DIE-STORYBOARD

Based on the content and the rough drawing in the last post I detailed a bit of the storyboard to shape this story.

It has been iterated many times in the storyboarding.Start off with some simple sketches of little people.

scene1
scene2
scene 3

But this was clearly not enough as, unlike film or ad production, there is no way to show a 360 degree angle view, so I did the next step of storyboarding in tiltbrush.

version 0.2

scene 1

Although the 360 degree view is shown, it is also cluttered and incompletely annotated, and not well presented in the screenshots.

So I’m going to try again with the built model and import the scene.

version 0.3

Various bugs were encountered in the process of importing the models. But finally I made it.

scene 1

At first there is nothing but a series of flashing lights to guide the way, then slowly the view becomes clearer and an interior corner appears, as you walk towards the corner many windows appear one by one on the wall, the windows gradually open and many optical fibres shine through the windows to inside.

Once leave the room, what appears in front of you is a long and endless corridor, the corridor is above this rotating frames. Vaguely can see the end of corridor has a bit intermittently shinning door. Each frame is a memory of the play. At the end of the corridor is an unknown space.

Once enter the first frame. Triggered all the frame start to rotate.

A.there are leaves falling from the celling,breeze blows.

(Sound)The sound of the breeze

blowing through the leaves

B. Couch and cabinet table are hanging in an upside down way on the frame, leaning on the small scrap of wallpaper looks like 19th century furniture. The whole frame rotates follow the other frames’ speed. Decorative paintings that should have been hung on the wall were hung upside down beside the couch.

(Voice mixed)

” I lost my key “

“I lost my wallet”

“I lost my mind”

C. Teddy bears and the blocks were scattered on the carpet, and everything was hanging from the ceiling like anti-gravity.

D. The chairs and clothes were hung on the wall in anti-gravity, and the dog was dutifully resting on the floor.

PROBLEM:In this scene , because i design the sequence of animations , so the tiltbrush can’t fully pressed my idea, so I think I am gonna remake this one in a different way.

scene 3

At the end of the corridor is a figurative scene. When the player entered the room.

(Voice)

There is no word what everything dissolves 

The lights pour in

Reaching to the floor

Finding its way from deep within

(Sound)

There is the slow sound of water flowing

Into the room is a room full of future sense. A chair, a platform surrounded by flowing water, like a great viewing spot. Behind it is a huge geometric backdrop with some kind of metaphorical meaning.

Players need to move the slate in order to walk to the viewing position.

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