PreProduction Presentation

So this week we gave our presentation on our preproduction progress to our peers and lecturers.

 

I spent a while trying to sort through our presentation before hand and worked to put in all of our work over the last two weeks into it. I knew there was a couple things that we had wanted to change before going into this presentation, like some of the timings and such, but I think having some proper feedback and critique could really benefit us.

Presentation

Dicey Dungeon part 2

 

Video/Audio in this Presentation:

Dolly Zoom

Offset Tracking Shot

Noise Generated Shaky Camera

Swapped Target Camera Tilt

Handheld Camera

 

Slow Anticipation Jump

Walking Movement

 

Moving like it is being picked up as a board game piece:

Feedback/Critique

Just like last time, when we finished receiving our feedback I went and typed it up for the group in our server.

So we had received a lot of good feedback and I think we applied a lot from the last presentation too. The main thing is that we can have more than 30 seconds if it is just the camera that is lingering, which will really help our shots breathe and be readable. I was also really happy to hear that my texture work was really nice, the Cel shaded style had too many colours but I think we will end up using the Painterly style so that’s fine. We also had briefly talked before the presentation that combining the Hard and Soft shading could work to make a really enjoyable style, and then we can go and add in some line work like hatchings to bring in the illustrative fun style (but only internal lines, no outlines).

Towards the end I also had a quick talk with Mike regarding our models and facial rigging (since I had watched some tutorials on this). TO summarise what I got from this, instead of going through the whole 3D model pipeline like last year, we should look to do some poly modelling instead and then add detail with normal map and Multires sculpting. Also regarding how to split up the work, we found that as long as everyone animates their on character and models them, then it is fine. So we need to have some discussion on how to approach texturing and the environment.

 

We have a lot that we can go and edit with our previs now, and I can go and help my teammates learn how to do the stylised texture work I did. After this presentation I actually felt quite proud and excited to continue working.

 

 

 

 

 

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