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ART
376
STORY
& VISUALIZATION
FALL
2014
CALIFORNIA
STATE UNIVERSITY
LOS
ANGELES
Professor
JIM OVELMEN
jim@jimovelmen.com
Jim.Ovelmen@calstatela.edu
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LAB
HOURS
click: OR PLEASE SEE SCHEDULE POSTED OUTSIDE THE DOOR: FA
225 |
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Meeting
Time FRIDAYS 9:50-3:20pm
Office FA
227
Office Hours (SEE
SYLLABI PAGE)
Phone Ext.
3-4033
Class Location Rm.
FA 225, Art Department |
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*if you would like to meet with me during
my Office Hours,
Please make an Appointment in the Art Office

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COURSE
DESCRIPTION
Introduction to visual storytelling and content
visualization in preparation for animation projects. This course involves
the creation of story artwork, sketchbooks, and visual imagination development
projects that build creative preparation for narrative based projects.
This course develops the imagination and creative
planning of an fictional story and visual content. Animation, in general,
is often a long series of processes that results in a story or visual
expression. It is essential that artists begin with the research, sketching
and planning resources before embarking on production. Students will learn
the planning and discipline while developing their creativity and visual
story telling skills.
· Overview of storytelling methods, creation
of fictional characters, back stories and production of assets and content.
· Creation of artwork that relates to visual storytelling, involving
both dramatic elements of cinematography, and artistic elements of composition.
· Examination of color, texture and visual properties that contribute
to the emotion and visual communication of an animation.
· Development of critical and creative techniques in expressing
in expressing animated content in a static form: Planning of animation
in stills, concept art, and “animatics”.
· Research of various films, artwork, animations and interactive
artwork that provides a variety of perceptions of how drama, and content
is built.
· Creation of resource libraries and cataloging artwork and visual
research that builds the imagination of the artist. Visual information
will be gathered including mixed media, and diverse research techniques
that strengthen the organized visual thinker.
EDUCATIONAL OUTCOMES
· Demonstrate a diverse and imaginative
array of visual techniques for building a creative short story.
· Posses a command of different visual content creation methods
that fosters a creative approach to thinking about animation.
· Become an organized and disciplined visual thinker, necessary
to future animation endeavors.
· Appreciate and demonstrate an understanding of story drama, anticipation,
cinematic elements of suspense, surprise, and artistic development.
· Resist the urge to succumb to visual clichés, unthinking
and cheap devices to animation planning. Students will build a sophisticated
approach to thinking about animation.
· Develop their general artistic skills, like drawing, painting,
composition, and see how it relates to good visualization in animation.
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PREREQUISITES
ART 378 Art & Motion
INSTRUCTIONAL METHODS
Class lectures, in-class assignments,
and project related demonstrations will be provided from original or researched
content. Supplemental homework assignments, specific tutorials from published
sources will be given. Many of these assignments are, of course, to be
done exclusively outside the hours of class time.
The expectation is 3 to 6 hours per week
working outside of class on project assignments and homework. Lab hours
will be posted. There are numerous books and online tutorials on the class
subject. I have listed recommendations of texts and URLs for further study.
I may also distribute, handouts, images, and other reference materials
to supplement your studies.
STUDENT RESOURCES
Gelbas, Francis. Directing
the Story: Professional Storytelling and Storyboarding Techniques for
Live Action and Animation Focal Press, 2008.
Bacher, Hans. Dream Worlds: Production Design
for Animation, Focal Press, 2007
Chistiano, Giuseppe, Storyboard Design Course: Principles, Practice,
and
Techniques Barron's Educational Series, 2007
Hart, John. The Art of the Storyboard: Storyboarding
for Film, TV, and Animation
Focal Press, 1999.
Wells, Paul. Basics Animation: Scriptwriting, Ava Publishing
2007
Sullivan, Karen Ideas for the Animated Short:
Finding and Building Stories
Focal Press 2008.
Ghertner, Ed Layout and Composition for Animation
Focal Press, 2010
Wellins, Mike. Storytelling through Animation
Charles River Media, 2005
Arnold, Brian, and Eddie Brendan. Exploring
Visual Storytelling (Exploring
(Delmar)) Delmar Cengage Learning, 2007
Osgood, Ronald J. Cengage Advantage Books: Visual Storytelling: Videography
and Post Production in the Digital Age (with DVD), Wadsworth Publishing,
2008
White, Tony Animation from Pencils to Pixels:
Classical Techniques for
the Digital Animator Focal Press, 2006
Tumminelo, Wendy. Exploring Storyboarding
(Design Exploration)
Delmar Cengage Learning, 2004
Harryhausen, Ray and Tony Dalton A Century
of Stop-Motion Animation: From Melies to Aardman, Watson-Guptill
2008
Curtis, Brian Drawing from Observation: An
Introduction to Perceptual Drawing
McGraw-Hill,2nd edition, 2009
Stewart, Mary Launching the Imagination
McGraw-Hill,4 edition, 2011
REQUIRED
SUPPLIES
at STUDENT BOOKSTORE or OfficeMax/Staples/OfficeDep
4
Gig Flash Drive
100-200
Gig External Drive
5x8
Blank Index Cards, 100-pk (about $6 each) (2-packs)
small mirror
at DICK BLICK 44 South Raymond Avenue
Pasadena, CA 91105
(626) 795-4985
14"x17"
Strathmoore 100-st Sketchpad (about $12)
9"x12"
Canson Field Sketchbook (about $13)
Prismacolor
box of 12 colored pencils ($12)
Pencil
Sharpener (container type) ($2-3)
Micron
Tech Pens (set of 3, Various sizes Black) (about $7)
Non-Photo
Blue Pencils, 2-pk (about $5)
Expo
Dry Erase Markers, 4pk Assorted
15"x20"
Pure Black Presentation Board, 5-pk (about $10)
Plastic
Art Box 12x5x6" (about $5)
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LINKS:
Jim's List Animated Visualizations
Visualization
Gallery (the SENSE of SENSE)
Ovelmen
Drop Box:
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production
flowchart
acting
flowchart
PlayOnBeauty |
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COURSE
OUTLINE (subject to change) |
Story
Development |
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 FRIDAY
Sep 26
CLASS
INTRODUCTION
PROFESSOR
INTRODUCTION
SYLLABUS
DISCUSS
ART
SUPPLIES
GRADING
SCHEDULE
novels
index
cards
Story
Development: HISTORY
History
of Story, cave
paintings, Oral
traditions (play Grapevine),
fable, myth, legend,
urban legend,
Theatre, written
word, radio,
music, Film
(back to the cave), Television,
Video games
In-class Assignment:
(1) Play the game of "Grapevine"
(a short message is whispered in the ear of a line of people, by the
end of the line what is the result of the sentence?)
PROJECT
#1 Make Up a Story (in class)
(2)Research contemporary
paintings and photographs online. research artist/photographers
and historical contexts. How do images convey stories? Choose one
of the images you found and create a story that you feel might be
depicted in that image. Each student must present a 5 minute presentation
showing supplementary elements to support story.
Homework Assignment:
PROJECT
#2 Video Game Fable (homework)
Why do you think fables, myths, and legends have had so much impact
on storytelling? Create an idea for a video game that's based
on a fable. Research a fable: (popular or obscure, traditional
or urban) Make a 5-8 minute presentation (power point is preferred)
on your idea.Show images and talk about these points:
What is the universal theme being conveyed by the story you
created?
Why would your idea make a compelling video game?
Presentations will begin at the beginning of the next class. You
should should show at least 15 photos and at least
3 drawings on 14"x17" sketch
paper(color is encouraged).* You will use PHOTOS that you
find on the internet and drawings that you make yourself. ABSOLUTELY
NO USING PRE-EXISTING ARTWORK. You can choose to draw whatever
you want, the character, the environment, special props...whatever.You
must talk for 5-8 minutes and answer the above questions and be
prepared to take live questions.
*I will only grade you based on effective communication of ideas,
and imagination, not on technical accomplishment of the drawing.
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FRIDAY
Oct 3rd
INTRODUCE
DROPBOX: (click)

PRESENT:
PROJECT #2 Video Game Fable
present
your idea for a video game based on a
fable
Story
Development: HISTORY (continued)
ABOUT
YOUTUBE LINKS*****Apologies in advance about the Ads on youtube links
in my lectures. Only a few years ago, they were not this many on same
links. Please be patient, and please don't interrupt my lecture to remind
me to "Skip Ad".. I already know that. I will maintin
the flow of my lecture regardless. Indeed, Ads get more invasive every
year, yet am commited to maintain the lecture rhythym, and keep you
focused and engaged on the point. ~Thanks guys!****
Theatre,
written word,
radio,
standup
performance(at 34:00)
music,
Film (back to the
cave), Television,
Video games, novels
Story
Development: GENRE
What
is GENRE?, Action,
Adventure, Action-Adventure, Experimental, Short-subject Narrative,
Diaristic Narrative,
Music Video:(take
on me, crazy),
Abstract, Interactive, Sensory, Fine Art, documentary(?)
Marshal
MacLuhan is known for coining the phrase, "The medium
is the message" in his work Understanding Media. This
phrase simply means that the technology that delivers the information
has far more impact than the information itself. Can you give an example
of a movie, game, art piece, animation, etc. that communicates clearly
BY its particular media? unlike
life
In-class Exercise
(1) The Hybrid Genres
Homework Assignment:
PROJECT
#3 Hybrid Genre Trailer (homework)
Develop a 30-second "trailer" using 2
vastly different genre films. You can use Premiere, After Effects,
or Imovie to create a preview animatic. You can draw with photoshop,
or scan your drawings. You can use any media that you would like,
but make sure to keep the visual components simple and achievable
in one week. Sound is not necessary but you may add if you want. You
may communicate in your trailer using typed words and images!. Animation,
fancy camera moves, and moving elements(animation) is not necessary.
Stills, scanned drawings are acceptable, but must be edited into a
30-sec movie (640x480 or 1280x720). Due at the beginning of the next
class.
HOW TO GET STARTED: Research Feature films that you feel represents
clearly a genre. First, identify the genre you think each
are operating. Then, find a way to combine the 2 films into one film!.
Look for breadth of difference in your choices. ie: Dude, Where's
My Car with Fargo ONE OF YOUR FILM
CHOICES MUST BE PICKED FROM HIS LIST here.
At least one of your film choices shoulod be picked from this list.
I am looking for ideas and imagination in how you would achieve this
hybrid.
*I will only grade you based on effective communication of ideas,
and imagination, not on technical accomplishment of the drawing.
Downloading
Videos from Youtube (using Firefox)
Downloading
Videos, 3 ways
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Story
Development |
 FRIDAY
Oct 10th
PROJECT
#3 Hybrid Genre Trailer
Story
Development: BUILDING STORY
IDEA:
Concept,
Springboard,
Setting, Context,
Back story, Premise,
Synopsis or
Treatment, Theme
scene
cards ,2,
film treatment
pic,
screenplay/script
pic,
outline,pic
shotlist
screenplay
templates
In-class
exercises: Back
story without a Story???
We
may work in small groups, and/or split the class in half and
work on opposite sides of the white board.
Think about 8-10
possible SPRINGBOARD ideas for a 30 minute TV anthology
series (like the twilite zone) (compare to series or mini-series)
White your ideas on index cards. Be prepared to talk about them.
Next, Take 2 characters
and place them in an argument (husband and wife, best friends, hated
enemies, total strangers) Now give them an argument about anything.
(goal of this
excercise: You can create backstory without realizing it during general
creative process):Soon you will see the elements of back story
creeping into the argument -even if the back story occurred five minutes
prior to the meeting of the characters.Think about video games like
MYST, what are ways the back story completely propels the story and
the mysteries?
STRUCTURE
traditional
structure
The
3-Act play, The
Hero's Journey, Episodic,
StepsOfaHero's
Journey
experimental
structure
cyclical, musical,
interactive, experimental, exploratory, non-linear
some
recommended viewing
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Homework
Assignment:
PROJECT
#4 -Back stories Across Time- (Homework)
(1)
Think about 2 different ERAS or TIMES(ie: ancient, Medieval, Victorian,
Modern, or more contemporary) Study two vastly different eras you are
interested. DO YOUR RESEARCH!
(2)VISUALIZE
2 characters as much as you can, that may emerge from each era. Create
2-drawings of 2 different characters, on sketch paper with color. Take
high quality pictures of your artwork, include in you digital file.
YOU ARE TO ALSO BRING YOUR ORIGINAL DRAWINGS TO CLASS. We will look
at both
(3)
CREATE A BACKSTORY for each character, not more than 3 paragraphs each.
You may use notes or small index cards to create "spring
board" ideas.
(4)
create a ONE PAGE SYNOPSIS of how these characters may be crafted into
a feature film.
(5)create
SCENE CARDS (LARGE index cards with a plot idea written on it, usually
only one sentence) to display story structure (NOT a storyboard, simply
writing on a large card) You may use your large index cards and number
them in the upper left corner. We can post them on the whiteboard during
your presentation. About 20 cards.
(6)At
the beginning of the next class, present all your materials and field
acritique by your classmates.
(7)
put all images of artwork, backstory, synposis, into a single PowerPoint
file (or zipped folder). and upload to assignment folder on the my dropbox.
*Also show your original drawings at the same time.

think
about films that have done this:
2001,
the
Tree of Life
Bill
and Ted's Excellent Adventure
can you think of others?
There are many Hollywood films that employ a "time machine".
The time machine device can thought of as genre in itself, yet quite
prone to being the ultimate cliche.
Can you think of other films stories might traverse across time by
using story structure or more unique devices?
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Scene
Development |
 FRIDAY
Oct 17th
PRESENT
PROJECT #4
Scene Development: SITUATION
PLOT TOOLS:
A/B
story, incitation,
foreshadowing,
conflict, goals,
MacGuffin, Ticking
Clock MarClay
the Clock, The
idea of time, Deus
Ex Machina, cliffhangers, cliches,..etc.
STORY VERSUS PLOT
Plot
is NOT Story, Plot
Points, Plot Twists,
The Butterfly
Effect
CLIMAX and RESOLUTION
Final battle, most
intense action, In the 3-act structure it is the final 25-30 pages.
in the heroes journey, it is the ordeal through the resurrection. In
a game, it is the final moves that lead to victory or defeat. Climax
gives way to this resolution.
Conveying Information
animation in film, tv and games:cinematics,
animatics, Cut-scenes, trigger events, customizations
How Events Unfold
Plot, consequences, engagement and interactivity,
collaboration, repetition, consistency, flow, non-linearity
Emotional Content
Experiential
Storytelling, Creating Emotion
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PROJECT
#5 -EXPERIENTIAL STORYTELLING
I
may group you into pairs for this project!
Think
in terms of: Goals, Wants, Needs, Desires, Curiosities, Fears, Virtues
and Vices...
Create
a story structure that genrates an EXPERIENCE, A situation, condition,
event, that changes everything!!..some examples?: District
9, Grave
of The Fireflies Titanic?, They
Live some movies more "moving" than others, yet the
characters react to the experience, not just expressing emotion.
IDEAS?
a war with new weapons and consequences (bomb),
a new technology that isolates people, natural calamity that limits
resources, a government takeover that leads to famine...look for
springboard ideas that lead to story structure ideas.
REMEMBER,
here you are creating the STORY STRUCTURE first, not the characters
first.
(1)
articulate your story structure and ideas (for example, an invention
allows time to go in reverse for some characters, but not for others)
Be as creative and imaginative as you can. Describe this story synopsis
in one page.
(2)develop
the SCENES of your story structure, first through SCENE CARDS, scene
cards ,2,
then
turn the scene cards into a simple storyboard. (you can turn the card
over and make a drawing.
(3)
create 3 color drawings from 3 selected scenes of your story. Select
emotional peaks of the story, and illustrate them. look for ways to
talk about the EXPERIENCES of the characters.
(4)
present all your materials at the beginning of the next class. Your
large Scene Cards, this time can double as story panels, and will be
numbered and stuck to the white board.
What
to turn in:
-one
page Synopsis (per pair) PRINT and INCLUDE in Power Point
-20
scene card /story panels (per person) ACTUAL CARDS
-3
color drawings of scenes (per person) MUST BE ON REAL PAPER (take
pic too, and include in Power point file.
If
you work in PAIRS for this project, you must turn in:
1 page synopsis, 40 scene cards/story panels, 6 color scene drawings.
Again,
you must have hard copies or everything, and real drawings on paper
to present to class. You must also take pics of all and include as a
Powerpoint file that you turn into dropbox:

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Scene
Development |
 FRIDAY
Oct 24th
PRESENT
PROJECT #5
Scene Development: ENVIRONMENT (1)
world building, resume of forces,
colormetrics, natural environment, natural props, manmade props, breakdowns,
art direction of environment.
PROJECT
#6 -TBA- (Homework) |
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NOVEL
or
DREAM JOURNAL
PROJECT
#6 -EXTERIOR WORLDS
Using
your 9"x12" Field sketchbook, create TEN sketches of different
exteriors locations. FIVE of those sketches should be purely natural
exteriors and FIVE should include manmade elements. Be imaginative as
you can create alien, futuristic, or ancient worlds. Be as creative
as possible
After
you have made your sketches, chose FOUR to turn into finished versions.
You may use photoshop or Sketchbook Pro enhance these digitally or add
more layers/detail/complexity. But you need to have printed copies
of any digitally enhanced artwork, to pin up on the board if asked.
You
may color your finals by on paper, or you may use Photoshop or Sketchbook
Pro enhance these digitally or add layers/detail/complexity. But you
need to have actual artwork, or printed copies
of any digitally enhanced artwork, to pin up on the board if asked.
Be
prepared to talk about your drawings and your process, reseach, and
your creative ideas!
Visualization
Gallery
What to turn in:
-5 sketches, natural exterior depictions (roughs)
-5 sketches, industrial/manmade exteriors (roughs)
-Choose your best 4 sketches to turn into color
finals. (nicely rendered/depicted)
You must bring ACTUAL drawings to class, as well
submit DIGITAL copies of those drawings to dropbox.
**NAME FILES PROPERLY!! : " LastnameFirstname_Pr#
"

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Scene
Development |
 FRIDAY
Oct 31st
HALLOWEEN---COME
IN COSTUME!
extra
credit for inventive characters
PRESENT
PROJECT #6 EXTERIOR WORLDS
Scene Development: ENVIRONMENT
(2)
research and natural observation, field exploration, (if time permits)
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PROJECT
#7 -INTERIORS WORLDS
Using
your 9"x12" Field sketchbook, create TEN rough sketches of
different interior locations. FIVE of those sketches should be interiors
of "public" settings, and FIVE should be interior of "private"
settings. The public interiors would be places many random people would
use everyday. The private, a place that only a one, a few, a small group
or family would use. Be as creative as possible. Your settings can be
futuristic or set in the past, OR use different planetary rules (ie:
gravity, scale)
Be
sure to include movable props in your interiors (also called "assets",
which could describe the kind of people or society). Do not show actual
people only the interiors. Assets may include furnitures, tools, weapons,
food, instruments, clothing, monetary items, objects, etc..
After
you have made your sketches, chose FOUR to turn into finished versions.
you may use Photoshop or Sketchbook Pro recreate these digitally and
add more layers/detail/complexity.*
You
may color your finals on paper, and/or you may use Photoshop or Sketchbook
Pro enhance these digitally or add layers/detail/complexity. But you
need to have actual artwork, or printed copies
of any digitally enhanced artwork, to pin up on the board if asked.
You
may also, if you wish, create your final color versions on paper and
scan or photograph them to present digitally.
Be
prepared to talk about your six exteriors and your process, research,
and your creative ideas!
Visualization
Gallery
What to turn in:
-5 sketches, public interior depictions (roughs)
-5 sketches, private intreior depictions (roughs)
-Choose your best 4 sketches to turn into color
finals. (nicely rendered/depicted)
You must bring ACTUAL drawings to class, as well
submit DIGITAL copies of those drawings to dropbox.
**NAME FILES PROPERLY!! : " LastnameFirstname_Pr#
"

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Character
Development |
 FRIDAY
Nov 7th
PRESENT
PROJECT #7 INTERIOR WORLDS
world
building in Big Hero 6:
Character Development IDENTITY
Achetypal
Slideshow
Archetypes: (here)
Hero, shadow, mentor, helper, guardian,
trickster, harold, the lackey
Contemporary Types
Protagonist, Antihero, Co-protagonist,
antagonist
Ancillary Characters
pivotal character, sidekick, lackey, allies,
henchmen, mole
Please research all of these archetyes and
more on your own. They are very well documented and easy to find definitions
of the internet. Try to determine what is more credible or useful to
your particular idea for a story.
Here is an even further list of character Archetpes
(tropes) necessarily cliches?:
http://tvtropes.org/pmwiki/pmwiki.php/Main/ArchetypalCharacter
even
more archetypes
can you come up with more of your own?
ARCHETYPES WITHOUT A STORY?
IN CLASS PROJECT: GROUP CAHRACTER FACTORY (PAINT
PAPER)
Students will use a cooperperative system to
create characters through creative automatic stream. (by collective
abstraction) Begining with a Rorschack like image, each student assembles
part of the character and passed down the line. When 15-20 characters
pass through this factory, they are declared "finished". We
then will rank the top 8-9 to put into archetypes. From archetypes we
will create story on the fly, without any preconceived ideas for story
or plot, using achetype cues alone.
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angry
walk, cool walk,
depressed walk,
dreamy walk,
happy walk, macho
walk, run, run_away,
run_toward, skip,
sneak, tip
toe
PROJECT
#8 -CHARACTER IDENTITY
Using
your 9"x12" Field sketchbook:
Create
a sketch of these 8 different character types that use the idea of
archetypes:
HERO, SHADOW, MENTOR, HELPER, GUARDIAN,
TRICKSTER, HAROLD, THE LACKEY, (you may also sketch other archetypes
you research)
Look
up more information on the defnition of these character types if necessary.
You don't necessarily have to have a single story that all
the chracters belong. Focus on characteristics and archetypes alone.
Chose
FOUR sketches that you think is the most successful and turn them
into finished desgins in color..You may use photoshop or Sketchbook
Pro recreate these digitally and add more layers/detail/complexity.*
At
the beginning of the next class be prepared to present both your original
sketches as well as digital versions.
Be
prepared to talk about your four characters and your process, research,
and your creative ideas!
What to turn in:
-8 sketches of achetypes (roughs)
-4 color finals archetypes
*You
must bring ACTUAL drawings to class, as well submit DIGITAL copies
of ALL drawings to dropbox.
**NAME FILES PROPERLY!! : " LastnameFirstname_Pr#
"

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Character
Development |
 FRIDAY
Nov 14th
PRESENT
PROJECT #8 CHARACTER IDENTITY
Character Development INTEREST
Back story
compelling characters, character back
story, character physiology, character psychology, character sociology
Development
Internal Conflict, Finding Conflict,
Turning Up the Heat, Compassion, ancillary characters, consistency,
character growth, character arc
BIO-TYPE CHARACTERISTS:
Age, race, body type, size, textures,
gender, hair/eye color, raw features, clothing, ectomorph/mesomorh/endomorph...physical
characteristics.
STEREO-TYPE CHARACTERISTS:
Age, race, vocation, era that they
live, gender, group-identity, role in society, cultural belongedness/nationality.
ATTITUDINAL CHARACTERISTCS: how they
think, how they walk, how they talk, what they say, how they say it,
their preferences, their temperament, their desires, how they wear
their clothing, their tastes..Can these attitudinal things be seen
immediately? easily visualized?
ARCHE-TYPE CHARACTERISTS:
What role do they fulfill in the story:
Hero, shadow, mentor, helper, guardian, trickster, harold, the lackey
...etc.
NUANCE CHARACTERISTS:
Small but memorable differences within
character types that help make a character compelling
Nuances can be physical things like
freckles, type of clothing, jewelry, tattoos, hair style, living in
a time (datedness). But should distinguish the differences between
one character who is otherwise exactly the same. Your character may
be a plumber, but how is THIS plumber slightly different. What are
the characteristics THAT otherwise have NOTHING to do with any of
the other identification methods. quirks, idiosyncrasies ticks, and
traits.
Imagine a classroom full of school
kids who are all forced to wear school uniforms. Although every costume
is the exactly the same, does each kid look exactly the same? what
nuances make the differences?
Nuances can be ANY kind of slight
difference. They provide CONTRAST from otherwise pure stereotypes.
NUANCES by definition, important directly
to the story, yet they are CRUCIAL to creating a compelling character,
and avoiding formulaic/cliches. Even if the character is very WELL
DRAWN or technically masterful. The character can become quite boring,
flat and un compellingrather quickly without developing nuances.
IN CLASS PROJECT: GROUP CHARACTER FACTORY (SCULPT)
Students will use a cooperperative system to
create characters through creative automatic stream. (by collective
abstraction) Begining with clay and some very basic structure, each
student assembles part of the character and passed down the line.
When 15-20 characters pass through this factory, they are declared
"finished". We will then put them into a single job/vocation,
and craft a story on the fly with love interests, conflicts, politics
and job-drama.
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WHAT
MAKES A CHARACTER COMPELLING?
variety+nuance+contrast/development+compelling
story=compelling character
VARIETY=Work
beyond your comfort zone to visualize a wider variety characters that
look wildly different from one another. A character is not always compelling
on their own; A character is compelling in relation to others in the
story. this gives richness, and interest.
NUANCES=focus
on the little differences that breaks from the otherwise stereotypes/archetypes/biotypes
of the character.
PROJECT
#9 -CHARACTER NUANCES
Using
your 9"x12" Field sketchbook:
Create
designs of ten different characters that all do the same job or vocation
yet contrast greatly from one another. Use the idea of character nuances.
Develop traits which are different from one another. Make sure you
are developing a wide variety of forms, shapes, body shapes and appearances.
Don't for example, make all your characters tall-thin-anime-like or
all-cute adorable-disney-like. Go for variety. Don't just do your
typical style of drawing a character .. BOLDLY EXPERIMENT!
Reach
beyond your comfort zone and everything you think you know about characters.
Chose
FIVE designs that you think represent the most character diversity,
yet still have the same job.(Do NOT use the idea of school uniforms)
Turn those FIVE into final color artwork. You may use drawing or painting
technique you want.
SPEND
TIME ON YOUR ARTWORK! MORE DEFINIATION AND DETIALS IN ROUGHS and SHADING,
RENDERED COLORS, AND DETAILS ARE EXPECTED in FINALS! YOU SHOULD BE
(you should be spending around 6-8 hours at minimim on weekly project
homework!)
Lastly,
present a short backstory for each of the five characters.
Be prepared to explain how or why these characters interact in their
job. Give a one page story synopsis of they may meet
and interact.
WHAT TO TURN IN:
-10 sketches of characters, each different,
one to a page (roughs)
-5 color finals character
-1 page synopsis that contains backstory.
-ALL sketches must depict chracters that do
the same job. The nuances/differences in each character is your focus.
*You
must bring ACTUAL drawings to class, as well submit DIGITAL copies
of ALL drawings to dropbox.
**NAME FILES PROPERLY!! : " LastnameFirstname_Pr#
"

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Character
Development |
 FRIDAY
Nov 21st
PRESENT
PROJECT #9 CHARACTER NUANCES
Colormetrics....
Character Development VOCALIZATION and
ACTING
verbal performance can be an enormous
part of an identity. Considering the one in a trillion uniqueness of our
voices, but HOW we say something, at particular times
tells everything about the acting performance
I have nothing to say_v1,
I have nothing to say_v2,
I have nothing to say_v3
video tape yourself acting out the ticks of your character.
Narration
First Person, Third Person
Monologue
Dialog
purposes of dialog, non-verbal dialog,
internal dialog, writing dialog
Relationships
Dyad, Triangle
Point of View
First-Person, Third Person
microphones
(lottery
method)
REMINDER:
NOVEL
or
DREAM JOURNAL
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PROJECT
#10 -FINAL PROJECT
(Due Finals Day: FRIDAY December 12th).
Create
a short subject COLOR ANIMATIC with SOUND (filmed
storyboard) that includes some original voice work. Fully developed
Stories, backstories, characters, and artwork is expected. Story told
through still artwork, editing, cuts and/or camera moves only. You will
be graded on the success of the story and characters represented, not
on fancy editing or movement.
The
story needs to include the following in some way:
-archetypes
with backstories (does not need to be exaggerated!)
-a
genre ( you can make up your own, or mash together more than
one, you can intepret this creatively!)
-a
goal
-conflict
-nuance
in character design
-expriential
story development (event effecting characters)
-foreshadowing
-well-developed
environments (interiors and/or exteriors)
-a
plot twist
-a
compelling conclusion
-a
"feeling" of orginality/uniqueness
-and
lastly, a moralistic or conceptual THEME
Work
in groups of 2-3 (total project length should aim to be at least
2 minutes per group member)
START WITH
SPRINGBOARDS , creating archetypes, creating backstories, creating experiences,
and THEN begin to piece together your story through the cards. THINK
ABOUT STORY DEVELOPMENT ORGANICALLY.
Use all of this class experience to develop the most appealing, entertaining,
or compelling story that you possible can, and as original as possible.
Working organincally, can insure that ideas are as original and fresh
as possible. Focus on the part of the story you
can best tell in the short time, not on an epic adventure of plot points!
You
may choose your partners, but I reserve the right to re-assign students.
Each group will be evaluated and graded as one project. Yet, I will
also grade the participation level of each group member.
-You
should use some kind of original dialog or monolog, learn
more here. It can be voiceover, or one or multiple talking characters.
No animation is necessary. With any amount
of voice content, use how much or how little as you need to push the
story. Again quality is preferred over quantity.
-Create
static artwort cut and edited (Premier or After Effects) (music, foley,
soundtrack is not necessary) Your team does not need, of course to
actually create animation, yet is encouraged to use "previsualization"
animation where appropriate.
-You
may use ANY technique that best gets your Story and Visualization
abilities across, but you must deliver a Final Quicktime movie in
720 HD format with sound.
-You
may use the classroom for the rest of the quarter as your "production
studio". I will manage the entire class, and provide assistance
and guidance and settle any disputes if they occur.
-You
may divide up the task each one of you will do: (ie one person does
backgrounds, one person characters, one person editing sound and camera,
but you should work on everything as collectively as possible, especially
story development. If there is a disagreement I will help settle.
-I
will grade all projects according to the criteria for all assignments
WHAT
TO TURN IN:
-720
HD, H.264, color animatic video, 2 minutes per member (ie: 3 members
to your group = 6-minute video)
-3
page synopsis containing character backstories and plot.
-all
evidence of your work on paper, and process: drawings, backgrounds,
character studies, sketches, research. etc.
NOTE:
2 MINUTES PER GROUP MEMBER DOES NOT INCLUDE TITLES/CREDITS...also
NO INTERIOR TEXT PLATES ALLOWED!
Upload
all digitally to the dropbox for the final:

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 FRIDAY
Nov 28th -THANKSGIVING
HOLIDAY- NO CLASS
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Story
Development Animatic |
 FRIDAY
Dec 5th
PROJECT
#10-FINAL PROJECT (production continued)
Story Development: Final Execution
Theme, Story, Genre, Environment, Setting, Character
types, How Story Unfolds, How to tell it, Goals, The Voice of the Writer,
(After Effects)
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FINALS
WEEK: FINAL
PROJECT DUE with PRESENTATION, FRIDAY
DEC 12
also
present NOVEL REPORT or DREAM JOURNAL DUE
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| GRADING |
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METHOD
OF EVALUATION
Homework assignments will be given points based on accurate completion
of assigned readings, assignments and tutorials.
All Projects will be Graded with the following Criteria
* Appeal of Presentation
* Craftsmanship and/or Organization
* Creativity of the Story or Visualization.
* Followed Project Guidelines/Direction
Each given an equal weight of the point composition for each project.
It is, of course, the responsibility of each to ensure his/her work in
completed an handed in on due dates (see below)
Critical review of your work will provide the source most assessments.
Participation grade includes the extent and quality of the participation
in the critiques, presentation of projects and positive interaction with
classmates and professional approach toward the class. Students requiring
any kind of special assistance should speak with the instructor at their
earliest |
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GRADING
Attendance & Class Participation%15
(sample rubric)
1st, 2nd, 3rd, 4th Project %20
[5-pts. each] (sample
rubric)
5th, 6th, and 7th Project
%20 [6.6-pts. each] (sample
rubric)
8th and 9th Project %20
[10-pts.] (sample
rubric)
Project#10 (Final) %20
(sample rubric)
Novel Report or Dream Journal %5
(sample rubric)
Extra Credit: (see below)
GRADE SCALE: A 90%-100%B
80%-89%C 70%-79%D 60%-69%F
Below 60%
Extra Credit:
Other opportunities for extra credit are possible involving visiting
related exhibits, films, museums, art galleries, specific research, attending
relevant shows or conferences, or related study, etc. Such points are
limited and per the instructor's discretion and official acceptance policies
are TBA.
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POLICIES
Missing 3 classes, consecutively or not) is an AUTOMATIC
FAILURE for the class.
Expect to spend from three to six hours a week on your working outside
of class. Lab hours will be available and posted by the end of the first
week.
Students are responsible for any material missed due to tardiness or
absence. Readings, and assignments, and projects are expected at the beginning
of class on their due dates.
Late submissions will be lowered one grade per class late.
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https://csula-my.sharepoint.com/personal/jovelme_calstatela_edu/_layouts/15/start.aspx#/Documents/Forms/All.aspx |
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