Transcripts
1. Learn to Storyboard for Film or Animation: Hi there. Welcome to this complete guide on
learning how to storyboard. My name is Siobhan, I
teach animation and storyboarding and I'm a top
teacher here on Skillshare. I have over 15 years experience working in the
animation industry. [MUSIC] This class is my
ultimate storyboarding class. [MUSIC] I've
distilled everything that I know and everything
that I've learned from working in the industry
into this class. I've designed it specifically so that you can learn
the exact skill set that a professional
storyboard artist uses every single day. You don't have to have any prior knowledge
of storyboarding. You also don't even need to
be super skilled at drawing, I'm going to teach you how
to draw for storyboards. You don't even need to have fancy software or
drawing tablets. You can start with a pencil
and a piece of paper. All you really need for this class is an
interest in film and animation and a desire to
tell your story visually. Here's what you'll
learn with me today. To start out, you're going to learn how to draw
for storyboards, from stick figures to
original characters. I'm going to teach
you the tips and the techniques to
get good at drawing. You'll learn how to draw dynamic poses and how
to draw in perspective. Next up, you'll learn the
basic building blocks of film. These are the camera
angles and the shots that every director uses to
make film or animation. Then you'll learn exactly how
to break down the script, how to thumbnail it out, and how to create a professional
and finished storyboard. You're going to get to work on a one-page scripts that I wrote specifically for you so that you can practice these
steps yourself. The storyboard is something
that you can include in your own portfolio
if you want to show it to a studio or a client, and land a storyboarding job. Finally, in the last
section of this class, I'm going to expand on
everything that I've taught you and give you a proper
grounding in visual language. This section is going
to cover principles of composition such as the
rule of thirds or symmetry. I'm going to explain
what these rules are, why they work, and
when to break them. You'll also learn about specific storytelling shots
about the 180 degree rule, and you'll also
learn about moving camera angles and how to
draw them on a storyboard. Throughout this class, I'm
here to help you along the way to give you advice and to give
you feedback on your work. You'll be joining thousands
of other animators, filmmakers, visual artists who have already taken this class. Many of whom have gone on to work professionally as
a storyboard artist. I think you'll be
really inspired by their class projects and by the content that you'll
learn here today. I can't wait for you to get started and to start
storyboarding. Meet me in the next lesson and I'll explain how the class is structured and I'll explain about your class
project. [MUSIC]
2. Introduction to Storyboarding: In this first lesson, let's take a look at
how this class is structured so that you know
what to get out of it. I'll also explain
your class project. I've structured the lessons in this class into
four main sections. In the first section, you're going to learn all about how to draw for storyboards. This is going to be really
fun because you'll get to draw basic male and
female characters, learn how to make dynamic
poses for your characters, and you'll also learn how
to draw in perspective. The second section of the
class will teach you all about technical aspects
that go into storyboarding. Things like camera
angles and shots, I'm going to show
you how they work, why they work, and
when to use them. In the next section then, you'll get to work
on an actual script, your thumbnails are storyboarded out from start to finish. If you go over to
the projects and resources tab on your desktop, you can download the script
that I've left for you there, as well as the templates
that you'll be working in. In the final section, I'll teach you all about the
visual language of film, and how this affects the
stories that you tell. I've put this
material in a section on its own because I think it's really important that you
have the experience of working with a storyboard
and boarding it up first, so that these more
advanced concepts will make a lot more sense
once you get to them. They're going to give
you a proper grounding in filmmaking going forward. That's the complete outline for the content in this class. Just so that you know how we will progress through it all. You can use this as a checklist if you like
for your progress. If you have any
questions at all, drop them into this
discussion tab, I'll be there to answer any
questions that you have. To submit your work, again, go back over to the
projects and resources tab, and there you can
upload your images. You'll also be able to see
your fellow students work, see how they've approached
the same sequence, and I think you'll find this
a really inspiring place. Definitely check that out and leave a comment on
their projects. Before we dive into the lessons, I'm just going to give
a brief description or definition of a storyboard, so that we have a working
definition going forwards. A storyboard, as
you probably know, is a sequence of images that visualizes the
action of a script. You might also note
that it's made for the sole purpose of getting
ready for production. So that the director or the
producer can see the flow of shots and make big
directing choices before any money is spent, apart from your wages. The other crucial,
very important thing that you might not know
about a storyboard, is that once it's
locked and decided on, it becomes the blueprint
for the entire production. What that means is
that everybody in the crew who is working
on that project, will be able to refer to your storyboard as the
foundational document. They'll be able to see
what's going to happen in each scene simply by
looking at your storyboard. The last thing to know about storyboards that you
might not be aware of is that not all storyboards
are done in the same way. For example, a
live-action storyboard is very different to
an animation board. In live action storyboards, there's much more of
an emphasis placed on blocking out shots that
are going to be used, or blocking out camera movements
or big action sequences. Whereas in an
animation storyboard, the emphasis is very much placed on the acting within any scene. In that sense, everything
gets storyboarded. For this class, you're going
to learn a broad overview of storyboarding that will fit both live action and animation. I'm going to lean a little bit more towards the
animation side of things because that's the most inclusive
approach to storyboarding, and therefore that's
going to be applicable to live-action projects that
you might want to work on. Up next, in the next video, I'm going to explain
what you need to get started with storyboarding, and what you need
specifically for this class. When you're ready, meet
me in the next lesson.
3. What You Need for Storyboarding: [MUSIC] In this lesson, I'm going to cover what you need for storyboarding and what you need to get started
with me today. Now, as I said before, you don't need any fancy
software or drawing tablets, you can use a pencil
and a piece of paper. That's all you need
for jotting down your ideas or your thumbnails. But I just wanted to point
out right now that if pencil and paper is all that
you have access to today, that's perfectly
fine in this class. The next level up
would be to scan those drawings into a
computer so that you have them in a digital
file that you can email in a PDF format to
a client or a studio. You could also scan your
hand-drawn images in and work on them in a digital drawing
software like Photoshop. But if you do have access
to digital drawing tools, then you can just start
drawing in Photoshop. Photoshop is not the only drawing software
that's out there. You could use
Procreate on the iPad, you could use Krita,
and there's also a drawing app that I really
like called Sketchbook Pro. There's even a software
package called Storyboard Pro. This is specifically
geared towards professional
storyboarding and it has everything that you
need in one program. You can easily keep track of numbering your
panels, sequencing. That's all totally automated. It's a really good way to work, but it might be a little bit complex for a complete beginner. If you wanted to
follow along with me in something like Photoshop, then that's totally fine. Now, if you are
working digitally, the one other thing that you
do need is a drawing tablet. I personally use a
Wacom Intuos Pro. So my setup is really simple. It's not a big tablet at all. It's not as antique or anything. It's just a very nice Intuos
Pro medium with a stylus. Now, if you don't want
to go with Wacom, there are cheaper options
that you could look into, but I definitely recommend that if you are
keen on drawing for storyboards or digital art at all then definitely invest
in a drawing tablet. I'm going to be doing all of my demos in Photoshop because that's just the easiest for
me to draw panel by panel, and what I normally use
is a storyboard template. I've left you a few
templates to use, including a thumbnail
template as well as a final storyboard template. If you go over to
the Projects and Resources tab, you'll
find them there. That's all you really
need to get started. Hopefully, you're setup
and you're ready to go. So meet me in the next lesson and I'm going to share with you my top seven tips for
drawing for storyboards.
4. Simple Tips for Drawing: Before we dive deep into
the world of storyboarding, here are my top seven tips
for how to draw when it comes to animation in general and
storyboarding in particular. These tips will help you to simplify your
drawings and to make very quick shorthand sketches for characters and for scenes. My first tip is always warm up. When you sit down
to start drawing. Just a few minutes of
warming up will help you to loosen up and to get
confident drawing very quickly. Over time, these
drawing drills will really improve
your line quality. In storyboarding, the
whole idea is that you need to be able to draw
your ideas very quickly. Simply take a few
minutes to draw some loose circles or
some straight lines, but keep it going
and aim to fill a whole page with circles
or a whole page with lines. My second tip is
to draw a rough. Now, this is another one
that's not immediately what you might think of when it comes to improving your drawing. But I always encourage
people to try and keep your initial drawings or
thumbnails as rough as possible. This will help you obviously
to draw very loose and fast, but it will ensure
that you don't get bogged down into details, and lose your way. Rough drawings have
a dynamic energy, and that's what you want
in your storyboarding. I also like this tip because so many people think
that they can't draw. Actually, your rough drawings are a great starting
point and are a great way to get your
ideas down on paper and to prove to you that you
can draw what you imagine. My third tip is
when you're drawing your storyboards or roughing
out some thumbnails, use a simple grid
in your panels. Now, I'll be explaining
in perspective in much more detail
later on in the class. But just be aware
that by simply adding in a horizon line and
a few grid lines, it can instantly
give your drawings grid composition and context. It has the added
benefit of helping you to practice drawing
in perspective. It's very good to get used
to drawing with a grid. My fourth tip is to
keep your face simple. Even if you're working with detail model sheets
for characters, when you're roughing out your
storyboards and thumbnails, you can draw heads just using a simple circle
or oval shape. You can indicate the
direction of the head by using this cross
line in the middle. A horizontal line for the eye line and a vertical
line for the nose. When you place
brush in the middle of your oval or circle, it instantly indicates which
way the head is turning. It's really effective, and it helps you just to
quickly block in your character without having to get into the details of the
features of the face. My fifth tip is about eyes. Eyes are the most expressive
feature of any character. Especially if you're
trying to draw dynamic emotion in
your characters, then really focus on the eyes. For this tip, I would
encourage you to practice drawing eyes
as much as you can. Now, you don't have to get into detailed,
realistic-looking eyes. But I just wanted to
show you this is what normal realism looks like
for simply drawing eyes. But for stylized or
cartoony characters, you want to be able to
push brush to the extreme. Let's say you're
drawing surprised eyes. You would really
push that idea of the oval or the round
circle for the eyes. What I would do is maybe keep the pupils of the eyes
very small and in the center so it
really looks like the character has wide eyes. For something like
frightened eyes, you could have the
eyelids angling upwards like this and
the eyebrows as well. For angry eyes, I would angle the eyebrows downwards
and really push that eye shape so that it looks like there's a lot of
anger behind those eyes. Another shorthand for something
like a cheerful face, or smiling eyes is to indicate the cheeks
pushing upwards like this. You can get really creative, this is a great exercise to see how many different
emotions you can draw by just drawing eyes. Similarly, another tip is to focus on practicing
mouth shapes. Now, in animation,
particularly for dialogue, there are a certain set of
conventions that are used, short-hand for mouth shapes
for different letters. If you Google mouth
shapes or mouth charts, you can easily find
different shapes for mouths, and I would practice
drawing those as well. Then my last tip is to
practice drawing hands. For characters, especially
in storyboarding, hands are going to be another
big expressor of emotion. A lot of people skip
over drawing hands. They're a bit
complicated and finicky, but you can really
simplify them, and it makes it a lot easier. Just spend time
practicing these. Make drawing hands part
of your drawing drills. A good professional insider
tip is to make sure that you don't have
all the fingers looking the exact same. Try to vary the
position of the fingers a little bit if you
are practicing hands. It just gives a lot of life and a lot of character to the hands. Those are my top tips
for practicing drawing, for animation, and
for storyboarding. I'd encourage you to take some time right now
and practice some of these ones that
I've gone through, I'd love to see your drawings. If you want to
share them with me, post them up in the
project section, or drop a comment in
the discussion tab.
5. How to Draw Characters for Storyboards: [MUSIC] In this
lesson, I'm going to give you some pointers on how to draw basic male
and female characters, as well as show you how
to draw stylized figures. For the most part
in storyboarding, you're really only
expected to draw what I would call a
design of a figure, not necessarily a
real person as such. For that reason, you can rely on some really useful guides and templates in order
to draw figures. The most common convention or template for drawing characters is to break the proportion
up into eight head lengths. You use the head as a
basic unit of length. What that means if you
copy each of these out, then you more or less
have proportions for the entire height of
a standing figure. This is really
useful to work with. It now enables you to divide the standing
figure up like this. You have one head height, obviously, for the head, you can have two head
lengths for the upper body, one length for the pelvis, two for the upper leg, and two for the lower leg. Now that you have it broken
down into these sections, it's much easier
to tackle drawing a figure and you can start
to draw each section. Now, this is by no means a
hard and fast rule, in fact, it's not even that
helpful if you need to draw a character
in a different pose. But as a starting point, it's a really good way to
learn the proportion and the structure of a generic
human figure in this way. If you practice this, then eventually you will be able to intuitively
draw in proportion. As you can see, I've sketched out something of a skeleton now. I've drawn the upper body just as a simple
shape to indicate a ribcage and I've drawn the pelvis in a very
simplified blocky shape. I'm very sure that
the elbows are positioned at the midpoint
of the upper body. Generally speaking, the
length of the arm comes down to something like the top
third of the upper legs. Without getting to more
detailed into that, you can actually work with this very simplified mannequin and build a character
on top of it. You could go and add muscles and shapes into this figure, but I think I'm
going to go straight ahead and just draw a
character and clothing. Do it in red on the
layer above it. As you can see, I'm just simply following
the shapes that I outlined really simply. There's no need to
overcomplicate it at this stage. I'm not trying to draw a
hyper-realistic figure. [LAUGHTER] This is stylized, it's very simplified,
and that's what we want. I'll just indicate very likely
some features of the face. Now if I turn off my skeleton or mannequin
that's underneath, you can see it's a really successful sketch or design for a basic
male character. Now you could definitely
add more detail here, but the idea is just to show you a method or a template to
draw up a basic character. If you want to draw
even more stylized, more dynamic and
cartoony characters, then the way I would do that is to pair things back even more, get more simplified
and more stylized. Think of the whole upper
body as one block. Follow the outer
edge of that block down for legs with
a simple shape for feet and bring a line down
like this for the arm. Now because this is
hypersimplified, it means that you can
really push the poses. You can exaggerate
this character. Experiment with putting
this character in different shapes and see if
you can invent poses that you might not have been able
to imagine had you drawn a more realistic or fully fleshed-out character
like the first one. It's much easier to put
characters into poses because you are working
with these simple shapes. Really, it's just one block and a few lines for the
legs and the arms. Now let's look at the
same process with the same method for drawing
a female character. You can follow the exact
same template as before with proportions of eight heads
for the full body length. The separate divisions
are the exact same. All you need to do is just
make sure that the hips and chest are wider and
the waist is thinner. The rest is the same. The arms and legs have the
same proportions as before. Just as before, I'll make a drawing on top of
this basic mannequin. Following this structure,
I find clothing very easy to draw because it really covers up the shapes of muscles. It makes everything a
little bit more simplified. That looks good,
that looks great. From here, let's
extrapolate out again and draw some hyperstylized
female characters. The way I do that, instead of using a blocky
shape for the body, you can work with the idea of a more triangular
upper body to give that hourglass shape
for the female figure. Once you get comfortable with
these simplified shapes, you can put them into some
nice strong poses again. In the next lesson, I will be showing you how to really push your
poses and give you some very good pointers
on exactly how to create dynamic
character actions. But for now, take a moment
to practice drawing a page or two of characters in these
simple blocky shapes. Then when you're ready, meet me in the next
lesson. [MUSIC]
6. How to Use the Line of Action: [MUSIC] So far in this
class I have been emphasizing drawing
rough and part of that reason is for you to get your drawings and your ideas
down as fast as possible. The other reason is that the more gestural your
drawing style, the more expressive it is. Simply put, rough and
loose drawing can lead to very powerful dynamic
gesture drawing. Having expressive drawing is
really your ultimate goal when you're drawing characters
especially for animation. In your storyboards
you want to be able to demonstrate
your characters as expressive dynamic poses so that the acting comes through in
each panel of your board. I'm going to show you
in this lesson exactly how you can achieve
strong dynamic poses out of your characters in a really simple but
really effective way. That very simple way is to draw poses using
a line of action. A line of action is basically a line that goes
from the head of the character down to the toes or vice versa from the toes
right through to the head. It's a line that describes
the direction of the pose. It's not necessarily
a line that you'll see in the final drawing but it is the basic starting point or the foundation of any pose. It tells you immediately if the character is leaning
in one way or another. It tells you the gesture of
the pose that he's taking and it describes basically the
whole pose in just one line. So the best exercise is to draw a line just like the way I'm
doing and on top of that, start to build up
your pose afterwards by adding the head
and the limbs. In animation, the
standard convention is that a line of action through the human figure will either
be an S curve or a C curve. So these two poses here
are S curve lines. But you can also pose
out your character with a C curve to show your
character bending. The idea is that the line of action goes right the way
through the middle of the body. So very often you
might have to add the arms or even the legs going in totally
different directions but that's okay as long
as you can identify for yourself the main or major line of action through the pose. Like everything I've
been saying so far, the more you practice this, the better you'll get. This really helps you to come up with fun and interesting poses. I wanted to show how you can use this idea to push a pose
that you've already drawn. If you've drawn
your character and it just doesn't
feel strong enough, this is a fail-safe
way to improve it. Let's say you've got a character or two characters and one is punching the other
one and you've drawn out your action
and it looks like this and it just feels
really flat and boring. Well, that's because both
of these characters have really static line of
actions going through them. In each one the line of action is just straight up and down. It's not moving. What you can do is draw a
really dynamic line like this to exaggerate the pose
or to push it to an extreme. Now you have a much stronger
action and you can really actually feel the force of that punch in this
simple drawing. Don't be afraid to push
the line of action even if you think
it's too extreme or too far because the
likelihood is that you will have hit the mark really in
your character posing. Exaggerate your poses
as much as you can and you'll end up drawing really
strong dynamic poses.
7. How to Draw in Perspective: [MUSIC] In this
lesson, I'm going to show you how you can make sure that your drawings are always
correct in perspective. Once you know how to work
with a perspective grid, you'll never draw incorrect
perspective again. It's really useful
for helping you to compose interesting
and detailed shots. The basic concept of
perspective is that the horizon line that
you always draw into your composition is actually
the eye-line of the camera. What I mean by that
is say for example, you set up a camera here, and you're capturing a scene
that has two trees in it, then this is how you would see that scene in the
perspective view. One tree is further
forwards to the front. It's larger because it's
near the camera and the other one is a little bit further away in the distance. In this example, this is
pretty much horizon line or camera eye-line that's
in the middle of the frame. But you can also have the
camera at different heights. If I just copy this scene
out and drag it down, I'll show you
exactly what I mean. Let's say we have
the camera that's up here tilting down and it's looking down on this
scene from above, almost like a bird's-eye view. In this shot, you're
looking down on the trees and your perspective drawing would look a little
bit like this. This tree, the leaves and
the foliage would be much larger and the tree trunk would taper away down
towards the ground. Of course, if we have the same setup but
with a very low angle, what's happening here is
that the camera is down low. Let's call it a worm's-eye view. It's looking up at the scene and the shot then would look
something like this. A high horizon line
means that the camera is at a high angle looking
down on the scene. A low horizon line
implies that the camera's low down
looking up at the scene. These drawings are
very simplified, but it's just to
demonstrate or to give you the idea of
how you can change the horizon line in
any given drawing or panel simply by
changing the camera angle. This becomes really useful later on when you're
trying to use camera angles and shots to
underscore the narrative, but I'll be talking about
that a little bit more when I get into composition
and storytelling shots. That's the general
concept of how you place your camera in
terms of perspective. But, now let's look
at exactly how to draw things and objects
in perspective. The best way to improve
your perspective drawing is to practice drawing
cubes and boxes. I have to warn you in advance, this might be a
little bit boring, or tedious, but it really is the fastest
way that you'll improve. Eventually, as always, if you practice
this drawing drill, it'll become second nature, and you'll be able to just
intuitively and instinctively draw things in your scene
in perfect perspective. Let's look at one-point
perspective first. I'm going to start out
with a very simple grid to demonstrate how to practice drawing these boxes and cubes. I'll draw a straight
line right across the middle of my
frame like this. This is the horizon line. In the middle, I'll just place dots here to indicate where the
vanishing point will be. Now from here, I'm going
to draw radiating lines, diagonal lines coming
out from this point. To make a straight
line in Photoshop, if it's diagonal,
what you want to do is ensure that you're
using the right brush. I'm just going to right-click on my Canvas to bring
up the brush panel. What I want to choose is
the hard round brush, because if I used
the tapered brush, the line wouldn't read
as a singular line, it would taper off. What I want to show you is how to draw a very
dead straight line. Make sure you choose that brush hard round and make
it quite small, maybe like five or eight
pixels or something like that. Then to make a straight line, you tap on one point, hold down Shift on your keyboard and tap at the end point. That'll give you a lovely straight diagonal
line like this. I've drawn in all
my radiating lines, now I'm going to
draw lines running parallel to the horizon line. For that you just
need to hold down Shift and simply draw
straight across. This is my grid, so I'll bring the opacity
of that grid down, make a new layer on top, and then I'll choose
another color. I'm just now going to follow
the lines of the grid and start to draw out cubes, boxes. If I follow the
grid as best I can, the boxes are in
one-point perspective. The idea is to practice
this as much as you can draw as many
boxes and cubes. Don't worry too much. You don't have to be completely rigid at following the grid. As long as you get used to
and get comfortable with following a general perspective
line in your drawing, that's what the whole point of this exercise is all about. Trying to fill up a whole
page with boxes and cubes. Now, you can have one-point perspective
that's on [LAUGHTER] a different heights like I explained in the
earlier example. That's pretty easy. You can just draw
a horizon line. Let's say up towards the top. Let's put our vanishing
point over to the side so it's a
little bit off center. Then go through
the same procedure again to make the grid with diagonal lines radiating
out from one point. Remember this is
one-point perspective. Then if I lower
the opacity down, I can draw cubes on top of that. You'll notice you're getting slightly different shaped boxes, but this is still
one-point perspective. Then for a low angle, let's draw a horizon
line down very low with our vanishing point off
to the left this time. Join our grid. Bring the opacity of the grid down and work up some boxes. Sometimes I don't follow
the lines exactly, and actually I think that's a really good practice
as well so it gets you comfortable for when you have to draw
with Azure Grid. But you can always place this grid into your
drawings and then delete it after you've
roughed out your composition. But definitely ensure
that this is part of your regular drawing drills. The last thing I
want to show you in this lesson is
two-point perspective. I am going to start with
another blank Canvas. The thing I want
to point out about two-point perspective is that obviously as the name implies, you have two vanishing
points on a horizon line. But the thing to note
is that you need to nearly always have
your vanishing points outside of your picture frame. The reason is
because if you have both vanishing points
within your picture frame, your drawing will be very compressed and will look
a little bit distorted. If you're setting
up a scene or if you want to draw a background
or something like that, I would just crop
the Canvas wider and just place your vanishing points slightly outside of your frame. From one vanishing points, I'm going to do radiating
lines yet again. Then from the other one,
I'll do the same lines but in a different color so
you can see what's happening. Once I've got all
of that complete, that is the grid
because they intersect, they form the grid. You don't have to draw lines parallel to the horizon line
in two-point perspective. Now let me draw one cube just
to show you how it works. Again, I'm just following the grid lines and
I'm matching up my verticals to the diagonals as they come from each side. But you'll note that
all of the diagonals on the left travel towards
that left vanishing point. The diagonals on
the right side of the cube travel down towards the right hand
side of vanishing point. If I just color in this
left side of the box, that's going to the left side and the pink side of the box
is going to the right side. Again, use this as a
warm-up or drawing drill. Draw as many boxes as you can. I promise you, if
you do this for even a couple of weeks as a
regular drawing practice, you will see huge improvements
in your drawing overall. Well done. [LAUGHTER] We've got through probably one of the most technical and the most
challenging parts of learning to draw, and that is perspective. I have given you just
a simple overview or a basic overview, but really, that
is all you need. I get a lot of people
asking about drawing dynamic three-point perspective
or extreme down charts. What I would say to you is, try to master a simple one-point perspective
or two-point drawing before you tackle things
like an extreme down shot or complex three or
four-point perspective, you really need to be very
comfortable and confident drawing in one or two-point
perspective first. If you can get to that stage, then you actually don't
need to learn how to do a three-point because it'll just be
instinctive and natural. This really lays the foundation
and the groundwork for being able to draw
complex perspective. I encourage you to
make this part of your practice as
often as you can.
8. Panels, Shots, Scenes and Sequences: [MUSIC] In this
lesson, I'm going to elaborate a little bit further on the
terminology of shots, scenes, sequences, and panels, because it can get a
little bit confusing. I want to explain these
terms in the context of the main differences between live action storyboards
and animation storyboards. I'm aware that this
might be getting a little bit too
technical too early. Really in this class, I want to focus and place the emphasis on getting you more comfortable with drawing
stuff before you get caught up in
technical aspects. But it is good to talk about these things at the
beginning so that there's no confusion and so that you're at least aware of the
main differences. When it comes to talking
about scenes and shots on storyboard templates, you need to know that
there's a big difference between live-action boards
and animation boards. If you're working in live
action and by that I mean a feature film or a
short film with actors, not an animation production, then you are dealing
with scenes and shots. A scene is where the action
will take place during a specific duration of time
and in a specific location. When you go to another location, that's a new scene. Within that scene, you're
going to have all of your different
shots that describe the action that takes
place within that scene. If we take a look at this scene, this is all one scene, but each of these
panels represents a different shot or a
different camera angle. In live-action film, these would be called shots
within the scene. Now let's take a quick look
at an animation storyboard. This is one that I'll be
using for this class and you'll get to see me working on this a little bit later on. But essentially in animation, you have one sequence
that's made up of scenes. In animation, the terms are
used slightly differently. Instead of having a scene
that's made up of shots, you have a sequence
that's made up of scenes. As animators, we
just like to use the word scene to mean a camera angle or
a shot or a setup. But, for example, this one sequence here, this is where the
character climbs out of the hole in the ground
that he's been digging. He climbs out,
he's really angry. Well, this is made up
of two separate scenes. This scene has two panels, showing him standing
beside the hole in the ground and scratching his
head, getting really angry. Then you go to a
different scene, which is essentially a
different camera angle. It's a close-up and that's a new scene because it's a totally different
or new angle. Just to sum up, a panel
contains your drawing, that's your storyboard panel. In animation, a scene refers to the camera angle
or the type of shots, and a sequence refers
to the duration of time or the location where
the action is taking place. In live action film, a shot refers to
the camera angle, and the scene refers to the location or the
duration of time.
9. Every Camera Angle and Shot that you Need for Storyboarding: Shots and camera angles are the language of film and
as a storyboard artist, they're your building blocks. You get to decide exactly how the film will
be experienced. Every panel that you draw is essentially describing
a camera angle. In this lesson, I'm
going to get you familiarized with all of the main camera angles
that you will come across. You'll probably
know most of them already if you're at
all interested in film so it's going to be something that should come
as second nature to you. Camera angles are often mostly described as being
either eye level, high angle, low angle, or what's called a Dutch angle, which basically means
the camera is tilted. A camera shot refers to the
size of the camera view. Now, the six most common shots are the establishing shot, the wide shot, the long shot, the medium, the close-up, and the extreme close-up. There aren't too many more
shots other than these and any other ones that you
will come across are usually just a variation
on one of these. Some other terms that you might
come across is a two shot or an over the shoulder shot but those describe where
the characters are, they're not necessarily
referring to the size of the camera itself. These six shots represent the main storytelling shots
in all of cinematic language. I'm going to look at each one. The establishing shot
is what it says, it establishes the scene. It's a very wide angle. It usually shows
the audience where the action is taking
place and it's very often used as an introduction to the story so it's a shot
that you might see at the beginning of a movie or
even at the beginning of a new sequence if the action is suddenly
in a new location. After the establishing shot, you can use the wide shot. This is not as sweeping or as ground as the
establishing shot, but it's still very
wide in order to give us a good impression
of the location and this is a shot that
you can cut back to and use if you've
had a series of close-ups or medium shots
and you want to reorient the viewer again remind them where the action
is taking place. Without having to go
to a really wide, big establishing shot, you can
simply cut to a wide shot. Now the next four shots, you can think of them as being really more oriented towards character than the previous
establishing or wide shot. Those two, you could think of as being applicable to
the landscape or the environment
and the next four as being applicable
to a character. That's not a hard and fast rule, you can certainly have an
extreme close-up of an object, for example, but it's a good way to remember the order
of these shots. After the wide, you've
got the long shot. It's called a long shot because if there's a character in it, you will see the head and
the feet of that character. So you'll see the full
length of the character. This is used
whenever you want to show characters moving around. It's very useful
for that because it gives a bit of context, but it still shows us the
character very clearly. After the long shot
is the medium shot, and this one is
where you start to get a little bit closer
into the character. It's from the waist
up to the head. This shot is generally
used when you want to show the character using
his or her hands. So it's a good shot to use because it's still
close enough so that we can see any emotion or acting on the character's face
but it's further back enough so that the
character can use his hands and pick things up if
necessary, or things like that. After the medium shot, you've got the close-up. The close-up is probably one
of the most important shots in all of film because
it's the one shot that you can use that
will really focus in on the character and it helps
with audience identification, which I'll be talking about a little bit later
on in this course. But for now, just think
of the close-up as being simply the head
and shoulders of a character and it's the shot you will choose
when the character is speaking or if you want to show emotion on the
character's face. After the close-up, you've
got the extreme close-up, which as it implies, usually hones in
on just one area, like the eyes or the
features of the face. But as I said previously, you could have an
extreme close-up of someone's hand or of an object, something that you
really want to drive home the point
with for your audience. The extreme close-up, just bear in mind, it can be a little bit claustrophobic and a
little bit intense. It's usually used to really heighten attention and
the drama of any scene. Later on in this class, I'm going to be talking a
little bit more in-depth about things like
audience identification. You'll also learn all about
other combinations of shots, like the over the shoulder
or the point of view shot. But just for now, get to know these six
main shots and of course the main camera angles and
you'll quickly start to see them and recognize them in movies and films that you watch. You'll begin to pick them out. You'll be able to
see how they're used in any given scene. It's really interesting
to try and identify these types of shots when you're watching
a movie or a show.
10. The Storyboarding Process Explained: In this lesson, the
last lesson before we actually start
storyboarding for real, I want to quickly explain where the storyboard fits into the
overall production process. This is essential for you to understand because very simply, your work gets used
by literally everyone in the production team once you've finished
storyboarding. You need to make sure that
your work, once you're done, can be picked up by someone
else and understood clearly. I'm going to attempt to explain the entire pipeline
by storyboarding it. [LAUGHTER] The
very first step is that there's always a script. If there isn't a script, there's at least an
idea or a concept. But either way, you will
start the whole production off with some idea
in written format. Your job as a storyboard
artist is to draw the action of the
script or the concept. What you'll do is sit
down, thumbnail it, draw the panels under the direction of either the
director or the producer. But ultimately,
it's your work that will be determining
the look of the film. At this point, there may be a few revisions that
you might have to do, some back-and-forth
between you and the producer or the director to really clarify the look and
clarify all of the shots. But once that work is done, once the storyboard is locked, it is then broken up into individual panels and brought
into editing software, where it's matched up with a recording of the
dialogue of the movie. This is done in order to make
what's called an animatic. Now, an animatic is a movie version of the storyboard
that you've just drawn, where each panel is edited
into a moving sequence. Very often, if you're
working within professional software
like Storyboard Pro, then an animatic
is something that you can do right inside
of the application. Oftentimes, you'll
be expected to produce an animatic as
well as the storyboard. However, it's really
important to note that the reason that there
is an animatic is because this is where
the director times out every shot,
especially in animation. That really isn't
your job necessarily. The director is the one who makes those directing
decisions at this stage while he or she
is watching the animatic. Now, the reason the timing is so critical is because
in animation, once things are timed out, those scenes are then sent
off to the animators. The animators get
to work on them. You can't really go
back and change things or make one scene longer
because when you do that, it would shift the timing
in all of the other scenes. In an animation production, the locked animatic
is the final, final version of the storyboard. But as I say, once
that's been achieved, the production team
then splits up the animatic into scenes and gives them out
to the animators. The animators take the scene, which is essentially
your board panels, and they will animate
the characters for that scene according to
how you drew the action. The same goes for prop builders and for
background artists. Each department in
production will receive a cut-up animatic, and each department
is responsible for creating the final artwork, the final assets for each scene. When all of that is done, all of that work
then gets fed back into the editing or
compositing software. The director and the editor
sit down together again, and they will literally match up the completed animation,
the backgrounds, the props, to the
original animatic, making sure that there's
nothing missing. That's how they arrive at the
final version of the film. As you can see, your
humble little storyboard has a mass of life
after it leaves you. It goes to every single
person in production and it's literally the cornerstone and the foundation of
the whole project. With that in mind, let's
dive into our own project. Up next, in the next lesson, I'm going to explain how
to break down your script, and then we'll start
thumbnailing it out and drawing the panels. I'll see you in the next lesson.
11. How to Break Down a Script for Storyboarding: The process of blocking out or breaking down a
script into sequences and scenes enables you to
approach your work in small, manageable chunks
so that you can get through the whole script
easily and efficiently. That's what I want to
demonstrate in this lesson. For the next few lessons, we're going to use the
sample script that I wrote. Now this is just an example. It's a couple of pages of a completely made up script
that I wrote for you. But we'll use it to explore the process of drawing a
storyboard so that you can see for yourself firsthand how it's very straightforward
and very manageable. The best way to break down a
script is to first of all, identify these sequences and then identify the beats
within those sequences. As you read through your script, you should begin to mark off
each part of the script that feels like a moment within
the story and that's a beat. For example let's
look at the script. It says, exterior day the sun is beating down
on the scorched earth. That's one beat. The next section of
the script says, we see a lizard that darts
from under one rock, goes darts under a rock. That's another beat. Then the camera pans, that's a third beat. Then we see our
character digging. That is a fourth beat. Now we can mark up or jot down some initial ideas for
camera angles and for shots. Obviously we want to
start with a big wide establishing shot
because this is a Western and we need to show that sweeping grand panoramic
view of the landscape. We want to show the audience where the action
is taking place. It's out in the desert. You know, the sun is at high
noon, things like that. The next beat in the
script is the lizard. It's obviously going to be a close-up of a lizard
darting out from under the rock because you
wouldn't be able to see a lizard in a long
shot or a wide shot. The next beat, the script indicates that the camera
pans along the ground. Maybe that's a low angle shot
that starts from where we saw the lizard
going onto the rock and pans along the deserts. At this point, possibly
you could cut wider. Suddenly we see that
it's our character Reinhold digging the
hole in the ground. That's obviously going to be at least a medium shot,
if not a long shot, we want to see the character, but we also need room to see him moving his arms and
showing him digging. Then I think what
you could do is cut back to a long shot
because he needs to climb out of the hole in the ground and throw the shovel
down and say his line. Then maybe to finish it off, you could end the
whole sequence with a dramatic close-up
of his angry face, him shaking his fist. What I've done here is basically
block the scene out in terms of what shots I think
would work to tell the story. These shots are by no means the only choices that you could make in terms of camera angles. There are countless combinations
that you can go to. For the sake of
this class though, this is how I would approach
on a first pass anyway. I would suggest keep it simple if you're blocking
this out for yourself. Let's keep going.
The next scene is the exterior town
during the day. Again, you could start
off with a nice wide shot in order to re-establish for
the audience where we are. We're now in a new location. We're in the town or
in the main street. This is where we pick
up on the sheriff who let's say is coming
out of the jail. That's called the sheriff shock. The sheriff is going
to walk across the street and go
into the saloon. That could maybe be another panning shot across the street. Then obviously we're
going to cut to the interior of the saloon, so it's a new location. You've got a couple
of options here. You could follow the sheriff from behind as he goes
through the doors, almost like go inside with him, walking through the doors. I would say like a medium or a long shot tracking
him walking in, or you could
establish the camera already inside the
saloon from the point of view of maybe people
inside the bar and see him coming in
walking towards camera. I like that idea because it's almost like the
audiences already inside the saloon were watching
the action from inside. It works for me in that sense. Then we can just do a panning shot or
something like that. See him simply walking
across the floor to the bar. The next sequence is a dialogue sequence between the sheriff and the bartender. Now, in film and animation, there are standard setups and standard shot sequences that
you can go to for dialogue. One is called the
shot, reverse shot, and another is the
over shoulder shot and the point of view shot. In the next section of videos, I'll go into that
much deeper into storytelling shots like the
over the shoulder shot. But let's just give
this a first pass. I would probably start off
with what's called a two shot, which shows both the
characters in the frame. Once the dialogue starts going, then I think I would give
each character a single shot. In other words, the
camera would be just on one person while
he says his line. Then you use a reverse shot showing the second character
saying their line. We will put in a couple of over the shoulder shots because in a dialogue sequence it's always really important to make that connection between
the two characters. You always want to
have at least one over the shoulder
shot that shows the character speaking
his line with just the corner of the head and shoulders of the
second character. I'll explain it in the
thumbnailing section. It'll be a lot clearer then. These shots, by the way, are all mediums or close-ups. We can figure out the
details of the over the shoulder shots when we
get to draw the storyboard. But this last line
here is the cue for the third
character to enter. I'd cut back to a
medium shot of both of these characters and have
them looking off-screen. That can be the cue for the
third character of Gretta to enter in the scene. For her entrance, I would definitely
go for a long shot. I think that should be a
very dramatic entrance. We'll see her at the bottom of the stairs or
something like that. She will appear and walk up to the sheriff and throw this
bag of diamonds over to him. That's the end of
our sample script. I think we've got pretty
much all of the ideas down for shot ideas
and camera angles. In the next phase
of our project, we're going to start
thumbnailing these out in very rough, almost like stick
figures, drawings. Then we'll take them to
the finished storyboard. When you're ready, meet
me in the next lesson.
12. How to Draw Thumbnails for Your Script: Now that we've broken
down the script, it's time to get started thumbnailing and
drawing our ideas out. Usually your thumbnails
will be drawn on a simple set of
panels like this. You don't have to use a
storyboard template for your thumbnail ideas because
this is all about just being very experimental and you
can change your ideas up much more easily if you use just a simple set of
panels like this, and don't worry too much
about the size of the panels. As long as they are rectangles, there's no need to worry about
dimensions at this stage. This is, as I said,
just for sketching. The other thing that I don't
want you to worry about right now is your drawing. Keep it very, very simple
and as rough as you like. Now, according to
my shot breakdown, the first shot that I
identified was that establishing shot.
Let's do that. We need a nice big wide shots of dislocation just
to set the scene, just to show the audience
exactly where we are. I'm going to make
this look really like quintessentially
western desert here I'll have those iconic
mountains in the background. Maybe cactus or two
in the foreground, and even maybe some bones
of an animal just to show that it's a very harsh environment,
something like that. You can be really
imaginative at this point. Then next up, the next
shot is that close-up of the lizards that we want to see darting from one
rock to the other. What I'm going to
do here is show that action in two
separate panels. Basically, I need to draw
this panel first showing where the lizard is coming out from its darting
out from one rock. Then once I've got that drawn, instead of redrawing it
again in the next panel, I'm just simply going to
copy and paste it over, and then I'll erase
out that pose of the lizard and draw him
in his second position. Now, it clearly shows the action for that
little tiny scene, and there are two positions that we want to see
this lizard hit, and that's really clear
for the animators. Then they'll know when
they get their scene, that there's two main poses they're going from one
rock to the other. Next up is that big pan. I'm going to use two panels for the pan and just draw right
across them like this. In this second panel, that's where the camera
will stop and we'll see the character of Reinhold
digging in the ground. When we draw this on the
proper storyboard later on, I'll show you exactly
how to indicate the camera moves but
for now I'll just draw an arrow to remind
myself that this is a pan from left to right. That's going to
be followed up by our medium shots
because we now want to at this point really cut
in closer to the character. We've established him
digging so now we want to know a little bit more
about who this guy is. We'll cut in a bit
closer trying to see a little bit more of
them but the medium shots still allows us to be back
far enough so that we can see his hands and see
his action of digging. The next shot up is that long shot who is going
to climb out of the hole, and what I'm going to do is
work backwards in a sense. I want to split this action
of Brigade into two panels. First, show him getting out. But what I'll do is first
draw the second panel just so that I know for myself what
the long shot looks like. I need to have the full
length of the character. Once I've got that
established in that panel, I'm just going to
simply copy it, move it back over here, and now I can much more easily draw the proportion of the character as he's
getting out of the ground. Sometimes that's easier for me to figure out the length of the character to
see him standing first and get that shot right. Then do the drawing that's
slightly more complicated. That's fine. That looks good. Again, I am going to simply copy this drawing
over to this panel. Now I want to draw
him getting angry. The action here is that he's
frustrated so he's going to throw the shovel on the ground but in
order to do that, you do need to have two
separate poses so that it really reads as a
dynamic action. He's going to swing it up
first of all like this, and then on this panel he'll
smash it down like that. By the way, I hope you're seeing the lines of action that
I'm putting to work here. My C curves helping me to make these poses
really, really strong. Brilliant. Those panels work. That's all one scene essentially but now the
animators will see exactly what action is necessary for this scene so
they're going to know how to animate him
because all of the main poses are
very clearly shown. The next shot, he's
getting angry and I'm going to cut to a high
angle looking down on him. This is going to emphasize
his alienation and he's alone in the world type of thing and give that vibe
as he gets angry. But then the final shot of
the sequence we're going to cut into an extreme close-up showing his face and this
is the first time we really see the features of his face so that's going to
be very dramatic. I think time for a little break. Go make a cup of
tea or coffee or grab some water and
when you come back, we're going to thumbnail the
second half of our script. When you're ready, I'll see
you in the next lesson.
13. How to Draw Thumbnails for Your Script Part 2: [MUSIC] Great, welcome back. The next sequence to thumbnail
out is the bar sequence. We start off for
the sequence with another wide shot of the town. Again, I'm going to take
up two of these panels so that I can combine them
for this panning shots. It might seem like a
complicated scene to draw but really I'm just blocking things
out at this stage. I know that I want
the sheriff to be walking from the left to the right and crossing over, going to this other side
where the saloon will be. It can be as simple as that and we can fill
in the details later. I'm just going to
indicate a random cowboy where some other
character loitering in this corner just
to frame the scene, give it a bit of interest. I've also had the idea that maybe as the camera pans
along from left to right, we have a random horse
trotting through the frame. Again, that'll break
up the action, it'll add a bit of interest to the opening scene and just give a bit of
life to this town. The Sheriff walks across
and we're going to see him going up the steps
and into the saloon. The next shot then is
going to be inside the saloon so I want to
block that in very rough. These are those swinging doors where he will walk through. But I think I want
to show him more like already halfway
through the doors. It's good to show
the action already happening as he steps inside. Now normally, the
convention for animation anyway is that if you need
to show an action in detail, just like we did in
the last section with the lizard or with the
character of rhinos, you would draw that action
in a couple of panels. But sometimes if it's as simple as he's just going
to be walking across the frame then you can use an arrow to
indicate the direction. Now, here's an example of getting a little
bit creative in your storyboards and deviating from the script a little bit. I want to show the sheriff
walking across the bar, but I want to do that
from the point of view of upstairs because I was
thinking that if I do that, that's a clever way to introduce
the character of Greta, even though it's
not in the script. This is where thoughtful
use of shots can really tell more of a story than the
actual words of the script. If we introduce Greta here in the over-the-shoulder
shots like we won't see her exactly you just
see the back of her. That's going to immediately
give her a bit of mystery. We want to know who
this person is, who's looking down
at the sheriff. That's a point-of-view
shot where it's showing a character's
point of view. In the next panel, I'm going to draw her exiting the frame. As I said, these two
panels do two things. One, they show the
sheriff walking through this slightly
dangerous scene. We don't know what's
going to happen. There's definitely
people looking at him. He's got eyes on himself. Secondly, we see the whole thing from this other
character's point of view. Now we want to know
who this character is and how is she
involved in the story. The next few panels then
are relatively easy. This is the dialogue sequence. Since it's just dialogue
between two characters, it's very easy to
just block it in. You can use each panel to show the characters dialog
line as simple as that. But what I will say is always try to establish a
connection between two characters if
they're talking by using an over-the-shoulder
shot like this. You want to be able to show both of them in the same frame sometimes in order to make that connection
for the audience. Then when you want to
emphasize one characters line, you can draw that character
in a single shot. Then they both look
around when they're here, Greta off screen or when
they hear Greta enter. I would say that we
should definitely see her in a long shot. Let's say she's just come down the stairs and she's at
the bottom of the stairs. Next, I'll cut to a close up, in this panel she'll
say something like, Is this what you're
looking for and hold up the pouch or the
bag in her hand. Then the final shots can be, or the final shot is that she's going to throw the
diamonds across the bar. That's a really rough
parts of our script. We've done all the
major thumbnails. In the next phase will start to draw out our
storyboard properly. That's when you can
start to really finesse things not
just in the drawing, but maybe in the shot
choices as well. Maybe we'll decide to add in some more panels towards
the end of this, just to flesh out this
last sequence here. If you have a chance, now, pause the videos and start your own thumbnails
for the story. Let's see if you can
come up with some new or some different alternative
camera angles, or shot sequences. When you're ready, meet me in the next lesson and
we'll go through how to clean up these thumbnails
and make a final storyboard.
14. Storyboarding the Desert Sequence: [MUSIC] Now we're going
to start the process of drawing our final storyboard. In animation this process
is called the clean-up phase because we're literally
taking a rough drawings, and redrawing them to be
more clean and more precise. You want to aim for a
clean precise line, whereas in your
thumbnail stage you're drawing with much more of
a rough and loose line. I have my storyboard
template here, I'm going to hop over
to my thumbnail page. Again, I'm just going to
take this step-by-step. I'm going to first of all, select the first few frames, copy them, and then
back over it in my template I'll paste
them into this document. I'm going to have
to scale them to fit as best I can,
but that's okay. I'm redrawing them, so it doesn't really matter. What I'm going to do is
lower the opacity of that layer down and add
a new layer on top. This is where I'm going to start the process of drawing
much more carefully. As I said I want to define
my drawings as best I can, and that means I'm
going to go over the lines that's in my rough drawing but I don't have to stick
to them exactly. I can draw things in
different positions if I need to or move things around; that's okay, but I'm
just generally following the drawing on the layer below
and using it as my guide. Now at this stage you
might be wondering, why would you make
double the work? Why would you just draw
something and then redraw it? Why not just draw it first off? [LAUGHTER] It's a good question, so I'll take this
opportunity now to explain this process
a bit better. The reason that we draw
thumbnails first and then go on to the
trouble of redrawing them is because firstly the thumbnails aren't really proper drawings,
they're simply ideas. They're the concepts
that you come up with, and you write them down if
you like in a visual form. You'll always need to sketch
your idea out first and see if it works before
you draw a final version. Secondly, the thumbnails
can be changed, and that's a big point
to keep in mind. The final board when
you get to work on it, really is the final board. The decisions have been
made, the shot choices, the camera angles have
all been decided on. If we needed to change
any of the panels or the camera angles or
make different choices, we want to be doing that
at a thumbnail stage. The process that
I've demoed here throughout is how I
would approach things, but if I was working in a studio I'd have to actually show my
thumbnails to the director. I'd like to get revisions and changes maybe
multiple times before the rough drawings are signed off and before I was then able to move ahead and draw a finished storyboard
like I'm doing now. Here I'm working
on my own roughs and I didn't give
myself any revisions. That's the beauty of being your own storyboard artist as
well as your own director. I'm joking, but obviously it's good to know that
if you want to work in a studio or for a
client you do have to be ready and willing to
make revisions and changes. You need to be able to change up your work and to
follow direction. Personally I've had great supervisors that
I've worked with, and I've also had
supervisors who have given me a lot of revisions, some that didn't make any sense at the time but you have to learn to not be attached to
your work or your process, and you have to learn to change things if that's
what's required. But as I say the
stage of the process, things should really
be agreed upon by now. At this point, you just get a focus on drawing
out the panels carefully and adding in all the details that
are going to make your drawings look really good. At this stage, I've done all
of my first three panels. I'm very happy with them. I'm going to chip
away at the mountain of work and continue on
through the next section. This pan is going to be exactly
how I thumbnailed it out. As you can see, I'm just
drawing over the two panels. I'm combining them into
one long panel in order to indicate the view
moving from left to right. When it comes to drawing [inaudible] in the
hole in the ground, I'm going to keep it
very vague at this point because really at this stage we don't see him that close-up. He's still this very strange
mysterious character, so I don't want to put it
into many details yet. The focus in this shot is still very much on the
surrounding landscape. We are still emphasizing the fact that he's
alone in the desert. For this shot, that's
why I want to keep the camera a little bit far away from him until the time comes when we need
to cut closer. Now once I'm finished drawing this pattern I'm going
to grab the red color, and in red I'm going to draw my rectangle around
both of the panels. This is how you
would indicate that the two panels are
just one big panel, and then to show the pan simply draw a line underneath
them indicating the direction so that
anyone else who reads this knows that the camera is
panning from left to right. You're showing the
start and the stop, and then you can also
write your camera moves on your storyboard
if you want to. This is the last
panel for this page, it's the medium shots. We'll cut it in a bit closer. We still don't see the full face of her mysterious character, he's still hunched over. We see him toiling away under the hot zone in
this hole in the ground. That's fine. I also think though that I could
add in a couple of more details here that would give some more
interests to the shot. I've thought about
maybe adding in a bucket and a pic or an ax, maybe even a map to show
that he's been using a map to find whatever it
is he's digging for. Little details like
that are really nice to add to the
story visually, so if you think about them, if they occur to you, then definitely put them
into your storyboard. The next page of our storyboard is going to complete
this whole sequence, so the process is the same. We're just bit by bit
drawing the panels with more detail just a
bit more carefully. Here, we're cutting out
to that long shots, so we're showing the
character first of all crawling out of the hole, then he turns around,
scratches his head. It's getting a little
bit more clear now that he hasn't found
what he's looking for. Now we know that
this guy is maybe an unsavory character
or he's up to no good. He's been foiled in his attempt to find whatever it
is he's looking for. The next few panels will really underscore that
unsavory nature because that's where we
will see him losing his temper and vowing
to revenge someone. We see him throwing his
shovel onto the ground, goes into a rage, shaking his fists, and that's our high-angle shot. That's going to work
really nice, I think, and then a very dramatic
cuts into the close-up. This is the shot that really shows the character
for all that he is. It's showing him very
angry and vengeful, and it's the first clear shot
that we get of this guy. That's a great way I think to end the sequence as a whole. In the next lesson
we're forging ahead, and we're going to tackle the
second half of our script and bring that to a final
finished cleaned up storyboard. When you're ready, join
me in the next lesson.
15. Storyboarding the Saloon Sequence: [MUSIC] In this lesson, I
am forging ahead through the cleanup phase and I'm onto the next section
of the storyboard. Here, I've copied the
rough drawing over and I'm going to go in and refine it
and make it more detailed. Now, it's totally up to you how detailed you want to
make your panels. If you have any other ideas
for characters or scenes, then you can definitely make your own work for
the class project. You don't have to
just follow my lead. But I did want to show
you how things progress, how I work things
out for myself. As you can see, especially
from the last lesson, the process is very
straightforward. There isn't anything
complicated at this stage. We're literally copying out our rough drawings and just making them a little
bit more defined. It takes a bit of
time and a bit of patience because there is quite a bit of work
to get through. But it's one of those situations where you can really zone in and just get lost in your drawing and enjoy
the whole process. If you take it step-by-step, if you don't get too
overwhelmed by the whole thing, then I think you'll really find that it goes
by very quickly. Whenever you're faced
with a mountain of work, just take it one
piece at a time. I think that's the
biggest lesson out of learning the whole
process of storyboarding, is that you can break things
down into manageable, bite-sized chunks and work a way at them at your own pace. I've drawn this big pan
across the middle of the street in the town and I think it's
working really well. I really like this idea
that there's a horse galloping through the
town without a rider. Is a bit quirky and it
gives a bit of interest and a bit of action just to break up that otherwise
quite boring shot. That's quite nice. I also
like the character on the left watching the sheriff as
he walks across the street. That's another cue that this sheriff is being watched all the
time, it seems like. He goes up the steps and he
is going into the saloon now. This chart is also a pan. Again, just like I did before
in the previous sequence, I'm going to grab a red
brush and I'm going to draw a rectangle around both
of these panels like so. Then I'll draw my arrow
going from the middle of the first panel to the middle of the second panel that indicates
the start and the stop. I can write pan underneath. Perfect. Now we see him from the inside
walking through the doors. I'm going to add in a
few details here on the windows and I might add some lights or
lamps on the walls. Then I'm going to sketch
him walking through. Then these guys over
here in the corner, I'm not going to
get too detailed. I'm not going to draw
their faces or anything. I just want to give
the impression that they're in the corner
having their whiskey, smoking, and they're
looking at him entering. It's giving that impression or that vibe of the typical Western where maybe there's music playing in the bar or
something like that. Everyone's talking and then the minute the sheriff
walks in it just goes like deathly silent and
they all just stare at him. I want to give it
that impression. That's great. That's
that panel done. Now, I'm going to draw
out these three panels which shows Greta watching the sheriff crossing the floor. She's above. She's on the balcony looking
down on the scene. That's going to give a
very nice narrative twist to the sequence as well. It's this idea that
the sheriff is being watched closely by a lot of different people and it's definitely heightening
the tension. We don't know what's happening. We know something has
happened with this guy who's digging a hole in the ground
and now we see the sheriff. There's obviously some
story here that needs to unravel in some way
and I liked that we've introduced Greta at this stage because
that shows that she's quite an important
or pivotal character in the whole story. She's almost like a link between the sheriff and the
previous guy that we saw, Reynold, who was
digging in the desert. We're starting to ask ourselves, what's this all about? She goes off-screen right. She exits there and she mysteriously goes into a
room and closes the door. In the next lesson,
I'm going to clean up the final section of the storyboard and that's the dialogue sequence
and Greta's entrance. Then we'll have a
fully finished, completed and cleaned
up storyboard. When you're ready, meet
me in the next lesson.
16. Storyboarding the Saloon Sequence Part 2: [MUSIC] In this lesson,
I'm going to make the final section
of the storyboard. That's going to be
the dialogue sequence between the sheriff
and the barman, and we're going to have Greta's
entrance into the story. As before, I've copied all of the rough thumbnails into
my storyboard templates, and I'm going to
redraw my characters. This is the shot where the
sheriff approaches the bar. Now I want to keep the barman with his back to the sheriff. Because I want to give
the impression that the barman actually already knows that something's going on, and he's going to be the character who's
covering up for Greta. He's definitely involved
in the story somehow, but he keeps his
back to the sheriff, almost like he knows that
the sheriff is there. Sheriff Tucker
approaches the bar, and in the background those
two characters are keeping their eyes on the sheriff
and watching what happens. In the second panel
in the scene, the sheriff is at the bar, so I'll just copy that
entire panel over. I'm going to just go in closer now and what I'm going to do is the barman is slightly
opening his eyes. He can hear the
sheriff behind him. Now, the sheriff is
at the bar leaning in and demanding to see Greta. Now what's important to note
here is that this setup more or less establishes the dynamic between these two characters. It also establishes their
positions within the frame. What I want to do is keep this screen direction or keep these two characters
where they are. I want the sheriff to be on the left and the barman
to be on the right. In other words, when
I cut to an over the shoulder shots of the
sheriff and we see Abe, the barman turning around
and saying his line, I'm making sure to keep the sheriff on the left
side of the screen. That way, it's just good for the audience to
watch the flow of shots. They're not going to get
confused about where any of the characters are if you maintain screen
direction in that way. That's just the
standard convention in terms of screen direction. Even if you have
your character in a single shot where the
other character isn't there, it's just the sheriff. You won't be able to
favor him on the left. In other words, here he's
pretty much in the center, but his eyeline is
looking to the right, which means that
on screen right, will be the bartender
Abe and so that keeps everything nice and
consistent and we can follow exactly
what's happening. We don't get confused about where each of
these characters are. The reason I'm making
such a big point about this is because it's
so important in a dialogue sequence
when you're dealing with one shot and
then another shot, you try as much as
you can to keep the two characters connected
for the audience's sake, so that they can understand
and follow the flow of shots. Abe is really now just
putting the sheriff off, says I don't know
where Greta is. We're seeing this
line delivered, it's an over the shoulder shot from the sheriff's
point of view. But then we hear
something off-screen and they're both turn
their heads and look. What we want to do is we want to cut to Greta
in the next shot. Having both of these characters
turn their head first in this panel,
motivates that cut. In other words, in
storyboarding terms, because they've both
now looked around. We the audience, want to see what it is
they're looking at, and that's what's known
as motivating the cut. There's something
happening off-screen and that's what we going
to show the audience next. Sure enough, here is Greta standing at the
bottom of the stairs. She's got their attention and she's got our attention
the audience. She is standing there, she holds up this
bag or this pouch, and she throws it across
the bar like this. What we can do here is just cut to a close-up of her hand, throwing the bag of
diamonds through the air and it skids
along the bar. Then we can cut to a
different angle and show the sheriff's hand coming into frame to catch it,
just like that. She says her line. Then I think the last frame is he's going to
empty the diamonds into his hand and
that's the big reveal, if you like, of this
entire sequence. We've pretty much got through
our entire storyboard. That's all of the drawings done, and that's a lot of work, and if you've gotten this far
with me, congratulations. You've got through a
huge amount of work, that's an enormous achievement. Up next, I want to show you the final revisions that I
would make to the storyboard. The final touches and also
I want to show you how to add all of the texts and screen direction
onto the storyboard, as well as how to number
and sequence your panels. When you're ready, meet
me in the next lesson.
17. How to Refine Your Storyboard and Add Numbering: [MUSIC] Now that we've got a
fully completed storyboard of our sample script, this is almost, nearly
ready to submit for final review to the
producer or the client. Now there are a couple of final cleanups
that I want to do. I also want to point
out how to number and sequence your board before you hand it off to anyone else. First up, I just want to
point out that I have grouped every page into groups
over here, my layer stack. Now this means that
all of my pages for this sequence are actually
in this one document. That just makes it very
easy for me to keep everything organized
and accessible. Plus when it comes
to export as a PDF, it'll make that
process a bit simpler. Now, obviously, this is just my workflow and I'm showing
it to you as an example. If you're working in
a different software, you can have your document
set up differently. Certainly, you can have each of your pages on individual
documents as well. Let's look at the numbering. I've numbered each panel, for example, this is
the opening shot, as I explained before. I'm calling this
it's just one scene. It's Scene 1 Panel 1. This next scene has two panels. So I've numbered it Scene
2 Panel 1 and Scene 2, Panel,2, and so on. You've got your pan. This is essentially one panel and the scene here
is just one panel. That's all straightforward. On this page though, we can see that the scene has
quite a few panels. Because we want the animators to hit each of these poses, so we posed out the action
into four different poses, essentially, Panel 1, Panel 2, 3, and 4. Then we go to a new scene and this is a new scene as well. It goes on. That's
very straightforward. As well as the numbering, I have also added the relevant
texts from the script. I just simply copied and
pasted over from the script, pasted underneath each panel. Now you don't have to include
the whole entire script. Just include whatever line from the script is relevant
to that drawing. Before final sign-off on this, there are a couple of tweaks
that I want to change, little adjustments that I
want to make on this board. One is at the very
beginning and the other is at the very end of
the storyboard. At the beginning in this
first establishing shots, I actually really
feel like we need to have some camera movement. I don't love at the moment
how it's just a static shot. I'm going to add just a really
small Zoom or tracking. What I'm going to do
is draw a rectangle around the panel as it is. Make that in red. Then this is the start
of the camera move. Then I'll draw a
second rectangle where I want the camera to stop. Essentially, this is
just a very small push into the scene itself. What I'm going to do is
draw the arrows then going from each corner inwards
to indicate the movement. I'll also note that
the Azure rectangles Position A or the first
position of the camera. The inner rectangle is
the second position. Now, the very last
change that I make is on the last page and
the final sequence. I feel like the sequence
is not working that well. It could be a lot tighter
or a lot punchier, especially since it's
like the high point or the big reveal. What I thought I'd do is
cut this [inaudible]. These two panels are
essentially one scene, but it looks like there
are two different angles. What we'll do is
actually bring them down together like this. Combine them so we can make a small camera
move or small pan. This is a good example
of a situation where you might need to
pan from right to left. Because this panel
here on the right is actually the starting
point of the pan. We'll be moving back
towards this panel. To make that point really clear, I'll even label the
positions as A and B. That's much better
now it's much more clear and much more concise. Lastly, because this
panel is empty, what you would do on
your storyboard if you ever have an empty
panel like this, is just simply put
an x through it so that they know
it's not being used.
18. Introduction to Visual Language for Film: [MUSIC] Well, now that you know exactly how to draw storyboards, what shorthands and drawing
tricks are best to use. Now that you know how
to draw thumbnails, how to draw finished
storyboard panels, I want you to start to
learn a little bit more of the film theory and the concepts behind your work as
a storyboard artist. This is because
really the art of storyboarding is very complex. There are technical skills, there are artistic skills, and there are also conceptual
ideas to think about. I think it's important that you had the experience of seeing the process of storyboarding
at work first, get comfortable drawing, get comfortable working
with a storyboard, and then with that knowledge, learn more about the
visual language. That's why I kept us ready till the latter
end of the course. The way I think
about it, as I said, I see that storyboarding is really made up of
three components. The first component you
need is drawing skills. As I've shown you, you really don't need to be highly skilled drafts
person by any means. Stick figures are
perfectly fine. If you could draw
even stick figures, it means that you can
communicate your ideas visually. The second component that you need is technical knowledge. The storyboarding process is
considered a very technical aspect or a technical part of the entire film
making process. When you're dealing with
shots, camera angles, numbering, and sequencing, that's all quite technical. The third component then is understanding
visual language. For me, this is the
part that really brings the first two
aspects together and it is what makes the
whole skill set of a board artist fully
rounded and complete. Now, visual language
in itself is an entire scope of knowledge. I really couldn't get in
huge detail in this course. It is material that could make up a whole
series of courses. But I can introduce you
to some of the concepts. I think these concepts and
ideas will help you so much in deciding how
to choose your shots. In this video, I want to
introduce you to two concepts. One is sequencing and
the other is how you use the close-up for
emotional intensity. Visual language as
we understand it today really started to become formulated as a concept in
its own right as far back as the 1920s.That is 100 years ago. It's a full century ago, people discovered or formulated this idea of visual language. It was really innovative. In the early days of film, they discovered that certain
sequencing techniques really worked to tell a visual story and
that the audience could quickly make connections between shots and sequences without needing any
further explanation or any dialogue or voice-over. This is famous example, is called the Kuleshov effect. It's based on a
Russian filmmaker who came up with this idea
back in the 1920s. What he did was that he showed the audience a
shot of a man's face, followed by the shot
of a bowl of soup. When he played
these two shots and sequence together, the audience, without any further
information or dialogue, assumed that what
they were watching was the story of a hungry man. Furthermore, they even saw or read his face as
registering hunger. That in itself is interesting that they would
make that connection. But what's more interesting
is that he then showed another sequence using the exact same shot
of the man's face. This time followed by a
shot of a small coffin. In this instance,
the audience felt such an emotional response to what they saw as a tragic story. They actually saw
the man is suffering grief even though the
shot that was used was the exact same one
that they had used before and the man didn't
actually move his face at all. The Kuleshov effect is also known as
juxtaposition or montage. It's when you use one
or more shots to evoke an idea or a state of mind when they're
combined together. You simply get more information from a sequence
of shots than you do from just one shot alone and you can actually
get layers of meaning. This effect or this
concept or idea forms the basis of our entire
visual language of film. Using this idea of sequencing, together with editing is how
we make compelling stories. When you add camera
angles onto this, then those stories
can become powerful. One of the most
powerful camera angles that you can use
is the close-up. Say for example you
wanted to convey the idea of fear in your movie, you could show a character in a position of fear like this. But a much more effective use of visual language would be to
cut to an extreme close-up, say, of the character's eyes. That's so much more
effective because you are bringing the audience right
up close to the character. If you just show the action
or the emotion from far away, the audience would
feel objective. They wouldn't really
feel engaged. But by moving closer in, suddenly the audience feels like they're part of the action. One of the most compelling
aspects of cinema or film in general is that we can identify with the
characters on screen. Being part of the action really helps audience
identification. Plus a really extreme close-up can create an uncomfortable
or an intense effect. It can therefore
heightened the intensity of any scene that
you're filming. You can just think of
that iconic shot from aliens where the character of Ripley has an encounter
with the alien. That's an extreme close-up
and it really works. The first time you see
that, it's terrifying. In the next couple of videos, I'm going to take this
idea a little bit further. I want to talk about composition
and the rule of thirds, and how that's used
in your storyboards. Then I'll also
talk about some of the storytelling shots
that are available to you as a board artist that you should know about and
use in your work. So when you're ready, I'll
see you in the next lesson.
19. The Principles of Composition for Storyboards: [MUSIC] Composition in film
is so much more than just being how you make a strong
or well composed image. We really tend to think of a good composition as being just about the pleasing order of
elements within a frame. But as a storyboard artist, you're going to have to take that idea of composition much further and use it to tell the story in a
more compelling way, rather than just simply illustrating the words
of the dialogue. Here's what I'm talking about. We'll look at the
rule of thirds. You've definitely come
across this idea before. People are always talking
about the rule of thirds, and you see it everywhere. You're told never put a subject in the
center of the frame. You must always use the rule of thirds and put your
subject off to the side. But the thing is, people rarely explain why this
is so important. Here's why I think
it's important or relevant to us as
storyboard artists anyway. The structure of film and
film narrative as we know it, certainly in the context
of Hollywood cinema, it's a way of telling
stories that was developed as far back
as the ancient Greeks. That's really just
to say that it's now pretty much ingrained in us as to how we read and understand and appreciate a good story. One of the very core things that characterizes this way of telling stories is that a good story has
to have conflict. Now if you think about it, every film that you've ever seen in our Western tradition anyway, either has overt conflict
between characters, or it has inner conflict
within the main character. It's simply what drives the
story or the narrative. It's at the heart
of every story, and it's the thing that moves the story along
towards resolution. It's why we watch films. We are interested to see how
this conflict gets resolved. Now, this idea that's at
the core of storytelling, I think relates to the rule of thirds because in
an image or a shot, you have the opportunity
to tell a story, let's call it a measure story. If you have a shot that has complete balance and evenness, say in a binary sense, then this is going
to convey stability, a natural world order, it's going to convey normality
and even convention. Whereas in a frame
that has a slightly off-kilter composition is going to convey uneasiness,
a dynamic quality. It might even convey adventure, and it will especially
convey conflict, and a visually
off-kilter framing or composition is in effect
a division of thirds. Therefore, in this case, dividing your frame up into
three becomes much more interesting than if you just
had it divided into two. Now of course, you can
definitely think of examples that go
against this notion. There's many movies that focus on centrally framed
compositions. I'm thinking immediately of
the movies of Wes Anderson. He will put his subjects very much in the center of the frame. He uses binary setups a lot. But for the most part, just to go along with this idea, in nearly all the films
that you can think of, the rule of thirds plays a
huge role because visually, this rule disrupts
the status quo, and it will make the composition
much more interesting, and it will underscore
or underline the narrative arc or the conflict that's at the
heart of any narrative. Now to work with this
idea in your storyboards, here's an example of
how you might do it. You might have two
characters talking, and you could present the
dialogue scene like this. Here, you're
essentially conveying on a subconscious level anyway, that these two
characters are totally equal in their dynamic. [LAUGHTER] There's an equal
distribution of power. But if you present
the exact same scene like this, suddenly, you're showing the audience that this character here
is more dominant, more powerful, and probably has power over this
other character. Now there are many ways that
you can play with this. You could even present
a scene like this, or you could show it like this. But essentially, the way you frame your shots
is going to give a subconscious idea or another layer of
narrative meaning. Every time you draw a shot, you really need to
be asking yourself, what's the story
point in this scene? What is the underlying dynamic
between the two characters that I'm working with or
that I'm trying to draw? Then when you figure that out, use the rule of thirds to
either play with that tension or to push it even further and to underscore
that story point. If you work in this way, you'll be using composition as a powerful storytelling tool.
20. What Are Storytelling Shots: [MUSIC] Whenever you're
story boarding a script, there are some standard
go-to shots that you use, and we've covered some of them
in our storyboard when we were building out the dialogue
sequence in the saloon. In this lesson, we're going
to go a little bit deeper into why these shots
are so useful. There's what I call
storytelling shots, or you can think of them
as character-driven shots. If you remember, we use
the point of view shot, that's when the
camera is showing us something that a
character is looking at. That can be either
a direct shot of the object or the thing
that he's looking at, or it can be an over
the shoulder shot which keeps the character
still in the frame but just a little bit off
to the side in order to emphasize that the character
is looking at something. Now, here's why the
point of view shot or the over the shoulder
shot is so powerful. In the last lesson, I talked about the
rule of thirds, and I mentioned that one of the main constructs in storytelling is the
idea of conflict. I explained my ideas
around how the rule of thirds can underscore the idea
of conflict in any story. All of our stories have
to have that element of conflict in them which
drives the story forward. Now, conflict always needs
a hero and a villain. There is always a good versus
evil element to conflict. That's the nature of conflict. One side believes
that they are right, and because of that in every story there's a hero
that we identify with. This is known as
hero identification, it's usually just the main
character of the film. For a story to work or to be compelling in any way
to us as an audience, we need to be able to relate to or identify with
the main character, even if that main character
is flawed in some way. Or it's not overtly a hero
like in a superman sense. Even with a flawed
main character, we still have a relatable person going through a relatable
story or situation. The two shots in cinema
that are used to ensure that identification is driven
home for the audience, or the close-up which
I talked about before, and the point of view shot. The point of view allows us
to almost see things from the very viewpoint or through
the eyes of the character. That leads us to identify
with him or her, or at least to see things
from their point of view. Now I'm stating this as a
very obvious thing right now, but in actuality it's a lot more subtle and sometimes
it's even subconscious, but it is one of the most powerful visual
storytelling techniques, so I really want
you to be aware of it and to use it in
your storyboards. This whole dialogue sequence between the sheriff and
the barman could be played out using
point-of-view shots between each of
these characters. We could use an over
the shoulder shot in nearly every panel. If you're using the
point of view shot to show an object that the
character is looking at, then what you want to do when
you're boarding that out is always makes sure that
you set it up first, you motivate that cut, and so, like I did in the storyboard, just have the two characters
looking off screen before you cut to see what the
action is that off-screen.
21. How to Use and Break the 180 Degree Rule: [MUSIC] The 180-degree
rule is actually an essential
convention for you to understand as a
storyboard artist. I'm going to explain its application in the whole
storyboarding process. In this lesson, I'm going
to show you exactly what that rule is and also
how you can break it. Essentially, the 180
degree rule states that a camera has to stay on one side of the action throughout
any given scene. Let's look at an example of
what this actually means. If you have two people
talking and you're just roughing out an idea of how you would
set up that shot, start off by drawing an imaginary line between
the two characters. Now in order to maintain continuity and to make
sure that all of your cuts will flow smoothly
throughout the scene and coherently and make
sense to the audience, you can use any camera
setup that you like or any combination
of shots that you like as long as you stay
on this side of the line. This entire area
is your safe zone. Another way of putting this, or a term that you
might often hear, is that doing this will ensure that your characters
maintain screen side. The red character over here will always be on the right-hand
side of the screen. No matter what the shot is, if you cut to a close-up or
an over the shoulder shot, that character will always be on the right and the
blue character over here will always
be on the left of any shot that you choose
within your safe zone. Similarly, the over the
shoulder shot or the two shot, you'll always have this
blue character on the left. If you inserted a
different shot within this dialogue scene
from a different angle, say from over here, then all of a sudden
the characters will be switched around in the frame and that effect is going to be jarring
to the viewer. The audience is
suddenly going to start asking themselves,
what just happened? Did these two characters
switch places? Or is it in a
different location? Now, this is a very
simple example, but it becomes even
more important when you've got an action
sequence taking place. Like imagine you've got a car chase and the car
is moving at speed. Well, if you change
the screen direction, suddenly the car, which was moving from
left to right is suddenly going to appear that it's
now going right to left, which is the opposite direction. Sometimes that's actually
the effect that you want, especially if you've got a highly dramatic
action sequence going on and you want to make
it look even more chaotic, then you can break that 180-degree rule
and it's going to work. But just bear in mind that for an effective cohesive
flow of shots, try to keep to that
180-degree rule. Let's go back to the
dialogue sequence. Because in something like this, you might actually want to move the camera for a specific reason and show the characters talking
from a different angle, there's two really simple
things that you can do. One of them is that you
simply include a shot that leads the viewer's eye
through a smooth transition. For example, you
just cut back to a wide shot and you show
one of the characters then walking across
the screen to a new position and then you can cut back
to your close-ups. That's going to read perfectly
fine for the audience. The other way you could do
it is just pan the camera, showing the audience exactly the screen
direction that you are changing so pan it from one side of the
room to the other. In terms of the 180-degree rule, it's always a good idea to sketch out a rough
diagram to help you plot your action and your camera moves before
you start to storyboard. Then you can get
into the process of boarding your shots and you won't get lost or confused
about where your line is. It will really help
you to avoid making basic errors that will really jump out in your storyboard. Of course, like any
rule or convention, it's there to be broken or disregarded altogether
but always be clear about what you're doing
and why and always remember what the story
point is of your scene.
22. How to Draw Camera Moves on Your Storyboard: [MUSIC] The last thing
that I want to walk you through in this class
is camera moves. This can be quite tricky and quite a technical aspect of
the storyboarding process. Up until now we've just focused on using straightforward
pans and zooms, but I want to show you how to do some more complex moves and how they would look in the
context of a storyboard. First up, let's cover the most common camera
moves that you have in filmmaking like camera
angles and cameras shots. Each of these cameras move
should be used in order to underscore the story points
at any given moment. Again ask yourself, what
is the story point of the scene and how
can I visualize it or show it in an
interesting way? The first camera move that's
the most common is the pan, and we use this one in
our storyboard a lot. You draw it over two panels like this and you indicate the direction that the
camera is panning. But just note that
a pan is where the camera is static and it just simply moves on the tripod from one side to the other in
order to take in the scene. You could have the
exact same shot but where the camera
itself actually moves from one position to the other and that's called
a tracking shot. You could use that let's
say when you're tracking alongside a character in
the frame for example. Both are the same shot
effectively in terms of how you would draw
them on your storyboard, but in live-action there's a slight difference as to where the camera physically is when
it's recording the shot. Another common pan is the diagonal pan and that's where you move
the camera at an angle. To storyboard that
or to draw it, what you do is put your frames around the area of the
scene that you want the pan again to start and to stop
that straightforward but in this case only put your red lines on
the outside corners. That's just the convention
of how to do a diagonal pan. After the pan you've
got the tilt and again you draw it over
two panels like this, even if you want to go
from top to bottom or if you want to start at the
bottom and move up to the top. A tilt is where the
camera is static. It moves up and down
to get the shot, but it stays in one point. Here I've indicated
the start and stop positions with A and B. But if you wanted to
have a camera move where the camera actually
physically moves up or down, then that's often referred
to as a jib or a boom shot. Again, it's the same shot in terms of how
you would draw it. Just be aware that
technically it's called a different
name depending on whether the camera moves or not. Lastly, let's look at the zoom. This is where you
start at far away and you move closer
into your subject, or alternatively you start with a close-up
and you move out. The arrows that you draw will indicate the direction
that the move is going and you can also indicate your start
and your end frames. A zoom is when the camera zooms closer in just with the lens, and a tracking is where the
camera actually starts off in one position and
physically moves closer into the subject or
to the last frame. Again, both shots look the
exact same on a storyboard. Let's take a quick
look at an example of using all of these
moves in one sequence. The first thing I want
to do is just plan this out in thumbnail form. Let's say you've got a
cityscape like this. You can have a pan along
the street from left to right followed by a tilt or
a boom up to this point, followed directly by
a zoom or a tracking. That's all one shot
basically with no cuts, but I've used three
camera moves and four camera positions:
A to B, up to C, and then the zoom
into D. Now what do you do if you need to draw this on an actual
storyboard template? Because the storyboard template doesn't seem to have that kind of option for creative cuts
or creative camera moves. Well, you can simply move these panels around
as you need to. What I'm going to do is
just delete at these lines, then I'm going to select
and grab this panel, drag it down and now I can draw that exact
thumbnail out over these three panels and it works perfectly for that setup and sequence that I
just thumbnailed. Just to give you an idea of
what this might look like in context so that you know
what I'm talking about, let's say this was part
of a larger script. It could be something
as simple as this. You've got a shot of a character
walking down the street, maybe a close-up
where he suddenly stops and realizes
that he has to go upstairs to his apartment and then you could
cut back to your pan, have them walking along. Maybe if he goes into
the building you could have your camera moving up, and then when he gets into his apartment you could use
your zoom in to the window. It's a very simple example, but I wanted to show
you how you would use that in the context
of a storyboard.
23. Your next Steps as a Storyboard Artist: [MUSIC] I mentioned before
that the entire skill set of a storyboard artist can be divided up into
three main areas; drawing skills, technical
skills, and visual language. Now, if you focus on
these three areas of your art and if you work
to improve each one, then you'll be sure to develop a fully rounded and complete
skill set for storyboarding. Your ability and
your competency as a visual storyteller will only grow and become
more sophisticated. I think that's how
you develop talent. What are the next steps
for you going forward? Here's what I want you to think about over the next
couple of months; make a goal to create a
portfolio of your story ideas. Now you can work on
your own story idea, or you can use an existing
script to develop visually. Your portfolio doesn't need to include a full
length storyboard, I would aim to
have 3-5 sequences that really showcase your
ability to draw action, characters, dialog, and interesting presentation
of shots and camera angles. Also, in your portfolio
along with these sequences, include your thumbnail
drawings as well as your ideation phase or
your brainstorming phase. Also spend time each week to
draw characters and scenes as standalone pieces alongside your finished board sequences. I'd also encourage you
to spend time looking at other artist's work and draw as much inspiration
from them as you can. Check out sites like ArtStation, if you don't know
this one already. There are a lot of
portfolio sites out there, but this one's really good, it has a really high level
of professional standard. Of course, follow
artists on Instagram, that's also very important. Lastly, if you're very keen on becoming
a storyboard artist, I would really encourage you to study films as much as you can. A great exercise is to watch a movie and draw the shots
as you're watching it. You might have to pause
the film and sketch out your shots and then
go back to watching it. But that's the best
way to learn how established directors create
their scenes and sequences. It's a great way for you to get good ideas for your own work. If you're interested in
working for a studio, my advice is research the studios that you
want to work for, follow them on all of
their social platforms. Keep up-to-date with
when they're hiring, even if it's just
for internships. Stay up-to-date with them
as much as possible. If you wanted to
try to get work as a freelancer storyboard artist on smaller independent projects, consider making a profile on
sites like Fiverr or Upwork. All you really need
is that first job, and then once you get that, everything else will
flow from there. Above all, my top piece
of advice is, be patient, stay engaged with your work and your process and focus on
drawing as much as you can. I promise you, the rest
will fall into place. All that's left for
me to say now is thank you so much for
watching this class. Thanks for being
with me here today. I really hope that you
learned something, that you are inspired to
take this knowledge and use it to further your career
and your creative goals. Let me know if you've
got any questions or if you'd like feedback or
advice on your work. I'll be looking out for you
in the project section, and hopefully, in the next class that we
do together. [MUSIC]