BFX_CtrlZ_PITCH_DOCUMENT_REDUCE
Transcription
BFX_CtrlZ_PITCH_DOCUMENT_REDUCE
1.0 THE PROJECT 1.1. Project Name and brief Our project is called ctrlZ and it is based on The Time Machine by H.G. Wells. 1.2 Medium We would be executing the project as a live action and CG integration piece. We have one long continuous shot in the style of the Philips Carousel Commercial which can be seen here: http://www.youtube.com/watch?v=lQ3D4CqHbJM 1.3 Treatment Set in a parallel universe, the piece starts with Z, our agent, starting another day on the job. He walks onto a crime scene and begins to investigate to get to the bottom of what happened. He uses his ability to glimpse into past events. What he sees, is that a humanoid creature burst into an civilian bar and start shooting at innocent people. This would be the most horrendous act Z has seen on the job yet and he ends up by reacting in a way he never has before. 1.4 Relating to the brief In relation to the brief chosen, we are creating a piece set around time travel. We aim to put a twist on how time travel is usually shown and put time-travel, freezing-time and even changing the past all into a 30 second piece. We plan to show each event that happened in the bar at once while the destruction itself plays backwards, lingering in the air, in bullet time. The idea is not that he uses a time travel device and magically gets whisked off somewhere, but that he IS the time travel device and uses it in a professional manner see past events in the current location and, in this rare case, change them for the better. 2.0 THE TEAM We are a team of 6 students and we are called ctrlZ. We are all 3rd year students from the National Center for Computer Animation, Bournemouth University. The team members are: Ross Hildick Ross is currently studying B.A. Computer Animation Arts at NCCA and is a pro modeler. He is better known as “lightning-hands” Hildick and we are referring to the speed with which he models. He also fancies being the director as he gets to tell people off. He also likes to take pictures of himself in a smoky room with a strong backlight so he can show people and pretend he’s giving a lecture. Check out his work at: • http://www.rosshildick3d.wordpress.com • http://www.YouTube.com/RossHildick3d Ross’s Profile: • http://www.linkedin.com/pub/ross-hildick/2b/247/330 Ross’s Roles on the Team: • • Team Leader Director • • Lead Modeler Lead Texture Artist Adam Lowe Adam is a B.A. Computer Visualization and Animation student at NCCA. He is an ace programmer and is good with python and MEL scripting as well. He is also eye candy for the ladies. He is better known as the “white avatar” as he looks like the Navi. His roles also include being the team joker. Check out his work at: • http://adamlowecg.blogspot.co.uk/ Ross’s Roles on the Team: • • • FX TD Rigger Generalist TD • • Pipeline support Software support Jack Bazilevsky Jack is studying B.A. Computer Animation Arts. When he is not making weird faces, he is a very good lighting artist and can work with an impressive range of rendering engines. He also is a talent for cinematography. He is a hard critic and can be a pain with his keen sense of attention to detail. He is just known as “The Russian”. Samples of his work are attached as a PDF Ross’s Roles on the Team: • • • Lighting Cinematography Concept Artist • • • Rendering Modeler Generalist Lisa Huxstep Lisa is the token female on the team. She is a Computer Visualization and Animation student. She is also known as “Monster Machine” because of her ability to create concept art at a blinding rate. She also has mad animation skills. She loves Disney way too much. Check out her work at: • http://lhucko.wix.com/hucko#!home/mainPage Lisa’s Profile: • uk.linkedin.com/pub/lisa-huxstep/43/584/238 Lisa’s Roles on the Team: • • Art Director Animator • • Concept Artist Storyboard Artist Ryan Nicholas Also known as “Father Christmas” Ryan is a top notch compositor. He is studying Computer Animation Arts. Don’t be fooled by his title, no one messes with Ryan! Don’t believe us, look at his picture. Check out his work at: • https://vimeo.com/user4982931 Ryan’s Profile: • uk.linkedin.com/pub/ryan-nicholas/43/569/813 Ryan’s Roles on the Team: • • • Compositing Tracking On-set camera handling • • Matte Painting Generalist Suryanshu Rai Here we have a wild male effects TD... If only he spent more time on socialising as he does blowing things up in Houdini, he might have a few friends by now...Sury is a Computer Visualization and Animation student who enjoys all things technical and has a keen interest in CG lighting and rendering. He doesn’t have a home so he just scurries about the labs at night. Check out his work at: • www.fxology.co.uk • http://i7915372.wix.com/suryanshurai Sury’s Profile: • uk.linkedin.com/pub/suryanshu-rai/32/3a7/668/ Sury’s Roles on the Team: • • • VFX Supervisor FX TD Pipeline support • • Shader support Rendering 3.0 STORYBOARD Shot No: 01 Reference Code: sht_01 Description: Fade from Black. Close-Up. Z crouches down looking at something on the floor below him. We see him wearing a detective badge. Shot No: 02 Reference Code: sht_02 Description: Close-Up. Side shot. Reveals electronic device embedded in his head. Activates the device. We see blinking lights. Shot No: 03 Reference Code: sht_03_01 Description: Mid Close-Up. Girl lies dead and bloody on the floor in front of the Detective. Camera follows as Z stands up. Shot No: 03 Reference Code: sht_03_02 Description: Continued shot. Camera Zooms out from Z, passing over an outstretched arm. Camera reveals a man frozen in time. A bullet pearcing his face having just shot through his hand. Shot No: 03 Reference Code: sht_03_03 Description: Continued Camera Pan. Mid Close-Up. The glasses and drinks behind the bar are in suspended shattering having been hit by a spray of bullets. Shot No: 03 Reference Code: sht_03_04 Description: Continued Camera Pan. Mid Close-Up. A man falls across the bar. Bullet holes are clearly visible across his torso. Shot No: 03 Reference Code: sht_03_05 Description: Continued Camera Pan. Waitress is seen screaming in the background, the tray of food and drink suspended in the air. A man sits wounded and clearly in pain. Shot No: 03 Reference Code: sht_03_06 Description: Continued Camera Pan. Close-Up. Camera focuses on the beginnings of an explosion. Camera rotates a few degrees around this point. Shot No: 03 Reference Code: sht_03_07 Description: Close-Up. As the camera rotates, the explosion reverses. A grenade appears and travels backwards along with the rest of the scene. Shot No: 03 Reference Code: sht_03_08 Description: Continued Camera Track. Close-Up. Bullet moves backwards steadily. Characters in background are frozen in a different pose. Man sitting is no longer wounded. Waitress is walking casually holding the tray. Shot No: 03 Reference Code: sht_03_09 Description: Continued Camera Track. Close-Up. Side shot of bullet. Bullet passes the Detective who is now standing by the bar. Shot No: 03 Reference Code: sht_03_10 Description: Continued Camera Track. Close-Up. Side shot of bullet. He watches as the bullet moves by his face. Shot No: 03 Reference Code: sht_03_11 Description: Continued Camera Track. Close-Up. Bullet still reversing. Man sits at bar. Shot No: 03 Reference Code: sht_03_12 Description: Continued Camera Track. Mid shot. Carmera reveals large, angry alien monster standing frozen while the bullet flies backwards into the gun which fired it. Shot No: 03 Reference Code: sht_03_13 Description: Mid shot. Once bullet re-enters the gun, the alien comes to life, reversing his actions backwards , firing bullets, reverse kicking open the door, leaving the scene. Shot No: 03 Reference Code: sht_03_14 Description: Mid shot. Slight pause once the alien has left the scene. Shot No: 03 Reference Code: sht_03_15 Description: Mid shot. The alien re-enters the scene in real time. Kicking open the door. Shot No: 03 Reference Code: sht_03_16 Description: Mid shot. The alien takes his position, about to begin his shooting rampage. Shot No: 03 Reference Code: sht_03_17 Description: Mid shot. Sound: BANG The alien his suddenly shot in the head. Shot No: 03 Reference Code: sht_03_18 Description: Mid shot. The alien slides down to the floor, dead. Shot No: 03 Reference Code: sht_03_19 Description: Cut. Mid shot. The Detective stands heroically holding a smoking pistol. The characters in the scene look bewildered and frightened. Fade to black. 4.0 SHOT BREAKDOWN The piece starts with an establishing shot of Agent Z bending down and looking at something (unphased expression). You then see a close up profile shot of him tilting his hat and activating his ability. Here begins our main part of the piece, now about 5 seconds in, which is one continuous shot. With everything now hanging in the air, frozen in time, We see a close up of a dead girl's face on the floor with blood that VERY slowly starts to trickle backwards up into the wound. The idea here is that all gore and destruction is in slow-motion-bullet-time and all of the people themselves are perfectly still and frozen. The camera moves up revealing Z crouching over the dead girl (revealing to the audience that this is what he was looking at in the first establishing shot) and another(older male) victim who is receiving a bullet to a vital area. The camera starts to track backwards as Z now walks more centrally into the shot. The camera passes the bar which has shattered bottles. We pass a man frozen in time thrown back by bullets. The camera then tilts left and pans along the bar revealing an explosion which is harming a staff member and a waitress getting shot in the background. The camera (still rolling) then continues left onto a seating area which is also being blown up by the shooter's mounted grenade-launcher. At this point Agent Z speeds up the time reversal (unknown to the audience at this point, is something he is not allowed to do) watching the explosion in the seating area quickly reverse. We see the final explosive-round fly from within the explosion, backwards through the air. The camera closely follows into the chamber of the killer's gun. This is the first time we see the alien. The villain, still in reverse, kick himself back out the door from where he came. Time stops and proceeds to play forwards this time having the villain kicks himself back into the room. Instead of reeking death and destruction, receives a sudden death sentence (by headshot) from our very own Agent Z The contrast in character from the professional & unphased Agent at the start to the (slightly) shaking hate-filled man wielding the gun in the last shot, will hopefully tell the audience that this is not a usual time travel for him and on this rare occasion, felt compelled to take matters into his own hands and prevent the disaster. 5.0 VFX BREAKDOWN 6.0 ASSET LIST Name Description Type Z circuitry The circuitry on Z’s face Character Smashed Face Face of the guy in background behind the girl Character Broken Finger The finger of the guy at the bar Character Man’s Face The face of the guy at the bar being penetrated by the bullet Character Rubble General rubble in the environment. Comprising of glass, broken furniture, concrete from the walls, wires etc Environment Wooden Partition The partition between two stalls to be blown up Environment Bar The Bar needs to be reconstructed and destroyed Environment Wall Sections 2 Wall sections need to be built to Environment cover up the open spaces at the location Grenade The grenade from the monster’s gun Prop Food Tray The tray of food and drink for the waitress Prop Bullet From the monster’s gun Prop Blood From the wounds of the victims Character Gun The gun of the monster Prop Monster The main alien Character Door The door monster kicks in Environment 7.0 ANIMATIC The animatic can be found here: http://www.youtube.com/watch?v=6dN227R_QA0 8.0 REQUIREMENTS 8.1 Software Here is an exhaustive list of software we would be requiring for the project. It would be nice to have access to all of these. However, we are open to working around if the software can’t be made available. Autodesk Maya Autodesk 3ds Max SideFX Houdini Autodesk Mudbox The Foundry Mari The Foundry Nuke Pixel Farm PFTrack Adobe Photoshop Adobe Aftereffects HDR Shop Chaos Group V-Ray Pixar RenderMan Headus UV-Layout Crazybump Next Limit Realflow Autodesk Motionbuilder Shotgun Studio Eclipse 8.2 Production Requirements 8.2.1. Health & safety We will have to make sure that all the health & safety rules are applied and respected, especially in terms of safety of actors, extras and crew and potential risks related to the equipment. A risk assessment will be completed including possible risks related to the shooting location, the equipment and transports. Regarding emergency requirements a safety/first aid officer will be nominated and we will make sure to identify the closest hospital and police station to the location. 8.2.2. Equipment We are listing here more options for the equipment items, due to possible issues with the availability from SISO. 8.2.2.1. Filming Equipment • • • • • Cameras: Canon 5D Camera with Lense, Panasonic 101 Camera & Lens Kit Lenses: Canon DSLR 50mm Lens, Canon DSLR 28-105mm Lens, DSLR Fisheye Lens, DSLR 19-35mm Lens Camera supports: Tripod, Camera Jib, Camera Dolly, VR Tripod Lighting set: Light Probe set, Animation Lighting Kit, Reflector, Generator Other: Survey Kit, Measuring tape 8.2.2.2. VFX Equipment • • • • • • • • Green screen (large) Portable Green/Blue screen Tracking markers Motion capture studio Wacom tablets Smoke machine for acquisition Green sticks Extension Wires 8.3. Transport We will need at least one van, which we should be able to rent from Bournemouth University, to transport equipment, crew and probably local actors on set. 8.4. Actors and extras We will need seven main actors and around 15 extras. We will have auditions for local actors or video auditions if the actors are from the same location as the set one. 8.5. Make up & Costumes It would be good to have a make up artist and a costume designer if possible. Main work for make up will be blood on the victims; whilst costume supervision would mainly be needed for Z character. 9.0 SWOT ANALYSIS Strengths • Visual and technical potential of the project. • Very skilled and various team. Each member of the group excels in a particular aspect on Animation/VFX, which enhances the quality of the production. • Opportunity for research and development of new methods and solutions. • Highly motivated and competitive students, who are up for challenge and for confronting themselves with other VFX/animation artists. Weaknesses • The main weakness is the low budget of the production, which affects the following aspects: o Limitations in equipment renting; o Limitations in quality and availability of actors; o Shorter shooting times on location; o Limitations in make up, costumes and props; • Lack of experience in shooting live action • High level of complexity of the overall project Opportunities • Good material for our show-reel • Chance to win an internship • Possibility to develop new skills and techniques • Chance to experience a bigger scale live action production taking CG requirements into account on set. • Opportunity to be evaluated by industry judges • Opportunity to have our own project to be screened in a known VFX Festival Threats • Highly prepared and brilliant students competing in this challenge • Being not aware of the judges does not allow us to know what kind of style and story is expected 10.0 LOCATION We have already done location scouting and would be shooting in Cornwall in a pub called The Old Shire Inn. The address of the pub is: The Old Shire Inn, Pendarves, Camborne, Cornwall, TR14 0RT We have all the permissions we require to shoot there. Our storyboards for the project are based on the location. We went in to the pub a couple of weeks ago and did a survey and measurement of the location. The shoot will probably last 2 days so we also have accommodation for roughly 8-12 people. The location is nearly 180 miles, a 3 and half hour drive from Bournemouth University. We took measurements of the whole area. Here is the layout from the survey: A Higher quality picture has been included in the submission folder. For the purpose of pre-visualization, we also modeled the location in Maya. Here are some clips of the file: Pictures from the survey shoot: 11.0 CONCEPT ART We haven’t gone into pre-production yet, but we did make a few initial concepts. Here is the glimpse of the overall feel of the design. 12.0 PIPELINE We have developed a rough pipeline for the project. Here is the screenshot of the pipeline: For a better look at it, you can access it here: Link: www.bubbl.us Username: [email protected] Password: Sugarfly1 13.0 PRODUCTION SCHEDULE We have chalked out a preliminary production schedule, the screenshot of which has been presented below: The production schedule can be accessed here: Link: www.tomsplanner.com Username: [email protected] Password: BFX_festival