Tuesday, 12 February 2019

Premise - Character A Day #1

Random prompt: Astronaut and Angry


Premise - New Direction

During todays tutorial with Alan I raised concerns about my current project. I wasnt really “feeling it” and I hit a big road block with it.

It was decided I should design a character a day, and develop one of them for the remainder of the project. Similar to what Tom Smith did for his adaptation B project, and similar to our character design project in toolkit 2. As such I would appreciate if people would comment on this post with A character type, and personality type. Example: Clumsy Vampire. I will then put them all in a pile and choose 2 at random everyday.

Sunday, 10 February 2019

Thursday, 7 February 2019

Toolkit 2 - Infographics: Animation Test


Each colored part represents a different "puppet" part. After more tests to this I will fully color and render her.

Wednesday, 6 February 2019

Toolkit 2 - Infographics: Updated Storyboard and Assets

Updated storyboard

Redrawing their official poses in a simpler style, will turn them into silhouettes later with separated parts so I can animate them. Each character will have 2 poses (except Ruby who has 3).

Logo Asset with temp background.


This is my moon asset along with the overall aesthetic I'm going for. I have separate layers saved so different parts will move.

Premise - Initial Character Notes

As a starting point, I decided to focus on celestial bodies as a "theme" for my characters. I chose 4 and then made initial notes on each as if I were writing for a character.

For placeholder names, I will refer to them as Luna, Gwen, Eris and Pluto.

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Luna is based on the moon, and I have a few other possible names for her; Mona, Selena, Cynthia, Ina and Sin.

Her mark would allow her to control water, and when the mark becomes unstable it would make her body experience a lunar eclipse (her body would go pitch black). She'll be the first character to have her mark go unstable (since some people believe the moon is linked with madness). But she's also the first character to learn to control her mark.

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We then have Gwen, they're based on Venus. Possible names for them are; Terra, Maxwell, Coro and Novae.

Their mark allows them to control fire (since Venus is significantly hotter than Earth). And as a reference to the fracture like systems on Venus' surface, when they go unstable their body will look as if encased in spider webs. This character will also be Agender.

Luna and Gwen will be fraternal twins.

--- Admittedly I don't have as much for Eris and Pluto yet. ---

Eris is based on the dwarf planet of the same name. Possible names for her are; Xena, Lila and Persephone
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She will be able to control light with her mark, and when she goes unstable her eyes turn black

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Pluto is based on the dwarf planet of the same name. Possible names for him are; Urbain, Zeus and Atlas.

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Next I'll make some mood maps for each character.

Tuesday, 5 February 2019

Premise - Thinking about my "show"

So I've been thinking about this project a lot lately. The basic rules are the same, the characters have the marks, weapons and train in the academy. In the academy, they train to become Astros (groups that scout the stars and protect their home planet). Astros train in four categories: Captain, Pilot, Engineer and Fighter. (1 per group, leading to a 4 person group).

Thinking about the episodes in my "show", I've decided I don't want to bring in a huge lore based plot at the moment, and rather devote the first season to learning about the academy, characters and basic rules of the world at their most basic level. This will give a chance for watchers to "fall in love" with the world, and bond with the characters. Its important for the first season of any series to lay the groundwork for a show in order to tell the tale properly. Introducing the basics (including the basic threats) allows for a good opening to a story without giving the audience too much information all at once.

I've also decided since my characters will have weapons and be fighting, their designs must be designed so they can move and store whatever they need. Practicality is going to be huge in these. Pockets, pouches, a way to carry equipment and weapons without them getting too bulky. Practicality is key.

I've decided in all, to have 4 kids/teens to design, including props. As I develop these characters more based around the basics of the world I've already built, the more my world will also fall into place around them.