1. Pre-production
Posted on 22 June, 2016 in MDU115
Pre-production is the first stage in the 3D production pipeline, which doesn’t make it any less important than the following stages, in fact it is often the most important. Pre-production is often the ‘backbone’ of 3D projects, it covers concept art, story boarding and many, many discussions with the team of the project. To have a production, there must be a main idea, the centrepiece of the project that needs to be explored through pre-production. Concept art is one way in which ideas can be explored. During the beginning of the very first ratchet and clank game, there were 40 people in the studio “focused on bringing (the) idea to life” (Fiorito, J. 2010). Dave Guertin, an insomniac character artist brought around some early concepts for ratchet and clank, while ideas are tossed around between artists and producers, the characters evolve until they are agreeable upon, its interesting to see how the characters progress from the original sketch.
Original concept for Ratchet by Dave Guertin (Guertin, D. 2000 – character artist).
Source retrieved from: http://d3cw3dd2w32x2b.cloudfront.net/wp-content/uploads/2012/04/ratchet_1.jpg
Ratchet’s character progression by Dave Guertin (Guertin, D. 2000 – character artist).
Source retrieved from: http://d3cw3dd2w32x2b.cloudfront.net/wp-content/uploads/2012/04/Ratchet_progression_sketch.jpg
Meanwhile there were environment artists working on creating a world the characters would fit into which is an important relationship between character and surroundings. Pre-production is where the movie or game will bring about a set of visual rules that must be followed to give the project consistence, and flow. In ratchet and clank they have a sci-fi, retro style (Fiorito, J. 2012) portrayed throughout the entire series which gives the name identity.
Early sketches by Chad Dezern and John Fiorito.
Source retrieved from: http://www.insomniacgames.com/ratchet-clank-10-years-of-concept-art/
Concept art isn’t the only faction of pre-production that needs to be discussed, story-boarding is another important feature. A storyboard is a bunch of ordered sketches and drawings showing the key frames and events in a comic-like fashion (Gulati, P. 2010), they help to develop a smooth sequence of events throughout the timeline. It gives a perception of timing and camera angles (Willett, N. 2010) that creates a momentum in which the audience or player follow. The storyboard is where the ideas have all been laid out to fill in the gaps, creating the final story that can then be referred back to throughout production as a visual reminder of the original plan and intention (Gulati, P. 2010). After the storyboard has been finalised and approved, layouts, model sheets and animatics can be created. Animatics can be used in animation to give an improved perception of the timing of the scene, and the accuracy of the motions.
References:
- Gulati, P. (2010). Step-by-Step : How to Make an Animated Movie. 3D & Motion Graphics Envato Tuts+. Retrieved 27 June 2016, from http://cgi.tutsplus.com/articles/step-by-step-how-to-make-an-animated-movie–cg-3257
- Fiorito, J. (2012). Ratchet & Clank: 10 Years of Concept Art – Insomniac Games. Insomniac Games. Retrieved 21 June 2016, from http://www.insomniacgames.com/ratchet-clank-10-years-of-concept-art/
- Willett, N., Lee, I., & Castaneda, O. (2016). Animation Production Pipeline – Nora Willett. Physbam.stanford.edu. Retrieved 18 June 2016, from http://physbam.stanford.edu/cs448x/old/Animation_Production_Pipeline_(2d)_Nora_Willett.html














































