The Art of Directing & Creating Cinematics
- Mike Hollands, Act 3 Animation
Introduction
Good cinematics can do two main things for a game. The first is
to add to the value of the game itself. To provide a more intoxicating,
immersive, involving experience for the player by deepening the
world in which the player moves and embedding his actions in a wider
story. The second is to provide a hook that will assist with the
marketing of the game.
Neither of these functions is as important as the game itself,
but both can contribute significantly to the success of a game.
If they don't, then they're a waste of money. Your money. Some game
makers take the view that cinematics are just about providing better
quality vision than the game. This is completely wrong!
High visual quality is the LEAST important aspect of a Cinematic.
Write that down. I'm going to show you why it's true.
Games always involve a connected series of events in which the
player creates this narrative by interaction with the game engine.
The narrative created by the player is variable. Cinematics on the
other hand are pieces of fixed narrative. This means that they can
be constructed to have greater dramatic impact by the use of cinematic
narrative techniques as well as higher visual production values
if they are pre- rendered. (the LEAST important thing) When a player
plays a game, they are involved. What involves them is the interactivity,
the playability and interest of the game. When a viewer watches
a movie its not like that. Audience involvement is more passive
than in a game.
This is the secret! The viewer is enthralled by being told a story!
Cinematics work when they tell a story well and when that story
says something appropriate about the game. The story carries the
information, the quality of the storytelling captures the viewer.
Storytelling and Why it is Important
You've probably heard it said that the wheel is the greatest of
all inventions. Not true. Its a pretty neat invention, but nothing
compared to the human race's greatest ever single invention, Human
Culture. An enormous unique abstract artefact comprising Language,
Story, Song, Poetry, Image Making, Dance, Music, that our species
has invented to pass information on from generation to generation.
Its this invention that ensures that succeeding generations don't
have to re-invent that other lesser invention.
Language is the core artefact for passing on information, with
Images, Story, Song and Poetry providing high level mnemonic properties,
informational redundancy and so on. This is powerful and entrancing
and universal to human beings.
Let me hasten to add that these are not the only functions of human
culture in general or of story telling in particular.
Social cohesion, self expression, entertainment are other elements
that may have equal weight from and evolutionary point of view.
But it's the property of stories to contain abstract or even metaphoric
content that I want you to consider.
Once when my son was about 2, I saw him patting the wall of our
house.
What do you think Tom? I said.
A brick house. He said, with an air of great satisfaction. I had
one of those little flashes that parents have, I realised he was
thinking about the Three Little Pigs and the wise Little Pig who
built the house of bricks. Leaping into action as a reassuring parent
I said, There are no wolves in Australia Tom. His vocabulary wasn't
large then, he just looked at me. But his look said to me as clearly
as if he'd spoken the words. "Its a metaphor dad!"
The story of the Three Little Pigs is one of the ways our culture
has warning our offspring about Wolves with a capital W. We don't
have to explain the story, we don't have to tell them the moral.
They achieve that themselves by what I might call direct revelation,
without the supernatural implications of that phrase. When we absorb
a story the way Tom did the Three Little Pigs, we also absorb the
metaphorical implications of the stories content. This is one of
the most powerful aspects of storytelling and has been known by
story tellers from Jesus to Goebels. We like stories because they
entertain us, but they also deliver information, messages, propaganda.
So its very important to get the story right, and to tell it properly.
Cinematic Storytelling
When you tell someone a story, in any medium they agree to go along
with you. They agree to believe what you tell them. This is called
the willing suspension of disbelief. Its an extraordinary thing.
So extraordinary that its tempting to think that its hard wired
into humans.
Stories are told in Cinema using dramatised action displayed as
moving pictures, shots, that also contain sound and music. These
are the elements of cinematic narrative and their creation and assembly
is the craft of Cinema.
A story is a connected narrative. Good cinematic story telling
makes this narrative clear to the viewer by showing a sequence of
shots in such a way that the action and events are clear to viewer.
Clarity is the most important aspect of narrative. Who did what
to whom? How it came about. This is an important directorial discipline.
Are usually essential components of a story. Making them come alive
is crucial and is demanding from a script, performance and animation
point of view.
Stories are structured like this, introduce the audience to a situation,
introduce the protagonists, the characters, build the conflict and
then create a climax usually with action that resolves the conflict,
then wind down the action and wrap up the loose ends. (This last
bit is called the Catharsis). Longer stories might have smaller
versions of this structure inside the overall dramatic structure.
It's possible to create the idea of a story by using dramatic structure
even when the narrative is disconnected.
Think of a curve starting out pretty flat, we're easing the audience
into the story, the curve gets steeper, this is the rising conflict
and action, it reaches a peak, the climax where we resolve the conflict,
then it curves fairly fast back down to the baseline. Now that you
understand the structure watch for it, and for variations of it
in the movies you like. You can learn a lot that way.
Productions are broken up into scenes, scenes into shots. The shots,
created by live action or animation, are sewn together using a variety
of shot changing techniques, cuts, dissolves, wipes, the process
is called Editing or Post Production, to create smooth flowing Cinematic
Narrative.
Cinematic stories are told in shots! Each shot contains a bit of
story and so tells a small story in itself.
When making shots its crucial to understand how the shots will go
together in the finished piece. How they will cut together.
One example of how a bad cut can spoil something is called a 'line
cross.' That is, a cut which crosses the line of the action. It
happens like this.
Visualise a shot where a train enters frame left and moves across
screen from left to right. Now imagine we cut to a point of view
of the train from the other side of the train track (which is the
line of the action). In this view the train now appears to be traveling
from right to left. What we have done is create confusion in the
mind of the audience. Is this a different view of the same train,
or are there two trains traveling toward one another? What the hell
is happening? Suddenly the audience doesn't know, and so the story
telling has fails!
Much of the craft of cinema is concerned with the simple idea that
the audience must understand the story.
How did that person get into the room when they weren't there in
the previous shot?
How did that person haul himself over the edge of the parapet?
How did that car overturn and bust into flame?
How do we recognize characters from shot to shot?
Why are things different in this shot that the previous one?
These are the mechanical problems of cinematic story telling and
unless you get them right the story will not get told.
The second aspect of shots is to creative and is to do with how
we use the shot to reveal something to the audience. Our solution
to this depends on the drama of the situation we are showing. Sometimes
you want to show something as clearly and simply as possible, violent
action for example often needs to be shown in this way. Sometimes
you may want to use the camera to reveal something about the environment,
so you may use a camera move to do this. Sometimes you may wish
to enhance the drama of the situation so you use an extreme camera
angle that that forces the audience to look at thing in an unusual
or striking way.
Framing shots and the use of moving camera are the way in which
a director forges a unique style.
For example the great mid 20th century John Huston said that he
moved his camera as little as possible, and then only when he wanted
to show the audience something about the situation they couldn't
see with a static shot. This suited Huston's very dialogue based
work. It can look a little stodgy when the performances are less
than great.
Brian De Palma by contrast moves his cameras with wonderful skill
and involves his audience far more in the environment of his movies
than a director like Huston does.
Cuts Dissolves, fades and wipes are all techniques for changing
from one shot to another. They work in certain ways and differ from
one another in their narrative effect. Cuts feel like they join
together different views of unbroken sequential pieces of action,
wipes create transitions between shots taking place at different
locations or at different times and dissolves usually indicate a
lapse of time. Fades are a bit like dissolves except they indicate
pieces of disconnected action.
Its important that characters come alive. This is partly a matter
of animation technique but also of direction. Characters succeed
or fail on how well they are animated. The animator here is the
physical actor, marrying his performance to the voice.
Disney animators developed the techniques which make an animated
character look alive.
is the most important
of these. This is the name given to the way that the eyes and the
head of a character must lead or anticipate its actions. It creates
the sense that a character is not an automaton, but is driving its
body from the brain that resides behind its eyes.
describes the way
limbs of a character should elongate or compress along lines of
action in a way that suggests a volitional biological structure
built of muscles and ligaments.
is the effect of applying slightly
fluid secondary motions to a character that tells us we are watching
an organism not a mechanism constructed of rigid parts.
Those are the basics of character animation. On top of these must
go the finer details that create the performance of the character.
These things can be mapped out and put into a bible, firstly by
the director, but then added to by animators working on the character.
Always keep in mind that the character animator IS the actor!
This is the framing of shots, how interesting and dramatic they
are and how well the lighting creates the mood required by the nature
of the action, how the camera moves. It is sensible to have animators
who specialize in doing this, even if the director works things
out in advance.
How convincing the animation is is more important than how impressive
the modelling and texturing, special effects and rendering are.
All these things do contribute to the overall enjoyablity though.
Music & Audio effects are very important to any movie and game
cinematics are no exception. You can indicate a great deal with
sound, especially about things you can't see.
Gravel crunching underfoot, objects hitting the ground out of shot.
Music has tremendous emotional impact, setting moods increasing
tension.
Examples
So, the first thing we see are all those tell tale fades to black
between shots that tell the viewer straight away that there's no
story. That they're watching a discontinuous narrative. Immediately
you begin losing their attention. Its not interesting or involving
and it won't sell any games. The production values are pretty uninspiring
too, good old lens flares, but you could have forgiven that if a
story were
involved. This won't make anyone's experience of the game more intense,
or sell any games. It was a waste of money.
This has much higher production values and is altogether a better
piece. We still have an discontinuous story, those fades to black
again, but its structured properly with introduction, rising action
and climax, so it feels like we're getting story even though we're
not. Too many graphics and too much exposition by voice over. Exposition
is when you tell somebody what's going on instead of showing them.
Its bad writing. It's a trailer though, and there's a tradition
of voice over with trailers as well as picking the eyes out of the
action without giving away the story. Also to be fair its probably
built out of in-game cinematics.
On the plus side, good cinematography, terrific animation, great
models and textures, great sound track. This one will sell some
copies.
This is an in game piece from Warcraft 3 and it's a good example
of how good something like this can be. The story is properly structured
within itself. It cuts well, the shots are powerful, the animation
great, the rendering excellent,
models and textures wonderful. This kind of thing will really enhance
the in game experience.
Its not perfect though.
Hokey dialogue.
The guy who gets killed should be a smoking ruin, instead just seems
to have a bit of a cough and appears to die of emphesima.
And there are those old cliche voices again.
How to make Cinematics
Start by writing a brief, not only so the creative team have something
to go on, but so you have a yardstick to measure what they give
back to you.
Think about the job the cinematic has to do. Here are some possible
examples. To play on a monitor in a store to interest a potential
buyer. To set up a framing story for a player at the start of a
game. To create embellishing 'reward' sequences when players achieve
things during a game. To create transitions between levels.
Of course you may want the piece to have more than one function.
If so, prioritise them. Spend most of your money on what is most
important.
Content will come mostly from the game itself. The writer will
need a full briefing on the nature of the game, what its unique
features are and so on. The writer will also be creating unique
content so if there are proscribed features, violence say, the writer
needs to know.
There are a number of sets of responsibilities in movies production
that you should consider for your own productions. Just because
your production may be smaller than a movie doesn't mean these responsibilities
go away. Think of these sets of responsibilities as hats. They carry
the following titles.
The producer is responsible for everything. Everyone reports to
him. He evaluates everyone's contribution, he hires and fires, he
is responsible for budget.
Get a Writer. I've been talking about 'the writer' because you
need one. Its very important that you have someone who understands
dramatic structure write your story for you. Its also more efficient
to have a third party walk in and do this.
The writer writes the story, but is not the teller of the story.
The director is responsible for actually telling the story, for
the performances, for the action, for the drama, for the shots.
Its possible for one person to wear all these hats. I've frequently
done so myself. But it is important to make sure that all these
responsibilities are carried by someone.
Storyboarding is crucial to efficient production because it makes
the animators work easier. Director and producer should both oversee
storyboarding because this is where the primary decisions about
how to tell the story with shots are made. Most of the direction
in an animated production takes place during this process. Don't
just give an illustrator a script and tell him to come back with
a storyboard. You might get nice shots, but you won't necessarily
get the creative component of visual story telling that you want.
Budget is of great importance in cinematic production as it is
in every other part of the games industry, or the entertainment
industry in general for that matter. You don't want to spend more
than you have to accomplish your goal, you also don't want to spend
so little that you can't achieve your goal. Writers have no idea
about budget. They need to be given parameters. Here are some to
think about.
- Action is expensive.
- Big complicated action is very expensive.
- The more characters you have the more expensive a production
will be.
- Long complicated shots are more expensive than short simple
shots.
You will have noticed that I am continually using terms from Film
& TV production to describe roles and activities. This is pretty
understandable I think, given the similarity of the beast under
discussion.
It is worth stopping to consider this model in more detail.
Game developers tend try and do everything in house. There are indeed
some things to be said for multi-skilling. However the reason generally
given for keeping things in house, namely that it's 'cheaper' does
not bear closer scrutiny.
The creation of cinematics requires high skill levels, as do other
aspects of game production. However cinematic production is a smaller
part of game production than the production of the game itself,
and cinematic production occurs over a shorter period.
The expertise required to produce a cinematic becomes cheaper if
it is spread over lots of productions, but more expensive if it
is kept in-house and restricted in production.
The model used by the Film industry works by spreading expertise
over a number of productions. The way it works is that the Film
Industry as a whole supports a bunch of expert service suppliers.
Directors, D.O.P.'s, Gaffers, Make Up Artists, Musical Directors,
Sound Engineers, Film Crews and so on.
A Director of Photography might work on two films a year for example,
but for different production companies. This means that a single
production doesn't have to provide him with a years income, which
it would do if he worked in-house for one or other of the production
companies.
This in turn means that the industry as a whole supports fewer
crew, because none of them are being paid for idle or unproductive
time. The industry therefore runs much more cost efficiently than
it would if all the production companies ran expert services like
this in house.
It also means that when you can afford it, you can have the best.
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