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A&G Design 1 Transcript 02 - Animation Cinematography 2 21.10.

2015

Camera Angles

Extreme High Angle Shot (Birds Eye)

No detail / abstract
Dynamic movements
Character seems small / unimportant / lonely

High Angle shot

In combination with low angle shot: relation / hierarchy


Power over sb.
importance of characters

Eye Level Shot

Natural / authentic
Audience is part of the scene
Treats character equal

Point of View Shot

Needs establishing shot also over-the-shoulder shared


point of view -> different characters

Low Angle Shot

More dramatic, powerful


Rather unusual angle
Perspective distortion (building)

A fast change between camera angles can provoke motion sickness of the audience

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A&G Design 1 Transcript 02 - Animation Cinematography 2 21.10.2015

Camera moves

Pan

Turning camera horizontally on a vertical axis (comparable to turning


the head from one side to the other)

Tilt

Movinng the camera lens up and down whilekeeping its horizontal


axis constant
(comparable to nodding)
Static camera

Roll

Turn camera around z-axis while keeping its horizontal axis constant
An overuse gives a drunken impression

Pedestal

Moving camera up/down without changing its horizontal or vertical


axis

Truck

Moving the camera left or right while maintaining its perpendicular


relationship to subject / scene
Moving character
Mobile camera

Dolly

Movement on horizontally axis


towards the subject (dolly in)
away from the subject (dolly out)
Relative size changes of objects

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A&G Design 1 Transcript 02 - Animation Cinematography 2 21.10.2015

Dolly vs. Zoom


Dolly

Camera is moved. Perspective changes. Objects far from the camera change in relative size at a slower rate
than objects which are close to the camera.

Zoom

Camera remains in position. Lens elements are shifted to change focal length. Objects are maximized or
minimized. Spatial relationships remain constant.

Mise en Scne
Everything in front of the camera
(light, staging, composition)

From French: staging or putting into the scene or shot (etw. in Szene setzen) refers to all the elements
placed before the camera / within the frame (set / environment, characters, props) and their visual
arrangement / composition (blocking, character movement, lighting, visual effects)

Iteration
A procedure in which repetition of a sequence of operations yields results successively closer to a desired result

Iterative Design
Is a non-linear process of experimentation, observation and reflection. Designers are constantly integrating
new ideas while repeating the decision-making cycle. Key objectives of the product are revisited throughout
the development process.

Prototype
A prototype is an early working version of a product which allows the designer to identify problems and to
make design decisions. Prototyping is thinking through doing!

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A&G Design 1 Transcript 02 - Animation Cinematography 2 21.10.2015

Planning an Animation
- Analyzing movies focusing on the technique (train visual memory)
- Timing / pace
- Variations (trial and error), testing
- Iterations (iterative design)
o Testing objectives concerning lock line
- Blocking to test stuff (time management)

Beat Board
Every important moment

Story Beats and Storyboard


Atmosphere / Feel

Sequences / Scenes / Shots
covered by Beats
Thats visual storytelling

Thumbnail Storyboard
Danger: fall in love with 1 shot, which should be
removed (avoided with rough sketches and less
detail)

Rough Storyboard
Do animatic + Sound

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A&G Design 1 Transcript 02 - Animation Cinematography 2 21.10.2015

Location Concept
Maps / Planning
Avoid mistakes in continuity

Cleaned Up Storyboard
High detail
Aspect Ratio should be considered

3D Blocking
Important for testing Poses

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