demo storyboards ?
category: general [glöplog]
this has apparently never been discussed on pouet bbs...
so, are you sketching any quick & dirty storyboard in order to fix your ideas or dispatch the jobs among the different contributors ? if yes, are you using this old tree slice called paper, some straight txt files, your own demotool or even a professional storyboard application ?
and does the storyboard of lifeforce exist on a paper or any digital form to be sold on ebay ? (lame j/k)
if some demo storyboards have ever been released to public, please post them here :)
so, are you sketching any quick & dirty storyboard in order to fix your ideas or dispatch the jobs among the different contributors ? if yes, are you using this old tree slice called paper, some straight txt files, your own demotool or even a professional storyboard application ?
and does the storyboard of lifeforce exist on a paper or any digital form to be sold on ebay ? (lame j/k)
if some demo storyboards have ever been released to public, please post them here :)
I often draw sketches with pen and paper, but I made a real storyboard only once (for Fiat Homo). it helped a lot, but nowadays I just prefer to doodle around with both traditional means and code.
Our next demo has some scenes sketched with a storyboard.. and I think it shows.
Our next demo has some scenes sketched with a storyboard.. and I think it shows.
it might sound stupid, yet my last efforts were storyboarded
I wrote a full novel while planning Scary Dinosaur
I've tried story-boarding before, but I always ended up with something that don't even remotely resemble the storyboard. Oh well.
Yes i dont like soo much but for coders its almost everytime prefered to make a storybook draw, mostly its needed to explain effects or transitions well.
kusma, i do believe that for click clack we stuck pretty well to the storyboard!!
I was once requested to do a mod for a group and recieved a full on synopsis as a txt-file, which I was supposed to follow when composing. I then declined.
I still use sliced trees.
I'll spoil it, but the truth is that there was no such thing as a "storyboard" written for lifeforce (or any other asd demo). The closest to a 'storyboard' is a single piece of A4 paper that I used for writting down completely random notes and ideas - but not even a 10% of that made it to the final version.
There is also some sort of a short "story" .txt file that was made at a late stage, as the music was being composed.
I still have a very small paper notepad with notes on "dreamchild" (just bulletpoints with technical stuff really, not much about content) and all the timings of effects for "planet risk" on the back of a book by umberto eco.
But probably the most interesting of all is that we still have a rather large collection of 'outtakes' in the form of .avi's captured with fraps. Especially for planet risk and iconoclast, some parts have a very alternative progression and feel.
There is also some sort of a short "story" .txt file that was made at a late stage, as the music was being composed.
I still have a very small paper notepad with notes on "dreamchild" (just bulletpoints with technical stuff really, not much about content) and all the timings of effects for "planet risk" on the back of a book by umberto eco.
But probably the most interesting of all is that we still have a rather large collection of 'outtakes' in the form of .avi's captured with fraps. Especially for planet risk and iconoclast, some parts have a very alternative progression and feel.
we once had storyboards, some wicked concept art and even a short prototype "video" done in 3ds max for a 64k.
the 64k never got finished. go figure. :)
the 64k never got finished. go figure. :)
I sketched Boogie Factor on about 25-30 pieces of paper, which each represented one "screen". The sketches were based on Abaddon's effects, my gfx or just some visual idea which I wanted us to create. We layed those pieces of paper on the floor over and over again and tried to form a reasonable structure to the demo.
Naturally most screens were left out because we only had around 12 days to make the actual demo. Everything in the demo was made in cronological order, with the exception of the end part with Travolta, which was 2 years old. This shows in the demo; 3rd part (starting from the isometric pillars part) feels very rushed as the time was running out.
We Control was made the same way, except that we had less time.
If you want to see a bit more coherent storyboard action, then check out Hujowa's classic "Return of the Iceman" =)
Naturally most screens were left out because we only had around 12 days to make the actual demo. Everything in the demo was made in cronological order, with the exception of the end part with Travolta, which was 2 years old. This shows in the demo; 3rd part (starting from the isometric pillars part) feels very rushed as the time was running out.
We Control was made the same way, except that we had less time.
If you want to see a bit more coherent storyboard action, then check out Hujowa's classic "Return of the Iceman" =)
I usually don't need a paper or notepad to story board my demos, but I imagine some ideas and how one part follow the other, which transitions should I use but most times it ends up quite worse than planned. I only did a story board in 2003 for a conceptual demo I planned to release in the future but I still don't have the balls to work on it. And very frequently in the past when I was supposed to be studying for my university, I secretly made lists of effects I planned to do in CPC or PC demos. Only 10% of these are finished :P
heh those 'earlier stage' materials could make interesting stuff in wild compos :p
do you guys actually still have such material? "pre-production" screens/skeches etc of demos?
I have a sketch that i`m finished with now, it`s for a demo that i`m going to work on. I shouldn`t really show it to the public yet since it got some pretty awesome ideas, but since you people don`t have so much sketching experience i will show it to you anyway, i see it as a educational purpose.
Here it is:
Here it is:
I drew storyboard and reference sheets of models (bones etc) for myself on several post its before making remembrance..
Zplex :)
zplex: you forgot the usual oldschool/retro reference :)
Raist did some kind of storyboard for the 4S-demo. Here's another small sketch.
Epidemic worked out the whole concept behind Run Away on their website :
http://sanx.fxteam.net/demos/runaway.html
Lovely demo too
http://sanx.fxteam.net/demos/runaway.html
Lovely demo too
I have storyboards for four of my demos right here, but I am too ashamed of my handwriting to show them.
I use post it notes in a note book since its easy to do changes. Its nice to know what there is to do and how many days per note I have left.
I use post it notes in a note book since its easy to do changes. Its nice to know what there is to do and how many days per note I have left.
bobic & weyland : those are rather 'post-mortem' storyboards, but even more interesting actually :)
The only intro we had a storyboard for is Project Nemesis, see here.
I did it mainly to get a rough idea about timing for the production of the soundtrack, hence flash and not paper.
I did it mainly to get a rough idea about timing for the production of the soundtrack, hence flash and not paper.
We've had storyboards a couple of times (Eskimeau Experience and the ST Martial Arts).
Here's a snippet of the Martial Arts one, which was a screen in the 20 Years Atari ST megademo. We didn't fit everything in the 80k allowed file size, and as always we didn't have the time either. But anyway, some of it should be recognised if you've seen the demoscreen :)
(Klick image for larger version)
Here's a snippet of the Martial Arts one, which was a screen in the 20 Years Atari ST megademo. We didn't fit everything in the 80k allowed file size, and as always we didn't have the time either. But anyway, some of it should be recognised if you've seen the demoscreen :)
(Klick image for larger version)