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Cutscene Design Guidelines and Criticism Thread


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#1
DahliaLynn

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I always wanted a thread which discussed the more artistic side of creating cutscenes. So, I'm attempting to start one :) I'll start by exploring basic how-to's of actual design. 

Game cutscenes follow the same rules as film with respect to their design. Implementation in a game, i.e. how long should they be, where appropriate, and general usage is up to the designer to decide. I actually started a similar thread in my group, but figured I'd repost in the cutscene forum for those who aren't members.

The following basic rules and guidelines are important to keep in mind when you design your cutscene:

Cameras:

1. Try to follow the 180 degree rule unless you purposely want to disorient the viewer.
2. Make sure your shot composition follows the rule of thirds . For conversations, framing is of utmost importance
3. Use camera angles and perspectives to enhance the feeling you wish to convey to the viewer.

This video describes the 180 degree rule, lighting techniques, and shot decisions.

Another cool video showing the various types of shots used can be found here:

Animation:

Always make sure the character looks as realistic as possible, from facial animations to body. Some of the tougher issues with the CS editor, is making animations transition smoothly. For this I make a much use of the curve editor. If it doesn't look natural, I hide it using camera angles/edits and usually move to a closeup to suggest a particular movement, like giving and receiving an object  here:

So with these basics out of the way, next comes the criticism portion. I for one am sometimes in need of double checking my work, especially when unsure of a particular sequence.

In my own experience, I'm always asking myself how does it feel. If something doesn't feel right, I change it until it does. Usually I use my instinct to determine whether or not it does. This instinct could come from a lifetime of watching films, formal education, or just an inner feeling. Whatever it is, I tap into my stomach and imagination to find that right shot and sequence I'm looking for. In designing a scene I always keep in mind sound effects to be added, and even musical moments that would enhance the scene.

In one of my videos, I can say for one that I'm really unhappy with one of my shots.
In this example.

-This one shot travels in the wrong direction in my opinion. Instead of opening up the space to the audience on the right side, it closes it up by moving towards it. What I should have done, is moved the camera back and to the left in order to prepare an "opening" or "breathing room" for the next shot. I guess next time..the mod is done :P

If anyone has any cutscene work they would like to share and discuss it would be awesome. I know that sometimes I feel like I'm utterly stuck at a particular point, and really need another perspective in order to understand if what I attempted to convey was communicated succesfully, both by non cinematic viewers and pros alike. Sometimes I miss details others can point out to me, so outside help is invaluable. 

This is just my own perspective. If anyone would like to add it would be more than welcome, as I've always wanted to discuss this aspect of CS design :D

Modifié par DahliaLynn, 21 mai 2012 - 10:50 .


#2
Guest_Luc0s_*

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 Hello, my name is Luc and I'm a 23 years old game-design student. I've studied audio-visual media for 4 years and I'm currently in my 2nd year of my game-design & development course at the Utrecht School of Arts in The Netherlands.

I'm not a modder, nor do I have any experience with the DA toolkit at this moment. However, I do like to share some general tips for creating succesful cutscenes. My tips are all based on what I've learned over the past 6 years during my audio-visual media education and my game-design education.

I hope my tips will prove useful to some of you. Here we go:


1. Everything you do serves a purpose:

Cutscenes are there for a reason. You don't just do cutscenes because they're nice, but because they are needed. Sometimes you need a cutscene to inform the player. Sometimes you need a cutscene to progress the story. Whatever it is, make sure the cutscene serves a purpose.


2. Every shot counts:

A cutscene is build from several shots. A shot is a short piece of footage from 1 camera position. Every cut to a new camera position is a different shot. Every shot you add to your cutscene, should serve a purpose, just like the cutscene itself. Don't add a shot because it looks awesome. No matter how awesome the shot looks, if it doesn't serve a purpose, it doesn't belong there.


3. Cutscenes should always change something:

This sounds all very vague, so let me explain in more detail:
Whatever the purpose is of your cutscene, the player should always leave the cutscene with a new perspective. The player should always have learned something new from your cutscene. At the end of the cutscene, the player should know new info that he didn't know before. This applies to both informative cutscenes and narrative cutscenes.


4. Make every cutscene count!:

Always ask yourself what you want to tell your player with your cutscene and how important it is. If you want to tell something that isn't really important, ask yourself if that information can't be given to the player in a different way. Cutscenes should be reserved for only the very big and very important moments. Moments that really count and are really important! This makes cutscenes worthwhile to watch and avoids boredom and frustration from the player. 


5. If you use dialogue, use subtext:

If your characters talk in your cutscene, remember that people very rarely literally say what they mean. In real-life, people often use subtext in their conversations. You say 'X', but you really mean to say 'Y'. To understand what I mean, watch this example:
Notice how Shelby (the big man in the brown coat) tries to make conversation, simply to distract the robber. At the same time, the robber says he's cool, while he's obviously not.



More will come. I'll also compile a list of worthwhile cutscenes from triple-A games that will hopefully inspire all of you modders who want to create awesome cutscenes!

I'll keep you posted!

Modifié par Luc0s, 20 mai 2012 - 09:39 .


#3
DahliaLynn

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This is an excellent post and definitely these are issues that one needs to keep in mind when designing scenes :D Thank you for sharing! Any examples you share can only enhance the value of this thread for any who are curious about Cutscene design :) (Lurkers too :P )

Edit:

I'll share this article since finally there's an appropriate thread for it :P

5 Filmschool violations in vdeo game cutscenes

Modifié par DahliaLynn, 20 mai 2012 - 09:57 .


#4
Guest_Allacia_*

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::::Lurking mode deactivated::::: :wizard:

Thank you for starting this thread, I hope it will be useful to everyone and that this discussion is constructive.

Dahlia - Its actually a relief to note that you get stuck too... because I often feel stuck and other times lost on cutscenes. Even worse is when you know the scene you have created is "competent" (as in animations are smooth etc) but it just doesn't "feel" right... I guess that is the difference between being able to maneuver around the technical aspects of a scene and making the scene work on an artistic level.  I am finally starting to win the battle of wills against the CS editor  but I now am looking at trying to make my cutscenes more....evocative. 

As I said in the thread that links to this - I have no formal experience or background in cinematic techniques or visual media, I studied Foreign Languages at university, and work as an analyst in the health industry, so I have kind of stumbled across this as a way of expressing myself and found it so far very rewarding (if not occasionally frustrating). Not sure what I can offer in terms of advice to others but so far the advice that has been posted has been helpful.... thank you!

(Is now bizarrely feeling shy! :huh: ) 

:::::Lurking mode activated::::::::::::::::ph34r:

Edit: I do have a question though - in your opinion is it better to start with a plan in mind for a cutscene or to just tinker around until you achieve the right effect....or something between the two? I'd be interested to know how other people approach the task of making a cutscene. Personally  I have a habit of just jumping in and playing around until it "feels" right rather than having any plan...I guess everyone has their own way of creating? :whistle:

Modifié par Allacia, 20 mai 2012 - 10:22 .


#5
Guest_Luc0s_*

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Allacia wrote...

I do have a question though - in your opinion is it better to start with a plan in mind for a cutscene or to just tinker around until you achieve the right effect....or something between the two? I'd be interested to know how other people approach the task of making a cutscene. Personally  I have a habit of just jumping in and playing around until it "feels" right rather than having any plan...I guess everyone has their own way of creating? :whistle:


If I may be so bold to answer that:


The best way to approach a cutscene is whatever you personally prefer! Do what feels right to you! However, it can always be useful to have a global plan ready for your cutscene. It is important to know what exactly you want to tell your audience before you start working on your cutscene.

What sometimes can really really help, is creating a storyboard. Are you familiar with that? A storyboard does not need to be pretty, as long as it's functional, so don't worry if you're not very good at drawing or painting!

A storyboard can really help you to give vision to your idea. Then you have something to work with. If you really want to go for it, you can also create an animated storyboard. This sounds like a waste of time, but it really isn't. I'll give examples for both (a storyboard and an animated storyboard) at the end of this post.

If storyboard isn't your thing, a quick shot-by-shot script-scenario can help you into the right direction. Simply write down what you want to show in your cutscene, then make a list of all the shots you need for your idea.


These are just some global tips to help you on the way to become a better director and editor. I hope they will serve you well! Here are the links that I promised:


Storyboard: http://gagan03.files.../storyboard.jpg

Animated Storyboard: 

The final result that came from the animated storyboard: 

#6
DahliaLynn

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@Allacia I most certainly get stuck! Though it gets much easier with experience. I'll answer your question and hopefully address the stuck issue at the same time.

In my own experience I've found, just as any film pre-production process, is that one of the most important parts of designing a scene is deciding what it's going to look like way before you even touch the editor. Similar to storyboarding, I usually envision as many shots and circumstances as possible in my mind. After that, designing the actual scene becomes relatively easy.

Once I've spent enough time thinking how I want each shot to look, I start working on it in the editor. Sometimes, you can't really foresee what the actual scene is going to be like, or possible technical issues encountered therefore changing what you *thought* would look good, apparently doesn't. That's when you start improvising, and trust me, some of the best moments can come from improvisation.

Sometimes, it takes a while for the solution to come to you, and attempting different shots can get tiring, which is why I usually allow myself a bit of rest during the tough times. I guarantee, eventually, the answer will finally come to you, and this gets easier with experience.

Edit: apparently I've been ninja'd :D Very good post Luc0s!

Modifié par DahliaLynn, 20 mai 2012 - 10:53 .


#7
Guest_Luc0s_*

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 For those who are interested, this is a short film I made back in the days when I was still studying Audio-Visual Media:




It's not the best example, as I broke quite  few rules in this short movie and there are many flaws in the edition. So for you guys,  I shall point out those flaws so you folks can actually learn from my mistakes. ;)


The mistakes and flaws in my short film:

1. I broke the 180 degree rule plenty of times, especially in the intro. When you film a shot, the shot that follows up should never be on the opposite side of the action. I didn't know that when I made this short-movie, so I broke this rule several times. I think the scene still works fine as it is, but usually you want to avoid this.

2. The pacing of the action is sometimes quite bad. This is because the actors didn't have much time to practice their choreography. In a movie or cutscene, you want every motion to fluently flow over into each other. If one person hits another person, the person being hit should act accordingly. This is not always the case in my short movie.

3. Around 0:40 in the movie  I made the most horrible fade-in/fade-out you can imagine. You want to avoid this crap. It makes your stuff look amateurish. The reason why I had to do this however, is because some of the footage was lost. A complete section of the entire fight was missing, so I had to find a way to tie everything back together again. I did the best I can, but I still think it looks horrible and confusing.

4. When you do sound-effects, make sure your sound-effect library is big enough. Mine wasn't, which resulted in lots of recycled punching effects and a very weak and fake bone-break effect at the end.

Modifié par Luc0s, 20 mai 2012 - 10:52 .


#8
DahliaLynn

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Very nice work Luc0s. It's great that you are fully aware of the flaws as well, and next time your production will be that much better. Sometimes it's alright to break the 180 degree rule, especially during action sequences where the characters are in constant motion, or during high speed cuts. For the non action sequences it can get pretty confusing though. You show wonderful creativity with your angles, shot choices and edits :) Can't ever overstress the importance of good sound effects and music <3

I'm thinking about sharing a few techniques I've learned and acquired as far as camera assisted movements, illusions and tricks are concerned ;)

#9
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@Luc0s - Thank you, I will look into story boarding....I do have liquid story binder which is really designed for story writing but I could repurpose this for cutscene building as it does have such a feature included. That is a very good idea.

@Dahlia - This is a really helpful perspective. Knowing that it gets easier and that I'm not the only one certainly makes me feel better. Don't get me wrong, I really enjoy making cutscenes but there are moments of frustration when I just cannot find the right shot or am approaching what I want to express in the cutscene but just falling short of it somehow. Trouble is I tend to push myself harder rather than allowing myself space to consider a solution.

Maybe if I put more thought into my cutscenes I'd be spending less time throwing parts of scenes away because they didn't work? I know having to throw away work is probably not helping me in the long run!

Thank you both for answering my question, you have really given me food for thought and I feel a lot less frustrated too. :)

#10
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DahliaLynn wrote...

Very nice work Luc0s. It's great that you are fully aware of the flaws as well, and next time your production will be that much better. Sometimes it's alright to break the 180 degree rule, especially during action sequences where the characters are in constant motion, or during high speed cuts. For the non action sequences it can get pretty confusing though. You show wonderful creativity with your angles, shot choices and edits :) Can't ever overstress the importance of good sound effects and music <3


Thank you so much!

Yeah, well, I'm not really sure if I ever will make another movie like this. But if I do, I know it will be better.

#11
DahliaLynn

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@Allacia I don't normally do this, but just so that you understand how changes are very typical until you reach the final product I'm going to show you one of the first versions of the Fenris Machinima. You will notice that aside from the obvious lack of Facefx, the entire beginning bar sequence was replaced with a whole new sequence.

The old rough version

The final release

The problems were numerous, from Fenris wobbling his sword like it was some featherweight, to his running animations looking odd, to the fact that the screaming woman was hardly convincing. The music was changed, and I completely removed the whole soldier walking up the stairs shot. I also fixed the shot in his room where he walks around, in order to show the audience where he actually was. The first overhead shot made that room ambiguous, and though I personally knew where he was, that doesn't mean the audience does. I was told when he jumped out of the window it seemed like he jumped straight to the ground, ninja style. Fixed that as well.

There were many problems with the first version, and it was tough to note each issue, but after some rest, a fresh outlook, and some outside opinions, I finally got it to the point where I became relatively happy with it :D

Will quickly mention a little camera trick I picked up while working. during his jump, I bobbed the camera up and down to accentuate the impact.

Modifié par DahliaLynn, 20 mai 2012 - 11:50 .


#12
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@DahliaLynn:

My god, that's some very good stuff you got there! You certainly have talent! I'm impressed!

I do think however that some of your shots take too long, while others are too short. The time balance between each shot is a bit off from time to time. But overall it's extremely well done!

#13
DahliaLynn

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Luc0s wrote...

@DahliaLynn:

My god, that's some very good stuff you got there! You certainly have talent! I'm impressed!

I do think however that some of your shots take too long, while others are too short. The time balance between each shot is a bit off from time to time. But overall it's extremely well done!


Thanks :wizard:  It's very very hard to create a scene based on a story primarily written to be read, not viewed. Though David Gaider definitely did an excellent job at choreographing the fight :D

I'm going to guess that one long shot you're referring to is the scene where he hits the wall in his room? And perhaps the woman smelling the bread? Too fast would probably be the music assisted overhead LS pan during the end sequence? Specific examples would be great. I'm so used to the scene (and after so much technical effort put into it)  it's hard for me to detect any flaws I left behind.

I do know that I purposely extended a few shots because of the story itself.

Also, some shot decisions were made due to certain objects or facial expressions simply not looking good..so I cut to MS from CU for example

Modifié par DahliaLynn, 21 mai 2012 - 11:15 .


#14
Lotion Soronarr

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Something that often bothers me to no end in cutscenes:

- cutscenes that ignore fluff/lore and simply follow holywood conventions and Rule of Cool (example in ME - no kinetic barriers, weapons removal, things taking far too long, ignoring the enviroment and other actors, etc..)
- trying to force an emotional reaction at the expense of everything else (pacing, believability, etc..)

#15
Firky

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Good topic. I've been fervently wishing there was a style/structure topic like this for the conversation editor.

It's probably not precisely a cutscene, although it comes across as a "conversation cutscene" if that is a thing, in game, but I've been struggling just setting one stage for conversations and this has given me an idea. Thanks. I'm familiar with rule of 3s, from visual arts days. Maybe I'll go back and try again from that perspective.

This is what I have, currently. It's terrible.

Posted Image

Also. The 180 rule thing has given me pause. Currently I have two groups of people and the cameras just look at one group then look at the other, vaguelly from the middle. I wonder if the cameras should actually be located further away and not in the middle somehow, so that the whole area is put into some kind of context. How, I have no idea, but I'll experiment.

(And, something else that sucks is that the cameras are all at the same height, but then that changes where people are framed in the shot because of distance - but I don't want to start moving the cameras up and down because I'll totally make it worse. This cutscene business is really hard. Oh, and the placeholder facing backwards is a talking dead body with a camera straight down. :P And the person in front of the group of five is the protagonist, to whom people are often talking, which is why so many cameras are near her shoulder. The closer cameras need to be located where she is standing otherwise people are asking you questions and looking elsewhere. And then, if the long cameras aren't in line with the close cameras, you forget who is who. It's a massive mess.)

But thanks! I have new ideas from the OP, at least.

#16
DahliaLynn

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Cinematic guidelines apply to anything that uses a "camera" and conversation cinematics are very much a part of this topic :D
Honestly, that looks like 180 degree hell to figure out :P It's really tough to maintain that with so many people talking to one another from various positions. 3 people is tough enough :D

Is there one person who is talking to everyone and vice versa or are the conversations happening between multiple people?  In general, if everything is around the protagonist, you can treat the protagonist as the one person in a 3 person group from which the cinematics can be rooted. The important thing to think about is, can the viewer follow who is standing where in the shot space.

I just added this video to the OP that further describes the 180 degree rule which includes the poster's solution for shooting 3 people.

Another good tactic to follow in shot composition is giving the character "look room" or lead room, which is decided based on the direction the actor is looking.

Modifié par DahliaLynn, 21 mai 2012 - 09:14 .


#17
Firky

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That was a good video you just added.

But. The problem is that there are 5 major conversations and all of them involve 7+ people talking, including the protagonist, who isn't really shown very often (because there are only occasional instances of protagonist dialogue you don't choose yourself, as player.)

There are some conversations just between the protagonist and one other person. I've just left these nodes as default os camera, to indicate a private conversation, which is fine. (By which I mean good enough.)

Oh man. It's because everyone is talking together that I need "conversation cinematics" at all, or it would just be a procession of switching between 7 heads talking to each other. Pleh. Thanks for discussion, but I don't actually know how much more coherent I can make it with this one stage model.

#18
DahliaLynn

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How much of this conversation is dynamic? Are the same actors talking to each other in the same way in every circumstance? I would really have to see how it looks as it plays out. You can also consider repositioning the characters if you find things are getting out of hand, so that their place in space would be easier to comprehend. But in truth, only way to tell (at least for me) is to see the actual order of events and how they're shot.

Modifié par DahliaLynn, 21 mai 2012 - 10:45 .


#19
Firky

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It's just really free. Because it's an improvised play, the actors interject/speak over each other etc. Then the audience cheers or boos or interrupts etc. So it might be 4 lines from person 1, 1 line from person 2, 2 lines from the audience, another 6 lines from person 1, 1 line from person 3 etc.

I wont derail your topic.

Apart from the horrible camera work, my minimod is actually finished now. I've been vaguelly considering putting it in the projects and recruiting forum and inviting people to play it. This would be for the purpose that if anyone with more expertise in a couple of areas (cinematics definitely being one) wants to, I can send them a builder load and they can work some magic on the bits I suck at. Like, pass the mod. I've made the bottom layer, the next person can make a layer on top, if you know what I mean.

Maybe. (I'm not entirely sure I have the guts. It's an odd little module. More like an adventure or visual novel.) I'll think on it.

#20
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Firky wrote...

Good topic. I've been fervently wishing there was a style/structure topic like this for the conversation editor.

It's probably not precisely a cutscene, although it comes across as a "conversation cutscene" if that is a thing, in game, but I've been struggling just setting one stage for conversations and this has given me an idea. Thanks. I'm familiar with rule of 3s, from visual arts days. Maybe I'll go back and try again from that perspective.

This is what I have, currently. It's terrible.

Posted Image

Also. The 180 rule thing has given me pause. Currently I have two groups of people and the cameras just look at one group then look at the other, vaguelly from the middle. I wonder if the cameras should actually be located further away and not in the middle somehow, so that the whole area is put into some kind of context. How, I have no idea, but I'll experiment.


Start this scene with an establishing shot. A scene like this can work fine if your very first shot is a wide shot that shows both parties at the same time. So for the establishment shot, place a camera somewhere here:

Posted Image

Make sure the camera is far and wide enough to show both groups completely.

A shot like this will give the player an idea of what is going on. After that, you can basically do whatever you want, as long as you don't break the rule of 180 degrees. That means you can't use any camera angles that are directly opposite to your establishing shot.

#21
DahliaLynn

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Serves me right for taking establishing shots for granted and as a given. That is absolutely correct.

Though, it does depend how the conversation pans out. If something happens in between actors within the groups for a period of time, you will want to move the 180 degree line between the those conversing during those moments. Since stage cameras do not move, this will have to be done subtley, with angles that slowly suggest the change through time. 

Modifié par DahliaLynn, 21 mai 2012 - 12:13 .


#22
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DahliaLynn wrote...
Thanks :wizard:  It's very very hard to create a scene based on a story primarily written to be read, not viewed. Though David Gaider definitely did an excellent job at choreographing the fight :D

I'm going to guess that one long shot you're referring to is the scene where he hits the wall in his room? And perhaps the woman smelling the bread? Too fast would probably be the music assisted overhead LS pan during the end sequence? Specific examples would be great. I'm so used to the scene (and after so much technical effort put into it)  it's hard for me to detect any flaws I left behind.

I do know that I purposely extended a few shots because of the story itself.

Also, some shot decisions were made due to certain objects or facial expressions simply not looking good..so I cut to MS from CU for example


Generally I found all shots in the inn's bedroom taking too long. There are perhaps also too many shots for that part of the movie. The thing is, nothing really happens inside that roon, so why take so many shots? You generally want every single shot to tell you something. This is not the case in the bedroom scene. What if Fenris doing there? Why is he there in the first place? And why do we constantly see a close-up of his face? An establishing shot for the bedroom scene would have been refreshing. I wonder why you didn't make such a shot. When Fenris entered the inn you made a beautiful establishing shot. So why didn't you make an establishing shot for the bedroom? And why is the part in the bedroom taking so long, while Fenris really isn't doing anything there?


One question though: How in the world did you manage to get the official voice-actor of Fenris to voice him in your movie? That's awesome! :o

Modifié par Luc0s, 21 mai 2012 - 12:23 .


#23
DahliaLynn

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I had a feeling you were interested in the bedroom:) I don't feel the need to have an establishing shot of the bedroom. I provided that perspective during the time he was pacing. The room was not important, but rather, how he felt. He was angry, and annoyed, and had to make a decision. The focus was on him, not where he was, since it was already established that he walked upstairs within a tavern environment and closed a door.

What Fenris actually does is, pace, contemplate, get angry, think, make a decision, gather his things and escape.

You could be right in desiring an establishing shot for that moment, but his time in that room was so short, I didn't find it necessary, as it would make the scene even longer than needed. I preferred to cut straight to a low angle of his pacing, because I wanted the drama to kick right in. I could be wrong though :)

As to your question, I asked him, showed him my work in progress/plan, and he agreed :wizard:. Sweet guy!

Edit: I think what you are missing, is probably what I cut out in the first version, which was him hearing and us seeing soldiers coming up the stairs. That would have given more balance to the moment where he hit the wall and leaned against it in contemplation. So that shot might look needlessly long. In order to fix that, I cut to a close up to suggest a change/decision being made, and give it more timing balance, but it might not have been enough.

Modifié par DahliaLynn, 21 mai 2012 - 12:44 .


#24
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@DahliaLynn:

But what is Fenris actually doing there in that bedroom? What is the purpose of going there? Does Fenris actually live there in that bedroom? If that's the case, then the scene should have actually been longer, allowing Fenris to settle in and us, the audience, to understand that this is supposed to be his safe haven, his home, his own "safe" spot. Maybe he could have dropped his sword in the corner as soon as he entered? Or perhaps he could have crashed on the bed, being exhausted and everything? Then after establishing that this bedroom is his (temporary) home, the action can begin.

Modifié par Luc0s, 21 mai 2012 - 02:09 .


#25
DahliaLynn

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Luc0s wrote...

@DahliaLynn:

But what is Fenris actually doing there in that bedroom? What is the purpose of going there? Does Fenris actually live there in that bedroom? If that's the case, then the scene should have actually been longer, allowing Fenris to settle in and us, the audience, to understand that this is supposed to be his safe haven, his home, his own "safe" spot. Maybe he could have dropped his sword in the corner as soon as he entered? Or perhaps he could have crashed on the bed, being exhausted and everything? Then after establishing that this bedroom is his (temporary) home, the action can begin.


What you say makes perfect sense for any full fledged film. Only his entrance to the room, is after he understands the people outside are acting differently that what he's used to. They are noticing him, watching him, pitying him, and he realizes that he is about to be caught and comes to terms with his previous plan to escape. No time to relax in that room. In the actual story, he just walks right to his room and leaves through the window. Visually, I decided to add a bit of contemplation time. Had the backstory of this scene been shown, i.e. the days that have gone by with him living there, then all of this would have made sense. but because this story was plucked out of a visual magic stone at a particular moment in his life, when the Warden was viewing that moment in Fenris's life about to turn dangerous, then there was no time for extensive introductions and backstory. I had to get straight to the point and to the moments as they occured. He is definitely "doing" in that room, only he isn't doing it in the sense of this being the first time you are viewing the scene. We are actually watching a particular experience, through that looking stone.

Once again, if this had been a full machinima having nothing to do with a mod, I likely would have had the time to show where he lived, and how the people used to act as he walked through the tavern normally so that this scene would be viewed as a contrast.

Have a look at the actual story in the description. You'll notice the adjustments I had to make to make this work visually, while paying as much attention to story detail as possible.

Consider this scene as part of a larger storytelling and gameplay experience. 

Edit: You aren't the first one to ask what that room was when I showed an older version to friends. I attempted to fix that with a shot showing the bed and setting behind him. If that was too subliminal, and not directly stating he was in that room, then I guess it didn't work. Again, I felt the drama of that first moment of pacing in the room was more important to me, than establishing the room. But this was definitely a conscious choice I had made for the reasons stated above. If it didn't work, then it didn't. If I were to change it, I would likely add a long shot from the bed during the first moment of his pacing. (I tried this, but simply didn't like it.)

Modifié par DahliaLynn, 21 mai 2012 - 03:17 .