Prepare to Board! by Nancy Beiman
This book is about visual storytelling and design. Three parts, Content, Technique, Presentation Visual scriptwriting (board-driven films?) The "Why" must precede the technique Easier for toons to break physics than story. Sound and visuals hang off the story. Character and Story can develop from each other [See also, Robert McKee's Story, where a character is a story, just not necessarily the one you're telling] Animators do the magic of bringing worlds and characters to life.
Contents
- 1 Part One: Story Content
- 1.1 First, Catch Your Rabbit
- 1.2 Types of storyboards
- 1.3 Putting Yourself Into Your Work
- 1.4 Situation and Character-driven Stories
- 1.5 What If? Contrasting the Possible and the Fanciful
- 1.6 Appealing or Appalling? Beginning Character Design
- 1.7 Size Matters: The Importance of Scale
- 1.8 Beauties and Beasts: Creating Character Contrasts in Design
- 1.9 Location Location Location: Art Direction and Storytelling
- 2 Part Two: Technique
- 2.1 Starting Story Sketch: Compose Yourself
- 2.2 Roughing it: Basic Staging
- 2.3 Boarding time: Getting With the Story Beat
- 2.4 The Big Picture: Creating Story Sequences
- 2.5 Patterns in Time: Pacing Action on Rough Boards
- 2.6 Present Tense: Creaging a Performance on Storyboard
- 2.7 Diamond in the Rough Model Sheet: Refining Character Designs
- 2.8 Color My World: Art Direction and Storytelling
- 3 Part Three: Presentation
- 3.1 Show and Tell: Pitching Your Storyboards
- 3.2 Talking Pictures: Assembling a Story Reel or Animatic with a Scratch Track
- 3.3 Building a Better Mouse: Creating Cleanup Model Sheets
- 3.4 Maquette Simple: Modeling Characters in Three Dimensions
- 3.5 Am I Blue? Creating Character through Color
- 3.6 Screen and Screen Agan: Preparing for Production
Part One: Story Content
First, Catch Your Rabbit
A story needs character and conflict, developed simultaneously.
Established early, and grab the reader.
Animation pre-production is "development" - the act of improving by expanding, enlarging, refining- growing the story.
ingredient 3: imagination - animation about what could possibly happen
feature animation starts withoutline/treatment, then developped visually.
story is the clothesline the gags & characters hang on
Linear and Nonlinear Storytelling
Linear: A, to B, to C. Or C, explained by B, explained by A.
Nonlinear: creating effect or mood rather than telling story
Limits are a foundation, not a box
It's easier to construct within limits, within guidelines.
Character created in isolation from story is just a design, not a personality.
Brainstorming stories from lists
Brainstorming lists of story elements:
- characters
- anything, human, animal, anthro, feral, fantasy, alien, aquatic, avian
- locations
- can vary greatly in scale, in space, under a microscope, in the laundry, in a pineapple under the sea?
- situations and occupations
- occupations to vary up the situations that can be defined under "work"
- conflicts
- weaknesses, desires, perils, opportunities
mix and match from the lists!
Draw thumbnails of the combinations; the characters and situations
A story should be told by the most interesting characters!
what if - how can we make it even more interesting by mixing it up
Researching Action to break from cliche
Take a sketchbook and draw everywhere, and gesture people in action
stronger poses, and better actor, to draw from the truth that's stranger than fiction
also draw pets
Quick Sketch and Thumbnails
rough thumbnail drawings are the starting point for characters and storyboards
Go beyond, PLUS ULTRA!
Adapt and exaggerate reality, not just copy
Believable, not realistic.
Visual hyperbole, caricature, stylize
Humans are hardest to exaggerate
Researching Settings and Costumes
You can find stuff on the internet - go look for art/culture of different times
Production can make use of all sorts of art comprehension and life experience
Learn a little about a lot of things
Study film too!
Types of storyboards
Live action boards rough guide for film's staging, for later filming. Live action is edited in post.
Animation boards create the acting and scenes along with the cinematography. Animation is edited in preproduction. Animation storyboard is the film.
Everything is indicated on animation boards because the film is edited from the boards before it is animated.
Animation editor creates and updates the animatic with the director, to set the pacing/length of each shot and check in finished footage as it's completed.
Comic Boards and Animation Boards
comics have something called storyboards, but it's more like a sketch of the layout, with all kinds of different frame shapes.
tv/film boards are designed for a specific final size, the frame does not change size
Animation board artist must be an actor - they craft the character's performance. Characters not yet designed may also use storyboard as reference.
Television Boards and Feature Boards
one-off films will be developing simultaneously, and involve a lot of experimentation and rework.
TV series will have character designs and scripts (usually) done before storyboarding starts. Are usually very fast, close to on model, illustrates the script.
All action/editing planned before animation begins.
- Features can take years
- TV animation is done on a tight budget, boarded in just a couple weeks.
- Commercial deadlines set in stone based on target airdate
- short films are typically done in months, as a student project
Storyboard planning makes the production run on time.
Putting Yourself Into Your Work
Your experiences, adventures, fantasies are good fuel for a character or story.
Use your life experience as material - people, pets, objects, etc.
Biographical elements make characters/situations more believable.
Give character or story a base that audience identifies with emotionally.
Emotional content and audience investment in the characters are necessary to hold an audience for the length of a 22min episode or a 90 minute film.
The Use of Symbolic Animals and Objects
furries are cool
animal characters may have human traits, human characters may have animal aesthetics.
Can represent countries with local animals (or not, to make a statement about crossculturalism or immigration!)
A story map - map of locations involved in the story, doesn't need to be detailed. Could just be a box of labeled circles!
Animation - to give life. YOu can animate inanimate objects.
Props have meanings too (e.g. bat vs club) - as well as their design.
The Newsman's Guide: Who, What, When, Where and Why
Think about the scene/story/character, what information is missing
Answer who/what/when/where/why/how
Use these details for your design.
Thinking about friends and pets and other people you can put aspects of them into the character designs.
THis is really just how to anthropomorphize, isn't it?
Do gesture drawings of people doing ordinary things.
Study life, study styles outside your comfort zone (don't rely on learning someone's style well), put a bit of yourself into the work.
Consider character relationships from the start.
Situation and Character-driven Stories
Two types of character films:
- situation-driven - story develops from a unique situation - sympathetic characters find themselves in unusual situations
- character-driven - story develops from a character's unique personality - no other character would react this way
Basic 3-Act story format:
- Get your hero up a tree
- Throw rocks at them
- Get them out of the tree
Appealing characters make messages entertaining.
Stories interesting: mains use virtues and skills to overcome obstacles and reach a goal
Antagonist:
- self
- nature
- villain
- conflict
- situation
Conflict does not mean fighting/violence
Character stories have character arcs (most origin stories)
vs action stories where the situation goes through an arc around a force-of-nature character
Conflict evolves out of competing goals - make sure goals are clear!
avoid cliche/excessively stock characters
Stop if you've heard this one
Skip gimmicks, unless you can introduce a new variant on them.
Some stories work well with a known ending but an unknown path there! (murder mysteries, fairy tales, etc)
Defining Conflict
Many stories based on simple conflicts, internal or external obstacle
victims of circumstance
character weakness
appealing believable characters make plots seem fresh and new
Log Lines
essence of a story/conflict in a single line sentence.
Try a few different ways of summarizing a story, identify the more interesting ones - use your own interest as barometer.
Stealing the Show
Story should be told by the most interesting story.
Subplots that distract will break the story up into a jumble - make sure they support the main story!
heroes need goals, obstacles, and character flaws
Skip pop culture recognition as a shortcut to a laugh - it fades quickly, and dates the film.
Pop culture can be used if done so in such a way where it's inherently funny without getting the reference.
Parodies and Pastiches
Parody: mockery of preexisting material, requires knowledge of the source material to write and to enjoy.
Pastiche: remix of an existing genre, as sort of an homage. More likely to work.
What If? Contrasting the Possible and the Fanciful
Animation is fantasy - outside the limits of time, space, physics etc.
Best when avoiding duplicating reality
Weakest part is usually story - myth that "just a cartoon" means story is not important.
Animation actually needs more story/structure to hold it together, since the world itself works according to different rules - which need to be set and conveyed.
Reversals common in animation - highlight what is different vs reality, or inverted.
Things that don't make sense in our world are fine, so long as the rules they play by are consistent within the work.
Keep asking "What if?" to explore possibilities.
Beginning at the Ending: The Tex Avery "Twist"
- Golden Rule of Animation Pre-production
- ALWAYS know where, and how, your picture is going to end, before you start production.
Tex Avery's rules for analyzing a cartoon situation:
- Is it a good situation?
- What can you do to develop it/how are you going to finish it?
- Can you "switch" out cliche to do it in a new way?
Escalating gags don't change the scene/story, so you need a twist at the end to make it feel completed. This is not in the book.
Establishing Rules
Since animation can do anything, rules of the world are important - they establish the rules that allow dramatic tension and relief both to exist.
Appealing or Appalling? Beginning Character Design
Not "likeability" but "interest" - do I want to see what happens to this character, can I suspend disbelief?
Interesting to look at, but not distracting or difficult to animate.
The character needs to be able to do the actions it needs to do in the script.
Specifically, what you need to SHOW. A character with no fingers can play the piano, obscured - but not have fingers on the keys!
Reading the Design: Silhouette Value
A character should have identifiable silhouette.
Work on construction before details! *this comes up in The Silver Way too!
Construction Sights
Create a silhouette for each character at the start - even just size and general shape of the overall character.
Design characters from the inside out:
- overall shape
- break into different proportions for head/torso/legs
- subshapes of parts, construction, ears, hair
- details like textures, costumes, clothing, patterns
Shapes communicate - how grounded they feel, how soft or hard they are, how sharp or blunt, how balanced or off-kilter
Stages of age have specific effects on proportion - cartilagenous growth, bone development then decay, fat loss and gain and loss and gain
Use props to make generic characters more interesting, particularly background characters!
Foundation Shapes and Their Meaning
Foundation shapes of circles, squares, and triangles.
(book also lists cylinder, but that's not a shape)
Faces work on similar patterns, and varying the proportions creates different characters
Caricature is helpful as well.
Good design features:
- repetition
- variation
- exaggeration
The Shape of Things
Symbolic meaning of shapes:
- Circle/oval
- reassuring, trusting, nonaggressive, babby
- Triangle
- proactive, aggressive, dynamic, unstable
- Square
- sturdy, unmoving, stable, strong
These roles create stereotypes - easy roles for viewers to read - but be careful of only using stereotypes and falling into cliche.
MOre variety by playing forms against one another.
Going Organic
Organic designs have shapes that flow into each other, not just stuck together like a snowman.
Repeating identical foundation shapes can create a cookie-cutter/gingerbread man effect - avoid unless intentional!
Draw parts through other shapes to make the character cohesive
vary up the proportions for more uniqueness
Study anatomy so you know what creates the form of what you're designing.
Creating Characters from Inanimate Objects
Similar to designing organic characters, the foundation form is more visible in the final design as it's supposed to be recognizeable.
Don't just throw on a face, figure out how to use the form of the objects to suggest useful body parts to the animation.
You can also use objects, both organic and inorganic, to inspire character desgigns.
Across the Universe
Using the same elements - or the same inspirations can unify a design across a production, same "universe".
This can of course be broken when the story calls for it - characters literally from different universes.
Size Matters: The Importance of Scale
Scale can vary from sequence to sequence - a character that shrinks or grows, or different environments of different scale.
Insufficient information can create confusion - is it a small character or a large prop?
Create a character lineup to track the various sizes of characters at the start of a film.
Practicing your Scales
- Characters scale relative to one another
- relative to backgrounds and props
- perspective and camera placement
- parts of a character relative to others
Stereotypes of Scale
Villains larger than heroes - "Heavies" comes from the larger actors.
Comedically inverted by Laurel and Hardy as well.
The small cute character that suddenly becomes ferocious
Triple Trouble: Working with Similar Character Silhouettes
What if the story says the characters have to be the same size?
- simple: different colors
- more involved: different attitudes
- even further: different costumes from those attitudes
Films are restricted in time, so be careful to draw the audience's eye where needed.
Better composition: less flat-stage-layers-like
Getting Pushy
Apply caricature, animation grew out of the medium. Exaggerate design, proportion, perspective, staging.
Beauties and Beasts: Creating Character Contrasts in Design
Designing characters, most important: creating different body language and movement
The Great Dictator: Charlie Chaplin's Character Acting
Chaplin plays two parts, who look identical, and are differentiated only by acting.
I Feel Pretty! Changing Standards of Beauty
Standards of beauty change over time.
A little asymmetry helps with attractiveness.
Or symmetrical but not perfect.
S-curve design principle - the "line of beauty" (from Hogarth)
Curves and straights along an S curve.
Curves and straights create slow and fast read lines respectively, creating a rhythm in the flow of the image/design.
A Face that Only a Mother Could Love?
Cuteness usually involves proportion distortions similar to how babies look.
Gods and Monsters: Contrasting Appearance and Personality
Faces are based on an inverted triangle - eyes on either side, and nose and mouth underneath.
Breaking the triangle creates disturbing looks, designs where the features don't seem to relate are unappealing.
Highly deformed faces yield monsters - though the character can be played against their appearance.
How to make period characters attractive?
- Research styles/the fashion silhouette
- User more than one reference source
- Draw a variety of designs as exploration, and synthesize their best features
- Work from an actual person or people as reference
- Draw from memory as well as life
- Avoid literalism/hyperrealism.
Animation is not reality - it's much better!
Location Location Location: Art Direction and Storytelling
The art director sets the film's period/location/prop/character design/style.
Setting is important, along with props, to influence the path of the story.
Important objects should be visually prominent in boards and backgrounds.
Location planning:
- Atmospheric sketches
- floor plan or map
- master backgrounds
- background details and props that will be interacted with
- characters to show scale
Location never just location - there is a story behind why they are how they are even if that is not the story we are telling.
Helps with suspension of disbelief, that this is a world that has been lived in (or not, just arrived in, if that's what's called for)
Opening shots are the introduction.
Characters and backgrounds can depict emotions.
K.I.S.S. Your viewers don't have hours to spend analyzing all the details in backgrounds.
Your scenes make statements, can also make story contrasts between them.
Questions for considering a film setting:
- Time period for the story? What year, season, time of day, geography?
- Visually interesting time period with an aesthetic?
- What shapes and colors suggest the period?
- What materials are objects made of?
- If natural, what kind of natural setting? What colors dominate?
- Is the story on this planet/dimension, or another?
- What are the rules of the fantasy world?
- What's the story's tone - serious? Whimsical?
- What mood colors do you need for the scene/story?
- Is the scene supposed to match the characters or contrast them?
Backgrounds contain elements of the personalities/tastes that inhabit them?
What suggests the fantasy setting - is there a running theme?
Scale of characters to background
"Nothing harder to do than nothing" - specifying details make your work easier!
Part Two: Technique
Starting Story Sketch: Compose Yourself
Tonal Sketches
Referencing the environment and character lineups
Story sketches - rough drawings will work if the shape of the characters is distinct
Selection, simplification, emphasis. Include what is important to the drawing!
Should read from across the room - use tone to make it read
- Line, value (light and shadow)
- silhouettes and shapes (pos & neg space)
- texture
- color (sometimes)
Optical center is near the top third - maybe 0.618? Not in the middle of the page.
Stick to four tones, these are quick drawings to stage the work, not final illustrations
Strongest tonal contrast draws focus, should be on greatest importance.
Graphic Images Ahead!
Tone defines form:
- silhouette
- dark against light
- light against dark
- split dark/light on each
- rim shadow
- tonal modeling of planes
Avoid clutter - make sure to distinguish the character from the background
May not even need more than a color card or simple tonal background if it's a closeup
The Drama in the Drawings: Using Contrast to Direct the Eye
Eye is drawn to the area of greates contrast
Eraser useful to "carve out" highlights or lighten tones
The Best Laid Floor Plans
Simple floorplan can be useful
Three quarter angle, in isometric 3D
Tonal background sketch - kind of an establishing shot reference
Abstract locations or ones where the background layout doesn't really matter don't need floorplans
Structure: The Mind's Eye
How is the scene staging - whose viewpoint are we adopting, whether through their eyes or over their shoulder.
Whose eye level is the camera on?
Work for an interesting variety of shots - but in the best way to stage the action.
Closeups for inner thoughts and reactions, longer shots for distance and acting.
Low or high angle shots can show dominance or contrast in a shot.
- Work for clarity of staging
- Simple staging is always best
- Make sure your shots work into one another (hookups!)
- use good film grammar.
Drawing the camera on the floorplan can help you figure out where everything in the scene goes.
Change the camera in relation to the background across cuts, or the characters will simply appear to be disappearing/reappearing on the same background
- Don't animate the camera
- or at least, not until you've designed everything else and determined a story point calls for a camera move.
- Design your frames
- apply design principles to your panels.
- Watch out for tangents
- connecting lines that create flow or association that shouldn't be there.
- Use tonal values, not pure line
- You need tones to make the panels read quickly
- Color should only be used when absolutely necessary, when the story/action calls for it to highlight something
- Mind the safe areas
- keep characters away from the borders and interacting with the frame unless you're trying to cut things off or interact.
Roughing it: Basic Staging
Keep to four tones: light, dark, two middle tones
- Line defines contour
- the shape or silhouette of the object/character
- Tone defines dimension
- both volume and depth
Darkest part of a shadow appears nearest light (because of AO and adaptive contrast perception)
Eye path goes: optical center > center of interest > flow
We tend to follow reading direction (LTR for most Western cultures)
Watch the 180 degree rule! Keep the camera on one side of the line between the characters
Use tonal variation to highlight a character in a crowd
Arrows for direction of motion
Storyboard is the basics of character performances - fast motion may be drawn on the same frame even!
Use additional panels to depict continuing action in a scene
Each panel should contain ONE idea.
New panel for each new action.
I'm Ready for My Close-up: Storyboard Cinematography
Profile provides best silhouette - make sure screen direction is observed!
3/4 view is usually more interesting than front view.
Center of the frame should be in dynamic poses to avoid splitting the frame.
Break front view with off center to make it read better.
Overlapping shapes create depth - also tonal depth.
Closer elements are usually more vivid/detailed.
Fog to isolate focus
Boarding time: Getting With the Story Beat
Animation develops complex forms from simple beginnings.
Storyboard artists function as a combination of director and editor - they create the blueprint for the film.
Storyboard panels describe an idea - not standalone drawings, they must communicate instantly or be revised
Storyboards are different from graphic novels - the panel size is set and are designed to convey visuals in changing time, rather than environmental content.
Working to the Beat: Story Beats and Boards
Animation story is broken down into beats - turning points in the story.
Initial planning: Beat boards or outline boards - illustrate the beats the story MUST hit.
The storyboard equivalent of pose to pose.
Beats of the story, beats of each scene, beats of each view
Do You Want To Talk About It
Each beat board should be one sentence of your synopsis.
Think nursery rhymes - where each line is its own thought and visual.
- Identify the beats
- Thumbnail the locations and times (slug lines) of each beat
- Make revised more elaborate beat boards
- Test tonal values (squint at your panels)
- You can use two panels to show the change a beat involves
- Test your beat board against an audience before going further!
The Big Picture: Creating Story Sequences
Refine story - break it down into sequences.
Sequences add subplots, give film structure.
Stories often divided into 3 acts
Each act broken down to sequences
- Sequence
- a series of related scenes illustrating a story beat
Sequences may be a single location, or an event happening through multiple locations.
Panels and Papers: A Word about Storyboard Materials
The storyboard is the script of the film.
In TV animation, it's a standard format.
Feature boards are more exploratory, and more revised over time.
Also good for indie films
Acting Out: Structuring Your Sequences
film > acts > sequences
Sequences given descriptive names and numbers in films
Sequence numbers may change as the animatic is edited
A-B-C Sequences: Prioritizing the Action
Prioritize scenes A: essential points, MUST be in film B: important, can be shortened/restaged if time/budget require it C: gags, extra story material, can be cut if needed
Act I: Get your character up a tree Act II: Throw rocks at them Act III: Get them back out of the tree!
Arcs and Triumphs
- Character arc
- When the story's action changes the hero in some way.
Great for film, problematic for episodic television where the characters suffer a "brain reset" for the next episode
(You can still arc the beginning/end of a season tho, usually)
NO growth makes for a flat character. Even if a character must stay unchanged, they can be pushed out of their comfort zone, wander around a bit, then return to safety.
Each storyboarder must be familiar with the outline - how their sequence relates to the picture
Naming Names
Incidental characters named, to make it easier to reference them, even if they're never named on screen / in audio.