PREVIZ

Previz_v001_09

This is an example of an early previz where I already encountered difficulties in regards to adapting my storyboard. Framing shots in a storyboard is fine, however a problem I have is determining how well two shots will cut together. In my original idea, I envisioned for the camera to truck behind the protagonist on shot 6 before punching in. This was because I was trying to avoid jumping the line, and I knew I wanted the camera on her right side. However when it came to seeing it in motion, the camera movement of 6, on top of the fairly dynamic camera of 5 was too much. And with only one character on screen, it seemed acceptable just to jump the line and have faith the audience will still follow the story.

Another issue I faced this early was trying to convey the size of the goliath. Initially, I had characters spread quite far apart with a low focal length, however I found it made him appear to small in the frame. I considered artificially enhancing his size for this shot, but was advised against it. Eventually, I decided to raise the focal length up to 200mm and bought the characters closer together. These two factors compacted the frame and made him seem much larger. Coupled with the following shot with the camera craning up, it gives the audience and immediate sense of scale and foreboding.

Previz_v001_35

As mentioned in my storyboarding section, I prefer to think about both Storyboards and Previz simultaneously. But the reality is that following my Previz_09, I had exhausted what little storyboarding I had done in regards to the slower opening and was now onto the rest of the fight scene, which I knew I would struggle to convey in tiny drawings.

That being said, getting my ideas out and organised is one of the toughest parts of the project; at least creatively. Typically, I find that I will have several ideas for moves or tiny sequences, but then have to find logical and satisfying ways to link those ideas together. 

For example:

The challenge then comes in figuring out a way that I can narratively and geographically string those things together, in order to make a compelling sequence. I find that half the battle is character positions. The female character is on the defensive when it comes to the Goliath, but she is also trying get her hands on the sword, so it's important to have her always trying to path her way to the back of the room whilst evading him.

Initially after the pillar destruction, I was going to have her slide between his legs but then I couldn't think of a good way to incorporate the flying arrow shots without resetting her position onto the wrong side of him. 

With time, I figured out a sequence which I was happy with. Omitting some ideas like her horizontal dive, but finding new ideas out of necessity such as the Goliaths hammer toss. I needed a way for him to be without his hammer for the final charge and it seemed like an elegant solution to bridge the scenes.

(This would eventually be cut for time)

Basic floorplan I drew to track characters movements

Very shortly after the initial Previz, I made the decision to switch from 16:9 to 21:9, giving me a resolution of 1920 x 822. This was because I wanted to achieve a style similar to the cinematic game trailers that inspired this project.