Wednesday 31 March 2010

More Storyboards!



As we've spoken about the sound needing to be upto the standard of everything else etc etc i've taken the liberty of buying us a juicy pack of sounds, music etc for Beau to play with. ALL ROYALTY FREE!



<3 Mat the prat

(By the way, the storyboards and the set design look F")£ing W*^Ktastic!) - Amazing

Saturday 27 March 2010

France Town Square Set.

Hey guys, ive modelled the town square for the part at the end where there all together. Here are some really quick renders in Maya, its not textured yet but ive modelled everything to give you a feel for it. lemme know what you think and whether you want things adding/changing. im going to model the other two sets too and then once their done ill start texturing!
Anthony







Harbingers Action music

Hey, I know it's repetative so tomorow I'm going to lay down some melodies over top to spice things up. I think this is a solid foundation though :)

Lemme know what you guys think!

Friday 26 March 2010

Music Video! Pre-action sequence music.

Music Thus far

Hey guys, been working on the music all day today, I've made some pretty big changes to the score and taken into account timeframe.

To start, Ive decided to remove drums from the track ONLY while hollenbauer is speaking. I felt that having a drumbeat in the background will only make hollenbauer more difficult to hear, the only reason drums sound good on "Mein Herz Brennt" is because theres singing overtop. To have hollenbauer lay down this epic speech over drums would just be plain weird.

*note* that doesn't mean it's going to be any less awesome!

Second, I've written the music to start from the begging of the whole video, not just the cinematic, basically while "Soloman Ink" is being flashed on screen there will be music over that, the music then merges into the cinematic music just as the video does. I found this adds fluidity to the video and makes it look much more professional.

So far that's it for notes (I think). Here's the timeframe im currently looking at.

0:00-0:20: "Soloman Ink" intro music

00:20-01:00: Hollenbauer opening

01:00-01:31: Vespillo Venice

01:31- 02:03: Anastas Alley

So basically, with the music, all the pre-action sequences will come to a solid two minutes. Since the action scenes comprise of mostly fast, exciting footage, I would estimate that the entire action sequence, start to finish, will probably need about 25-35 seconds of music. Leaving silence at the end to emphasize the hammer smash and ending title.

So basically, if we use what I've done so far as a guide, we're looking at a two minute and a half to three minute cinematic. Which I think is awesome :)

Please feel free to text me or leave comments if you have questions ect. and I'll keep ya'll posted.

Thursday 25 March 2010

Sales pitch ideas.

Hey gang, here's a few ideas/examples for the sales pitch blurb for the project. Feel free to mix and match words or add your own if you think something works :)

This first example places an emphasis on selling our cinematic as a game. Also includes some emotive language to show theres a story.

Three distinctive characters, each with their own playstyle and abilities. Control time, spread disease and cast magic as you play your way through an epic campaign of adventure, action and bloodshed. Utilise unique abilities to harness the power of the harbingers and destroy mankind, one mortal at a time.

For the next example I've gone for the badass factor. Lots of emphasis on story and description to really push the boundaries of our cinematic story. This pitch is used more for advertising the Cinematic itself rather than the game.

A time where man no longer fears what lurks in the shadow.

A time where nightmares stay in mortal minds, locked away from the outside world.

Three beings now arise from the ashes of a dark past, hell-bent on ringing in a new dawn of chaos.

That time, is now.

The broken cries of the innocent will be painted in blood on the barren soil of the destructed world...as the harbingers go forth and shroud the world in darkness.


Finally, This example is somewhat of a hybrid of the first two. I tried to convey story and badassness but also push the idea that it's a game.


"Humans know nothing of suffering.

They will soon enough..."


Wreck havoc and chaos as three distinct characters using their terrifying abilites to destroy mankind. Play as a time-controlling behemoth, a withered old plague doctor or a hellspawn witch with a grudge.Either way, heads will roll and screams will pierce the sky. Using intuitive battle systems and detailed customization options you can harness the power of the Harbingers and be the iron grip around humanity's throat.


Harbingers.

Tick tock.


Feel free to post suggestions comments and get back to me :)


Finished Script

Time.

The only constant in this chaos we call existence.

I've seen entire kingdoms fall in the time it takes for one of your pathetic race to blink.

The sands of time...pour into wounds that go beyond the flesh. Pain is momentary but time will burn at your very soul.

I was banished, thrown from the halls of the makers and forced onto this forsaken "earth", locked in my own suffering. My fate and that of the world will be forever entwined; written in the pages of time for the heavens to read...

and the gods will weep for their failed creation, for the domain of humanity will soon have a new warden.

But I will need help...

[Cut to Vespillo]

A man who disturbes the slumber of the dead, damns his soul to rot with them.

Once a great force for good, this broken shell of a man shall be a beacon of pestilence, and bring forth a new dawn of chaos.

If the chill in your spine had a voice, it would scream...

Vespillo.

[Cut to Anastas]

Witch.

Heratic.

Blaspheme.

Abomination.

She is all this and more, the embodiment of all that is twisted, and with her comes the fury of her coven, strapped to the pyre of her seething hatred for all.

...Hell hath no fury like a woman scorned.

Anastas, the Bonecaster.

[Cut to black, silence]

If armageddon rides, let death hold the reins.

[Action sequence/Harbingers logo splatter/"coming soon" release date]

*Evil laugh*

Tick Tock...

Sunday 21 March 2010

Front on.















Just an example of the face from the front, for example when he lifts the hammer at the end.
(Just to show that you won't see the roof of the mouth during the trailer)

Hollenbauer so far.

Saturday 20 March 2010

Just a test on water in maya, apart from the amoutn of movement what do you guys think? I'm going to calm it down alot.



It's actually this quality before upload:













<3 Mat

Friday 19 March 2010

Venice So Far!





Hey! ive carried on developing the venice location, It needs a few more buildings in the background and stuff, bit more detail and then obviously the bump maps! but i think with water this could look really cool. Let me know what ppl think and if they want things adding/changing etc etc! I hope this video works, it was literally just to try and show you a feel for the composition:)



I will continue with this for thursdays lesson and by then it should be done! I can start working on more sets next week too, Hope you all have a great weekend!



Anthony



























Venice Further Work!

Here's just some more development to the venice scene!











































































Anthony

Venice Start.

Hey guys! just some work for the venice location!:)







































































Anthony

Anastas Location, Textured floor.
















Hey Guys, some of you have already seen this but I thought I would put it up anyway!
Anthony

Logo designs!











Hey, these are just some rough concepts for "The Harbengers" Logo. Write what you don't like and what needs to be changed!

Tuesday 16 March 2010

Anastas - Final Screens Shots

The only thing i don't like is the hair, comments about hat and if anyone wants other details in it.








Friday 12 March 2010

Location Anastas Further Develop!

Ive Been working on the location for Anastas more and here are just some screens! it will definitely be about finished for monday's session!!





































































Anthony

Location Anastas Start.

Hey guys here are just the screens i showed you in the session!

















































Anthony

Update!

Sup fellow harbingers!

I've been working on the sounds for hollenbauers voice. I have a quick sample to show you guys, although I don't think its what we're looking for so I e-mailed Ron (creative sound practise tutor), showed him the Ashbringer video and asked how I go about creating something similar. Because he's so sound, he explained what I need is something called reverse Reverb. This effect is what causes a sort of "build up" of creepy voice before the proper voice actually speaks (if you've seen the ashbringer video, you'll know what I mean). So basically, on monday, I'll show you guys that test that I did, then I'll work with ron later that day and he'll hopefully help me out with the reverse reverb. Once I have that effect down, the rest will come easy and Hollenbauer will sound EPIC

Also, spoke to mat on the phone and he mentioned a bunch of stuff for me to do for monday. I can't remember everything we spoke about but I know he mentioned a group logo and a harbingers logo. I personally think the version Mike did was awesome and I dont really want to lose that "splatter" effect. Im happy to play with fonts and design my own lettering (was thinking of just scanning the image of my lettering in and placing it over the splatter?). Mat was saying that "harbingers" was difficult to see while being black, so what colour were people thinking? Also, the logo at the end of the cinematic sort of fits in with the narrative of the scene, I.E. hollenbauer slamming his hammer at the audience. So do we still want some sort of "bam" effect on the logo or are we changing it?

Finally, in regards to the hammer and staff. I showed you guys a page of hammer concepts and we decided we liked the one with the "unveilng-partchment-handle" sort of thing, I then redrew that design and gave it to mark. So whats happening with that? Or were you guys looking for something else?

Also, I showed some staff concepts last week and Mat said he liked the idea of a glass vial on the top of the staff (possibly with a human skull in it?) again, do you want me to develop those ideas or just think of something else?

Also, if mat or whoever could just post in comments what you guys want me to do I'll get started.


P.S. The scanners were giving me a hard time, either im retarded and dont know how to use one or they're not working properly (im betting on the first option). However, I think we have a scanner at home, if not, I'll just bring everything I did over the weekend on monday and you guys can tell me what you think. Sorry if this is a pain.


P.S.P.S Sorry for the essay chaps, I've just been a little confused about what you guys want.

Friday 5 March 2010

Protius Mask

Hey guys just an idea, ive done 2 differnt renders of the mask, the first is cut at the cuts, so it stops halway through the second face, i was thinking maybe something liek that or maybe model some drips, like the mask is slighly melting away. the other is a 2/3 done model of the entire face, i just think the 2 other faces get strange after the nose section. comments please.










NEW UPLOAD: - Dripping mask