Jack Willoughby
Storyboarding Planning and Development
The following piece of work is an analysis of different formats of storyboarding for a range of different media outlets; film, music video and video game. Each method of storyboarding is subjective to the overall media product so by designing each board to be successfully effective in achieving different camera angles, exposure, and focus consolidates and secures this outcome. Primarily, I first drew up drafts to analyse the purpose of visualisation and consolidation of ideas to crew members, as well as the effectiveness of these features in each media format. Therefore, I chose which format would utilise and enhance these skills the most effective according to my cinematic ideals.
The sole purpose of these following storyboards is for experimentation with subjective cinematic ideals of which an individual envisions, and this skill has solidified the format I will use for my upcoming short film. This application of understanding of the unit has aided me in having a wider knowledge of the critical analysis of different types of storyboarding, the affordances/limitations of each type, and the effective and appropriate time to utilise these different methods.
Gaming storyboards
The video game I storyboarded was an adaptation of my short film ‘Affiliation’, and for constancy, I used the same characters which allowed the purpose of visualisation and expression to effectively contribute to the final product. Designing different levels, icons to use in the game e.g. power-up features, etc were based on drawings that had been originally intended for my short film. But, by effectively applying a continuous long-shot to an arcade-like video game, the perspective shift transfers from a narration of the cinematic plot to a centralised tracking of the avatar in a game mode. This aides the player in understanding their correspondence to their avatar and is consubstantial to their gaming skills reflected in the success or failure of their avatar.The first Storyboard format I used was this one (displayed to the left)
The envision of the classic 80’s arcade game with the long-shot feature and monotone/ unlayered exposure of the image meant the shot would remain consist8ant in each cell but the explanation of the transitioning nature of the shot, I found restricting. The spatial awareness and line structure below each cell hindered me on ultimately fulfilling the purpose of visualisation because of the significantly small space for explanation. A purpose of a storyboard is to have flexible experimentation but the use of literacy to explore and convey ideas to crew members enhances the visualisation of the image and decreases the idea’s effectiveness when been manufactured in practical production. However, the number of cells in a singular page was an affordance to this format. Although, each cell did not leave room for literacy development of the image-based ideal, the spatial room for which I had to illustrate my cinematic vision aided me in centralising and tracking the avatar for player purpose. However, although the number of cells was somewhat great for pre-production the actual size of the individual ultimately compressed my illustration and therefore hindering the purpose of visualization and the long-shot camera focus I was trying to achieve.
The second format I experimented with, I found sufficiently more effective for purpose and camera
techniques however, it conveyed some similar limitations as the first format. The limitation of spatial awareness for literary description was prominent in this format, and again it ultimately hinders the purpose of visualisation because of the lack of explanation of camera transitions and audience perspective shifts. But the significant comparison was the amount of space I had to illustrate my cinematic ideal. The first was rather restricting for expression of the long shot and monotone light exposure into the shot to maintain the time-period element, but the second allowed for much more fluency between each shot to try and convey the transition. This is because the second format, although it had the same 6 cell per page layout, had more space in each individual cell to illustrate each shot and use arrows to show the directionality of the avatar as the camera arrows are not needed as it is a constant long-shot. This improves visualisation and makes the ideal easier to understand from crew members, therefore, making it more effective in future for practical production as pre-production vivid imagery. Also, the organisational structure was expressed clearer and defined because of the bigger spatial awareness in each cell which impacted on my time-management in the pre-productive stage.
Ultimately, the second format was the most effective in utilising and applying the skills needed for a storyboard to be successful, therefore, I chose this for my final format for my video game. Overall, after personally experiencing the pre-production of producing a successful video game, it is clear that literacy space underneath each cell is less important than the space for illustration because the final product is produced as a master shot which evidently implies the need for the constancy in illustration for visual and experimentative purposes.
Music Video storyboard
The music video storyboard was the most conflicting to configure and consolidate to try to include all of the purpose features needed for a storyboard to be effective and successful. This is due to the progressive ability to capture visual imagery for the obvious purpose of visualisation and portrayal to crew members to aid them in practical production. Also, the literary information needed to be detailed when explaining cinematic differences and transitions between fast-paced shots and rapid lighting cues and angle changes to reflect the lyrical and beat changes in the video. The directionality of camera angles and lighting to create vivid imagery was essential to making the music video effective in practical production, so the cells and their limited space would be the most significant challenges for me and my crew members, as when represented in the storyboard the accuracy needed to be at the highest standard and of the most applicable nature for future reference
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Originally, the illustrations for the first template were not sized at 16:9 aspect ratio for the visualisation of the music video, containing context and directionally which each crew member could utilise in production. Upon the realisation that these cells were not in fact in this identifiable aspect ratio, this drawback hindered the style for my cinematic ideal. The option of illustrating black bars within each cell was still predominant, but after careful consideration and analysis, this option would drastically decrease the spatial awareness for illustration and hinder the purpose of visualisation and the process of flexible experimentation. Therefore, having an overall impact on the effectiveness of portrayal as a product as well as in the practical production process. Ultimately, I needed to find a template that was effective in allowing me to achieve a successful style which would enhance interactivity with the audience and directionality of camera fixtures such as differing camera angles and light exposure to the crew members.
The second template was significantly contrasting, and resultingly had a more sophisticated level of organisation according to structure and effectively helped me convey my cinematic ideals. This can be seen in the use of shot and scene numbers which aids fluency of the narrative and the planning of shooting, organising equipment in the pre-productive stage, all purposefully used toward creating an effective and successful shooting day. The size of each individual cell was impeccably suitable for the original 16:9 aspect ratio, so the spatial awareness substantially increased allowing for full analytic content of cinematography. Therefore, aiding crew members in practical production and overall broadening the range of camera angles used such as close-ups and extreme close-ups. This makes for more interactivity with the audience as they are positioned in a way which reflects the lyrical and beat changes, feeling inclusive. The overall impact of effectiveness is enhanced by this broadening use of camera angles, which I reiterate, this format provides. The incredible line structure for literary development was considered as a catalyst for efficiency in this format. This is because I believe it is necessary to articulate camera directionality and information about diegetic /non-diegetic sounds as the forefront sounds produced would, in fact, be the song itself. Therefore, the spatial awareness was superseded to be concerned with the development of different shots e.g. extreme close-ups to aid crew members visuality.
Therefore, the second format, overall, was the most effective in fulfilling the purpose of a storyboarding for me, regarding the media outlet of a music video production. The proportionally of the cell structure impacted the organisation and the overall effectiveness of the format in portrayal to crew members, and audience positioning. So, I utilised this storyboard in the pre-production stage of the music video.
Film Storyboard
Development
For the atheistic nature and visualisation of each individual character, the illustrations were
significantly easy to consolidate as I already had the cinematic ideals assigned to each character, played by each cast member. This enabled for each illustration to enhance and develop costume and prop focus which aided in the organisation of wardrobe and art design; to see what necessity was and what looked the most visually effective. Wardrobe and cinematic art design would enable me to analyse which camera shots would be the most effective when introducing each character. For example, a dark costume would reflect the ambience and persona of the character therefore, the lighting had to match according. This increases the purpose of visualisation and flexibility of experimentation because it allows for the formation of vivid imagery to allow for success in the practical production stage.
My enthusiasm for film studies and knowledge of cinematography have aided me in choosing the storyboard template that would be the most effective to product my cinematic vision. This retained knowledge could be considered a limitation when in the pre-productive stages of other media outlets such as music videos, or video games because I couldn’t utilise knowledge in planning and have confidence in the visual outcomes. However, this task enabled me to broaden my knowledge of these
media productions and critically analyse and make comparisons between the preparatory stages of each, therefore, for future reference, the skills would be applicable to me.
The first storyboard template in consideration for my final film production was suitable to the formalities of my cinematic ideals, but to some extent did not suit the illustrative purposes and functions a storyboard should enhance the purpose of visualisation. Although the organisational
aspect of displaying valuable credits at the top of the page would aid in scheduling and efficiency of timekeeping, the use of arrows to show directionality of camera angles, I found somewhat restricting. This is because the transitioning nature from close-up to long shot etc, with different focus points, was limiting the number of cells per page which impacts on the visuality and disrupted my cinematic vision. However, the cells were already in the correct ratio format, which was originally desired, so the purpose of visualisation could have been more effective if I personally consolidated and adapted my ideas to achieve suitability.
aspect of displaying valuable credits at the top of the page would aid in scheduling and efficiency of timekeeping, the use of arrows to show directionality of camera angles, I found somewhat restricting. This is because the transitioning nature from close-up to long shot etc, with different focus points, was limiting the number of cells per page which impacts on the visuality and disrupted my cinematic vision. However, the cells were already in the correct ratio format, which was originally desired, so the purpose of visualisation could have been more effective if I personally consolidated and adapted my ideas to achieve suitability.
The second template I found was outstanding for compatibility of formalities and the expressive purpose of illustration for me to create a successful short film. Regarding the sustainability of visual elements as a vital aspect of the pre-production process, the cell spatial awareness allowed for the fluency of transitioning shots and angles which contribute to the success of visualisation and experimentation of flashbacks. Although the number of cells is decreased in comparison to other templates, the spatial awareness for illustration and literary development was exceedingly high. This ensures the understanding and development of timings of manipulation of camera angles and shots to achieve fluency and continuity in the practical film making the process. Also, this allows for the purpose of communication to other crew members which is a massive affordance when examining and effectively producing the complexities found in a storyboard format. The organisational structure of this template is another significant affordance to aid the effectiveness of conveying visualisation. It separates the vital information into cuts, action, picture, dialogue, and time which aided me in the display of intricacy of details without compression of illustration and limitations. Therefore, it drastically improved my presentation and the effectiveness of the storyboard.
Therefore, the second template would consolidate my cinematic understand and allow for the projection and application of my cinematographic skills when in the practical production stage. Overall, the effectiveness of the pre-productive stage is significant by using this template regarding organisational structure, the purpose of communication and visualisation, and the flexibility of experimentation of different camera angles and shots.
Feedback
Game StoryboardI presented each storyboard to a group of 12 people, who were either involved in film and media or well educated on the study, as I wanted the work to be properly assessed by individuals who knew what to evaluate storyboards on, so I would conclude this learning aim with knowledgeable peer assessments which can help me adapt my ideas to make a more professional and effective storyboard for my final products.
Video Game
Many of my peers which assessed my storyboards put forward that in order to improve the visualisation video game I need to help include annotations or descriptions next to characters or objects, even adding in more arrows to represent the movement of items that will appear in the game.
Also, someone did point out that even in arcade games the shot does not particularly stay the same throughout the whole game and that I need to include more information about the camera movement in order to help the production of the game.
Music Video
The Music video had a few complaints and which were that even though there will not be any diegetic sound I still need to add information in the caption boxes to help give an understanding of when that shot will take place. Also, my peers understood that I wanted the video to be extremely stylised and have a cinematic hint to it, and they responded with that I did not include any notions of camera movements that would help in producing the music video. As there need to be cues for the cast and crew to get an understanding of to help capture that stylistic choice that i wanted my music video to hold.
Film Storyboards
In the storyboard, all of the peers agreed that the second format was the best for capturing the cinematic look and exploring the usage of storyboards professional but there were a few components that either needed enhancing or adding to the storyboard. First, one being that we needed to include cuts, this not only helps improve the professionalism of the storyboard but also helps on set and in editing, so cuts needed to be added in order to improve the effectiveness of the storyboard. The other concern that was brought up with that I needed to include more description of movement on the storyboard and not just in the form of drawings, there needed to be written descriptions alongside the cells to help improve the understanding of what each shot needs to present and most importantly how to do it.
All of this feedback will be used to produce my final storyboards and to maximise the effectiveness of them, which will help improve productivity, save time and contribute massively towards the remainder of the production.











