Posts

Showing posts from February, 2021

Script to screen influence maps

Image
 Here are the influence maps for my script to screen project. I did one for the Bunker, one for the car and one for the vines. I originally was going to do a influence map for the gardener as well, but I felt is wasn't necessary in the end as there wasn't really much that I'm getting inspiration from for her design in terms of images that can be put into an influence map.  Bunker influence map Plants influence map Car influence map

Final script (Version 1)

 Here is the first version of my final script:  Currently, the script includes next to no sound directions, as I'm not quite sure what sounds I want to use in my animatic. Once I've started to storyboard and I have a better idea of what I want, I'll come back and edit in the sound directions.

First rough script / storyline draft

 This is the first rough draft of my script. I plan to get some feedback on it then tweak it.   Starts with Gardener travelling through barren, nuclear war-torn landscape on ‘car’ (like an army vehicle mixed with a robot – Has arms for moving rocks and collecting samples, sample pots, etc.) Gardener looks down at Tablet with info about the nuclear bunker (seed shed) on it. (info on tablet: LOCATION: Random co-ords, PURPOSE: seed storage BUNKER STATUS: Unknown, An image of the bunker in pristine condition)   Gardener arrives at the bunker, finding it in ruins. There are strange vines growing on the ruined structure, which gets the gardeners hopes up (i.e., their expression goes from stern to slightly excited). Upon closer inspection using a botanist book, they appear to be a mutated version of Ivy- Thicker Tendrils, spines, glowing patches. The Gardener takes a sample anyway and drives into the ruined base. Vines move ever so slightly in the background of driving scene.   The

Story development

Image
 Since last week, I've been working on tweaking the story of my animatic based on the advice Justin gave me. He suggested that I envolve mutated plants in the story to make it more unique, so I went about changing what I already had to add the building suspense that I felt the story was missing. I started to do this with another mind map exploring the ideas I had about the mutated plants:  I then went and wrote up the first rough draft of the script / storyline which I will put in the next post.

Basic storyline & rough Bunker layout

Image
Earlier this week, I finished working on the first draft of the basic storyline for my animatic. This is me expanding on the plot idea I came up with last week, which was ' A gardener travels to a ruined seed shed (type of nuclear bunker) on her wasteland/ruin exploration vehicle in search of viable seeds'.  I wasn't quite sure how to write a full script for the basic plot idea I had, so I decided to make this more detailed outline of the plot.  After outlining the storyline, I decided it would be a good idea to create a basic floor plan for the bunker with all the areas that would be a part of my animatic.   This is by no means the final version of the floor plan, but it will help me to visualise how the animatic will play out.

Script to screen brainstorming

Image
  This is my beginnings of formulating a story for the 'from script to screen' project. For this project, we were given a, prop, a person, and a place which we have to create a 2 minute animatic from. I was given a Car, a Gardener and a Nuclear Bunker. I started out by brainstorming what each part of the story could be, along with the time period and setting of the animatic. Once I had done that, I came up with a couple of plotline ideas that I could work on.  After discussing it with Simon last week, I decided that the idea in the bottom right was the best that incorperated each part of the story (the Gardener, the Bunker and the Car) in a way that made sense.