Framed Environment Design

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New from the animator and illustrator behind your favorite DreamWorks and Netflix films, the next installment of the Framed series will help creators design a world that comes to life.

 

Framed Environment Design presents the artwork, wisdom, and philosophies behind designing environments for film, animation, graphic novels, and illustration so that they serve a narrative purpose and become part of the story. With informed methodology and special care for the smallest details, environment design can inspire script visualization, making it come alive in meaningful ways--together with the characters--as part of the same actions and emotions.

 

From historical epic to futuristic architecture, and natural environments to fantasy scenarios, in this newest addition to his best-selling Framed series, Mateu-Mestre illuminates the full process in great detail. Starting with the early research stages and thought process all the way to the final design--employing hundreds of carefully created and never-before-seen illustrations and sketches--the reader can not only follow the detailed explanations but actually make sense of them through an incredible array of visual ideas and solutions.

 

Table of Contents:
Introduction

 

Chapter 1: General Introduction

 

The Purpose of a Design

 

Reading the Script

 

Visual Research, A Journey of "Archaeological" Discovery

 

General Shape Language

 

Big vs. Small--Organizing Shapes and Distributing the Visual Weight

 

Centers of Attention. A Shot-Composition Philosophy That Also Applies to Location Design

 

How a "Big vs. Small Shapes" Philosophy Works for Environmental Design

 

Period and Geography / Identifying Shapes

 

Creating Mood and Tone through Location

 

Chapter 2: Developing Two Versions of the Same Location (and Why)

 

Setting Up through Visuals the Story Point That We Want to Tell

 

Johnny's Automotive Shop: East Coast Location

 

Getting into Specifics / The Alleyway's Buildings

 

Sidney Walks into the Shop

 

The Second-Floor Office

 

Elevation, Plan, and Profile Views

 

Designing the Props

 

Arianna's Automotive Shop: Mediterranean Location

 

The Interior

 

References and Research

 

Chapter 3: Building up to a Historical Epic

 

An Ancient Egyptian Settlement / Preliminary Research

 

A "Working-Class" Area

 

An Upper-Class Environment

 

Setting up a Location with an Establishing Shot

 

Understanding a Location as a Cinematic Environment

 

Chapter 4: Pushing the Shape Language

 

A Basic Checklist of Some Available Shapes to Play With

 

Straight and Extended vs. Jagged and Compressed

 

Exploring the Language Possibilities of Geometrical Shapes

 

Angular, Cubic Shapes

 

Very Basic Geometry Applied to an Interior

 

A Cinematic Use of This Stylized Location

 

Pushing the Complexity

 

Curved, Round Shapes

 

Curved, Round Interiors

 

Chapter 5: Weather, Lights, Camera, Action!

 

Visualizing an Environment at Every Stage of the Story

 

Weather Comes into Play (A Village Exterior)

 

Pushed and Stylized Lighting

 

Chapter 6: Nature Tells Its Tale

 

Elements of Nature

 

Visual Progression

 

Mountain Country

 

Different Environment Sections for Different Story Moments

 

Scattered Rocks Valley

 

Narrow Canyon

 

Scorpion Desert: The Final Stretch

 

Chapter 7: A Path to Fantasy--The Creative Thought Process: Part 1

 

Fantasy Loosely Inspired by Reality

 

Further Pushing the Look

 

A Path to Fantasy--Living in that World: Part 2

 

Getting into the Actual Fabric

 

Developing Interiors

 

Adding Complexity

 

In and Around the Village

 

A Villager's Family Hut

 

Preparing to Design a Throne Room

 

Characters--Stylized Version

 

Throne Chamber's Exterior

 

Camera and Lighting / Cinematic Possibilities

 

A Big, Final Celebration

 

Epilogue

 

Index


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