Framed Environment Design
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