2019 Package 1.0





Origins - Slapstick TV Show


Where our ideas came from and how they got to where they are today:
- T-shirt memento with our name on it (Lantern Valley 2006) and characters on it drawn for a comedy slap stick show, called Lantern Valley. This is one of many iterations that was brought to a finish in writing. Proof of how long we've been working on this story. It was called Pillows before L. V.
- Realized we could do something that meant more. Either you laugh to tears or you laugh a lot and there's substance. It evolved into time travel etc and eventually came to where it is today. We still use some names and themes of the characters we had then.

Reviewing RBG stories

- We wrote an entire volume of Lantern Valley (Rize, Blistol, Grand.) Details of images described, yet not drawn. In a stage we can comprehend, but not others. We can add what we invent from here on. It's ready to be illustrated. It's a lot of content. We have spaces to fill in later when we have other aspects of our other stories developed.
- Anthony had to read more than three pages a day (8.5 X 11" with small font) for a month and a half to read it all.
- We've used so many different programs and paper to write this. Tricky with three stories. None of the main characters meet each other, but there's all these tie ins.
- It started as 8 then went to 5 then back etc. It's been the same for a while. 5 volumes. It's not going to change and it's in unison with every other aspect of the story that we're not going to change anymore. There is a 5th of it written and that's not going to change.

Sketchbook Art and Lists

- Drawing anatomy: creating lists of studying. Memorizing one or two things a week instead of focusing on so much.
- Sketching out houses nearby for inspiration for story. Catalog by drawing, internally, not with photograph. Noticing new things with that act. All houses in L. V. will have vines (Anthony likes vines.)

LV Outdated Poster and T-shirt

- Cut out faces as placeholders and a visual representation of what LVRBG is.
- Show the oldest relic that says L.V. and a date on it. Officially dated.

Bamesy Weekap - December

- Finished sprite: creating high fidelity one. Testing the measurements for Pillow Reality.
- Sharing concept process of creating character design sprites. Creating reference blocks, getting a more concise idea of the World. Why is this character this way? Know the specifics. Making it more clear for us.
- Our stories (WT, HH, LV) is one giant and elaborate, interwoven dialogue or discussion between people and how they relate to each other through words and visuals. It's just a slice of life story. Working on a scene in HH where they are in one spot having a conversation. Keep that rooted in the opening scene. It all comes back to this, whatever adventure or action, this is the grounding of the story. Just relations between people, making this as interesting as possible.
- Animation test with Kuma Jo: Concept art prep. 35 different poses total.
- Chapter writing is done for HH: Need to highlight what expressions we need etc. Goal: Make it as cool as possible.
- Get creative flow going with things that aren't essential. Experimental stuff to fill up the story without doing the important things.
- Figuring out how to make the story as interesting as possible for myself (James) and how to do it as effectively and as cool as possible. Fast, efficient and cool.
- Finished pixelating and designing Potatoes. Arm positions experimenting and hologram Kuma Jo.
- Finding a way of templating actions in scenes, allowing for freedom for abstract actions instead of overly specific. Using old templates to do new stuff.
- Design second outfit for Metal.
- Review of plot points, character arcs etc - full iteration of everything in HH (Retro Records)
- Designing video for website. Website design is almost done.

Bamesy Weekap - January

- Started six month plan to really test ourselves and see if it works. Create content time.
- Worked on Doon and Slite back story info sheets.
- Create Awesome list: a list to choose anything we like from what we need to do to just do it.
- Formatted all of Book 1 of HH and properly labelled things. Easier to jump in and find things.
- Treasure Tales. Doing Laroue: short snippet abstract stories for world building. Prequels.
Short story form, snap shots. Iterating and experimenting. Seeing how much we can do on these.
- Housecoat, blue light blocking glasses and outfits...
- Understanding of scope in finer nuances of pixel animating. Studying up on storytelling itself etc.
We're not writing stories based on plot. People relate to these not because it's a similar struggle they've overcome. It's more, "how would I perceive this?' It's wholesome. Characters doing their best, in a way that they are observing within a necessary application of what they're learning into themselves to make sure they're always on the path they're deliberately wanting to be on moment to moment. As that changes, their perception of it changes, and their ability to apply what they've learned changes.


Anthony in the Studio

- Hard to describe that we've been doing this for so long.
- Watts Atelier inspiration. I always drew before without knowing what to do / that I could practice. Never realized I could do that as an adult.
- Over did it and injured myself. Now: Practice and still maintain function and health.
- Always changing my room layout.
- Gouache paintings and studio tour and showing Watts teachers critiques from Workshop.
- Starting out early in development so we can look back years later.
- It's always a process of finding out what I need to focus on and doing the work on that thing, til I feel I've done enough. Charcoal, gouache, oil: every medium is a language.

Slice of Life Moment - James with Potatoes

- Watching LOTR, doing Qi Gong and cutting potaotes at 5:30am on a Saturday.

Start of Six Month Plan

- A plan to get things done.
- Printed hype promo art.
- Concept art trace over poses: setting up templates to use things over and over again.
- Getting a visual down can help to write: contextual metaphor for discussion between characters.
- Test ambitious concept spam, visual resource dumping, structuring things. Getting groundwork.
- Lining up art practice to line up with what we're working on in the stories.
- Team O' Clock / 00 Initiative - meeting up every half hour to maintain team work / communion.

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