Professional Storyboarding by Sergio Paez & Anson Jew
Contents
- 1 Introduction
- 2 Overview
- 3 Visual Literacy
- 4 Drawing for Storyboards
- 5 Cinema Language
- 6 Story Structure
- 7 Emotion
- 8 Staging
- 9 Storyboard Types
- 10 Storyboarding
- 11 Advanced Storyboard Techniques
- 12 Portfolios and Promotion
- 13 Finding Work
- 14 Spotlight: The Professional Storyboard Artist
- 15 Parting Thoughts
Introduction
Story bug is addictive - trying to solve visual problems in the most unique & creative way; it's a language.
- Story boards
- comic book style drawings that establish emotional content and action of a project
the blueprint for all video productions and basis for what everything else does.
Very little documentation on this art out there.
Shorthand for film and visual story language - aspects of cinematography.
Storyboards not about drawing - about communication, to tell a story.
Drawing skills are helpful but not a preerequisite - you can board in stick figure. Professionals do need to be able to art though.
Achieving Success
Secret to mastery: practice. Talents are learned, not innate. You can learn this, you just need to know what to learn.
Overview
The History of Storyboards
Early Storyboards
Storyboards from the Disney Studio
Plane Crazy
Who Hires Storyboard Artists
Independent Contractors vs Staffers
Staffers
Independent Contractors (aka Freelancers)
Visual Literacy
Screen Reference
Refer to images as if already projected on screen-
"screen direction" "camera left" "camera right"
Camera height, moves, lenses.
Imagine the panel as the final projected image.
The Story Point
Fulfilling the story point
The purpose of the shot or scene - "why"? What importance does this shot have to the narrative as a whole, what importance does this panel have to what we're conveying.
Emotional Response
Evoke emotional response
In film & storytelling, emotional response over time.
Beats: stepping stones in story to create the overall emotional response
Pictures designed to move and engage an audience.
Visual Appeal
Composition within Your Picture Frame
Working with Shapes
Lines
The Rule of Thirds
Design of the Shapes
Focal Point
Depth
Perspective
Contrast
Foreground, Middle Ground, and Background
Overlapping Forms
Change in Size
Drawing for Storyboards
Your Drawing Alphabet: SICO Shapes
S-curve, straight lines, C-curves, ellipses, or SICO
S-Curves
Straight Lines
C-Curves
Ellipses
Compound Shapes
The Art of the Rough
Drawing Shortcuts
Simplify
Characters
Star People
Poses
Hands
Heads
Eyes
Cinema Language
Aspect Ratios
- 1.33:1 or SD
- Standard Definition, old TV, 16mm film, aka 4:3
- 1.66:1
- European widescreen, 1980s disney, Super16 film, some IMAX
- 1.78:1 or HD
- current TV standard, HDTV widescreen, 720p 1080p, 2k, 4k all use this.
- 1.85:1 or Widescreen
- Cinema widescreen, standard for theatrical film
- 2.35:1 or Cinemascope
- anamorphic projection, Panavision, Cinemascope, typically uses a stretched lens for live action so slight perspective distortion and wide blue lens flares are standard.
Shot Choice
Camera's location relative to the subject of the shot.
- Extreme Wide Shot
- Show the environment, used for outdoor or large area establishing shots, characters are tiny relative to the environment.
- Wide Shot
- Characters still small on the screen, this establishes their placement in the shot, and that they are the focus.
- Full Shot
- The full body of the focus character is visible, head to toe. Used for broad body language.
- Cowboy Shot
- top of head to mid-leg. Popular in Westerns (hence the name). Intended to show upper-body language that still involves the whole body
- Medium Shot
- Hips to head, face is easily read, arm gestures and actions still fit on screen, conversational distance
- Close up Shot
- Head and neck, important personal info about character, arms length away, communicates emotion.
- Choker Shot
- Forehead to chin, a little too close for comfort, arm-on-shoulders distance.
- Extreme Close Up
- Inspecting a single element of a face, eyes, or maybe a mouth. (Yzma having food in her teeth while talking, in ENG)
- Over the Shoulder Shot
- Back of an actor in the foreground, Typically a little closer than a MS on the other.
- Point of View Shot
- Literally looking from the view of a character. May see their arms come "from" the camera, in acting. Normally the view distance the character is standing, but can cut in closer to reflect their focus.
- Reverse Shot
- In conversation, cutting between the two characters talking, to establish a sense that they are talking to each other.
- Reaction Shot
- Character's emotional reaction to new information, or something happening either offscreen or in the previous shot.
- Insert Shot
- usually a CU, cut in or cut away to show a detail related to but not currently participating in the dialog or action currently being focused on.
Camera Position and Height
- High angle shots
- Camera is placed above eye level. Can be used to indicate the POV of a taller character, or the layout of the scene, or a "security camera" feel - typically emphasizes environment over characters. Diminishes power of the characters in the shot.
- Low-angle shots
- Below characters' eyelines, makes them feel large and in charge, we are literally forced to look up to them. Promotes the influence of the character,
Camera Position Affects Emotion
Height affects the sense of how much power the character has in the current moment. Where you place the camera is where you place your audience - both distance and horizon.
Eyeline
The closer the character is to facing the camera, the more engaged the audience will feel. Unless you're deliberately breaking the 4th wall, sweet spot is to have the character looking just off the side of the camera usually, rather than profile or straight on or a more shallow 3Q.
Pivoting Motions of the camera: Panning and Tilting
Moving Camera Shots
These moves typically create parallax, the overlap of the background changes. Even trucking in, closer things actually pass the camera.
- Dolly
- camera rolling sideways through a scene.
- Truck in/out
- camera moves towards or away from a subject.
- Boom
- camera elevates by a small amount, to step up over a crowd, for example
- Crane or drone
- elevation change with large framing change, can move from a CU to an EWS.
- Steadicam
- counterweight-smoothed handheld camera, creates a non-distracting sense of the audience following a character through a scene
Other Specialized Shots
- Handheld
- without stabilization, a handheld shot creates shakiness, loss of stability, or the feeling that we're looking through a character's eyes in the scene
- Dutch tilt
- angled view. Feels off-kilter, off-balance
- Zolly
- zoom and dolly in opposite direction, so the background expands or contracts around a relatively stable subject - gives a sense of shock
- Sleeper/corkscrew
- down shot looking at the character, as the camera rotates. sense of vertigo and isolation, maybe spider
Camera Lenses
- Long/Narrow Lens
- zoomed in lens, 40m-120mm. Flattens perspective, narrow depth of focus range (foreground/background tends to be out of focus)
- Short/Wide Lens
- zoomed out lens, 15mm-40mm. Expands and somewhat curves perspective, frequently action-oriented shots, GoPro cameras use a wide almost-fisheye lens.
- Fisheye Lens
- ultra short lens, gopro lens, "peephole" lens. 18mm or less. curves the entire view into a bowl or sphere, extreme perspective distortion.
- Zoom In/Out
- Lens shifts from narrow to wide or vice versa. There is no parallax in this movement, a part of the image simply fills more of the screen.
- Rack Focus
- Deliberate change of depth of field, to drive focus from one subject to another. Your eyes do this all the time, so it's extremely weird in a 3D-projected film. Since we typically ignore out of focus elements this can be used to reveal a subject that seemed part of the environment moments earlier.
Drawing different camera lenses
long lens (40-120mm)
Short-angle Lens (18-40mm)
Screen Direction
The 180° rule
180° Rule with three characters
Breaking the 180° Rule
Case Example
Story Structure
What is a story?
Story
Protagonist
Motivation
Conflict
Antagonist
Inciting Incident
Plot
Climax
Resolution
Story Charts
Incorporating Design in your scenes
Rhythm
Choice
Emotion
Juxtaposition of Shots
Staging
Secondary Action
Use Depth to support your staging
Storyboard Types
Beat Boards
Continuity Boards/Shooting Boards
Live Action Boards
Feature Animation Boards
Advertising Storyboards/Pitch Boards
TV Animation Boards
Video Game Storyboards
Previs
Storyboarding
Storyboarding is complicated, but it's FUN - it's filmmaking with quick drawings, and it's addictive.
Lots of information, but easy to learn by doing.
Studying lots of different media will build your intuitive sense of storytelling.
Storyboard design is my passion.
The Storyboard Process
Get all the technical details - designs, characters, locations, aspect, deliverable format, etc.
Script Analysis
Movies don't really use scripts, may just pass the storyboarder an outline
Everything else uses a script
Read the Script
Read the entire script, understand how your section relates
Characters' motivations, how your events relate to the larger story
Themes the screenplay is going for in general, and in this specific scene
Break down into Beats / Inventory / Research
Break the scene story into beats
Take inventory of all people/places/props needed
get reference from similar scenes, also reference of inventory
Script Notes / Maps
mark up script with notes and thumbnail sketches, figure out which shots work best where
draw a map of the scene to figure out where things go before you start drawing panels
Interpreting the Script
Look for callouts in scene, action, dialog.
- scene
- time and place for scene, establishing shot.
- action
- each thing mentioned probably needs its own shot
- dialog
- any necessary reaction shots based on the set up, present people specifically called out
A brief description of a complex event (battle, party, etc) could involve dozens to hundreds of shots.
- About scene:
- How many in the scene?
- What is the change (beat) of the scene?
- Who's affected?
- How do they feel about it?
- How does the scene affect or effect the following scene?
- How does it reframe or evolve from the previous scene?
- Within a scene:
- Who, what, what action, is the main focus?
- Who's got control?
- Where are we, and who's moved where for this shot?
- What's the subtext?
- What nonverbal cues might work - how do we show not tell?
- who's being affected by the shot, and how?
- What's the consequences of the action?
- what do you want the audience to feel?
- What's the overall mood
Fulfilling the Story Point
Most important: identify and fulfill the story point of the scene
Everything that occurs in the scene must support this point
Subtext
The emotion/meaning behind the characters' dialog.
WHY is the character saying what they're saying, the way they're saying it?
Not necessarily a double meaning - can just be the "things unsaid" or "mutual understanding" or a simple status transaction.
Thumbnails
quicky first draft in dozens of panels per page, just to see if everything's working before creating detailed panels.
Exploring emotional beats and thinking through/organizing the scenes on paper
Thumbnailing can be half the time, since most of the thought applies here.
Keep it simple, no shading unless that's the point. Arrows to show movement
Starting Your Rough
Vanishing point/perspective grid is a good place to start
quick, simple, unlabored, but NOT sloppy - this is economy of finish since it's testing
Double Check Your Work
All important information?
Maximum effect from scene?
Scene flows well?
Would the subtext/context within the story be clear to someone who hasn't read the whole script?
Finished Storyboards
Redraw with polish, now you know how the panel must be built
- solid poses w/clear silhouette
- simple tones
- color only where key
- More panels rather than arrows
- keep near model
- perspective grid
Digital Storyboards
Most storyboards are digital now, and it's MUCH faster.
Cintiqs are neat, but cheaper tablet hardware works too
Industry-standard software (the book is out of date here)
Work in layers for max flexibility
Checklist for identifying Common Mistakes
- Does the shot fulfill the story point
- Best camera angle for the story point?
- depth? FG, MG, BG?
- Too flat? Profile rather than 3Q?
- Good silhouette?
- too much horiz/vert lines, or symmetry?
- animation playing to camera (depth)?
- variety in shot angles?
- composition shapes interesting?
- is this a reused composition?