Game Development Reference
In-Depth Information
animatics
Animatics are a previs tool used to help show timing. Storyboards can com-
municate massive amounts of information—what characters, props, and back-
grounds are needed for specific parts of the game; camera angles; and how
cutscenes will work. One of the things storyboards can't do effectively is show
the timing involved.
You may write on your storyboard how long an event will take; however, that
information tends to be difficult to perceive. Experiencing events over time is
tough to communicate unless you can show someone how long an event will
need to take place. That's where animatics come in.
Taking storyboards and animating the images using a time-based editing pro-
gram allows the designer the luxury of showing how long an action or event really
takes. In addition, the camera can move (zoom in or out, pan, and so on), and
transitions between scenes can be added (cut, dissolve, or other transition effects).
While timing is worked out in this process, along with camera moves and
transitions, audio is also added, such as dialogue, voice-over, music, and sound
effects, to further enhance the movie.
there are several
editing programs
to choose from
when creating an
animatic, including
After effects, Final
Cut pro, premiere,
and Movie Maker.
pitches and Vertical slices
If you're in the process of pitching a game idea to try to sell the concept, a previs
reel can help by creating a movie with movement and audio that draws your
audience into the world you want to create. Should you get the opportunity to
take the next step in a pitch—that is, to let someone get a sense of your game's
gameplay—you'll want to create what is known as a vertical slice . Essentially,
it's a short section of your game that has been produced as a playable piece. It
might be a level, or a boss fight, or just moving through a section of the world
to clearly show someone how the gameplay works.
The vertical slice is still part of the previs stage, because after it's completed,
changes continue to be implemented. The vertical slice is just enough of the game
to give a sense of the gameplay; it isn't meant to represent what the final game
would look like. Often, vertical slices are full of temp art, animation, and audio.
In this business, talking about a game doesn't do much to further getting it
made if you're seeking assistance from other artists, designers, coders, finan-
cial backers, and so on. You can wave your arms around all you want; but once
you show someone how things will work with your previs reel, or let them run
around in the game and play a piece of it with the vertical slice, your brainchild
will speak for itself.
Search WWH ::




Custom Search