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The Design of a Story

Stu Bayley, our very talented Director and Art Director, talks us through why he thinks having strong visual design skills are a huge benefit when directing a story.

Take it away Stu…

So, for me the most exciting time of any project is the pre-production phase, when you are developing various creative routes in response to a brief. My background in concept design where I spent most of my days developing cool concepts to bring stories to life, gave me the core skills to start directing my own shows. I truly believe having this fundamental understanding of design principles gave me the foundation to become an effective storyteller. The principles of design are the skeleton key to the creative universe.

Learning to see with an artists eye gives you the ability to apply a filter to the world. It is a powerful tool to be able to compose various elements in a story and convey a narrative.

Below are the seven main elements of design that I apply to projects I’m working on. You may recognise these principles by different names, but what I’m talking about is a universal to creativity. The eighth principle I also use would be ‘unity’ which is the balance of the other principles to make the whole, but that’s another article.

Firstly I want to highlight the general elements used when constructing a story.

Character / Context / Conflict / Creation

So, at a base level you need a character, existing in a location who has conflict they need to overcome. These are the building blocks you need to create a story. For the sake of this blog I’m going to focus my attention on one of those key elements, the character, and break that down into four key components that will normally be present in any film or script you write. I will also show you some examples from film and TV that will hopefully demonstrate my thinking.

 

Designing a silhouette is the same as creating a unique personality

The key to great image composition is a well defined focal point. This visually arresting point will always draw you back to it, your eye may wander but it always comes back to the part of the image you have designed to have the greatest contrast. This in my opinion is the key to a great lead character. The Assassination of Jesse James by the Coward Robert Ford is a great example of a truly engaging lead character. Its a stunning performance from Brad Pit. Every second he is on screen you feel tension due to the unpredictable nature of his character. He truly draws you in even though he feels dangerous. That’s the dichotomy of human nature.

 

  • Main Character development describes changes that a character undergoes during the course of the narrative (contrast/variety).

Here are two examples of characters that have possibly the greatest character development in recent TV. Looking at the images it is as clear as day. I think the saying goes ‘variety is the spice of life!’. When designing anything this should be your mantra because without variety there is no journey. Think of your characters as a painting that needs light and shade, that needs hard and soft edges. This contrast is appealing because your eye and your mind will be entertained by the discovery of the differences you play against each other.

 

  • Supporting cast provides your story with different perspectives to the narrative (variety), and moves the story forward through each scene (continuity)

In the ensemble cast for ‘No Country For Old Men’ the three leads display totally opposing perspectives on life, yet they are inexplicably linked through an event that has occurred. The variety of these characters are key to creating interest. The extra element I think about when writing a supporting cast is movement. These characters help to move the story forward by revealing information that progresses the lead characters journey. Just as a beautiful landscape photo, there are pathways with secondary and tertiary focal points for your eyes to wander across, but they always lead you back to the main focal point. This is what makes a beautiful image, the same can be said for stories.

 

  • Character interactions /dialogue or lack of can support the mood or tone of the story (rhythm/economy)

Here are two examples of polar opposite ways of dealing with character interactions. Clint Eastwood in ‘The Good the Bad and the Ugly’ is a man of few words. The intentional choice by the Director Sergio Leone to have minimal dialogue creates tension within the story. His economy of words leaves our minds open to interpret his thoughts, and economy is the same when painting. If you leave some areas abstract and less refined the viewer can fill in the blanks with their imagination and often this is when you will get the best engagement.

Another way to deal with character interaction is through more dialogue heavy interactions , and director Quentin Tarantino is the master of this. In this classic opening scene from’ Reservoir Dogs’ he uses rhythmic monologues to cleverly foreshadow events that will occur later in the film. The flow of conversation sets the tone and creates a chaotic rhythm of interactions that we see from the outset.

As with mark making and shape language in design, the choice of smooth or angular forms will have a great impact on the rhythm of your work. Smooth horizontal lines with create a sense of calm and stability, while jagged angular lines are dynamic and aggressive, this is the same dialogue. I would argue if this scene was a painting it would have more of the latter.

So to conclude, this is a brief glimpse into the way I think about story in relation to my design background. I feel the more you learn in life the more connections you see. For me that makes learning new things exciting and, more importantly, not something to be scared of.

If I can recommend one thing for your artistic career, whether that’s FX, Concept art, Script writing, Animation. Knowing the fundamental principles of design will help you to see the world through a new lens and unlock a code that is present in all artistic endeavours. Below are some of the best sources of information on the subject I know of. I hope they help!

 

Composition 1 Workshop: Design Theory – START! and Level Up on ConceptArt.Org from Jason Manley on Vimeo.

Free Resources For Artists

If you are not working at the moment, perhaps now is a great time to learn new skills or brush up on old ones. Maybe it’s more about how you market yourself or manage your freelance business. Or managing fellow artistic brethren. Or anything related to your career – no limits!

So I’ve been chatting to our artists and some of the awesome partners we collaborate with and have pulled together a little list of free resources – here’s some cool content that we think could help you level up (whatever level you are now!), ready for that next challenge when things pick up!

  • The Foundry’s Nuke – we love it! It was a dream on our Game of Thrones trailer. 

You have to check out the workflow Wednesday playlist https://www.youtube.com/playlist?list=PLi2GhhsPL-RrqMRhbMNX6D2SN8ilI2601

There’s some really cool live events that are short bursts of info covering lots of techy topics https://www.foundry.com/events/virtual-events

And you can trial Mari the brilliant texturing tool and nuke for free here – MARI / Nuke

We’re a max studio so it would be crazy not to share with you what the wonderful people at Autodesk have been putting together!

Win, manage and keep clients as a freelance 3D artist https://area.autodesk.com/life-in-3d/win-manage-and-keep-clients-as-a-freelance-3D-artist/ 

3ds Max tutorials https://area.autodesk.com/all/tutorials/3ds-max/

Download assets https://area.autodesk.com/downloads/ 

There are lots of resources here from managing teams for the first time, know-hows on running a business, to portfolio/asset creation advice. Not all are free – but many are.

We use V-Ray so it only makes sense we encourage you to as well. It also discusses working with V-Ray in MAX and Unreal (which we also use – brilliant!).

And – for those of you wanting to use Maya there’s a free edition of V-Ray PLE so you can learn how it works,

THE resource for getting to grips with UE4 if you are relatively new to it.

Great resource for tips, tricks and how-to’s when it comes to MAX modelling and ZBrush sculpting.

Talented concept, key frame and illustration artist sharing his workflows and process for digital painting and more. Recommended by our Art Director, Stu

Immense resource for training and learning on all things art – they cover a very wide range of topics, programs and technical aspects – including essential art fundamentals. Recommended by one of our Senior CG Generalists, Chris.

Tutorials made by, or hosted by, SideFX. Terrific resource for this powerful program.

  •         Materials and Shaders in UE4

Thomas Harle and  Ben Cloward are highly experienced tech artists from the games industry and in their channels they do a great job of breaking down how to handle some intermediate material and shader examples in UE4.

  •         ActionVFX

Great website for junior and seasoned VFX Artist alike so you should check them out. They have a wide number of tutorials and educational content you can learn from. Not to mention a raft of free assets to leverage what you have learnt!

Allan is legendary in the world of VFX and has done much to help people develop their careers, skills or personal brand in FX – he has a ton of resources you can grab at his site (many are free) but here are a select few of his recommendations specifically around marketing yourself and being productive while remote. All very useful in the current climate:

o The Ultimate Demo Reel Guide (also includes some videos)

o Mastering Your Freelance Career

o Extreme Workflow and Productivity Hacks

o Killer Tools to Help You Get s!#% DONE!

o Working from Home

 

There’s more we could share, and MUCH more out there, we just want to give you a head start on some resources we would recommend. This selection of resources is a great starting point if you are in between projects and looking for inspiration to become the artist you aspire to be.

Got any suggestions not on this list? Let us know and we can get this shared!

Thanks for being awesome and stay safe. Much love.

 

Will Half-Life: Alyx change the VR landscape

Valve shocked the gaming world last November when they announced the next entry in the Half-Life series was on its way – 13 years after the release of the last one. And just a few short months later, we have it. Half-Life: Alyx came out towards the end of March and was instantly met with fantastic reviews.

A new Half-Life game has been on the cards for over a decade – since the release of Half-Life: Episode 2. To put that into perspective, it was the year the first iPhone released and the ‘smartphone’ was a crazy concept. In the end, VR was the spark Valve needed to get their creative juices flowing once more, and now we have a game that might well have re-invigorated the VR craze. But will it have any long-term effects or is virtual reality still a flash in the pan?

 

The rise and rise of VR

Half-Life: Alyx is a monumental release for the VR scene. Very few fully fledged games exist for the medium, at least by the metric of game enthusiasts willing to invest in the technology. This is in spite of the many VR games that received wide praise, be it for their quirky charm, like with Job Simulator, or because they were so addictively challenging, as is the case with Beat Saber.

You can even play some full titles in VR – Bethesda made new versions of both Skyrim and Fallout 4, and Capcom touted Resident Evil 7 as a full VR title from the start. These are all reasons enough to own a VR system (if it’s a luxury you can afford) and set the stage for Half-Life: Alyx. All of them are easy recommendations if you were on the lookout for something new. Without them paving the way, would this game exist? If they weren’t there as proof of VR as a concept, would Valve have taken the plunge? Not likely.

Yet the gaming scene has cried out for something meatier, built solely for the medium. Half-Life: Alyx is different. Valve believe in the technology and wanted their own killer app to prove this is more than a concept.

They even have their own VR hardware: the Valve Index. Now they’ve shown the industry that creating a full game for VR is a viable option. With such a big developer leading the charge, we could be on the cusp of a golden age of VR games, especially if PlayStation continues PSVR support on the PS5.

 

A bright future

This could be the watershed moment most technology goes through. At the start, you have the light games that explore the gimmick and over time you get deeper experiences that embed the gimmick into the core gameplay. Just look at the Wii – various waggle-happy minigame collections like Wii Sports eventually morphed into classics like Super Mario Galaxy. The iPhone had a similar journey, too.

Some might see Half-Life: Alyx as the peak of VR gaming – the natural conclusion to the trend. But it is just the start. Due this year is Iron Man VR, a PlayStation-exclusive superhero romp that puts you in one of cinema’s most famous suits. And you have the return of a classic FPS brand with Medal of Honor: Above and Beyond. It isn’t merely a rushed game with a dormant brand name stuck on it; it has been given to one of EA’s most reliable developers and FPS veterans Respawn Entertainment. The shooting action is sure to be on point.

Even the award-winning mobile gaming series The Room is getting a VR-exclusive entry, proving there is a lot of interest in this format still. Even though its biggest negative has always been the price, it doesn’t seem to be stopping publishers’ belief that this is something worth investing in.

The rich choice of games might be what finally breaks the dam. Those who wouldn’t invest in VR because of the lack of games won’t have an excuse anymore. The user base might be on the brink of blowing up which is exciting for early adopters and the industry at large.

This bout of VR popularity has finally made the dream a reality. VR technology exists and looks amazing, and if we keep pushing, it can reach amazing new heights. What the industry needs are more developers like Valve who are willing to push the boundary and keep VR relevant – to keep that dream alive.

At REALTIME, we’re excited by the prospect of VR and would love nothing more than to see it thrive. It’s part of our love of games. If you have an upcoming project – VR or otherwise – that you would like to discuss, feel free to get in touch at [email protected].

CGI trends in the automotive industry

Whether you realise it or not, CGI is an integral part of the automotive industry. It’s always there – unseen – blending into reality seamlessly. Ironically, CGI is at its best when you can’t notice it. But that is also the beauty of it, and why it continues to be a popular choice for a multitude of reasons.

And with advancements in technology, what can be achieved today is outstanding. Bleeding-edge tech makes for some of the most detailed and realistic work you’ll ever see. And these advancements are leading to some new trends that I believe will become the de facto experience in the industry.

 

Streaming

If there is a downside to rapidly advancing technology, it’s the requirement for meaty processing power. The more details you include, the more strain you put on the computer. If your computer isn’t state-of-the-art, it can end up chugging along, making for a lacklustre, jagged experience. This would hurt your configurator as very few could run it in their own home – nor could any dealerships – and don’t even think about running it on a tablet or phone.

But streaming can solve this problem with ease. Many other industries have jumped on the streaming train, with it pervading music, TV, film, and video games. Now the automotive industry can benefit too. What this means is all the processing is done by the manufacturer – either on their own system or through the cloud. With a good internet connection, you can stream to any device for a clean, smooth experience.

In fact, it can adjust based on the signal strength. It will provide the optimum choice depending on the signal, reducing the chances of having a bad experience. It’s a particular boon for dealerships who need to find ways to adapt to new consumer trends. Having a configurator running in-house is one such way to do this. With some more investment, they could make it even better…

 

3D and VR

What makes these solutions so jaw-dropping is their use of 3D visuals over 2D. What this means is more cutting-edge configurators will use a 3D engine – such as Unreal Engine 4 – to render the car in 3D in real-time. This means each change made to the car is being reflected in real-time, as opposed to simply loading a different asset. It makes for a more realistic, immersive experience, allowing the user to explore the tiniest detail of a car in close up, such as the embroidery on a seat, for example.

And when you combine this with virtual reality, you can create something special. Users can get inside the car and see it with their own eyes – they would almost believe they could touch it. This is something car dealerships need to look into. Not everyone at home can invest in a VR setup, so adding it to the dealership makes it an experience worth travelling to. Something they need in this internet-driven market.

 

Ray-tracing

Ray-tracing is a particular advancement that is very exciting to behold. The technology allows light to react correctly as it does in real life, allowing for amazing effects, shadows, and reflections. In the automotive industry, this simply means cars have never been able to look better in real-time, with lighting and reflections genuinely representing elements such as paint, base coat, flake, and lacquer. It feels as if it truly reflects the world around it.

It’s just another dimension to add to car configurators and goes back to what I said at the start – the best CGI is the one you don’t notice. A common complaint from buyers after using a car configurator is how it doesn’t look the same in real life. This is because configurators don’t tend to offer different environmental backgrounds. Not anymore. With 3D rendering and ray-tracing, you can create stunning and accurate portrayals of how the car will look.

CGI is an art. And what it is doing for the automotive industry is nothing short of outstanding. With big-name brands pushing technology to its limits in the name of realism, the pursuit of flawless CGI will be a race we will always love to see.

At REALTIME, we are on the cutting-edge of what can be achieved – just look at our work with Lotus. Our experts are always pushing the limits and we would love to join you for the ride. If you are interested in discussing your next project, get in touch at [email protected].

REALTIME Key VFX Vendor on BBC America’s The Watch

The Watch – 8 x 1-hour series for BBC Studios / BBC America / Narrativia.

VFX Studio REALTIME are delighted to be working on The Watch as one of the Key Vendors, a fantasy police procedural series which has been inspired by characters from Sir Terry Pratchett’s Discworld series. We are developing a number of creature and atmospheric assets for the show.

The character-driven drama follows several of Sir Terry Pratchett’s best-loved creations on a riotous and emotional odyssey. The cast includes Game of Thrones’ Richard Dormer as Captain Sam Vimes, Adam Hugill (1917, World on Fire) as Constable Carrot, Jo Eaton-Kent (Don’t Forget The Driver), as Constable Cheery, Marama Corlett (Blood Drive, Sick Note) as Corporal Angua, Lara Rossi (Crossing Lines, Cheat) as Lady Sybil Ramkin and Sam Adewunmi (The Last Tree, Stan Lee’s Lucky Man) as Carcer Dun.

The series is directed by Craig Viveiros (The War of The Worlds), Brian Kelly (Outlander, Poldark) and Emma Sullivan (Silent Witness, Doctor Who). The show’s lead writer is Simon Allen (The Musketeers, Das Boot). Joining Allen is a team of writers including, Joy Wilkinson (Nick Nickleby, Doctor Who), Catherine Tregenna (Torchwood, Stan Lee’s Lucky Man), Amrou Al-Kadhi (Hollyoaks, Little America) and Ed Hime (Skins, Doctor Who).

The Watch was commissioned for BBC AMERICA as part of its 2020 slate by Sarah Barnett, President, AMC Network’s Entertainment Group & AMC Studios

Jono Rawlinson, Executive Producer at REALTIME “It’s great to be working on The Watch. We’ve really enjoyed being able to use our 3D character design and building skills as well as our VFX and love working with the fantastic team on the series’