Working with Previsualization Elements

If you are familiar with storyboarding, which is a series of fast drawings done to convey an idea or depict scenes and movement, then you are familiar with previsualization elements.

Previs elements for short, are widely used in the entertainment industry for movies, games and graphic novels. A director will typically work with a storyboard artist to roughly work through a scene, and then those previs elements are used by the development team as guidelines when working towards their individual goals. The game I am currently working on is called The Great Fleece, and here I will share some directors notes for one of the scenes. These notes will help me compose cutscene shots for the Get Key Card scene, and give me the confidence to know what the director is looking for with these shots.

The first storyboard shows the desired initial camera shot, as well as the direction to pan the camera. There is also a verbal description to go with the artistic elements. I know that I need to show both actors, as well as a decent amount of the security desk. I also know that the camera should start behind Darren and move up and left along his left shoulder.

The second cut scene tells me that the camera will need to pan down to show Darren grabbing the key card off the sleeping guard. I am free to focus on the hand grabbing the card and can zoom in enough too not worry about the actors faces.

After successfully grabbing the key card, the camera needs to pan up again, and maybe pull back a little to show the victory in Darren’s eyes after his sneaky success.

Now that I have a clear vision as far as what the director is looking for with these cutscenes, I can comfortably begin preparing the camera shots.

Thanks for reading, and I hope to see you in my next article where I will use timeline in Unity to get started with these cutscenes.

I am an artist and musician, that is currently diving headfirst into game development with C# and Unity3D.