Asturmas Studios - Storyboards
Samples of Storyboards.
Featured pictures
The Types Of Storyboards I offer:
Style Sheet Copyright 2013 "Americas Most Wanted"
The Process...
The Process...
BOIAN: Meaning "Battle," Hence "Warrior." Copyright 2013
The Process...
Media Kit Facebook Cover
Media Kit Facebook Cover
Villians....
"FRONTIERS" Concept Art Written by Geoffrey Ashley
Concept Art for "Spy Game" Copyright 2013
"Ravenz" Concept Artwork by Anthony Sturmas
"Ravenz" Concept Artwork by Anthony Sturmas
Concept Art by Anthony Sturmas Copyright 2013
Rogo (Age 07) - Humanoid
Rogo (Age 19) - Humanoid
"Who is that Girl?" Style Sheet By Anthony Sturmas Copyright 2013
"Who is that Girl?" By Anthony Sturmas Copyright 2013
"Who is that Girl?" By Anthony Sturmas Copyright 2013
"Who is that Girl?" By Anthony Sturmas Copyright 2013
"Sarah Rogue" Concept Art by Anthony Sturmas Copyrgiht 2013
"Sarah Rogue" Concept Art by Anthony Sturmas Copyrgiht 2013
"Facebook Junkie" By Anthony Sturmas Copyright 2013
"Jack The Ripper" Concept Art by Anthony Sturmas
"Ghost Ship Red" Concept Art by Anthony Sturmas
Final "Ghost Ship" Concept Art by Anthony Sturmas
Johnny Games Concept Art for Charlie Boy Productions
"AK Charlie" Concept Art by Anthony Sturmas Copyright 2013
"Surviving Judy" Concept Art by Anthony Sturmas
Surviving Judy Concept Art by Anthony Sturmas
"Invasion" Concept Art by Anthony Sturmas
"German Sniper" Concept Art by Anthony Sturmas
"Intruder" Concept Art by Anthony Sturmas Copyright 2013
"Dark Matter" Concept Art by Anthony Sturmas Director Johnathan S.
"Dark Matter" Concept Art by Anthony Sturmas Director Johnathan S.
"Dark Matter" Concept Art by Anthony Sturmas Director Johnathan S.
"Dark Matter" Concept Art by Anthony Sturmas Director Johnathan S.
The Sketch of The Mantra...
"Dark Matter" Concept Art by Anthony Sturmas Director Johnathan S.
“Ufologist” Concept Art by Anthony Sturmas
Shot List by Anthony Sturmas Copyright 2013
Shot List by Anthony Sturmas Copyright 2013
Shot List by Anthony Sturmas Copyright 2013
Shot List by Anthony Sturmas Copyright 2013
Shot List by Anthony Sturmas Copyright 2013
Shot List by Anthony Sturmas Copyright 2013
"Deadlands" Motion Comic 2013 Director Gary Ugarek WNR Films
"Deadlands" Motion Comic 2013 Director Gary Ugarek WNR Films
"Deadlands" Motion Comic 2013 Director Gary Ugarek WNR Films
2D BG By Anthony Sturmas Copyright 2013
Illustration "Heeere's Johnny!" By Anthony Sturmas 2013
"Radiant Bride" SB's 2013 505 FILMS
"Radiant Bride" SB's 2013
"Radiant Bride" SB's 2013
"Radiant Bride" SB's 2013
"KS" Storyboards/Concept Art by Anthony Sturmas
Color SB Board Art by Anthony Sturmas/ For Director Ethan Maniquis
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Conceptual Art by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Conceptual Art by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
Storyboards by Anthony Sturmas/ For Director Ethan Maniquis Copyright 2013
"The Outfit" By Asturmas Studios 2013
"The Outfit" Scene: The Chase SB32
"The Outfit" Scene: The Chase SB33
"The Outfit" Scene: The Chase SB34
"The Outfit" Scene: The Chase SB35
Interior of a Cave-The Machine
Attack Helicopters Flying into the City
Millitary Transport Helicopters Behind Them
"The Outfit" Scene: PayBack SB35A
"The Outfit" Scene: PayBack SB36
"The Outfit" Scene: PayBack SB37A
"The Outfit" Scene: PayBack SB39
"The Outfit" Scene: PayBack SB40
"The Outfit" Scene: PayBack SB41
"The Outfit" Scene: PayBack SB42
"The Outfit" Scene: PayBack SB43
"The Outfit" Scene: PayBack SB44
"The Outfit" Scene: PayBack SB45
"The Outfit" Scene: PayBack SB45A
"The Outfit" Scene: PayBack SB46
"The Outfit" Scene: PayBack SB46A
"The Outfit" Scene: PayBack SB47A
"The Outfit" Scene: PayBack SB48
"The Outfit" Scene: PayBack SB48A
"The Outfit" Scene: PayBack SB49
"Triangle Effect" Animated Short by Asturmas Studios
"Triangle Effect" Concept Art by Asturmas Sturdios
"Triangle Effect" Animated Short by Asturmas Studios
"Triangle Effect" Animated Short by Asturmas Studios
"Juan Dominguez Commercial" Civic Studios
"Juan Dominguez Commercial" SB 01
"Juan Dominguez Commercial" SB 02
"Juan Dominguez Commercial" SB 03
"Juan Dominguez Commercial" SB 04
"Juan Dominguez Commercial" SB 05
"Juan Dominguez Commercial" SB 06
"Juan Dominguez Commercial" SB 07
"Juan Dominguez Commercial" SB 08
"Juan Dominguez Commercial" SB 09
"Juan Dominguez Commercial" SB 10
"Juan Dominguez Commercial" SB 11
"Juan Dominguez Commercial" SB 12
"Juan Dominguez Commercial" SB 13
"Juan Dominguez Commercial" SB 14
What I offer:
My moto is to bring you the highest-quality, affordable production services for your latest science fiction, fantasy, commercial and action-adventure. It's our dream to see our stories on screen. I'd like to see that happen for everyone.
I can help create the visuals you need.
My service is typically priced based on the number of screenplay pages you wish to have storyboarded. In either color or black and white, standard three-panel formats. For a quote on your project, please contact me at
email: mrsturmas@gmail.com
Facebook: anthony.sturmas
Directing a Music Video in Orange County 2010
Brief Bio. of Anthony Sturmas 2013
Anthony Sturmas was born in Los Angeles California in June of 1969. Family moved here after living in Chicago. While in Chicago they thought California was a dream due to the fact of the weather and watching the Rose Parade on TV in the middle of December (Chicago was freezing!). In the early 80’s, soon after his father passed away, graffiti at that timed had stormed Los Angeles. For him it was an inspiration. “A breath of fresh air”. Radical and significant, it became an outlet for him. He attended South High School in 1987 and then went off into the real world by knocking on doors of businesses for his freelance work. Appeared in The Los Angeles Times and The Daily Breeze for his wall murals on small businesses.
Soon after, he received a scholarship at Art Center College of Design for "Illustration" with instructor Marc Strictland. That education had made a tremendous impact on his artwork and opened his horizons on his art.
After gaining his experience in business, he than completed his Bachelor’s degree in Multi Media Animation in 2006 from the Art Institute of Los Angeles. During his college years, he had formed a studio called (Asturmas Studios) and completed a 2d and 3d Animated Trailer depicting society called The Redstorm (2006). He wrote, produced and Asst. Directed in The Redstorm. In his last year in college he received an offer to teach a pilot for USC in Photoshop-by Kristen Ferguson PHD. At (My Friends Place) in Hollywood Ca.
While at the Art Institute of Los Angeles, he was instructed by Marjan and Suzuki in the informal studio class of life drawing. There, he absorbed the acute attention to form associated with the foundation of anatomy and the important fundamentals of the human form. Subsequently he had refined his own visual and conceptual work once learning from these masters.
Today, he has committed his energy to observing his style and the historical aspects of graffiti culture. He has branched into creating animated films, storyboarding, Directing, and book covers (Brian Krogstad “Dark Application ONE). His storyboards and style have been impacted by Bill Recinos (Storyboard Artist for Ghost Busters 1980's) and Douglas Kirk (DreamWorks). Both men gave him that niche to look out for the proper way of doing storyboards. With that mentoring it gave him a strong foundation and the opportunity to work on Deadlands III: The Last Stand as the storyboard artist for Director Gary Ugarek. http://www.imdb.com/title/tt1440740/fullcredits?ref_=tt_ov_wr#writers
Today, Anthony Sturmas has worked on several excited projects since the beginning of the year. “The CANNOLIS”-an animated series, as the lead storyboard artist with Vinny Pastore (Sopranos) as the voice over’s. "Squirrels" with Director Ethan Maniquis who Co-Directed Machete with Danny Trejo and several reality shows in which he cannot disclose yet.
Anthony Sturmas
Storyboard Artist/ Illustrator
"Live a successful good life, be happy in what you do and no one can ever take that away”
Mexico Class 2012
Mexico Class 2012
DVD Cover For Breaking Thru Films
Dark Application (1) Kindle Book Cover For Brian Krogstad.
Brian Krogstad Marketing and Social Media Consultant for Celebrity Criss Angel
Dark Application (2) Kindle Book Cover For Brian Krogstad.
Dark Application (1) Book Cover For Brian K.
Social Media Kindle Book Cover For Brian Krogstad.
"Magic Cruise" Comp. For Criss Angel by Anthony Sturmas Copyright 2013
Reyna Trevino Enterprise and Sturmas.
Shane Sparks, Sturmas, Gary Randall!
Shane Sparks Hip Hop Choreographer and Former Judge on AMERICAS BEST DANCE CREW
Maniquis Co-Director for the 2010 Film "Machete".
Anthony Sturmas Storyboard Artist meeting w/Director Ethan Maniquis
Anthony Sturmas and Ethan Maniquis
Tommy Davidson From "In Living Color"
The Man Behind the Madness-Good Man
The "Cannolis" Animated Series with Vincent Pastore and Ramona Rizzo Mob Wives
The "Cannolis" Animated Series with Vincent Pastore and Ramona Rizzo Mob Wives
USC Pilot Program by Kristen Ferguson
"Frontiers" Concept Art by Anthony Sturmas Copyright 2013
"Spy Game" Concept Art by Anthony Sturmas Copyright 2013
"Intruder" Concept Art by Anthony Sturmas Copyright 2013
What Are Storyboards?
Storyboarding, or picture writing, is the origin of all written languages, used by ancient cultures before text evolved and as a natural bridge to text. The Chinese language was built using pictographs. Egyptians used storyboards, or hieroglyphics, first etched in stone and later written on papyrus, to organize a complex society and to rule the ancient world.
Look at any comic strip and you’ll see picture writing in action. A storyboard is a writing format, generally a set of boxes (or rectangles, circles, or other shapes) placed in a logically sequenced order. Each box or frame is a place for the writer to put information, pictures, symbols, or text.
Storyboards appear in many forms, from emerging literacy books to emergency instructions on airplaces to technical textbooks. When writers in various fields want to make ideas easily understood, they choose a storyboard format or one of its close cousins: the flow chart, the time line, or the PowerPoint presentation. Storyboards are widely used because we know pictures combined with text offer a rich synthesis of information that can entertain and inform. The pictures in picture writing can be simple cartoons, photographs, or sophisticated technical diagrams.
"Sons of War" Feature Film 2012 Written By John Kano
Genocide in Sudan
BY Eric Reeves
On the 10th anniversary of the genocide in Rwanda, another human catastrophe is rapidly accelerating despite full knowledge of the United Nations and Western dem-oc-racies. In April, a U.N. team investigating human rights abuses in the far western Darfur region of Sudan found “disturbing patterns of massive human rights violations in Darfur, many of which may constitute war crimes and/or crimes against humanity.” Based on interviews with refugees along the Chad-Sudan border, the report of this team (along with similar reports from Amnesty International and Human Rights Watch) was available during the annual meeting of the U.N. Commission on Human Rights in Geneva that recently adjourned. But scandalously, as the commission debated what to do about Sudan and Darfur, the U.N team’s damning report was suppressed.
The circumstances of this suppression are murky. But the end result was that the commission released an innocuous and meaningless statement that failed to condemn the government of Sudan for its role in orchestrating the vast human destruction in Darfur. This continues a pattern of callous failures that have rendered the U.N. Commission on Human Rights hopelessly irrelevant in fulfilling its nominal mandate. But willful ignorance can do nothing to diminish what U.N. aid officials are now describing as “the world’s greatest humanitarian crisis.”
Single picture frame
"Sons of War" SB 01
"Sons of War" SB 02
"Sons of War" SB 03
"Sons of War" SB 04
"Sons of War" SB 05
"Sons of War" SB 06
"Sons of War" SB 07
"Sons of War" SB 08
"Sons of War" SB 09
"Sons of War" SB 10
"Sons of War" SB 11
"Sons of War" SB 12
"Sons of War" SB 13
"Sons of War" SB 14
"Sons of War" SB 15
"Sons of War" SB 16
"Sons of War" SB 17
"Sons of War" SB 18
"Sons of War" SB 19
"Sons of War" SB 20
"Sons of War" SB 21
"Sons of War" SB 22
"Sons of War" SB 23
"Sons of War" SB 24
"Sons of War" SB 25
"Sons of War" SB 26
"Sons of War" SB 27
"Sons of War" SB 28
"Sons of War" SB 29
"Sons of War" SB 30
"Sons of War" SB 31
"Sons of War" SB 32
"Sons of War" SB 33
"Sons of War" SB 34
"Sons of War" SB 35
"Sons of War" SB 36
"Sons of War" SB 37
"Deadlands" Motion Comic 2013 Director Gary Ugarek WNR Films
Gary Ugarek on Deadlands the Last Stand
"Jewel Lee" One of The 12 Girl Assassins
Anthony Sturmas Copyright 2013
"Angel" By Anthony Sturmas Copyright 2013
Anthony Sturmas Copyright 2013
"Master Sifu Wong" Artwork by Anthony Sturmas
Color and Form
"Nemisis" Artwork by Anthony Sturmas
Johnny Games by Charlie Boy Productions
Johnny Games by Charlie Boy Productions
Johnny Games by Charlie Boy Productions
Johnny Games by Charlie Boy Productions
How Are Boards Used in Film Making?....
Film historians credit Howard Hughes for developing the storyboard concept just before 1930 -- the year he released the film Hell's Angels, which involved staging complicated scenes that re-created air battles [source: Wildsound Filmmaking]. Moviemakers began to realize the need to plan out the steps in movie scenes. The storyboard is not the same as a script; it takes the script a few steps further and gets into the technical aspects of scenes to lay out the shots the director will oversee and the actors will perform. It also adds the flow to the actual shooting of the movie. For example, when Jeff Bridges as Rooster Cogburn started his charging two-gun attack in 2010's True Grit, the script likely described the players, general scene and action. The storyboard described the sequence of shots, such as close-ups, versus distant shots, shots of the gunmen he charged and the bluff above.
The storyboard helps give the film crew a visual picture of the film and prepare in advance [source: Indie]. Over the years, storyboard artists have worked with filmmakers to help capture the essence of a film. Some moviemakers have drawn rudimentary boards with stick figures and then hired graphic artists to make them more professional and detailed. That is what The Lord of the Rings' director Peter Jackson is said to have done [source: Videomaker.com]. Filmmakers, video and commercial producers who don't consider themselves excellent artists can create storyboards -- and in less time than Howard Hughes' day -- with storyboarding software. Of course, you will have to be better at running 3-D animation software than you are at drawing if you choose to use a graphics program.
Credit: http://curiosity.discovery.com/question/how-are-storyboards-used-filmmaking
"Deadlands" Motion Comic SB 01
"Deadlands" Motion Comic SB 02
"Deadlands" Motion Comic SB 03
"Deadlands" Motion Comic SB04
"Deadlands" Motion Comic SB 05
"Deadlands" Motion Comic SB 06
"Deadlands" Motion Comic SB 07
"Deadlands" Motion Comic SB 08
"Deadlands" Motion Comic SB 09
"Deadlands" Motion Comic SB 10
"Deadlands" Motion Comic SB 11
"Deadlands" Motion Comic SB 12
"Deadlands" Motion Comic SB 13
"Deadlands" Motion Comic SB 14
"Deadlands" Motion Comic SB 15
"Deadlands" Motion Comic SB 16
"Deadlands" Motion Comic SB 17
"Deadlands" Motion Comic SB 18
"Deadlands" Motion Comic SB 19
"Deadlands" Motion Comic SB 20
"Deadlands" Motion Comic SB 21
"Deadlands" Motion Comic SB 23
Director Gary Ugarek
Deadlands III: The Last Stand - storyboard Panels 1-8
(Standoff Scene)
Director Gary Ugarek
Since the original script for Deadlands III is taking forever to get financed and most likely never be shot as written I decided that if I make a 3rd film, I would scale it back and focus solely on the Rescue Shelter aspect of an outbreak. it is somethng I touched upon in Deadlands 1, but never was able to really flush out.
So based on some story outlines, I order storyboards to be made for specific sequences that would be in the film if it gets made. This particualr storyboard is what I call "The Standoff".
The Resident CDC expert at the Shelter (character name - Melisa Walsh) is trying not to be extracted by the military team lead by Capt. Morganelli. Some city residents step in to protect her from the group who are under orders from someone high up the government food chain. She is the daughterof a significant political figure but wants to stay behind to help the sick and injured, and not be sent to an underground bunker to live out her days in seclusion.
When the residents step in to help, headed by Dave, a stand off ensues at the rescuse shelter, which is housed in the Patterson Park High School in SE Baltimore.
This is the storyboard panel. Enjoy |
http://playingwithdeadthings.com/
Storyboards Released for Deadlands 3
Director Gary Ugarek has just sent us a couple storyboards for the third film in his Deadlands franchise. Now Deadlands 3 has an interesting past. It was originally going to be part 2 but because they could not come up with the funds to make that movie he developed another screenplay. Recently he revisited the script for three and revised it a bit.
In the newer version, he takes 6 of the characters from that screenplay, Dr. Melisa Walsh (a leading CDC Virologist) who is also the daughter of a prominent political figure. Dave, a local Baltimore city resident, Capt. Morganelli (leader of the extraction team) his right hand man Cpl. Hanson, and brother and sister survivors Carrie and Jason, and throws them into one of the last standing and full operational rescue shelter left in the city. However, things are not so peachy, the dead are winning the war, and government is finalizing the plans to move everyone within the political hierarchy into an underground bunker based out of West Virginia. The esteemed political figure assigns Morganelli and his team one last task, extract Melisa from that shelter. However, Melisa doesn’t want to go. She wants to stay and help, and when the teams becomes too forcible Dave and a gathering of local residents now calling the last bastion of safety home decide to step in and protect the good old Doctor. As the stand-off ensues between the team and the citizens the undead threat begins to take its position on wiping out the last of humanity. So our heroes and villains are making one last stand for survival, to make it out alive and hopefully protect the shelter.
http://www.horror-movies.ca
"The Cannolis" By Joseph J Palma Samantha Grant Animated Series Copyright 2013
"The Cannolis" By Joseph J Palma Samantha Grant Animated Series Copyright 2013
"The Cannolis" Animated Series Storyboards by Anthony Sturmas 2013
"The Cannolis" Animated Series 2013
"The Cannolis" Animated Series 2013
"The Cannolis" Animated Series 2013
"The Cannolis" Animated Series 2013
"The Cannolis" Animated Series 2013
"2D BG" Sample Concept Opening Shot of the SB
"The Cannolis" Animated Series Storyboards by Anthony Sturmas 2013
"The Cannolis" Animated Series Storyboards by Anthony Sturmas 2013
"The Cannolis" Animated Series Storyboards by Anthony Sturmas 2013
"GITL" Music Video: Storyboards and Directed by Anthony Sturmas 2010
On Set...
"3D" Model by Bryan Sanders for Music Video
Matte Paintings for The Music Video
Matte Paintings for The Music Video
Matte Paintings for The Music Video
Opening Shot. Mother and Child
GITL SB 01
GITL SB 02
GITL SB 03
GITL SB 04
GITL SB 05
GITL SB 06
GITL SB 07
GITL SB 08
GITL SB 09
GITL SB 11
GITL SB 12
"Frontiers" Concept Art by Anthony Sturmas Copyright 2013
"Frontiers" Concept Art by Anthony Sturmas Copyright 2013
"Frontiers" Concept Art by Anthony Sturmas Copyright 2013
Neo Victorian Sketches Copyright 2013
"Frontiers" Concept Art by Anthony Sturmas Copyright 2013
"Frontiers" Concept Art by Anthony Sturmas Copyright 2013
"Red Coats at Battle" by Anthony Sturmas Copyright 2013
“What does a Concept Artist Do?”
The Concept Artist sketches ideas for game worlds, characters, objects, vehicles, furniture, clothing, and other content (often starting with hand-drawn pencil sketches). These sketches form mockups/visual prototypes for key areas of a project. The Concept Artist also suggests level designs, color schemes, and the overall mood and feel of the game. They are usually very good at perspective drawing and architecture. Although not involved in creating the actual game art, the Concept Artist will help determine the look of many aspects of the game.
Concept artists generally draw worlds on paper. Some artists work with pencil, while others are “matte painters,” like the artists who paint amazing backdrops for movies. A good Concept Artist at EA needs to be able to draw straight into Fractal Paint or Photoshop using something like a Wacom digital pen and tablet. They must generate high quality digital images quickly that will inspire the team and can even be used as temporary placeholder art. They need to be very good at “perspective style” artwork and real and organic architecture. The Concept Artist should also be able to lay out a storyboard for game sequences. They often play an important role in design meetings by sketching out ideas during brainstorming sessions. A lot of their art appears in the original design document for a new game. Comic book artists are often well suited to this job.
credit: http://studiobond.net/about/what-is-concept-art/
Artwork by Anthony Sturmas Copyright 2013
Animated Storyboards vs. Live action storyboards
Animated storyboards:
Impossible action/viewpoints/transformations
Posing of characters is highly specific in-frame
Framing is tighter??
Layout is more specific
Background details become very important?
Are animated more heavily in animatics
Are revised more
Other elements are drawn outside of frames edge due to signifigance
Model sheets are needed for reference
Color is more specific
More direct?
Super crisp
Scene = shot
Live Action storyboards:
Posing is less signifigant/ only framing heights important
More realistic action...though not always
Camera moves are extremely specific
Backgrounds are looser...or left out at times
Animated less in animatics
Revised less
Color sometimes less important
Sometimes elements are drawn outside framing edges, but usually only for camera moves
Less direct
Characters don't require model sheets for reference
Costumes are not as tight as they might be in a layout of the designs
Crisp but mainly for text/notes/arrows and things
Scene = sequence
Credit to: http://forums.cgsociety.org/archive/index.php/t-314461.html
"The Cannolis" Animated Series 2013
"The Cannolis" Animated Series 2013
"The Cannolis" Animated Series 2013
"The Cannolis" Animated Series 2013
"The Cannolis" Animated Series 2013
"Bag Lady" Concept Art by Anthony Sturmas Copyright 2006
Great Article on How Many SB you need:
Styles:
There's the MTV music video style, where each shot may last only 10 frames (1/3 of a second in NTSC 29.97 fps, or a little less than 1/2 a second in PAL 24fps) over a four minute period.
Then you might have an action film style, where each cut may go anywhere from 6 seconds to 1/50th of a second (any faster, and it won't register on the human eye).
So, what helps to figure out is how you wish to tell your story visually to fits its needs.
If you want suspense, then your shots might be longer. Alfred Hitchcock was notorious for giving visual information to the audience that the characters on screen did not have. Shots would sometimes linger for 15 seconds or more at times. This helped to build suspense. John Carpenter would do the same on his horror films.
By contrast, George Lucas preferred to keep the audience riveted with tons of visual info, so his shots were very quick and from many viewpoints. This tells why there are so many shots for his films (1500 is a low figure), so it's a given that if you need a storyboard for every shot, then there's going to be a ton of boards needed.
On films I've helped to edit, a moderate to quick editing style was preferred (horror /action genre). The longest edit clips (represented by one storyboard per "edit clip" or "shot") were about 12 seconds, while the shortest was around 8 frames (just less than 1/3 of a second). Even though a sequence may last up to a minute or two, still there were many quick clips used to create the entire sequence.
If your project has a lot of action, no matter what genre, staying around 6 seconds (as the longest duration) per shot is best, and even then you'll see that 6 seconds can be an eternity.
Today's viewers are accustomed to seeing quick shots, and still be retaining information. It is important to not give the viewer too much time to linger in a shot, unless, as mentioned before, it is important to do so.
Assuming your project was a 6-8 minute skit, and you planned to use 6 second edits, then that would work out to around 10 storyboards per minute, for a total of around 60-80 boards per 6-8 minute skit, give or take a few boards in either the fewer or more direction.
Also, for those who don't know:
It is a great idea to scan into the computer the storyboards, and place them on a time line in your editing software to check if your story pace would read visually how you planned for it to, then add or subtract storyboards as needed.
Credit to: CG Talk
http://forums.cgsociety.org/archive/index.php/t-599265.html
"Sons of War" Storyboards by Anthony Sturmas
How long does it take to make a 30 seconds animation?
The first person to answer this doesn't know (obviously). It depends what type of animation (for example traditional animation, stop motion animation) and how fluent you want an animation to be. Also, you haven't defined what "how long it takes" means. A standard animation for a movie would take probably take approximately 360 frames. People also usually storyboard these animations first. I got 360 frames because 12 is the approximate standard form animating a movie. So 12 x 30 = 360.
Each frame takes time to draw, let alone the characters. So it would depend on how long it takes to draw a character and how long you would spend on the background.
But really, there are too many variables to actually state how long it takes for a thirty second animation to be made.--------------------------
Actually, for a stop motion animation, the standard fps setting is 24 fps for movies. A lot of hobby animators use 30 for a smoother animation, but convert it to 24 fps if it'll go onto a DVD. Only beginners should use 12 (if not even 15), but it should only be used to get used to the animations, and move up to 24 before making an actual video.
Since it takes 24 frames to do one second: 24*30=720. So it'll take 720 frames for a quality video. I would only recommend making tests if you want to use 12 fps, not a video though. You can time yourself and see how long it takes you to animate each frame, but if you run on a very rough estimate about 5-10 seconds a frame: 720*5=3600, 3600/60=60; 720*10=7200, 7200/60=120. So if it takes you 5-10 seconds to shoot a frame, that'll be about one to two hours of animating. But again, you have to time yourself and judge how fast you animate.
Take your time! This is an art of patience. If you think 7200 frames is bad, just think about the Nightmare Before Christmas! It's about 76 minutes long, at 24 fps, that equals out to about 109,440! To that number, 720 frames is pocket change, in a way of speaking. But just take your time, do the best you can, and don't get discouraged!
Storyboards for "Triangle Effect" by Anthony Sturmas Copyright 2013
"2d Sculptures" Based off 2d Characters
"Deadlands" Motion Comic 2013 Director Gary Ugarek WNR Films
"Deadlands" Motion Comic 2013 Director Gary Ugarek WNR Films
Basic Understanding of The Basic Rules of Cinematography...
A storyboard artist is like a mini-director..
In control of creative content. You are visualizing (and improving) the idea or script.. Lots of responsibility, but lots of freedom...A good story artist is always in demand…
Story is the one discipline that is still not being outsourced..
Job security & career path for growth with many diverse projects..
Whether it's freelance or contract work, storyboards are…
ALWAYS needed to bring the concept or screenplay to the next phase.
The Function of Storyboards
Staging: The positioning of characters in each scene for maximum emotional content and clear readability of actions. In Animation it refers to the purpose of directing the audience's attention, and make it clear what is of greatest importance in a scene; what is happening, and what is about to happen. This can be done by various means, such as the placement of a character in the frame, the use of light and shadow, and the angle & position of the camera. In live-action this is referred to as 'Blocking'.
Storytelling: Each panel's sketch clearly communicates to an audience the important ideas expressed through the action of each scene. This is all compromised of different types of shots, framing / editing principles, and scene transitions, and how they are used by filmmakers to help tell a story. These depict many elements like the poses and expressions of the characters, as well as how the scenes will cut and how close (or far) the camera is to the subject.
Credit to: http://www.floobynooby.com/IPUB/comp1.html
How Rough Can the Boards Be?
The rule of thumb is that the more specific the board is, the better the final product tends to be.
That means the following:
A background in the first panel of every scene--no exceptions. If a shot pans after the first panel, add the added background. After the first panel, every panel just needs a indication of the horizon line or ground-plane.
Add panels to show multiple poses of the action in a given scene. Do not leave peculiar actions to chance, show the material.
All camera moves need to be shown on the board--pretty much as they would be in a layout.
In essence, idiot-proof the board. Assume the next person that looks at it is a complete moron, and leave nothing to chance. Make it as clear as possible, so that way if any mistakes get made it'll be on the shoulders of production, not pre-prod.
Boarding is hard to do properly--and there's a fair number of sloppy board artists out there.
So with that in mind, they can be a kind of "rough clean"--some constructions lines visible, drawing can have a bit of sketchiness to it. Make sure the characters at least bear a decent resemblance to the model.
B) perspective should be reasonably accurate, as any layout crews will probably take their cues from the board. Surprisingly, layout crews can be lazy buggers, and its not uncommon for outsourced studios to take the boards and photocopy them up to layout size and use them as is. Any flaws in the staging of the shot WILL get transferred to the layout.
Not without reason did I say before that boarding is hard.
C) Depends on the studio, and the job. If you are in-house, you might get salary, but usually the rate is per board, or part of a part. A 22 minute show is typically done by at least 2 people, sometimes as many as 4-6.
Bear in mind that a lot of board creep up to pages counts around 500-600 pages for a 22 minute show these days. That is a lot of work to do for even two people
D) Yep to the camera terms. The board becomes, in essence, a legal document, a guide to how the film is to work. If it lacks accurate written directions and terms, then misinterpretation will happen and mistake will get made. Leave nothing to chance.
Here's a old secret: a well-drawn board can save a weakly told story, to a degree, but a badly drawn board cannot save a good story.
__________________
"We all grow older, we do not have to grow up"--Archie Goodwin ( 1937-1998)
Credit to: http://forums.awn.com/showthread.php?t=10353
“Ufologist” Concept Art by Anthony Sturmas
“Ufologist”
A foul-mouthed, unemployed air guitar enthusiast that moonlights as a "Ufologist," stumbles across the most important case of alien visitation since Roswell...
Director: Christopher Farely
Christopher Farely from Atom Nine Adventures (2007)
"Lone Wolf" Concept Artwork by Anthony Sturmas
"Enemy in My Sight" Storyboards by Anthony Sturmas
"Enemy in My Sight" SB 01
"Enemy in My Sight" SB 02
"Enemy in My Sight" SB 03
"Enemy in My Sight" SB 04
"Enemy in My Sight" SB 05
"Enemy in My Sight" SB 06
"Enemy in My Sight" SB 06A
"Enemy in My Sight" SB 07
"Enemy in My Sight" SB 08
"Enemy in My Sight" SB 08A
"Enemy in My Sight" SB 08B
"Enemy in My Sight" SB 09
"Enemy in My Sight" SB 10A
"Enemy in My Sight" SB 10
"Enemy in My Sight" SB 11
"Enemy in My Sight" SB 12
"Enemy in My Sight" SB 13
Is it Possible to Film Without Storyboards?...
With the creation of a film or animation, it is often important to start with a storyboard. A good storyboard helps to plan the narrative of a film or animation, scene by scene. It becomes a blue print for the production.
A storyboard looks like a traditional comic strip and can vary in quality from rough 'thumbnails' to high detailed frames.
After the storyboard is produced and approved by the client, the filming or modelling of the animation can begin.
What is storyboarding?
The book ‘from word to image’ starts with a quote from Alfred Hitchcock “I think one of the biggest problems that we have in our business is the inability of people to visualize”. Storyboarding is the pre-production process of literally drawing shots on paper that will become the template for your intended film or animation production before you begin production.
Why use storyboarding?
It is both an artistic and logistic process allowing the film crew to have a visual idea of what the director wants in the scene before the actors, actresses, props and set get involved. The role of a good storyboard artist is to prevent a lot of wasted time in filming aspects of the scene that are not what the director is looking for, as well as streamlining or eliminating unnecessary scenes and filming requirements from the production.
Film making is hugely collaborative and a good storyboard represents a road map that can keep everyone on track during production. It lets you see the plan ahead of time and allows the various departments involved to prepare in advance of the cameras rolling.
When to use it?
You can use storyboards in all types of motion projects to help you organize your work and give your clients an idea of what your final project will look like.
Trying to remember everything you want to do even in a short animation piece will be impossible, as a project grows in length, storyboarding becomes more and more useful. The storyboard also helps you think visually.
I would not use storyboards on simple productions such as talking head shots, this would be a waste of time and money; nor on unpredictable situations such as random pick up shots at a shoot or sports event such as a football match. In these circumstances you would be better off creating a shot list for the types of shots you want to capture.
What should it tell you?
A good storyboard artist will understand about cinematography and editing which will allow them to create a realistic storyboard. Considerations include aspect ratio, lenses, composition, perspective, as well as how things will cut together. It should also be clear and concise so that anyone, at a glance, can understand it.
Common work activities include:
- Listening to the director’s verbal description of the scene and then sketching what it would appear like in reality.
- Creating new and interesting ideas to capture both the activity and the emotion of the scene.
- Organising and managing timelines to ensure all work is completed and submitted on schedule.
- Revising, editing and modifying sketches as indicated by the director or creative team.
- Using various computer programs to enhance the visual presentation of ideas.
Other visualisation tools
The storyboarding stage can be taken a step further and may be followed by mock-ups called "animatics" to give a better idea of how the scene will look and feel with motion and timing. At its simplest, an animatic is a series of still images edited together and displayed in sequence.
These days we use a 3D pre-visualization (also known as previs); this involves building the action in 3D where you can fly a camera around in 3D space allowing far more control and options for editing. Previs can include music, sound effects and dialogue to closely emulate the look of fully produced and edited sequences, and is usually employed for complex or difficult scenes that involve stunts and special effects. The previs can be used as the template for full blown visual effects shots later. Previs is a collaborative process that generates preliminary versions of shots. It enables filmmakers to visually explore creative ideas, plan technical solutions and communicate a shared vision for efficient production.
Summary
Film and animation production takes a great deal of planning; just as any complex project would. This is why the role of storyboarding is so vital. I would love to hear your views on storyboarding.
Credit: http://www.solutions.co.uk/Blog/2011/The-role-of-storyboarding-in-film-and-animation.aspx
Killer Squirrels
How to Create Movie Storyboards in Simple Steps?
Storyboarding - The Waterboard of Writing
Storyboarding is drawing the movie you want to film after writing the film you want to shoot. Bascially, you take each scene,and break it down into frames, and then direct the camera through angles, and movements on the page. A film director should have the look, feel and taste of the film he (or she) wants to make in his head before they even roll camera. Storyboards are how you translate that information from your brain to the cast and crew. (mostly your Director of Photography.)
How you storyboard is completely up to you. I've seen some directors (with high budget films) who create graphic novels for their scripts, and I've seen some directors who draw squares on typing paper and use stick figures to get their point across. So long as the concept is delivered, it doesn't really matter which medium you use.
Let's say you're making a b & w film noir flick: You do a scene by scene breakdown listing cast, crew and props you may need for each scene. You start by drawing squares on a piece of paper. These are your film frames. Now, let's agree that you want to show the bad guy smoking in a close up. So you draw an oval, with eyes, nose mouth, and a stick in the mouth with smoke lines wavign off the tip. If you want the light to hit the lower 1/3 of the face, shade in the upper portion. I draw a triangle ^, like a less than or greater than sign, to show which direction I want the main light to flow.
Underneath the square, I write the scene number, and any notes to myself as a reminder, both for shooting, and editing.
For every scene breakdown, you should create a shot list. A shot list is a detailed description of each shot you want to include in the scene. Your storyboards should correspond, and even expand on the shot list. If you have 30 scenes in a movie, and 20 shots per scene, then you can expect to have at least 60 different storyboards, or more. Usually more! Be as detailed and as creative as possible in this process.
Now, while you're shooting, you will have a step by step visual guide to follow for your film. Set your camera, set your lights, add your actors and scream action! You're making magic.
While shooting, when you call cut, make sure the script supervisor is taking detailed notes for each shot, specifically if you want to use a particular take.
This will help the editor assemble the cut once you begin editing. Again, storyboards can help the editor by giving them a visual element to follow along while cutting your story together.
Storyboarding can be a fun, but detailed process. It also will allow you to shoot the film in your head before you spend one cent on stock, actors or anything, which can end up saving you time, money and effort when you do roll camera!
Credit.
http://lowrychris.hubpages.com/hub/How-to-create-a-movie-storyboard-in-simple-steps_
The Process Behind Storyboarding...
Intake on Storyboarding:
The most important thing you need to be a storyboard artist is the ability to draw. And I mean REALLY draw – as in anything and everything. If you can draw anime characters reasonably well but struggle with other styles or realism, then you’re not ready. If your people look good only from one angle or you try to avoid feet or hands because they always look funny, then you’re not ready. If your women look like guys with boobs, or the reverse, hypersexualized fantasy characters, then you’re not ready. If you can draw a fully armored, teeth clenched warrior blasting a crowd while leaping through the air, but you struggle to draw a pudgy middle-aged man-eating a bowl of cereal in his pajamas, then you are most definitely not ready.
With storyboarding you’re not there to express yourself, you job is to make the script come to life. This doesn’t mean you can’t have input on angles, transitions and shot compositions, it just means that no matter how much you’ll like to have the lead character in a bug spray commercial use a pair of chopsticks to grab a fly in mid-air, it’s not going to happen if it’s not in the script. The same is true for the car rental ad that’s begging for a high-speed chase scene or the customer service training video that just cries out for a fantasy sequence of an employee doing a flying roundhouse kick to a disgruntled customers head. If it’s not in the script, you can’t draw it.
Breaking Down the Script
Your client will provide a script. Usually it will be pretty tight. Sometimes it will include direction notes and a shot sequence. Whether it’s a traditional dialog script or one complete with a shot sequence, you will need to sit down with the producer and or director and walk through it.
Animatic:
This is where you talk about the intention of each scene, what are the most important parts, how many frames you’ll need, style, level of detail, format (16:9 or 4:3), what reference material is available, the look of the characters, and if this will be made into an animatic (ie. a simple animation that uses pans, zooms, and few key movements to drive the main story line). The animatic part is very important so ask up front. You don’t want to find out after the fact that they need the foreground and background on different layers or when the woman in the script pours a glass of juice they planned to actually have her pour it so they’ll need her arm on a different layer.
Ref material:
www.claytowne.com
November 17th, 2010 → 8:28 pm @ Clay (The BDD Dude)
Cheers.
Related Pages
asturmasstudios
Storyboards
5/25/2013 2:20:50 AM