- 1.2 1001 Nights of Entertainment
- 1.3 What's at stake is nothing less than life and death
- 1.4 Dramatization through Questions
- 1.5 Critique: Is it too late to turn back?
- 1.6 Entertainment Explained
- 1.7 What is the audience doing?
- 1.8 Reverse-engineering approach
- 1.9 Promise to the reader: intuition illuminated!
- 1.10 The secret of storytelling is story-delaying
- 1.11 Points to remember: Why Do We Watch
- 2 Common Beginner Problems
- 2.1 Where do you begin?
- 2.2 The catch-22 of the character-driven intuitive approach
- 2.3 What Can Possibly Go Wrong?
- 2.4 What Do Directors Direct?
- 2.5 The Speaking Metaphor
- 2.6 Show and Tell
- 2.7 Every Shot Is A Close-Up
- 2.8 What Is a Story?
- 2.9 What is Character?
- 2.10 Points to Remember: Common Beginner Problems
- 3 The Beginning Basics
- 3.1 History and Function of Storyboards
- 3.2 Various Types of Storyboards
- 3.3 Production Process
- 3.4 The Beat Board
- 3.5 Storyboarding Overview
- 3.6 Story Reels
- 3.7 The Refinement Process
- 3.8 Pitching
- 3.9 The Gong Show
- 3.10 How to Tell a Story with Pictures
- 3.11 Breaking Down the Script: What Are Story Beats?
- 3.12 How to Storyboard a Scene
- 3.13 Staging the Action
- 3.14 Ignoring the 4th Wall
- 3.15 Points to Remember: Beginning Basics
- 4 How to Draw for Storyboarding: Motion and Emotion
- 4.1 Only 9,999 to Go
- 4.2 From Stick Figures to Balloon People
- 4.3 Walt Stanchfield's Gesture Drawing Class
- 4.4 Caricature
- 4.5 Designing Interesting Characters
- 4.6 The Story Drive of Emotions
- 4.7 Drawing the Four Main Emotion Groups
- 4.8 Miscellaneous Drawing Tips
- 4.9 Drawing for Clarity and the Use of Clear Silhouettes
- 4.10 Mort Walker's The Lexicon of Comicana
- 4.11 Technical Aspects of Storyboards
- 4.12 Critique: 1001 Drawings
- 4.13 Points to Remember: Motion and Emotion
- 5 Structural Approach: Tactics to Reach the Goal
- 6 What do Directors Direct?
- 6.1 How to Get Attention
- 6.2 The Map is Not the Territory
- 6.3 Selective Attention
- 6.4 Keeping Attention
- 6.5 Keeping Structure Invisible: Tricks of Attention
- 6.6 The Power of Suggestion
- 6.7 How the Brain Organizes Information: Gestalt
- 6.7.1 The Mind F lls in the Bl nks
- 6.7.2 Grouping into Wholes
- 6.7.3 Figure/Ground
- 6.7.4 Good Continuity
- 6.7.5 Grouping by Proximity
- 6.7.6 Grouping by Similarity
- 6.7.7 Grouping by Common Region
- 6.7.8 Grouping by Connectedness
- 6.7.9 Symmetry
- 6.7.10 Utilization of Gestalt
- 6.7.11 Perceptual Difficulties
- 6.8 Director as Magician
- 6.9 Hierarchy of Narrative Questions
- 6.10 Critique: Scheherazade Directs Attention
- 6.11 Points to Remember: What Directors Direct
- 7 How to Direct the Eyes
- 8 Directing the Eyes Deeper In Space and Time
- 8.1 What is Wrong With This Picture?
- 8.2 What to Use: Telephoto or Wide-Angle Lenses?
- 8.3 How to use Framing to tell a Story
- 8.4 Camera Mobility
- 8.5 Alternative Approaches
- 8.6 A Trick for Planning Scenes
- 8.7 Proximity
- 8.8 Point of View: Subjective Camera
- 8.9 The Town of Dumb Love and SketchUp
- 8.10 Beware of Depth Killers
- 8.11 Points to Remember: Time And Relative Dimension In Space
- 9 How to Make Images Speak: The Hidden Power of Images
- 9.1 A Fancy Word for Clues
- 9.2 Why Should You Care about Clues?
- 9.3 How Movies Speak to Us
- 9.4 The Mind Makes Associations
- 9.5 Crime Story Clues and Signs
- 9.6 Significant Objects
- 9.7 How Images Ask Questions
- 9.8 Speaking Indirectly
- 9.9 Everything Speaks, If You Know The Code
- 9.10 Semiotic Square
- 9.11 Semiotic Analysis of the Scheherazade and "Dumb Love" Stories
- 9.12 Points to Remember: Making Images Speak
- 10 How to Convey and Suggest Meaning
- 10.1 Continuity and Causality: How we put Juxtaposed Images Together
- 10.2 Multiple Types of Causality
- 10.3 Screen Geography: Letting the Audience Know Where They Are
- 10.4 Eyeline Matches
- 10.5 Time Continuity
- 10.6 History of Film Editing
- 10.7 Why Do We Have to Tell Stories?
- 10.8 The Film as Time Machine
- 10.9 Why Cuts Work
- 10.10 Why We Speak the Narration to Ourselves
- 10.11 Points to Remember: Conveying Meaning
- 11 Dramatic Irony
- 12 The BIG Picture: Story Structures
- 12.1 Primitive Filmic Structures and Propp's Story Functions
- 12.2 The Hero's Journey or the Neurotic's Road Trip
- 12.3 Three Levels of Story Analysis
- 12.4 =Narration versus the Hero's Journey
- 12.5 Mentors
- 12.6 Paradigms of Changing the Impossible to the Possible
- 12.7 Ending, Beginning, and Turning Points
- 12.8 Types of Scenes
- 12.8.1 The Title
- 12.8.2 Once upon a time...
- 12.8.3 Before it All Began
- 12.8.4 Let's Get This Party Started
- 12.8.5 Here is what you need to know
- 12.8.6 What is at Stake
- 12.8.7 What Do You Want?
- 12.8.8 "Of Course You Know, This Means War!"
- 12.8.9 Discovery of the Rosetta Stone
- 12.8.10 Do I Have To?
- 12.8.11 We Can't Go Back Now
- 12.8.12 The Calm Before the Storm
- 12.8.13 Comic Relief
- 12.8.14 Crisis
- 12.8.15 Cut to the Chase
- 12.8.16 Shodown with the Shadow
- 12.8.17 The Aftermath: Happy Trails
- 12.8.18 Epilogue
- 12.9 What Happens if you Move the Structure Around?
- 12.10 Points to Remember: Story Structure
- 13 Aiming for the Heart
- 13.1 Do We Really Identify with the Hero?
- 13.2 Fears, Flaws, Wants, and Needs
- 13.3 Love Stories: What Keeps Lovers Apart?
- 13.4 What is So Scary about Horror?
- 13.5 The Rubberband Theory of Comedy: Aiming for the Backside of the Heart
- 13.6 So Many Crime Shows
- 13.7 Emotional Truth
- 13.8 Music and Color: Not Meaning, but Meaningful
- 13.9 What Is It All About?
- 13.10 Happy Ever After
- 13.11 Piglet's Big Compilation
- 13.12 Why We Watch Movies, Revisited
- 13.13 The Story Knot and the Formula for Fantasy
- 13.14 Emotional Engagement of a Story
- 13.15 Points to Remember: Aiming for the Heart
- 14 Summary: Recapitulation of All Concepts
- 15 Analysis and Evolution of the Scheherazade Project
- 15.1 Story Evolution: Making it Clearer and More Dramatic
- 15.2 Thematic Analysis and Dramatic Structures
- 15.3 Story Parallels and Repetitions
- 15.4 Hierarchy of Narrative Questions of the Scheherazade Story
- 15.5 Cuts for Length or to Make the Story Move Quicker
- 15.6 Changes Made to Make the Story More Dramatic or Resonant
- 16 Conclusion: Now We Must Say Good-bye
The Goal: Why Do We Watch?
Why do we watch movies?
- live vicariously through characters
- learn things
- see spectacles
- see other worlds
- hear a good story
- escapism (from boredom)
- to be entertained
none of these necessarily tell us HOW to entertain.
1001 Nights of Entertainment
A fantasy setting is nice, but not a story.
Action, a power dynamic adds interest, but is not a story
Tension and conflict creates energy, but is not quite a story
The secret of storytelling is postponing the resolution of the tension - is delaying the story!
1001 Arabian Nights - a character delaying her own execution and helping the mad sultan by writing morals that couldn't be presented outright into stories- always
cliffhangers that kept her from being killed.
You have to watch a movie or magic trick twice to see how it works - you're immersed in the story the first time.
Come up with ideas using an unconscious search - ask questions, and see what your brain fills in - relax, no forcing, interfering, judging - sense of play.
Pledge that the audience will be rewarded for following along. Identifiable characters. Keep people guessing what will happen. Allow the audience more knowledge than the characters of what will happen.
What's at stake is nothing less than life and death
The story must be about something big, important, significant - even if the scope is small and local.
Show your audience what's at stake, don't tell - show WHY not just what your characters do what they do.
Prove that investing in the journey is worth it to your audience - by making it seemingly impossible for your characters (and yet they go anyway) - obstacle after obstacle.
Dramatization through Questions
Exaggerate the significance of events - they feel like life and death to the characters.
Simple dramas are made story worthy by interconnection through a sequence of cause and effect actions.
The characters have to get themselves into trouble then find ways to get out of it - presented to the audience in the form of questions and imaginative answers.
my note: wonder if that means we should present why getting them into trouble is the best solution they think they have at the time?
Critique: Is it too late to turn back?
Don't make the audience wait to see if something is going to happen - present backstory dramatically.
Entertainment Explained
Everything we do is to avoid pain and gain pleasure - biologically driven.
Watching a character learn to avoid pain through tension and conflict is learning - which is pleasurable.
Delayed gratification increases gratification.
Watch to feel good - to have an emotionally satisfying and meaningful experience.
Give the audience what they want - but not the way they expect it, so they are pleased by novelty and not bored.
Raw emotions on screen provoke reactions to those emotions, not the emotions themselves.
Bringing an audience on a journey to the place where they see why emotions are happening and empathize with them is story.
Aim for the heart by working at a structural level - all you have is pictures, words, sounds, music
What is the audience doing?
Think about the film from the audience's point of view - are they bored, confused, or engaged?
Second most important question besides "Why Do We Watch"
Reverse-engineering approach
Reverse engineer the audience - they aren't just watching! They're thinking through the movie in the mechanics of understanding not wordy thinking, starting even before they arrive to watch, based on their expectations for the show.
- 1. Bring their expectations and pay attention
- Have to present the story in a way that exceeds expectations
- 2. See the images clearly
- Design, composition, perspective, lighting
- 3. Reads the images, see characters things signs movement action symbols
- choose what to show and show how it's significant
- 4. builds a concept of the story and meaning in their head
- help them follow the story with sequencing and storytelling structure
- 5. Emotions arise out of meaning automatically
- identifying characters, story viewpoint, genres, narrative questions
- 6. Feel relief when the narrative questions close
- resolution, chekov's guns. Even a "we'll do it in the next movie" IS a resolution as they know we didn't forget it.
Promise to the reader: intuition illuminated!
Experience is a good teacher, but tactics and techniques are a good help rather than starting from scratch.
The goal of storyboarding skills is for them to disappear into the art of storytelling.
The secret of storytelling is story-delaying
And there are a lot of ways to do it.
Have to put your heart into the work - you want to move the audience.
Escaping boredom is universally funny because it's an unspoken truth - we want our lives to be exciting (we keep them boring to be safe)
Shows are a safe way to experience an exciting life for a bit!
Characters and people are made out of stories.
Points to remember: Why Do We Watch
- We watch movies to feel good - meet that need in your audience
- Make sure your story is about something that matters
- Aim at providing an emotionally satisfying experience for your audience, but work at the the structural level
- The secret of storytelling is story-delaying. Learn the different tactics to tease your audience by making them wait
- The next time you're at a movie pay attention to what experiences you are going through as you watch. Notice what triggers your emotions.
Common Beginner Problems
Where do you begin?
It's easy to fix drawing problems. It's harder to learn to fix story problems.
We learn to tell stories of what happened to us everyday - but not how to tell them visually.
The skills involved in visual storytelling also have to be learned.
A well-executed movie is seamless - it's easier to learn problems by watching a bad one!
The catch-22 of the character-driven intuitive approach
Most stories are a mix of action and character - but you have to make sure that the character side is there!
Identifying with a character = identifying with their desires
Characters act to get their desires, and make mistakes based on their personalities and experience - this creates plot.
Different media does different things well:
- Novels
- what people think
- Plays
- dialogue
- Movies/TV
- action!
Character-driven stories are about characters taking action to get what they want.
Character motivations don't help you structure visual storytelling.
What Can Possibly Go Wrong?
Even pros have issues sometimes.
Speaking Problems
Need to be able to control our pictures to say what we want.
Filmic equivalent to speaking problems:
- Say one thing at once
- Often beginner boarders have too many things going on at once.
- Run-on sentences
- when you get to the end, stop. Animation doesn't need coverage!
- lack of punctuation
- let your jokes hit before moving on to the next gag.
- Shaggy dog story
- tangents that don't drive the story or are irrelevant
- Bad grammar
- poor sequencing of visual images
- Nothing to say
- knockoff films, "kids stuff"
Catch-22 Revisited
You're not actually starting out from nothing - you have life experience, communication, TV and movie watching.
And now digital stuff is inexpensive and widely available.
What Do Directors Direct?
Directors direct the elements of the film, in order to direct the emotions - by means of directing the attention of the audience
Enemies of Good Design
- boredom
- confusion
A Fine Mess
Storyboard is creating a thread of images (not just drawings) and deciding when to show them to the audience
Clear and Dramatic Fights Confusion and Boredom
KISS - clarity fights confusion.
Boredom > lack of dramatic questions - what's going to happen next!
The Speaking Metaphor
We tell a story with pictures as if we were speaking it with words.
Noun and verbs into series of pictures.
Each new idea an image, one at a time.
Show and Tell
A series of images are needed to show condition, action, result - also context
Every Shot Is A Close-Up
Shot size usually refers to the human subject of a frame.
In story context of a shot, EVERY shot is a closeup - focusing on only one thing, but that can be from a massive spacious environment to a tiny detail.
What Is a Story?
A story is the telling of a series of events about a character who wants something, and has to overcome obstacles to get it.
A story has opposition for contrast and meaning.
Something (maybe an idea) has to die in the conflict.
A play hypothesis, a quest in the form of a question, seduction in the shape of a war.
Internal character conflicts played out as an external war.
Seduction that begins with "What If" that gives the audience the experience life's struggles are wroth it
- vizualize a story
- tell/show the story engagingly
clear pictures to grab attention, dramatizations to keep attention.
Events of the Story
Aim at the heart by working at the structural level.
Plot/events/content vs fable/story/discourse/form.
The events are what is on the screen, the story is what, written into those events, reforms in the minds of the audience.
| Events of the story |
| Structure of the telling of the story |
An Experiment
The story is what we remmber, the structure is how it's told.
Done right, the structure, while totally visible, becomes totally hidden by our involvement in experiencing the story.
Suspension of disbelief is automatic in the willingness to entertain a story being told.
Structuring Stories
Structure - the relationship between the parts of a story: The narrative questions and the delays (gaps) and answers to those questions - how they're presented.
The story is misdirection to prevent us from noticing how it's being presented.
| Chart of Story Events and Structure |
|---|
| The events of the story are what happens |
| Thershold of awareness: dividing what's noticed vs not |
| Structure - how the story is told. |
What is Character?
character - a person represented on screen
Characters aren't real people - they're caricatures or crystalization of the essences of aspects of people
Look at what rules govern a character's behavior
Visually show characters, their goals and limitations, decisions, changes, etc.
Keith Johnstone describes wonderful ways to develop characters in Impro and Impro for Storytellers.
Johnstone says stories should contain moral choice - especially if it's the wrong choice at first!
Nervous actors block because "Making a moral choice alters you, makes your character experience relief, or sadness, or despair, or whatever, so moral choices are avoided"
Points to Remember: Common Beginner Problems
- Make sure your story is character-driven by their desires
- Be aware of potential speaking problems that may bump your audience out of being "lost" in the story
- Remember the speaking metaphor: Clearly show one thing at a time
- Fight boredom by weaving interesting narrative questions that create dramatic characters in escalating conflict
- Fight confusion by focusing the audience's attention to one thing at a time as you tell the story
- Treat every shot as a close-up of what you wish to show the audience
- Make sure your images clearly show the story ideas that you intend to convey
- Aim at the heart by working at a structural level.
The Beginning Basics
Planning story:
- script
- verbal plan
- storyboard
- visualization plan
comic strips are teeny storyboards - study how they make people feel good
History and Function of Storyboards
Disney storyboards started as showing the composer the flow of the story for music, and migrated onto boards.
Winsor McCay may have created the storyboard to plan live-action interaction films like Gertie.
Hitchcock - "If it won't work [on the board], it won't work on film."
Expedient, and saves money.
Various Types of Storyboards
- Animation boards create the acting/staging.
- Live action boards are a scene setup guide for the actors/cameras, don't have to represent final picture cases.
- Live shows are edited live from multiple cameras, don't use storyboard.
- Television boards must be on model and detailed - used for the animation order, with full continuity hookups
- Animatics for construction of animated film - emotional road map
- VFX storyboards - to help the effects artists and actors anticipate what the final shot/timing should look like
Production Process
- Need a story - from scripts or loose treatments (plan for script)
- Collect reference/inspiration images
- from library/internet
- from magazines or take photos
- from personal collection of reference you build
- from movies and tv
- Viz dev - the realm of art director & prod designer, but storyboard often hapens first
The Beat Board
Single drawing per scene to tell the story, for pitching to execs, investors, crew review
Storyboarding Overview
Read the script, analyze key storytelling beats - identifying starts, twists & turns, payoffs, interests for audience
Develop appealing characters w/unique personalities - whose point of view to express the material
Worry more about story than continuity in initial thumbnail/rough pass. Experiment and replace drawings as needed.
Ref number on drawings
Story Reels
Animatic. Full continuity, including entrances/exits of characters and shot hookups.
The Refinement Process
Edit and update the board in the storyreel to make the ideas work and the gags/tensions of the film to hit properly.
Pitching
Show someone your boards realtime, narrating the audio (why not just show them the story reel?)
Rehearse beforehand.
Pitch with passion but not out of control. Don't stand in front of the boards. Don't narrate what the camera does.
Bold drawings that read across a room
The Gong Show
storyboards are used to pitch new films/shows to execs
How to Tell a Story with Pictures
Most important thing to remember is to make sure your sequence of images is telling the same story that you think you are telling.
Many ways to tell any story and so equally many ways to storyboard.
Breaking Down the Script: What Are Story Beats?
- Script page
- written description of action and dialog
- scene
- small unit of conflict in the story, a larger cumulative change that steps the story along and changes the location or time or POV.
- story beat
- idea or little action. The tiny changes that makes up the scene
How to Storyboard a Scene
Break script into main story beats
Look for main narrative questions, underlying theme
Create a shot/beat list
Storyboarding - almost a rewrite, using images to show rather than tell.
The first pass at directing the film.
Staging the Action
Staging: overall layout of the characters and background/foreground on the scene.
Planning diagram first! Block out where everyone moves when.
First pass in thumbnails.
May not be able to change the script, but subtext is free reign
Ignoring the 4th Wall
A trick in storytelling is to tell someone else the story, or present the story without appearing to consider the audience- therefore the audience doesn't feel noticed- and instinctively watches more.
Points to Remember: Beginning Basics
- Draw BOLD! Make your images easy to see as a billboard.
- Number your drawings
- Pitch clearly and passionately
- Storyboards are always a work in process. Start out rough and don't be afraid to throw away drawings. Keep at it until you find the image that best tells the story.
- Avoid relying on "talking head" shots. Tell the story visually. Invent visual devices.
- Watch the Wallace and Gromit shorts: A Close Shave and The Wrong Trousers as an example of great visual storytelling.
- Watch old silent movies to see how they tell stories without words.
How to Draw for Storyboarding: Motion and Emotion
Only 9,999 to Go
Anyone can draw like a child.
The impulse to draw is repressed through education.
Schools teach what society values.
Drawing contributes to cognitive development.
Drawings create new worldviews, even if we set out to explore ideas within our own view.
Drawings create insights that were not necessarily sought.
Drawings are great for beginning to visualize a film.
Practice makes perfect - the 10k drawings Nicolaides quote.
Draw gestures everywhere you go in a tiny sketchbook - a post-it note pad will do.
From Stick Figures to Balloon People
Stick Figures
Directors have directed successful films with stick figures.
Hardest part about storyboarding isn't drawing, it's thinking - how to visualize the story into a series of shots.
Downsides to stickfigures:
- hard to see, so thin
- hard to tell which way they're facing
- most are stiff-looking, don't appear to be moving.
First solution is to use curved lines in the stick figures, to create expression
Balloon People
"blow up" the rest of the lines besides the head to give them volume.
Simple Skeleton
Add a simple skeleton - shoulder and hip lines.
Tend to move in opposite directions.
Head lines up over the foot supporting the weight (center of gravity)
Line of Action
Line of action that represents the main thrust of forces.
ed: curve from the support, to where it's going, modified by forces in play. See also Laban Movement Analysis
Star people, blob people, flour sacks, all work because of the LOA.
What about drawing hands
Hands based on the things they do - Bridgman's shapes. Hook, claw, club, spade, spear
Walt Stanchfield's Gesture Drawing Class
See also Drawn to Life vol 1 by Walt Stanchfield and Drawn to Life vol 2 by Walt Stanchfield
Draw the Story
draw the essence of the pose - what the character is doing, the energy of that
e.g., someone standing under an umbrella, feeling for rain - the gesture of that, before worrying about the umbrella details
Keep sketchbook on you, draw in pen, to force you to get the gesture first.
Walt's quotes
- Draw verbs instead of nouns
- Bad tangents are poor alignments that flatten space because levels of depth seem to connect
- Conflict, in the form of tension, adds interest to a drawing.
- The body attempts to stabilize and balance, creating conflict or tension
Gravity and Force
Two forces always working on the body: gravity pulling down, and the body itself rising against the gravity.
- The artist has to be passionate, and experience the gesture to draw it faithfully & expressively
- Getting the feel of what the model is doing is more important than looking for the parts to draw
- Should be fast and invigorating to analyze a gesture - decide what you want your character to do in a split second and get it on paper before you get caught up in details
- Have something to say, and keep it simple
Getting Depth in Your Drawing
Wrap lines around volumes to represent depth
Different drawn sizes of same-sized objects.
Draw difficult poses from the side first, to figure out how it lines up.
Foreshortening trick - overlap your shapes, and exaggerate the scale
Use the Floor as a Stage
Draw a grid stage for action, helps place the character in space.
Use angles for twists and turns, avoid parallelism with the frame
The Body's Acting Performance
Body language shows how a character feels.
Part of the body leading defines the quality of that action.
Rhythmic flow in drawings - muscle groups alternating between sides, straight against curve
Caricature
Designing Interesting Characters
Proportions Make the Difference
Drawing Animals on Tiptoes
The Story Drive of Emotions
Drawing the Four Main Emotion Groups
Changes of Expression Shows Thinking
A Gallery of Emotions
Miscellaneous Drawing Tips
Drawing for Clarity and the Use of Clear Silhouettes
Basic Lighting
The Drama of Light: Theatrical Lighting
Mort Walker's The Lexicon of Comicana
Technical Aspects of Storyboards
Critique: 1001 Drawings
Points to Remember: Motion and Emotion
- Carry a sketchbook and sketch, sketch, sketch!
- Sketch some more
- Draw the story
- Use gestures to help tell the story
- Learn to draw the essentials fast
- Try scenes a dozen different ways to compose them
- Film always says one thing at a time, and everything must relate to that one thing
- Draw the pose, not the parts. Don't blow it with too many details!
- Draw verbs (actions) not nouns (names of things)
- Don't stiffen up your poses, think diagonals.
- Watch the Disney animated classics for examples of great drawings
- Watch Miyazaki films for great visual storytelling and drawing
- Study comic books for great drawings and visual storytelling
Structural Approach: Tactics to Reach the Goal
Once upon a time
| The events - what happens in the story? |
| The threshold of awareness - divides what the audience pays attention to/notices and what we don't |
| Structure - how the story is told |
Critique: Developing Character Relationships
Points to Remember: Drawing for Storyboarding
- Carry a sketchbook and sketch, sketch, sketch!
- Sketch some more.
- Draw the story
- Use gestures to help tell the story
- Learn to draw the essentials fast
- Try scenes a dozen different ways to compose them
- Film always says one thing at a time, and everything must relate to that one thing
- Draw the pose, not the parts. Don't blow it with too many details
- Draw verbs (actions) not nouns (names of things)
- Don't stiffen up your poses. Think diagonals.
- Watch the Disney aniamted classics for examples of great drawings.
- Watch Hayao Miyazaki's films such as Kiki's Delivery Service or My Neighbor Totoro for great visual storytelling and drawing.
- Study comic books for great drawing and visual storytelling.
What do Directors Direct?
| Events of the story | |||||
|---|---|---|---|---|---|
| Threshold of Awareness | |||||
| Structural Level (work here) | Directors Direct Attention | ||||
How to Get Attention
The Map is Not the Territory
Selective Attention
Keeping Attention
Keeping Structure Invisible: Tricks of Attention
Milton Erickson meets Bugs Bunny
Erickson's Techniques
The Power of Suggestion
How the Brain Organizes Information: Gestalt
The Mind F lls in the Bl nks
Grouping into Wholes
Figure/Ground
Good Continuity
Grouping by Proximity
Grouping by Similarity
Grouping by Common Region
Grouping by Connectedness
Symmetry
Utilization of Gestalt
Perceptual Difficulties
Director as Magician
| Story events | Magician's patter |
| Structure | Mechanics of the trick |
The Rules of Magic
- Never reveal the secret to how a trick is done
- Never repeat a trick
- Use attractive magicians assistants as a distraction
Hierarchy of Narrative Questions
Types of Narrative questions
Sequencing of Narrative Questions
Critique: Scheherazade Directs Attention
Points to Remember: What Directors Direct
- A director must wear many hats:
- magician
- hypnotist
- ventriloquist
- cheerleader
- psychologist
- mediator
- shepherd
- First and foremost a director directs the audience's attention and keeps directing it
- Change the pace so your audience doesn't grow fatigued. Give them a chance to catch their breath and give them some new scenery
- Misdirect the audience in order to entertain them. But make sure you are clearly directing their attention.
- Learn the gestalt principles and make them work for you
- Analyze the hierarchy of narrative questions, delays, and answers in your film.
- Are the questions dramatically interesting?
- Do they maintain dramatic tension throughout the story?
- Would it be stronger if you moved some around?
How to Direct the Eyes
| Events of the story | |||||
|---|---|---|---|---|---|
| Threshold of Awareness | |||||
| Structural Level (work here) | Directors Direct Attention | Directing the Eyes and Ears | |||
Visual Clarity
What I Learned from Watercolor Artists: The Missing Piece of Design
Where Do I Look?
Seeing Things
Where do I put the Camera? Staging the Action
The Great Eye Learns to See
The Design Equation
| Design Elements + | Design Principles = | Effects |
|---|---|---|
What is actually on the page
|
How the elements are organized:
|
The representative illusions that viewers complete in their own minds |
Elements of Design: What is on the Page
Principles of Design: How to Organize What is on the Page
Effects of Design: Illusions Created by the Elements and Principles
The enemies !?! of Good Design
mainly boredom and confusion
Directing the Eye with Composition
General Guidelines of Composition
Directing the Viewer's Eyes — Look!
Compositional Reading
Where are we Going?
Movie Composition Needs to be Very Simple
A Magical Effect: How a Picture Makes You Feel
Light and Shadows
Points to Remember: Directing the Eyes
- analyze your compositions, exploring each design element at a time, as well as overall
- Design and composition principles apply to every level of film construction from single shot composition to the overall structure of the whole film
- As director you you are the conductor of the moving visuals.
- You need to control graphic noise in order to make music.
- Tone down graphic noise by lowering the contrast.
- Punch up the contrast on where you want the audience to look
- Use composition to create visual drama
- Composition is subtext. It tells the audience how to feel. Make sure you know what you are saying
- Strive for visual clarity, simple but dynamic
- Experiment with moving the camera around to stage the best composition.
- Make sure each shot has a focus or center of dattention. Make sure this has the greatest contrast of value.
- Be aware of where your characters are in the frame and what their placement says about them.
- Use elements of your composition as arrows and pathways to direct the viewer's eyes
- Group and mass similar things to simplify your composition. Mass your darks together to avoid making the picture look spotty
- Weave your compositions with dark over light and light over dark
- Watch 300 to study its dynamic composition.
Directing the Eyes Deeper In Space and Time
What is Wrong With This Picture?
What to Use: Telephoto or Wide-Angle Lenses?
Telephoto Characteristics
- Little distortion
- Used for beauty shots
- Flattens space
- Narrow depth of Field
- Verticals and horizontals remain neutral
- Brings distant objects near
Wide-Angle Characteristics
- At fish-eye wideness, extreme distortion
- Unflattering to faces
- Expands space
- Deep depth of field
- Verticals and horizontals shift to create dynamic diagonals
Telephoto Lenses Truck In
Wide-Angle Lenses Truck In
How to use Framing to tell a Story
Camera Mobility
Alternative Approaches
A Trick for Planning Scenes
Proximity
Point of View: Subjective Camera
The Town of Dumb Love and SketchUp
Beware of Depth Killers
- Lines that are parallel to the frame will tend to flatten space
- Ignoring size consistency makes them fail to be visual cues
- All-black shadows create holes, all-white highlights seem to be pasted on the image
- Objects with different horizons for no reason
Points to Remember: Time And Relative Dimension In Space
- Make sure to give your characters breathing room
- stage from a simple plan and use arrows like a football play
- Use camera movement and framing to help tell the story one idea at a time
- for beauty shots use telephoto lenses
- for dynamic excitement use wide-angle lenses to keep maximum movement through the frame. Shoot on teh camera's axis
- Use proximity to determine the level of engagement with your characters appropriate for the stage of your film
- Watch Lawrence of Arabia for a great exploration of screen space
How to Make Images Speak: The Hidden Power of Images
| Events of the story | |||||
|---|---|---|---|---|---|
| Threshold of Awareness | |||||
| Structural Level (work here) | Directors Direct Attention | Directing the Eyes and Ears | Reading Significance | ||
A Fancy Word for Clues
Why Should You Care about Clues?
How Movies Speak to Us
Denotation
Connotation
The Mind Makes Associations
Iconic Signs
Index Signs
Symbolic Signs
Crime Story Clues and Signs
Hitchcock's Rear Window
Hitchcock and his McGuffins
Significant Objects
How Images Ask Questions
Speaking Indirectly
Four Master Tropes
Metaphor
Metonymy
The symbol of something used to represent the whole (e.g. The White House used to represent the executive branch of government - in particular the President and their staff/cabinet)
Synecdoche
a part made to represent the whole (cut in, for example)
Irony
Speaking Indirectly in Time
Everything Speaks, If You Know The Code
Codes specific to film
Semiotic Square
- Semiotics
- the world of clues
| Positive value | Contrary |
| Negation of the negation | Negative value |
Semiotic Analysis of the Scheherazade and "Dumb Love" Stories
Points to Remember: Making Images Speak
- Explore all the ways images ask questions to get powerful narrative questions
- use semiotics to find ways to speak indirectly, thus engaging more participation from your audience
- Stack your connotations so that if you present one aspect, it will trigger the whole thing in the minds of your audience
- Everything speaks, it is impossible not to communicate. Remember, you have to teach your audience what the signs mean.
- Be sure to check out Daniel Chandler's book, Semiotics: THe Basics and his online seminar, Semiotics for Beginners
- Film is created like a dream. Slowly let it evolve layering significances and associations until you have a rich tapestry of signs
How to Convey and Suggest Meaning
| Events of the story | |||||
|---|---|---|---|---|---|
| Threshold of Awareness | |||||
| Structural Level (work here) | Directors Direct Attention | Directing the Eyes and Ears | Reading Significance | Constructing Meaning | |
Continuity and Causality: How we put Juxtaposed Images Together
Rube Goldberg Meets the movie SAW
Seamless Continuity of Space and Time
Cut Up and Put Back Together
Multiple Types of Causality
Movies are a Signifying Systems Machine
Screen Geography: Letting the Audience Know Where They Are
Eyeline Matches
Time Continuity
History of Film Editing
Why Do We Have to Tell Stories?
Retroactivity
The Film as Time Machine
Pacing: The Expansion and Contraction of Time
How Time is Manipulated
Why Cuts Work
Editing: Constructed Significance
The Rule of Threes
Cutting: What part of the action do you show?
Motivated Cuts: Cut for a Reason
Why We Speak the Narration to Ourselves
Points to Remember: Conveying Meaning
- Restructure to cut out boring passages and expand scenes to draw out dramatic moments
- Tell the story through the juxtaposition
- Follow classical continuity editing-- keep the structure invisible
- Always cut for a reason
- Utilize different types of causality and create story delays with Murphy's Law
- Connect your shots logically as a sequence of causes and effects
- Use storyboards to plan good continuity in space and time
- Keep the pendulum swinging between hope and fear
- Watch Miracle on 34th Street and It's a Wonderful Life to study uplifting supernatural causality. Watch I Know What You Did Last Summer to see the darker side of supernatural causality
- Watch Back to the Future for its manipulation of time
- Use Murphy's Law to create great obstacles
Dramatic Irony
Who Gets to Know What, When, Where, How, and Why (Including the Audience)
Can You Keep a Secret?
Pendulum of Suspense
Places for Dramatic Irony
The Dramatic Ironiy of Retroactive Reading
Critique: What Does the Sultan Know?
Points to Remember: Dramatic Irony
- Work out a chart of the key information. Map when different characters get to know this info and when the audience gets to know it
- Use the chart for ironic commenting on the story
- You, as director, control the flow of information about who gets to know what, when, where, how, and why. This applies to the characters and the audience.
Give your characters impossible choices.
- Evoke desires and fears in order for your audience to fully invest themselves in the story
- Watch Stranger than Fiction and Aladdin, and pay attention to how much more you know than the characters
- Shakespeare also used dramatic irony in structuring his plays. Study them.
The BIG Picture: Story Structures
Primitive Filmic Structures and Propp's Story Functions
The Hero's Journey or the Neurotic's Road Trip
Aristotle's Plot Curve
What Does the Hero's Journey Have to Offer?
Classic Archetypal Structure or The Hero's Journey
Are We There Yet? The Neurotic's Road Trip
What is Wrong with the Hero's Journey
Three Levels of Story Analysis
Hero's Journey versus Aristotle
=Narration versus the Hero's Journey
The Hero's Journey and Levels of Events and Structure
Mentors
Paradigms of Changing the Impossible to the Possible
Ending, Beginning, and Turning Points
Types of Scenes
The Title
Once upon a time...
Before it All Began
Let's Get This Party Started
Here is what you need to know
What is at Stake
What Do You Want?
"Of Course You Know, This Means War!"
Discovery of the Rosetta Stone
Do I Have To?
We Can't Go Back Now
The Calm Before the Storm
Comic Relief
Crisis
Cut to the Chase
Shodown with the Shadow
The Aftermath: Happy Trails
Epilogue
What Happens if you Move the Structure Around?
Points to Remember: Story Structure
- Study your story in the script and storyboard stages, before you shoot.
- Chart out your stories as a mapmaker would. A director has to see the forest and the trees. Study your story with every kind of analysis:
- the hero's journey and the plot curve for the big picture
- character emotions and plot functions for the mid-level
- narration and narrative questions for the micro level
- Watch:
- The Fisher King
- Starting OUt in the Evening
- Groundhog Day
- Star Wars
- The Karate Kid
Aiming for the Heart
| Events of the story | |||||
|---|---|---|---|---|---|
| Threshold of Awareness | |||||
| Structural Level (work here) | Directors Direct Attention | Directing the Eyes and Ears | Reading Significance | Constructing Meaning | Emotional Responses (aim here) |
Do We Really Identify with the Hero?
The Audience's Journey
What makes us Root for the Hero and Hiss at the Villain
Fears, Flaws, Wants, and Needs
Love Stories: What Keeps Lovers Apart?
What is So Scary about Horror?
The Rubberband Theory of Comedy: Aiming for the Backside of the Heart
So Many Crime Shows
Emotional Truth
Music and Color: Not Meaning, but Meaningful
- Music can create a more convincing atmosphere of time and place
- Music can be used to underline or create psychological refinements - the unspoken thoughts or unseen implications
- Music can serve as a neutral background filler
- Music can build a sense of continuity in a film
- Music can provide the underpinning for the theatrical buildup of a scene and then round it off with a sense of finality
What Is It All About?
Happy Ever After
Piglet's Big Compilation
Why We Watch Movies, Revisited
- Narrative questions
- puzzle solving
- Narrative closure
- relief from tension and questions answered
- Sharing emotions
- vicarious experiences
- Magic and miracles
- faith and belief
- To feel safe from terror
- mastery
- Comedy
- laughter
- Voyeurism
- spectacles, seeing secrets, and beauty
- Learning about how the world works
- A desire to understand
- Escape confusion and boredom
- excitement
- Omniscient Point of View
- Dramatic irony, knowing more than people in real life
- Punishment of evil
- sense of justice
- Magic, riches, flying, invisible
- fantasies fulfilled
- Rhythm
- Musical support, harmonic tension, closure, beat drive
- Spectacle
- watching things blow up!
- Chases and violence
- adrenaline rushes of the rollercoaster effect
- Role models to internalize
- underdog becomes hero
- Characters they can relate to and understand
- empathy
- Expectations met in unexpected ways
- surprising twists, turns, and reversals
- To learn how to overcome obstacles
- win your desires
- Ritual
- a sense of belonging with the community
The Story Knot and the Formula for Fantasy
Emotional Engagement of a Story
| Engaging | Disengaging |
|---|---|
| Clarity, easy to follow | Confusing, hard to understand |
| Surprising | Boring, predictable |
| High stakes | Nothing at Risk |
| Driven toward goal | Going nowhere |
| Emotional | Too much explaining |
| Action gets to the point | Tangents, unfocused |
| Appealing characters | Unappealing |
| Shows how it feels | Holes in causality and motivation |
Points to Remember: Aiming for the Heart
- Find your theam and use it as your compass
- Discover what fantasy you are trying to fill for your audience
- We watch movies for many reasons but mostly to have emotionally satisfying experiences. This is your target as a filmmaker
- Work at structure and keep it invisible by giving the audience reasons to love and root for heroes and reasons to hate villains
- Engage your audience with close-ups; put them in the heart of the action
- Make your audience wish for things to happen and let them imagine how events might have occurred. This makes them guilty participants of their own pleasures.
- Present your audience with moral choices
- Watch The Man in the Chair for how it develops its theme
- Pay attention to how the music and color in films affect you
Summary: Recapitulation of All Concepts
| Events of the story | Want your audience lost in the story, at the edge of their seats, emotionally involved, what'll happen next? |
| Threshold of Awareness | How the story's told shouldn't distract the viewer or be perceptible if they're watching |
| Work here: structural level | Structure - HOW the story is put together, how it is told, clear and dramatic in world of illusion |
| Directors Direct Attention | Directs attention to narrative questions, the GAP. One idea at a time. Magic, misdirection, hypnosis, gestalt organization |
| Directing the Eyes and Ears | Design and composition, perspective, camera to lead the eyes/attention |
| Reading Significance | Signs indicate meanings and create associations. What is it saying? |
| Constructing Meaning | Edit causality and continuity to construct meaning |
| Aim Here: Emotional Responses | Meaning evokes emotions - are they the right ones? Thematic analysis, psychology |
Use the techniques, forget them, work intuitively, use them again to analyze to improve.
Asking Questions and Getting Answers
Writing is asking questions and getting answers.
The brain does this even if it doesn't make sense - censoring too soon will stop the idea flow.
Writer to consciously apply these permutations