Here is the final prototype for the Undercover Grandam Animation:
As you can see I have finished the body of the thug/criminal but the actual animation of the undercover grandma’s legs still needs work because they are still quite glitches so I will eventually fix that. The other scenes have all been developed that is actually what you see at the end of the last animated character interacts due to the fact it helped me develop the animation so I could get it to work better. There is a quite a bit of dramatic impetus and emotive context in this because of the misleading of the undercover grandma herself been a weak old women and I have managed to do this for most of the animation especial with her leg movements and movable luggage even if it does glitch a lot. The emotive context make you actually feel quiet sorry for the old lady but at the same time quite curious about her nature and why she is approaching the thug or mysterious person. I am ending this animation due to the fact that the dead line is up soon and I cannot finish this in time unfortunately but I will try to come back to eventually and finish it for my own personal enjoyment, even though I have enjoyed this project very much.
Here is the second prototype for the Undercover Grandma:
As you can see I have fixed the glitch and this has now allowed me to advance with this scene and show the undercover grandma to be looking around curiously quite successfully and the animation looks fairly decent for once, compare to some of my other works. The basket she carts around with her now successfully pulls up to the bench now, which she is supposed to sit on but I haven’t done that yet since I was supposed to get the head working properly. I have also extended the scenes and so now their are more environment later on for the story as the animation continues. The legs still need work especially when granny goes to get up and approach what is their of the thug that I have built so far, so I will need to fix those for the new up date on the next prototype.
Here is the first prototype test for the undercover grandma:
As you can see I have put the leg movement research to good use and made the undercover grandma’s appearance extremely believable with the legs movements which shows she is dragging her feet giving the impression that she is quite old which makes the audience to believe what I want to and it has with the tests when I showed my target audience. The only problems with this is her close up glitched and went on for the rest of the animation until the very end, I will figure out what happened before the next test and fix it and the leg movements might need at bit more work.
Straight away you can tell this one is the better one out of the two the story ending makes more sense and the story is better paced. It is also a lot easier to understand which characters are which e.g. the thugs/criminals and the story is really shocking when the Granny reveals she is an uncover officer of the law, so it works well and presents a decent dramatic impetus and emotive context especially with shock of the grandma’s job.
Here is the first animatic for the Undercover Grandma:
This was supposed to be the final storyboard animated into an animatic to display how well the story would work out in a animated form, unfortunately I accidentally did the wrong storyboard. There is a bright side to this at least I got to see how my old version of the animation would have worked out in the end and what I can say is it would have worked for most of the animation but not at the end, it started to lack something hopefully the final storyboard animatic will prove to be better.
Here are some of the recording I took for my dramatic impetus and Emotive Context:
These recordings where all taken so that I could study how the walking of different people shows dramatic impetus and emotive context. All this clips show a wide range of this people who walk with limps suggest that they have sustained quite an injury either from a sports accident or they fought in a war or just from old age. This carets a motion often to feel sorry for the character who is limping. On the other hand ones who walks quite quickly suggest that they are very healthy and this brings a smile or even a laugh to the face of those who see it especially if they are children.
This section of my research will focus of the music and sound tracks that are used in visual media and how this influences the Dramatic Impetus and Emotive Context:
Halo is one of the biggest game franchises in the gaming world and is considered one of the pioneers in futuristic shooters. What also makes the game extremely popular is effective use of the sound track throughout the game and it’s levels, like so:
While this song has a slow opening to it, it actually reveals quite a lot about the game it’s self for example the game also has a standard shooter/war feel to it at the beginning which is why the song has quite a slow feel to it but once the player delves deeper into the game the songs pace picks up. Once the song reaches it’s own dramatic point in the middle so does the game where it reveals that the entire planet they where one is a home/prison to a dead parasite which then leads to a dramatic escape from it in order to survive. What makes this interesting as a dramatic impetus and emotive context moment is that not only does the song describe the entire story to the player without them realizing but it is also used on the last level to build up the stress and excitement as well as how important it is to survive this level.