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#this artstyle is so endearing like little guy...
gretahayes · 11 months
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Impulse (1995) #58
He’s so cute...
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starryluminary · 4 months
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I forgot how awkward kisses in total drama looked. why do their lips come out like that, they look like tiny sharp beaks lol /lh
Anon I’m thinking it’s because the total drama artstyle is just kinda ugly. I love it to death, I can draw in it near perfectly, its just kinda ugly
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blundergato · 5 years
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Here are some more initial thoughts on Astral Chain now that I’m about 5 chapters in or so:
It’s good, but it’s no Wonderful 101, not even close. I don’t like it as much as Revengeance either.
Don’t get me wrong, the combat is fun; it’s got that level of Platinum frustration where it just makes you feel you’re bad at video games until you finally get better.
But, the first hurdle is that it’s about cops. I’m never gonna like a game about cops more than a game about henshin superheroes. That’s just the breaks.
There are times in the game where you can arrest civilians for doing crimes and I always hate doing it. Like in one side mission, you arrest a graffiti artist. For real?? That’s trash. I wouldn’t do it, except that the game explicitly wants me to do it so I can get the points I need to upgrade my character. I really hate the civilian arrest mechanic because it’s usually just for petty crime shit. 
There’s another side mission where you have to talk to some gang members and they immediately and understandably go “F**K THE POLICE” and try to beat you up. It’s very wack.
Yakuza substories, these are not.
The biggest issue I have so far are the characters. I just don’t care about most of them because most of them are pretty trope-y. There’s a couple that break the mold, like Alicia Lopez, for example. She feels more fully realized than others in the cast and I’ve enjoyed most of her scenes. Olive Espinosa, who gives you your mission parameters (this games Alice MacGregor), hasn’t done a whole lot so far, but doesn’t seem to be a big trope. Same goes for Brenda Moreno. Everyone else though...
The father figure character, Max Howard, just reminds me of the meathead army guy from the blue people Avatar movie. He sucks and I don’t care for him. There’s some other guy whose name I forget who looks up to Max. He wants to be strong and is always training to be strong. He’s a character that watched too much shonen and is not the main character. The main doctor old guy, Yoseph Calvert, is just Ikari Gendo from Eva, though his design is pretty neat. There’s a few others, but they’re all forgettable.
And then there’s Marie Wentz, who I’m dedicating a whole paragraph to. Marie is actually a very likable character. She’s one of the more vibrant characters in the game and provides a lot of the humor. And her design from the neck up is really adorable. But everything else...is just big yikes. She’s the only character in the game (that I’ve seen) that has jiggle physics and it’s AWFUL. Her chest just randomly moves around when she’s talking to you and standing still. It’s unnerving. Also, the way her top is designed, it’s obviously made to frame her chest. FURTHERMORE, sometimes her arms straight up clip THROUGH her chest and vice-versa. It’s a goddamn mess. It’s unfortunate, because she is pretty endearing, but christ her design is...just a mess.
The big problem with a game like this vs. a game like the Wonderful 101 that also has a large cast, is that most of these characters don’t even matter. In the Wonderful 101, even though characters like Wonder Black or Wonder White don’t end up doing or saying a ton, you are still playing with them throughout the whole game. They are still involved in the plot. They still ARE actually doing and saying things. You grow attached to them. Alice and Nelson are in constant contact with you during missions and they feel vital. You get to take control of Immorta’s ship and her character letting you grow attached to her as well. It all works really well in immersing you in the game. In Revengeance, you had constant character banter and you could call in the codecs to get even more. It fleshed out the characters who aren’t actively fighting by your side more.
Astral Chain doesn’t do that at all. You play as your character who is basically the chosen one and no one else matters all that much. They are in missions, but they don’t end up doing anything. You get little character moments, and maybe this gets expanded further into the game, but I have a feeling it does not. Speaking of the main character...
The final thing I want to mention here, and one of the things I wish was different, is the fact that the main character is silent. I hate it and it doesn’t even make sense. The game is story heavy and there are 100% heavy situations where your character should be talking or saying SOMETHING, but they don’t. The dialogue is handled by your twin sibling, but it doesn’t work because sometimes they talk to you and you just stare at them blankly. It rips me out of the game every time. I really don’t know why they went in this direction and it actively hinders the storytelling.
In conclusion, I am enjoying Astral Chain a lot. It’s a beautiful game, the artstyle is wonderful, the world seems well set up and realized and there’s a lot of cool world building to it. The combat feels good (most of the time), and I can see myself practicing to get better (I’m getting so many D ranks, it’s embarrassing).
But the characters, with a couple of exceptions, are an enormous letdown which is really weird for a Platinum game, which tend to excel at making memorable characters and especially at making memorable protagonists.
Anyways, back to that sweet sweet combat.
P.S. Wonderful 101 Switch port WHEN?!
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expshared · 5 years
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a little bit o’ spring anime season retrospective, a little late 👇
I’ve only watched 2.5 series involved in the Isekai Quartet but I was thirsty for Re: Zero content so I tuned in to this. I’mma be honest: this was fun. Crossovers are fun. I really enjoyed seeing funny skeleton man and Goddess of Dumbass interact, and I think equal time and attention was given to all parties involved, and that made it fun, too. It was accessible for someone like me whose knowledge of these shows was only tertiary and even if it had its questionable moments (Darkness I hate you so much), the sum is an enjoyable package. I question if this show could work with any other quartet of isekai heroes because all other isekai protagonists are boring af.
Watching Fruits Basket again makes me realize that I absorbed too much of Tohru Honda into my personality when I was impressionable and wee and never figured out that it was bad. Anyway this was a nice new coat of paint on a beloved series. The updated designs are nice to look at and the care given to the new material is evident. But it is considerably less…fun than the first incarnation and can I be honest? As a manga reader, knowing what I know about how the little love triangle pans out and watching it from the beginning? I just don’t like Kyo like I did when I was 12. Which, uh, wasn’t that much to begin with. Tohru deserves the world and the anime has a lot of work to do to convince me that Kyo can give that to her.
Fairy Gone takes its place alongside The Lost Village for being the biggest waste of time. In its favor: I liked the main character’s design and that she wore pants. Its sins: horrible clunky CGI I could not make out, way too many proper nouns, infodumps every episode, butt rock, a general disinterest in its main cast and their secrets. It expected me to care about a bunch of stuffy old men and their machinations when there were friends-to-enemies girlfriends in the background they weren’t even considering. I don’t remember who the assistant attorney general prime minister of Not-England is and I don’t care. The fact that this gets another 12 episodes is baffling, how anyone could anyone listen to another 12 episodes of dull political cud-chewing is beyond me.
Carole and Tuesday makes La La Land look like a plastic bag tumbling underneath a highway. Carole and Tuesday should win the Oscar for best everything. Carole and Tuesday is the best contemporary musical by a mile. Watanabe has been waiting 25 years just to make this show, and it’s a delightful cross section of everything that’s made his shows successful in the past—the slice of life futurepunk of Cowboy Bebop, the zaniness of Space Dandy, the ensemble cast of Samurai Champloo. It’s a pleasure to watch. I love seeing these girls underestimated and then blow everyone out of the water, it’s a consistent delight. The soundtrack is amazing and everything on it sounds genuine and legitimate—probably because it is. Netflix shouldn’t be keeping this one all to itself.  
Hitoribocchi was a sweet little gem of goodwill. Strange, anxious Bocchi’s quest to make friends with her equally strange classmates was funny, empathetic, and endearing. I love this cast of weirdo misfits and who among us doesn’t secretly hope their friends don’t forget about them when they’re sick oh thank goodness it’s not just me.
Senryuu Shoujo was a little cute, a little funny, a little heartwarming. It’s forgettable but a nice kind of forgettable, where you fondly remember it for five minutes and then move on with your life. It’s a short form series so if you’re in the mood for a quick n’ light shoujo about pining and misunderstanding, this is an easy recommendation.
I think I set my expectations too high for Sarazanmai. I wanted it to be the takedown of yaoi tropes like Yurikuma so gleefully pitchforked yuri tropes, but that wasn’t its project at all. It was Ikuhara’s most visceral work, but also, I feel, his most grounded in reality, which is a weird fucking thing to say about a show wherein three boys turn into kappas to go up the concept of someone’s butt. This was, decidedly, my least favorite Ikuhara title, which isn’t to say it’s bad. It’s just not Penguindrum or Yurikuma. Its scope felt smaller, its commentary less biting, its reveals less….revealing. Stand By Me is a bangin’ ED, though, I will Stand By That.
Kono Oto Tomare suffers from not knowing who its main character is. Surely it’s Megane Senpai, who starts the show off? But it’s not, it’s most assuredly Delinquent Guy, who is the emotional heart of the show and who definitely has something going on with our third main character, Prodigy Girl, leaving Megane Senpai the third wheel. This show just doesn’t start with its feet underneath it—it hobbles along an ungainly fusion of shoujo and sports anime and doesn’t do either tremendously. It does, however, have a heart, and this cast did eventually grow on me and I want to see them succeed. Protip: if your show is about an activity, please feature the activity. There is very little actual koto playing in this show and this is one of its biggest missteps. It’s a serviceable show, but not a great one.
I don’t drop a lot of anime but I dropped Cinderella Nine at episode 5 because it was just too ugly. It was so bad that I began to doubt there was an “on model”. There was just nothing going for it—the character designs were awful, the animation would pass as a power point, and the sportball was nonexistant. Non Non.
Dororo really let me down. I didn’t care for its ending at all, and in fact, sort of felt as if it nullified all the hard work of the prior 23 episodes. Having Dororo and Hyakkimaru part is a terrible decision. Nothing was learned. The payoff was not rewarding. Would have to point to Aldnoah to find an ending in recent memory I disliked more than this one. >:(/10
The show I was most hyped for every week was Demon Slayer. It didn’t start out swinging—Tanjiro’s origin story is unfortunately pretty par for the course in terms of shonen heroes, and the years-long training arc and time skip right after it was not the most inviting beginning. In fact, that’s where I dropped the manga when I tried reading it a couple of years ago. But ufotable makes this serviceable and by the fourth episode or so, I was completely sold. Something I loved about the manga was its unique artstyle and use of patterns and gradients—any other studio would have sacrificed both. Watching a fight scene in Demon Slayer is a joy. Characters ping pong around each other and footwork is fancy and weapons feel dangerous and the techniques look cool and require Tanjiro to puzzle them out. Also, Tanjiro is such a good boy. He drinks so much respect women juice. Every time an episode ends I’m disappointed I don’t have more to watch.
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fine-not-fine · 6 years
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My review of ONE
Hello I’m Andy and I’m going to give my full honest opinion about the things in ONE I love. It’s giving me a lot of hope and something to look forward to. So let’s get into it. Characters: OFF was full of interesting bosses and characters. ONE has even more. Playing as a child is not a new concept, but ONE pulls it off in the best way possible. Doux is the son of Zacharie which is a character we know well if you played or watched OFF. This introduces a familiar element with a new one. This sets an tone of learning, which is vital for these types of stories. The player slides in so smoothly into the situation. Each character is introduced formally, but not completely. Every interaction feels special. These characters are much more than their roles. Doux- I can’t get enough of this child. He has the traits that make him so lovable while avoiding most classic tropes. Doux isn’t subject to being ‘perfect’, but he doesn’t fall into a narrow track of a character must be extremely flawed or extremely perfect. He mannerisms come off as endearing and sometimes encouraging to the player. I’m not even fond of children, but god I love this kid. His intentions are so pure, I can’t help but want to follow. Doux’s large eyes and overall real toddler like appreance helps. It reminds you, you are indeed watching over a child. Doux manages to have a cute overlook despite some otherwise monster-like features with don’t overtake his prime look. Doux can just as easily became frightening, with a look that makes the player startled and beckons a need of carefulness, worrying about Doux’s safety. He becomes scary while still sympathic. Buttons- While a silent character, there is something sentimental about having him on your team. A gift from Zacharie and something just makes me feel like Buttons belongs. There’s not much personality here, but he’s a great companion and I love this little plush toy just being around for Doux. The design is simple but deeply reminiscent of a childhood doll. He stands out enough from normal specters, but fits in alongside them. Blight- This character came at just the right time. He starts off as a merchant and through the game provides a sense of progress. You get to see him in the world’s you pass. He’s not overbearing and shows some honest interaction later on. He’s not exposed right away which is something that happens a lot. Instead his reasoning and expotition are slowly added. He’s the big brother type that was needed. He’s the cynical to counteract Doux’s optimism. This gives the player two views of the world they explore in. Blight also provides a center point on which the world that Doux is unaware of. His design is one of the more complex but fitting. Blight’s design is burned into a feeling of struggle and suffering. He continues on with it regardless, but its very clear. His features all show a much darker tone to the world and one could happen in it. He also manages to very much appear like a mistake when compared to what he was made to be. This becomes him, he’s not a carbon copy. He’s Blight. Which is cleverly shown in small design choices like the longer ears and differencing in face. Viola- God I love this character so much. Her interactions are delightful, like every other character in this game. She’s friendly and has a wit to her that makes her charming. She takes the place of Blight as a merchant. Her story isn’t completely known yet, but it makes her quite the yarn to unspin. She’s a smile waiting every time you go and buy from her. Her all around interactions with the world ake her feel more than just a merchant, which is something I love in this game. Her color choices are spot the fuck on and I love it. Pink and blue stand out on her well, while also having those white and gray tones. She’s so different from the other characters but somehow fits in so well. Her strangeness is captured in her design fantastically. Goutte- This lil fucker was a great starting boss. He has enough connection to start the bat off but not too much to overload the player. Having a boss like this is ideal, as overloading the player in the beginning can leave story telling fuzzy. He had enough in him to make his interaction with you one that was mostly out of anger. Though once defeated the spite is somehwat distilled. This set up a good pathway to more complex and enriching bosses. A very simple design but an enjoyable one.  Chahal- This was a great boss to fight and a wonderful zone. He was satisftying to watch, which the inner workings showing a lot about him before even facing him. His brief moments of talking had clear motive. He seems so relaxed. His possible fear or regret make him quite the character to try and understand. The green in his design is very pleasing visually. It’s very interesting where the option could clearly have been blue, but green is very pleasant. He’s lightly pissed off in a relaxed or cocky form. I enjoy it. Oculi- A very cool and calculating figure that leads into a lot deeper plot. His design mixed with gray/red/blue is very nice. Despite his design he’s not nearly as vain or high and mighty as I expected, but the change is welcomed. He’s even calmer than Chahal. He knows things and I’m all for it.  Hathath- The most plot based boss at the best time. This is were the story is needed most and he directs it perfectly. His zone and him a very much tied together. The horror and his apathy are terrifying and it fuels the plotline well. He’s the boss I want to fight the most. His relationship with existance itself seems to reflect how he believes his zone should be. His full honesty on how fucked everything is, is pretty nice. His cloaked, bandaged appreance always feels as though he’s hiding himself or his real self.  Corpse Batter- Probably the most interesting spin on The Batter I’ve seen. He’s put in a morally gray way. His past crimes aren’t hidden, but he is not empty of all kindness. His design fucks me up too this day and shows so much about what’s changed. His add-ons are literally in his spine. His outfit if very befitting of a reaper type. Laisser- I favor this boy more than I should have. This is the character that effected me most. The way he talks and the way he ends up will eat me alive everytime. He appears lonely, easy to push around, and sad. He gains my sympathy quietly. His need to have a friend made Dopple. This dependence shows up between them, Laisser needing Dopple to have company and complete his tasks. I have a hard time faulting this character. From hair to clothes, I love how he looks. He’s cute and his stitch eye and heart are my favorite things. His hoodie is something I’d want to buy. He certainly seems older than Doux, but he still feels like he’s growing and maturing.  Doppledanger- One of the most fun and confusing characters. He’s fun to meet but extremely terrifying in using truama to try and snag Doux. His whole design feels like a mimic in the best way. He feels and looks like something not quite of flesh. His relationship with Laisser feels split. He cares for Laisser, but has a very cruel way of trying to get Laisser’s goat. His shifting masks and forms are my favorite parts.  Specters/Elsens/Frog people- I just felt like adding these guys because i could. They all feel natural in their enivornments and the have small traits that make them feel live like. They’re really fun for background npcs. Pacing: The pacing in this game is so perfect. Everything is put together so fucking well. It starts with a sense of very light dread which evolves into a sense of desperate hussle. None of the story is spoiled too early and there is enough smaller details sprinkled in. It takes awhile to get to the main plot but each section is full of stepping stones to get to each boss. The stakes get a lot higher as the plot continues. Each zone is different and full of activites and extras that take away from emptiness that a lot of games have, but in a useful or enriching way. Nothing feels rushed into place like someone ran out of time and pushed a zone or event forward. Everything happens in keen order.  Design: God where to I begin? Mostly this will be level design. Adding extra elements to the zones was a welcomed changed. The ice, the park, the extra worlds, everything! Colors are used to an absolute t and it’s beautiful. This game makes usual nasty colors look fantastic. The moving backgrounds in certain places and the added effects are a nice break from the straight and narrow. People seem to want to stick too closely to the original OFF and fear breaking the lines a little. This stuns creativity. ONE expands the world far beyond the original, making it easier to invest in. Most of the puzzles and challenges come in a wide varity and it different ways than expected.
Artstyle: I could kiss ass about this style all day. It’s something very different from the standard and it works well with the themes. Everything can come off as cute or terrifying in the blink of an eye. It’s got a very memorable look and each new scene, object, or character brings out the style’s charm. I’ve always loved Fire’s art. Every character is strikingly different from each other.  Overview: ONE is one of my favorite games. It’s got a lot of OFF like mannerisms while having it’s own story, characters, and style that takes you throught the game. Even if OFF wasn’t really your thing I’m sure you could enjoy ONE.  Every inch of it is decorated in love and I am so in love with it. Explore the world and get wrapped up in a whole new story. Please give the creator lots of love! @chimakiisane has worked very hard on ONE and I completely adore it~ I know I repeated myself a lot through this review, but it’s wonderful and an expirence all on it’s own. 
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thebigladjake · 4 years
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AX2002 - Dimensions Group Project: Storyboard and Script
The Dimensions project is an animation where each 30 seconds, the animator switches. The aim of this brief is to get us to communicate with one another and be able to present a cohesive chase sequence with a clear narrative.
When it came to planning this out, we needed someone to be at the front and set up the narrative clearly. Before anyone could, I put my hand up. I was starting this off, I had the perfect idea that established Vasyl as a strong no-nonsense character and Skip’s more easy going and laid back approach. I knew how to set up these characters, so the rest of the class would know what to do, understand the relationships and mechanics of the characters.
First Storyboard Draft
The first impression I got for an introductory segment was to set up a tense narrative with multiple things going wrong at once. Setting a tone where our characters HAVE to get Guffyn back or it’s absolute disaster for everyone! So, immediately the ideas came flooding in and I scribbled down a rough storyboard. The visuals came to mind first, linking them up with a loose narrative. There wasn’t a definite script yet at this stage.
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So, this animation “begins” with Guffyn opening a portal in time and arriving into a quiet alleyway in the night. Here Guffyn is rather confused, giving the impression that Guffyn doesn’t really know where it’s going. This was supposed to be the ending shot to the whole animatic, where it loops back to the last frame of the film will mirror the first.
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This is where my segment really begins, with Guffyn looking off at the moon for a few seconds before a portal opens to Guffyn’s side with them looking at it in confusion. I always wanted this shot to be the opening shot, have the alleyway there with a little entrance and the moon in the sky.
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A foot zooms through the portal, hitting Guffyn and slamming them into a wall! This violence was to establish a more urgent tone because who would want to stomp on a small cute creature like Guffyn? Not unless it was absolutely necessary, showing the audience that this character means business.
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An aggressive hand came in, grabbing the Guffyn tight causing it to let out a squeak! A huge gun is then pointed in Guffyn’s face, with a closeup of Guffyn’s shock! This was to make Guffyn look that much more innocent and small in comparison to the huge hand and gun. 
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Finally, we see the aggressor, Character A! Not named at the time. Pointing the gun at Guffyn in a POV shot, we get to see their rather intimidating appearance and are only left with vague answers on who these characters are. Then, a hardcut to Character B! Taking out some boxes, the designs here are both simple just to block out the scene and what’s happening. We hadn’t finalised any designs or even discussed them before this, so kept it to know what I’m doing. In hindsight, not a fan of how little Character B is actually in this, and so this was changed in the next scripts and storyboards.
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Character A shoots out a portal to take Guffyn back. This establishes the whole narrative of things going wrong when Character B trips up and accidentally stumbles into the portal, much to Character A’s dismay.
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Seeing a chance to escape, Guffyn transforms into liquid and melts out of Character A’s hands.
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Guffyn then flies into the portal as Character A tries to grab them before they go, but fails... Character A groans saying something like “Not again...”
Summary
This storyboard was a perfect foundation to build upon, the setting was something I really liked and Character A’s reactions where perfect for setting up that there’s more to this story, however this draft has several problems.
My biggest being the portal Guffyn escapes into, would not have been a random dimension as Character A shot the portal, it would have been to go back to the facility which Guffyn had escaped from. Thinking from a story standpoint, Guffyn would have gone back to where he escaped from and Character A would follow, catch them without a chase and also return Character B home without any mad chances between dimensions! This would have also meant that Bee would have to have set her animation in the WTF facility and that wasn’t exactly fair in my opinion.
That was my major problem, but I also didn’t like how Character B hardly interacts and I don’t get a chance to set up Character B’s personality. So, back to the storyboards, I had to find a way where Character B plays just as much of a role in the setup, where Guffyn manages to escape by it’s own rules and an animation that won’t conflict with Bee’s aims and wants in her own segment.
Second Storyboard Draft
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So, working on my problems with the first board. This version actually begins with Character B taking out the trash, the same sort of shot of the alleyway with the walls, entrance and moon in the background. Suddenly, a portal opens up that catches his attention.
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Guffyn flies out and into the arms of Character B, very fast and conveys the impression that Guffyn is escaping. A small level of urgency established as Guffyn takes comfort in Character B’s arms and we get to see that Character B is a kind and caring character...
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While Character B is preoccupied with Guffyn, a gun points into view which causes them to jump and look up in shock! It’s Character A! Looking all intimidating and menacing while pointing an alien device into Character B’s face! Quietly and calmly telling Character B to let go of the Guffyn...
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Character B turns away, claiming that Guffyn is harmless and that it likes him! Character A establishes that Guffyn is actually capable of many things and that it has the capacity to destroy dimensions, not once lowering their gun. Showing how contained and composed they are.
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Character B steps back claiming that it might not want to destroy worlds. As they argue, Guffyn melts through Character B’s hands.
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Character B reacts in disgust, letting Guffyn drop to the floor giving it a chance to escape! I’m quite a fan of how I got to keep the melting effect.
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I’d noticed how flat this might have been laid out, so I decided to do this high angle shot to show the portal forming under Character B. Not only to be visually interesting, but to challenge myself by drawing at that angle. It also shows where the portal is formed and also accidentally brings Character B into the adventure!
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Now alone, Character A reflects on what just happened and simply wonders why their job can’t be easy.
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Character A quickly jumps after and my segment ends...
As you can see, it’s almost the same. However, just simply rearranging certain aspects to make a much more refined film. Elements like Character A being left alone and Guffyn melting away to escape. The violence and urgency much more toned down and in a sense reversed, since Guffyn is all cute and cuddly until it’s revealed that Guffyn can be weaponized. Making him more of a threat rather than make him innocent throughout and making Character A the aggressor.
With this rough draft done, I then began to write a script and create a much more refined product.
Script Development
With my new foundations, I began development on the script and storyboards. This time however with my artstyle in mind and something that will be much much closer to a finished product. 
When writing the script, I had to keep in mind the character’s personalities. Character A, a headstrong, determined figure that has no time for nonsense. Character B, a lighthearted and accepting guy that won’t hesitate to show kindness to the most dangerous creatures. 
With these attributes in mind, I gave Character B the name, Skip. His last name was going to be Anajump because what I was originally going for was a name based on the phrase, “A hop, skip and a jump away“. But, that wasn’t necessary.
Character A became Vasyl, a name in some languages that means leadership and independence. I felt it was important to give them a foreign sounding name since they are an alien.
When I pitched these ideas forward in the group discussions, nobody seemed to object and the names stuck!
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These characters went through a bunch of developments, character-wise and visually. Both Vasyl and Skip had lines where they swore in initial scripts, while it felt in line with Vasyl’s character, it didn’t feel right for Skip, plus it made him less endearing. He just seemed like any old teenager than a kind hearted youth!
Their personalities remained the same, but when the brief asked for a sudden detail to be revealed that changes the dynamic, it definitely got me thinking. A rough idea I came up with was have Vasyl grow a bond with Skip because she knew a relative of his who had died on their adventures, seeing those key traits she saw in them. Specifically in regards to his kindness. And just before they part ways, Vasyl would make a comment like “The boy’s just like you”. This idea was soon shot down as it was a little complicated and to keep characters down to a minimum, I didn’t want to restrict people into including certain details. 
Another idea I entertained was Vasyl knowing everything that was going on while Skip had no clue, so when she first appears it’d be like “Not again! No time to explain, follow me!” This didn’t really work for me and I preferred having them meet for the first time.
Storyboard Development
Now I had names, designs and direction for the story to go in. All that was needed was to rebuild my vision and get it more clearly across...
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So, we establish that Skip is just a regular human with a regular job in his regular routine. Just having him sigh establishes he is a little bored of his usual life.
Skip’s reaction to the portal opens also establishes that the wacky adventures that he will embark on throughout everyone’s animation would be completely new and mind-boggling to him.
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Guffyn flies out, straight into Skip’s arms. Making it seem defenceless and innocent.
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Skip’s reaction to Guffyn is nice, we see his open-mind and kind heart. His and Guffyn’s shock when confronted with a big tall alien woman with an unusual device gives the audience the initial expectation of Vasyl being the antagonist.
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A small pause to let the bizarre-ness sink in, building tension as Skip refuses to answer her. We see Skip takes a few seconds to pluck up the courage to say know.
Vasyl’s gun was changed to look more like a taser and device, make her look like she’s using a tool rather than a weapon.
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Vasyl’s rant and expression shows the audience that there’s more to Guffyn than it seems, maybe it is not to be trusted.
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Taking advantage of the situation, Guffyn melts into Skip’s hands in an attempt to sneak away unnoticed. This is set up into the ending of Alex’s animation, where Guffyn takes advantage of the situation to escape.
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Skip notices Guffyn leaking through his fingers and reacts accordingly! Vasyl jumps back in surprise due to Skip’s sudden recoiling. 
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Vasyl’s attempt to save Skip is the start of their alliance, showing the audience that Vasyl doesn’t want to drag innocent lives into her job.
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But, alas, Skip falls into the portal. Getting dropped feet first into the conflict, Vasyl can only react in disappointment...
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Her casual reaction sets up a drier side to her personality, showing how these unusual situations are a regular occurrence to Vasyl.
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Vasyl jumps in after Skip and straight into Bee’s animation with them falling down. Which further goes onto establish Skip’s kindness and Vasyl’s casual attitude to this situation.
Summary
Being sure in my vision, I simply continued in this direction and made some animatics with test audio. Hardly anything story-based changed from now until my final animation unless it was purely visual. I was really happy with how this turned out and I was even more happy about bringing this to life.
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