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DESIGN FOR MOTION
Fundamentals and Techniques of Motion Design
AUSTIN SHAW
Foreword by JUSTIN CONE of Motionographer
Design for Motion
Design for Motion
Motion Design Techniques & Fundamentals
Written by: Austin Shaw
Edited by: Danielle Shaw
~ Focal Press
. . Taylor & Francis Group
NEW YORK AND LONDON
First published 2016
by Focal Press
711 Third Avenue, New York, NY 10017
and by Focal Press
2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN
Focal Press is an imprint of the Taylor & Francis Group, an informa business
© 2016 Taylor & Francis
The right of Austin Shaw to be identified as author of this work has been asserted by him in
accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988.
All rights reserved. No part of this book may be reprinted or reproduced or utilised in any
form or by any electronic, mechanical, or other means, now known or hereafter invented,
including photocopying and recording, or in any information storage or retrieval system,
without permission in writing from the publishers.
Trademark notice: Product or corporate names may be trademarks or registered
trademarks, and are used only for identification and explanation without intent to infringe.
Library of Congress Cataloging in Publication Data
Shaw, Austin.
Design for Motion: Motion Design Techniques & Fundamentals / written by Austin Shaw.
pages cm
1. Computer animation--Study and teaching (Higher) 2. Computer graphics--Study and
teaching (Higher) 3. Animation (Cinematography--Study and teaching (Higher)
4. Television graphics--Study and teaching (Higher) I. Title.
TR897.7.S3885 2015
006.6’96—dc23
2014045698
ISBN: 978-1-138-81209-3 (pbk)
ISBN: 978-1-315-74900-6 (ebk)
Typeset in DIN by
Servis Filmsetting Ltd, Stockport, Cheshire
Cover Images Courtesy of Yeojin Shin, Gentleman Scholar, Audrey Yeo, Hyungsoon Joo,
Junki Seoung, Daniel Uribe, and Sekani Solomon
Dedication
This book is dedicated to my daughters Athena Blue and Chloe Shaw, who remind me to be curious.
And, to my father Larry Shaw, who always believed in my words.
Contents
List of Contributors........................................................................ xiii
Foreword by Justin Cone ................................................................ xv
Preface ........................................................................................... xix
Acknowledgements ....................................................................... xxi
Introduction: Motion Design ........................................................ 1
Motion and Graphic......................................................................1
Art and Design .............................................................................1
Graphic to Motion ........................................................................2
Contrast Creates Tension ............................................................2
Varying Compositions ..................................................................3
Design-Driven Production ...........................................................3
Types of Projects .........................................................................3
What is Design for Motion?..........................................................4
The Purpose of This Book............................................................4
Chapter 1: Design for Motion ....................................................... 7
Beautiful Motion Begins with Beautiful Design ..........................7
Building on Traditions ............................................................7
A Brief History of Style Frames ...................................................8
Other Disciplines ..................................................................10
Chapter 2: Style Frames ............................................................ 15
What is a Style Frame? ..............................................................15
Visual Patterns .....................................................................15
Stylistic Guides .....................................................................16
Concept is King .....................................................................17
Design Like a Champ ............................................................18
Enjoy the Process ......................................................................19
Author’s Reflection ....................................................................20
A Moment in Time ......................................................................20
Chapter 3: Design Boards .......................................................... 23
What is a Design Board?............................................................23
The Importance of Style Frames and Design Boards ..........23
Promise to the Client ............................................................24
Insurance Policy ...................................................................24
Using Design Boards .................................................................24
Guiding Productions .............................................................27
Author’s Reflection ....................................................................27
Unified Visual Aesthetic .............................................................28
Storytelling ...........................................................................29
Finishing Touches .................................................................29
Professional Perspectives—Erin Sarofsky ...............................31
Chapter 4: Presentations and Pitches........................................ 39
Process Books and Pitch Books................................................39
Process Books ......................................................................39
Pitch Books ...........................................................................40
How to Make Process and Pitch Books.....................................40
Professional Perspectives—Lauren Hartstone ........................43
Chapter 5: Developing Concepts ................................................ 51
Creative Briefs ...........................................................................51
What is a Creative Brief? ......................................................51
Types of Creative Briefs .......................................................51
The Form of a Creative Brief ................................................51
The Needs of a Creative Brief ..............................................52
How to Use a Creative Brief .................................................52
Professional Perspectives—Carlo Vega....................................53
Good Ideas are Hard Work ...................................................58
Concept Development ...............................................................58
What is Concept Development?............................................59
Questions and Answers ........................................................60
Development .........................................................................60
Professional Perspectives—Karin Fong ...................................61
Chapter 6: Process-to-Outcome ................................................ 69
Process-to-Outcome Spectrum ................................................69
Author’s Reflection ....................................................................70
Process .................................................................................71
Outcome ................................................................................71
Value of Process-to-Outcome ..............................................72
Be Comfortable with Ambiguity ...........................................72
Know Where You Are ............................................................72
Professional Perspectives—Lindsay Daniels ...........................73
viii Contents
Chapter 7: The Inner-Eye........................................................... 79
The Internal Editor.....................................................................79
Free Writing ...............................................................................79
What is Free Writing? ...........................................................79
Looking Inward .....................................................................80
Stream of Consciousness .....................................................80
Free Writing and the Internal Editor ....................................81
How to Free Write .................................................................81
Be Brave ...............................................................................81
Making Discoveries...............................................................82
Free Writing is Personal and Private ...................................82
Word Lists ..................................................................................82
What are Word Lists? ...........................................................83
Words are Powerful ..............................................................83
Spectrums of Meaning .........................................................83
How to Make a Word List ......................................................84
Mind Maps ..................................................................................84
What are Mind Maps? ...........................................................84
Internal to External...............................................................86
Making Connections .............................................................87
Using Contrast and Tension .................................................88
How to Make a Mind Map .....................................................88
DOs & DON’Ts List .....................................................................88
What is a DOs & DON’Ts List? ..............................................88
Creative Borders...................................................................89
In Relation to Process-to-Outcome .....................................89
The Initial Shape of a Concept ...................................................89
Initial Shape of a Concept .....................................................89
Be Engaged in the Process ..................................................90
Tipping Points .......................................................................90
Chapter 8: The Outer-Eye .......................................................... 93
Mood Boards ..............................................................................93
What are Mood Boards? .......................................................93
Internal and External ............................................................93
Efficiency ...............................................................................93
How to Make a Mood Board..................................................95
Author’s Reflection ....................................................................96
Professional Perspectives—Alan Williams ...............................97
Written Treatments .................................................................101
What are Written Treatments? ...........................................101
Writing for Development ....................................................101
Narrative Structure ............................................................101
The Shape of Stories...........................................................102
Scripts .................................................................................102
Using Written Treatments and Scripts ..............................105
Professional Perspectives—Patrick Clair ...............................107
Chapter 9: Image-Making ........................................................ 112
Image-Making and Design for Motion .....................................112
Composition .............................................................................112
Hierarchy of Visual Importance..........................................112
Positive Space and Negative Space....................................113
Symmetry and Asymmetry .................................................115
Motion .................................................................................115
Methods and Formulas.......................................................116
Sea Glass ............................................................................117
Professional Perspectives—Kylie Matulick ............................119
Value ........................................................................................127
The Range of Intensity from Light to Dark .........................127
Value and Color ..................................................................127
Why Value Matters ..............................................................127
Mastering Value ..................................................................128
Value and Line ....................................................................128
Value in Nature ...................................................................128
Contrast for Image-Making .....................................................128
Color.........................................................................................130
Depth ........................................................................................130
Spatial Planes .....................................................................131
Depth of Field......................................................................131
Perspective ..............................................................................131
Atmospheric Perspective ...................................................132
Color Perspective ...............................................................133
Professional Perspectives—Danny Yount ...............................135
Chapter 10: Cinematic Conventions, Thumbnail Sketches,
and Hand-Drawn Storyboards .............................. 141
Cinematic Conventions ............................................................141
Basic Shots and Camera Angles for Cinematography.......141
Cinematic Elements of Design Boards ...................................145
Thumbnail Sketches ................................................................148
Approach and Practice .......................................................149
Thumbnails for Style Frames .............................................149
Practicing Cinematic Conventions .....................................150
Hand-Drawn Storyboards ........................................................150
Working with Storyboards ..................................................151
Storytelling and Continuity .................................................152
Storyboard Usage ...............................................................152
Professional Perspectives—Robert Rugan .............................155
Chapter 11: Concept Development Exercises .......................... 160
Part 1........................................................................................160
Description/Creative Needs ...............................................160
Creative Brief ......................................................................161
Part 2........................................................................................163
Deliverables ........................................................................163
Professional Perspectives—Chace Hartman ..........................165
Contents ix
Chapter 12: Design Essentials ................................................. 171
Designer’s Toolkit ....................................................................171
Finding and Making Assets ................................................171
Prepping Assets..................................................................171
Mark-Making Tools.............................................................172
Sketchbooks .......................................................................173
Computers ..........................................................................174
Digital Backups ...................................................................174
Cameras..............................................................................174
Wacoms and Cintiqs ...........................................................174
Scanners .............................................................................174
Digital Library .....................................................................175
Alternative Tools .................................................................175
Professional Perspectives—Will Hyde .........................................177
Chapter 13: The Art of Compositing ......................................... 183
Compositing .............................................................................183
Concrete Compositing ........................................................183
Abstract Compositing .........................................................183
Core Principles and Skills of Compositing ........................185
Mattes .................................................................................185
Feathering...........................................................................185
Duplication ..........................................................................186
Basic Transformations .......................................................188
Retouching ..........................................................................188
Color Correction and Color Grading ..................................188
Hue, Saturation, and Value .................................................188
Blending ..............................................................................190
Creative Brief—Compositing Exercises ..................................191
Concrete and Abstract Composites ...................................191
x Contents
Chapter 14: 3D Software for Design ........................................ 195
Using 3D Software for Design .................................................195
Modeling .............................................................................195
Materials .............................................................................195
Lighting ...............................................................................197
3-Point Light Setup .............................................................197
Cameras in 3D ....................................................................197
Rendering ...........................................................................198
Multi-Pass Rendering.........................................................199
Compositing 3D ..................................................................201
Chapter 15: Matte Painting ...................................................... 205
Analog to Digital .................................................................205
Matte Painting for Motion Design.......................................205
Sketching ............................................................................206
Under Painting ....................................................................207
Asset Creation and Modification ........................................208
Compositing Assets ............................................................209
Perspective .........................................................................210
Lighting ...............................................................................210
Color Correction for Matte Painting ...................................210
Texture ................................................................................210
Working with 3D..................................................................210
Creative Brief—Matte Painting................................................211
Process ...............................................................................211
Professional Perspectives—Greg Herman ..................................213
Chapter 16: Stylistic Creative Briefs for Portfolio
Development ............................................................................. 217
Style .........................................................................................217
What is Style? .....................................................................217
Clearly Defined ...................................................................217
Range of Visual Styles ........................................................218
Using the Exercises .................................................................218
Aspect Ratio and Size .........................................................218
Alternative Aspect Ratios ...................................................219
Number of Style Frames for Design Boards......................220
Schedule and Deadlines .....................................................220
Practice Process-to-Outcome............................................220
Keywords to Kick-Off Creative Briefs ................................221
Chapter 17: Type-Driven Design Boards.................................. 225
History and Culture ............................................................225
The Basics...........................................................................226
Anatomy of Type .................................................................226
Casting Type .......................................................................228
Integrating Typography ......................................................229
Type Treatments .................................................................231
Creative Brief ......................................................................231
Professional Perspectives—Beat Baudenbacher ...................233
Chapter 18: Tactile Design Boards .......................................... 241
Analog and Digital...............................................................241
Texture ................................................................................241
Materials .............................................................................243
Tactile Design in Motion .....................................................246
Creative Brief ......................................................................246
Professional Perspectives—Lucas Zanotto ............................249
Chapter 19: Modern Design Boards ......................................... 255
Simplicity and Reduction ....................................................255
Naïve Sensibilities ..............................................................257
Vector Artwork ....................................................................257
Creative Brief ......................................................................257
Professional Perspectives—Bran Dougherty-Johnson ..........259
Chapter 20: Character-Driven Design Boards ......................... 265
Exaggeration of Essential Qualities ...................................265
The Process of Character Design ......................................265
Translating Character Design into Motion .........................266
Creative Brief ......................................................................266
Professional Perspectives—Daniel Oeffinger .........................273
Chapter 21: Information-Graphics/Data Visualization
Design Boards ...................................................... 279
Information-Graphics and Visual Hierarchy ......................279
Visual Language .................................................................279
Visual Metaphors ................................................................279
Cinema-Graphic..................................................................280
Aesthetic .............................................................................280
Usage ..................................................................................280
Creative Brief ......................................................................282
Professional Perspectives—Bradley G Munkowitz (GMUNK)..285
Chapter 22: Illustrative Design Boards.................................... 293
Analog and Digital...............................................................293
Various Styles .....................................................................294
Creative Brief ......................................................................296
Professional Perspectives—Matt Smithson ...........................299
Chapter 23: Finding Inspiration ............................................... 304
Life Mood Board—Creative Brief.............................................304
Author’s Reflection ..................................................................304
Creative Brief ......................................................................305
Professional Perspectives—Gentleman Scholar ....................306
Chapter 24: Looking Forward .................................................. 313
Project Credits ..............................................................................314
Index ..............................................................................................327
Contents xi
Contributors
Professional Perspectives—
Industry Contributors
Beat Baudenbacher
William Campbell
Patrick Clair
Lindsay Daniels
Bran Dougherty-Johnson
Karin Fong
Chace Hartman
Lauren Hartstone
Greg Herman
Will Hyde
Will Johnson
Kylie Matulick
Bradley G Munkowitz (GMUNK)
Daniel Oeffinger
Robert Rugan
Erin Sarofsky
Matt Smithson
Carlo Vega
Alan Williams
Danny Yount
Lucas Zanotto
Additional Professional
Contributors
Evan Goodell
Nath Milburn
Paige Striebig
Student Contributors
Joe Ball
Nathan Boyd
Vanessa Brown
Daniel Chang
Peter Clark
CJ Cook
David Conklin
Casey Crisenbury
Jason M. Diaz
Eric Dies
Jackie Khanh Doan
Gautam Dutta
Taylor English
Kalin Fields
Chris Finn
Rainy Fu
Ben Gabelman
Preston Gibson
Caresse Haaser
Chase Hochstatter
John Hughes
Sarah Beth Hulver
Dominica Jane Jordan
Rick Kuan
Hyemin Hailey Lee
Scott Cheng Yi Lim
Ana Cristina Lossada
Jordan Lyle
Nick Lyons
Stasia Luo
Madeline Miller
Alonna Morrison
Robert Morrison Jr.
Eddy Nieto
Sara Odze
Lauren Peterson
Raffael Pindell
Patrick Pohl
Lexie Redd
Graham Reid
Ryan Brady Rish
Chris Salvador
Keliang Shan
Yeojin Shin
Sekani Solomon
Jordan Taylor
Daniel Uribe
Audrey Yeo
Faculty Contributors
Michael Betancourt
John Colette
Dominique Mertens Elliot
James Gladman
Minho Shin
Woon (Duff) Yong
Contributors xiii
Foreword
Justin Cone
Something subtle but revolutionary happened over the last
decade. No one noticed, but it happened in plain sight, on blogs
and social media and on stages at conferences around the world.
An accepted term used by thousands of designers and filmmakers
quietly shed its skin and did something marvelous: it matured.
The term was “motion graphics,” an awkward, always
plural construction in heavy use by filmmakers and broadcasters
with roots that snake back to at least the 1960s. While the term
is still in use today, it’s rapidly giving way to its wiser and more
relevant successor, “motion design.” That simple change is a
silent earthquake, the shock waves of which will quietly upend
communication practices across industries for decades to come.
How can a one-word change possibly matter so much?
First, it helps to define motion design, which turns out to be a
complicated feat. Both “motion design” and “motion graphics”
are derived from the same longer term: “motion graphic design,”
a frustratingly vague concept.
Looked at one way, motion graphic design is about the
design of “graphics” used in the context of moving images. A
helpful example: designing a map that appears over the shoulder
of a newscaster during the nightly news. In the parlance of
broadcast television, the map is a “graphic,” a composite of
elements superimposed onto a stream of live-action
footage.
There’s nothing wrong with this definition of motion
graphic design. It’s accurate. But it’s also limiting. It runs dry
long before describing everything motion design has become over
the last 50 years or so. There’s another interpretation of motion
design that turns out to be a fount of possibility. It requires a slight
rearrangement of the words and the addition of a preposition so
that you get “graphic design in motion.” This seemingly superficial
change is the key to understanding the true power of the field—
and why the book you’re reading is a doorway to the future.
Graphic design rose to power in the twentieth century,
when mass media and advertising combined to wallpaper the
world with messaging of all kinds. While radio and television
increasingly dominated the airwaves, graphic design dominated
everything else, enjoying a kind of ubiquity previously unseen in
the world. From packaging to billboards to periodicals, graphic
design not only forced its way into everyone’s field of vision, it
also earned respect as a vocation. Graphic designers shared
symposium panels and respected professorships with even the
most revered practitioners of design: architects. While the latter
specialized in the built world, graphic designers crafted worlds of
Foreword xv
symbols, which became increasingly important as we spent more
and more of our days staring at surfaces and screens, effectively
oblivious to the constructed spaces around us.
Why did graphic design become so important? The
thoughtful combination of images and words can be incredibly
powerful. Well-designed communications stand out from the
noise of modern life and demand our attention. Wielded by nations
and corporations, graphic design can sway millions of people to
change their behavior and adopt new beliefs, to go to war or to
fight for peace.
The parallel development of broadcast television
throughout the twentieth century laid the groundwork for a
revolutionary new form of media. On one side, the communicative
powers of graphic design had been honed to a fine craft. On
the other side, television sets beamed entertainment and news
into virtually every living room in the developed world. So when
technology made it possible to merge these two forces—to put
graphic design in motion and transmit it around the globe—the
hitherto marginalized field of motion design accelerated rapidly
toward the mainstream.
Adding the dimension of time to graphic design turned
it into something new. Under the influence of a timeline, the
old, static techniques of designers morphed into strange new
fields ripe for exploration. Photography bloomed at 24 frames a
second and became cinematography. Illustration danced under
the spell of animation. Typography became a visual stream of
consciousness seemingly capable of tapping into a viewer’s mind.
To understand these new forms of communication, practitioners
could lean on motion design’s mixed history of film, animation and
visual effects. Often, though, they were like biologists in a jungle
on an alien planet, labeling discoveries as they went, looking for
commonalities to the world back home.
All of this newness and confusion has made teaching
and mastering the field extremely difficult. Difficult, but not
xvi Foreword
impossible. This book distills what we know so far. But it’s more
than a shortcut through the wilderness. It’s a reminder of the
richness of motion design. There is perhaps no other field that
draws so heavily on such a wide variety of creative disciplines,
including (but not limited to) painting, illustration, writing, graphic
design, animation, filmmaking, visual effects, sound design, music
composition, computer science, and, on occasion, choreography.
The master motion designer has a deep, enduring appreciation for
all of these disciplines and more.
*
*
*
I adore Milton Glaser. Famous for his iconic “I © NY” visual slogan,
he is one of the most prolific graphic designers of the last 100
years. His creations have adorned museum walls, filled textbooks,
and papered city streets since the 1940s. But he really messed up
back in 2012.
In an interview with Brendan Dawes, Mr. Glaser said:
“Someone asked me the other day what I do all day, and I said, ‘I
move things around until they look right. And I suspect that that’s
as good a definition of graphic design as I could come up with.’”1
Taken out of context, this idea can save you tens of
thousands of dollars. Why go to school when all you need to learn
is how to move things around? There must be a tutorial online
somewhere for learning to move things around!
But at the time of the interview, Milton Glaser wasn’t a
student of graphic design. He was a master. With more than six
decades of experience under his belt, he had internalized the
principles of design, nurturing a kind of intuition that affords him
the luxury of simply “moving things around until it feels right.”
Make no mistake, though. When Milton Glaser moves things
around, it’s a very different process than when a newcomer to
the field starts moving things around. Mr. Glaser’s feeling of
“rightness” reverberates with the wisdom that thousands of
successful projects—and even more failures—have instilled in him.
Learning to design for motion on your own, without the aid
of a teacher or a textbook, is a twisted path through the fog. It’s
daunting and confusing and deeply frustrating. I should know. It’s
how I learned. At first, the thrill of crafting a beautiful image and
seeing it come to life on a timeline seems like a reward that will
never end.
But then reality sets in. Deadlines loom. Budgets shrink.
Expectations rise. You realize that your early attempts were born
from a clumsy combination of blind luck and endless time spent
noodling over an idea. As you try out your skills in the real world,
those luxuries evaporate. Quickly. In short, you find that you need
help.
This book lifts the fog and shows the ways forward. Yes,
there are many ways forward. There is no set path through motion
design—that’s one of its many joys—and this book embraces
that complexity. Instead of carving a narrow path to success, this
text shares a rich landscape of knowledge, inspiration and best
practices, encouraging you to find your own way. It also serves
as a lifelong companion, reminding readers of all skill levels that
there’s always another way to see a problem, always another tool
that could be dusted off and put to good use.
Speaking personally, I am elated to see this book come to
life. It’s long been needed by the industry, and I cannot think of
an author more suited to write it than Austin. As an immensely
talented artist, designer and educator, he is uniquely qualified to
act as a guide into the wonderful wilderness of motion design.
The rest is up to you.
Note
1 “Process.” brendandawes.com. Accessed August 21, 2014.
<ttp://brendandawes.com/blog/Glaser>.
Foreword xvii
Preface
Austin Shaw
When I began my career in the field of motion design in the early
2000s, the people who were designers of motion came from a
variety of creative backgrounds. Many were like me, having trained
as fine artists, illustrators, or graphic designers. Some were film
majors in school, while some had studied animation. Still others
had no formal training, but they were quick to learn software and
had innate artistic ability. During this time, it was common for
designers to be hired as freelance talent by production companies
and animation studios. These companies had staffs of animators,
compositors, and directors. Then a shift occurred where a number
of small design studios opened. The designers were the core staff
of the companies, and the animators and compositors were the
freelancers.
Today, you can find all kinds of opportunities to work fulltime or as a freelancer in the field of motion design. Although it is
still defining itself as a discipline, the need for motion designers is
growing. As digital media generalists, creative problem-solvers,
and storytellers, we are employed across a wide range of creative
industries. Motion designers work at design boutiques, advertising
agencies, media networks, and major corporations. In the
academic world, motion design is becoming a recognized major
and course of study. The principles and exercises detailed in this
book are designed to teach you how to come up with ideas and
create design for motion.
Design for Motion originated as a class that I created at
the Savannah College of Art and Design. As a Professor of Motion
Media Design, I wanted to teach a course that focused primarily on
the design side of motion design. I reflected on my years spent as
a designer in the industry. My goal was to create a curriculum that
emulated real world studio demands and standards. After a period
of trial and error, through early iterations of the course, a syllabus
emerged. This textbook reflects the syllabus and can be adapted
for usage by educators.
Many of the visual examples presented in this text were
created in my Design for Motion course. The students range from
undergraduate to postgraduate. Their creative work serves to
demonstrate the validity of the principles, theories, techniques,
and exercises outlined in this book. Additionally, I have reached
out to a number of industry leaders to share their personal
perspectives and experiences as designers for motion.
Preface xix
How to Use This Book
Chapters 1–4 define the primary terms and outcomes of Design
for Motion, including Motion Design, Style Frames, Design Boards,
Process Books, and Pitch Books.
Chapters 5–8 introduce the Process-to-Outcome
Spectrum, concept development exercises, and storytelling
essentials in relation to Motion Design. The anatomy of a project
is discussed beginning with a creative brief, through ideation and
execution.
Chapters 9–10 focus on image-making principles and
cinematic conventions. Chapter 9 examines core visual principles
as they relate to Design for Motion. Chapter 10 covers basic visual
narrative tools such as cinematic vocabulary, thumbnail sketches,
and hand-drawn storyboards.
xx Preface
Chapter 11 introduces a practical creative brief that
utilizes concept development exercises and visual storytelling
tools. The principles and tools outlined in the previous chapters
are combined to create strong concepts and narratives prior to
establishing a unique visual style.
Chapters 12–15 cover the core tools and skills of Design
for Motion, including the designer’s toolkit, compositing, 3D
software for design, and matte painting. These core tools and
principles are fundamental to being able to confidently create a
range of visual styles.
Chapters 16–23 are comprised of creative briefs for
exercises across a range of visual aesthetics. These exercises are
great for portfolio development and to refine your design skills in
relation to motion.
Acknowledgements
I would like to thank my wife Danielle Shaw for editing this book.
You have provided moral, emotional, and grammatical support
throughout this process, and I could not have written this book
without you.
Thank you to Justin Cone for writing the foreword to this
book. Your passion and dedication to the industry and its evolution
is truly inspiring.
I would like to thank my art and design mentors Vincent
Capraro, Steve Demas, and Beat Baudenbacher. Thank you for
sharing your time and being patient enough to teach me invaluable
lessons.
Thank you to my Design for Motion students! My students
have pushed me to make this book, to explain myself more clearly,
and they continue to both inspire and challenge me. Thank you
for contributing your talent and hard work to many of the visual
examples presented in this book.
Thank you to my fellow Motion Media Design faculty at
the Savannah College of Art and Design for your support and for
creating a wonderful community for teaching and learning. I would
like to especially thank my department Chair, John Colette, for
believing in the Design for Motion course and for his persistent
support throughout the writing of this book.
I would like to thank David Conklin, Peter Clark, Sekani
Solomon, Amanda Quist, and Devon Hosford for providing
additional editing, feedback, and comments.
Thank you to my industry friends for both believing in and
supporting this project. Thank you Erin Sarofsky, Chace Hartman,
Rob Rugan, Carlo Vega, Greg Herman, Adam Schlossberg, Bill
Hewes, and Jaiman Yun. I have a very special thanks to Geraint
Owen—for all of your support.
I want to thank all of the industry contributors for sharing
your time, insights, and examples of your work and process.
Thank you William Campbell, Patrick Clair, Lindsay Daniels, Bran
Dougherty-Johnson, Karin Fong, Lauren Hartstone, Will Hyde, Will
Johnson, Kylie Matulick, Bradley G Munkowitz (GMUNK), Daniel
Oeffinger, Matt Smithson, Alan Williams, Danny Yount, and Lucas
Zanotto.
I would also like to thank my publishing team at Focal
Press. Thank you Dennis McGonagle for championing this project.
Thank you Peter Linsley for guiding me through this process.
Thank you to the interior design team for creating a beautiful
book.
Acknowledgements xxi
Figure 0.1: THIS INFORMATION GRAPHIC REPRESENTS TWO ESSENTIAL SPECTRUMS THAT COMPOSE MOTION DESIGN. THE HORIZONTAL AXIS DEPICTS THE CONTINUUM BETWEEN
MOTION AND GRAPHIC, WHILE THE VERTICAL AXIS DEPICTS THE CONTINUUM BETWEEN ART AND DESIGN.
xxii Introduction
Introduction: Motion Design
Motion and Graphic
Motion design is an emerging field that combines both motion
media and graphic media. Motion media includes disciplines
such as animation, film, and sound. The defining quality of motion
media is change that happens over time. Graphic media includes
disciplines such as graphic design, illustration, photography, and
painting. Graphic forms of media do not change over time. They
appear static through a defined viewport. Because change happens
over time, motion design is often called a time-based media.
Change can happen over the course of a few frames, seconds,
minutes, hours, or even days. Interactive motion, installation art,
and new media art may not even have a fixed duration, or may
possess a shifting timeline. Motion offers the opportunity to play
with qualities of rhythm and tension. Regardless of the actual
duration, an understanding of how to create interesting contrasts
over time is essential for strong motion design.
Art and Design
There are two different extremes of motion design: motion
that is more like fine art and motion that is more like design or
commercial art. Motion in the realm of fine art evokes qualities
of mystery or ambiguity. Motion in the realm of commercial art
aims at communicating certainty. Of course, there is motion
design that has aspects of both fine and commercial art. For
instance, a commercial may start with art and mystery, but will
finish with design and certainty. The first twenty-five seconds of
a thirty second commercial takes the viewer on a journey that
inspires emotions and ideas. The final five seconds invariably ends
with a logo animation that leaves the viewer with no uncertainty
about who has delivered the message. This transition and journey
between art and design through motion is just one aspect of what
makes motion design appealing for both the creators and the
audience.
Introduction 1
Figure 0.2: STYLE FRAMES FROM A STUDENT ASSIGNMENT BY SEKANI SOLOMON, SCAD BFA.
Graphic to Motion
The relationship between motion and graphic is vital to motion
design. Beautiful motion begins with a beautiful graphic image.
A still image defines space, depth, and a focal point. This single
frame shows a moment in time for a motion design project.
It also illustrates the visual style. By starting with a single
frame, a designer can imagine and plan for animation. Effective
compositions are more easily created in graphic form, which can
then be translated into motion. Regardless of the style of a graphic
image, a strong composition is required to generate interest in
a viewer. The principle of contrast and tension as a method for
creating interest is shared between motion and graphic.
2 Introduction
Contrast Creates Tension
An overarching theme of this book is the use of contrast to create
tension. Tension draws a viewer into a piece. It can be expressed
through concept, story, and image composition. Typically, when
we go to the movies, watch a show, or read a novel, we hope to be
told a story that grips us in some way. We want to be transported
and moved emotionally and intellectually. As designers of motion,
we need to create tension in order to successfully produce this
experience. Contrast is the key to delivering tension in a piece:
disparity in composition between positive and negative space, dark
and light values, large and small scale, etc. is what helps to create
visual interest.
Figure 0.3: STYLE FRAMES FROM A STUDENT ASSIGNMENT BY PRESTON GIBSON, SCAD MFA. THIS SEQUENCE OF STYLE FRAMES REPRESENTS THE PRINCIPLE OF VARYING
COMPOSITIONS. THEY ILLUSTRATE HOW A MOTION DESIGN PIECE WILL CHANGE OVER TIME.
Varying Compositions
Motion design creates varying compositions over time. These
changing compositions allow for rising and falling tension,
unexpected surprises, and impactful communication. In order
to be effective with motion, one must first be effective with
composition. This precept is one of the primary principles that
links motion and graphics. In addition, a motion designer must
learn how to change composition with intention. Compositions
can change with subtle grace or with shocking abruptness.
This description is the essence of how motion transitions over
time. As motion slows down, it begins to become more graphic
or static. The tipping point between motion and graphic is the
exact point where change can be perceived through a viewport.
This combination of motion and graphic media mirrors the overlap
of studio business models that work in the motion design industry.
Design-Driven Production
Design-driven production is a relatively new term used to describe
a business model that has arisen from motion design. Designdriven production is a hybrid of traditional film production
companies and design firms. Some also include qualities
of traditional advertising agencies. The entire range of preproduction, production, and post-production can be found in
design-driven studios.
Some of the creative roles in design-driven production
are designers, animators, editors, art directors, writers, creative
directors, and live-action directors. On the production side, there
are talent coordinators, producers, and executive producers.
There may also be sales representatives, recruiters, or other
types of production roles, like production assistants or runners.
The combination of creative and production roles at a company
or studio comprises a production team. Although this text focuses
primarily on the design side of motion, anyone working in designdriven production can benefit by learning more about the design
process.
Types of Projects
Design-driven production companies service a range of creative
industries like advertising, entertainment, film, and digital or
interactive. Types of motion design projects include commercials,
film titles, network branding, broadcast show packages, digital
signage, projection mapping, video game cinematics, web
Introduction 3
banners, user experience design, and interactive motion design.
There is also an emerging market for digital platforms such
as Instagram and Facebook. Motion design projects of a less
commercial nature include expository animations, visual essays,
poetic motion, and fine art installations.
What is Design for Motion?
Design for motion is the marriage of image-making and
storytelling. It is the first creative stage of a project in a designdriven production. Before we begin to make things move, either
in camera or through animation, a certain amount of planning is
required. A project needs a strong concept, a visual style, a story
or narrative, and specifications for output and delivery.
As the project moves from the design stage into motion,
the creative boundaries are mapped out for the production
team. We begin this process by developing a concept through
techniques—such as free writing, word lists, mind maps, DOs &
DON’Ts lists, and mood boards, which will all be covered in-depth
in a later chapter. As our concept emerges, we create a distinctive
look and feel. After this visual pattern or aesthetic is defined,
we give our narrative sequence its shape. We depict every scene
and key shot in a design-driven production so that both the visual
style and the story are easily understood. This process produces
the primary outcomes, or deliverables, of design for motion. An
outcome, or deliverable, is a finished product that is either given
to a professor in an academic setting, or delivered to a client in a
professional setting.
The Purpose of This Book
The purpose of this book is to teach you about these outcomes and
how to make them. They are called style frames and design boards.
Style frames exemplify the image-making aspects of design for
motion by conveying the mood or feeling of a piece, whereas
design boards represent storytelling by demonstrating a sequence
4 Introduction
of events in chronological order. Another design for motion
deliverable is the “container” that holds style frames and design
boards for presentations. In an academic setting, this document is
called a process book. In a professional or commercial setting, this
document is called a pitch book or design deck. Process books and
design decks are delivered to a professor or client. These “books”
contain the finished outcomes of a design for motion project, as
well as various degrees of process work that helped in developing
the concept.
Style frames, design boards, and process and pitch books
embody the principle of pre-visualization, or the plan for the visual
style and narrative prior to production. The need to arrive at a
defined style prior to motion is very important, as motion design
can be very tedious and labor intensive. Commercial productions
are particularly sensitive to having a defined visual style that
a client agrees to before creating motion. For more artistic
productions, it is still a great benefit to flesh out the visual style in
the graphic stages of a project.
In addition to defining the primary outcomes of design
for motion, this book contains chapters focused on concept
development, image-making in relation to design for motion,
and principles and techniques for visual storytelling. There are
creative briefs embedded within a few chapters for practicing
fundamental skills and ideas, as well as an entire chapter of
creative briefs dedicated to exercises for portfolio development.
Finally, there is an array of professional perspectives throughout
the book showcasing visual examples and personal insights from
industry pioneers.
Figure 1.1: DESIGN BOARD FROM A STUDENT ASSIGNMENT BY YEOJIN SHIN, SCAD BFA.
6 Design for Motion
Chapter 1:
Design for Motion
Beautiful Motion Begins with Beautiful Design
Motion design is a container for visual compositions that change
over time. A graphic designer understands how to create harmony
in a single image, whereas a motion designer creates harmony
across a sequence of images. This sequence of images is
translated into motion by an animator or team of animators when
a project moves into production. The designer’s job is to create
a unified visual style for a project. They also establish visual
hierarchies that direct the viewers’ focus. A motion design piece
without a strong designer will at best have elegant movements.
More than likely, it will fail to connect with viewers and fail to
communicate effectively.
Figure 1.1 is an excellent example of design for motion.
Stylistically, every frame feels like it belongs in the design board.
The unified visual aesthetic is created by clear and consistent
design choices such as the color palette and illustrative line
quality. The sequential layout of frames communicates a visual
narrative and a plan for how the story changes over time.
Contrast is used throughout the design board both visually and
conceptually. There is a strong contrast between light and dark
elements, positive and negative space, and emotional tones of
sadness and happiness.
Building on Traditions
As a creative discipline, motion design is relatively young. It is also
very eclectic, as it builds on the traditions of many other creative
fields. Ultimately, motion design and specifically design-driven
production build upon the tradition of the atelier, or classical
workshop. Motion design can trace its roots back to artists
like Saul Bass, who translated his poster designs into film title
sequences beginning in the 1950s. Other artists like Pablo Ferro
and Maurice Binder also paved the way with similar work in title
sequences. Experimental filmmakers like Oskar Fischinger,
Len Lye, and Norman McLaren also laid the foundation for what
motion design would become. Kyle Cooper reinvigorated the art
of title design with his work on the film “Se7en” in 1995. During
the late ’80s and into the ’90s, creative industries experienced a
digital desktop revolution that allowed motion design to become
the discipline that it is today. The price of hardware, including
computers, cameras, and storage devices, continues to go down,
while the processing power and capabilities of these devices
increases. This technological revolution made the field of motion
design accessible to a wide range of creative types.
Design for Motion 7
A Brief History Of Style Frames
An Interview with John Colette, Chair of Motion Media
Design—Savannah College of Art & Design
My first encounter with style frames was working with desktop
technology. At the time, around 1988–89, desktop technology
was pretty unknown in the post-production world. Everyone
that pitched for commercials and pitched for broadcast work
was working on million dollar machines. They hadn’t integrated
any desktop technology into their workflow. They used to do
photographs from designs they produced. They would have a little
board on a piece of foam core. It was a 7” ¥ 5” photographic print
that was quite low resolution. They would try to pitch that to an
agency.
Then, they started using desktop technology and dye
sublimation photo printers. They went in with physical 8” ¥ 10”
glossy prints, and it just enhanced their ability to pitch. At that
point, there was a legacy of having a physical artifact of the style
frame of what you were intending to do with the work. The culture
was always to produce physical storyboards, so people would
cartoon a storyboard when they were pitching a commercial. In
lots of senses, that still happens for filmed imagery. But, with
digitally produced imagery, you can prototype a little bit better. Of
course, that prototyping has become much more prevalent. These
8 Professional Perspectives A Brief History Of Style Frames
days, it’s all screen-based. You have to think of this as before
people had projectors in every boardroom, and before people had
the Internet in any meaningful way. Those kinds of technologies
were incredibly new. The idea of presenting a high quality
physical artifact to someone in the late ’80s was a big advantage.
It increased their sense of professionalism and allowed them to
charge a lot for a job. They got a lot of work from being able to
pitch in a compelling way.
If you were doing a shot on a Quantel Henry (“the Effects
Editor that became the mainstay of the post production industry
across the world in the mid-nineties”),1 you would have a shot
buffer of about 90 seconds. So you would ingest a piece of the
tape into the hard disks. You would build up assets, which took
up frames. You had to be much more judicious about what you
worked with and how you worked with it. The design at those
stages was pretty fast. The cost was very high to work on things.
Ideas were usually pretty easily realized in those conditions.
People didn’t have crazy ideas, they were just happy to get
something done. Design was sort of an add-on feature.
Around 1993, you got the ability to work with video on
desktop computers. What that did was similar to what Photoshop
did. I started teaching Photoshop with version 2.0, and, at that
time, there were probably about 100,000 people around the
world who were working with that tool. There are hundreds of
millions now. There has been this explosion of digital capability.
Over 6–7 years, the later part of the ’90s, there was an opening
up to these tools. It gave this wide pool of people access to
tools that did the same things that the expensive high-end tools
did. So you had these different kinds of opportunities, different
kinds of experimentation, and different kinds of languages
being developed. You could see people starting up small designbased studios and producing things that started to define the
culture. Previously, the culture had been defined by the access
to the means of production, which was very limited. When it’s
owned by capital, it’s a million dollars to play, and it’s $700 an hour
to experiment, you don’t get a lot of experimentation. Suddenly
you have several million people hanging out at art school,
experimenting. A scanner was $3,500 in the early ’90s. In a few
years, that was a $90 product. When more and more people
started accessing those tools, the creativity that was applied to
design was applied from so many directions and from so many
voices. That’s when it became really prolific. There was an
interesting period in the early 2000s when RES Magazine used
to have a festival called RESfest, and would produce DVDs. All
of the early work coming out of Psyop and Tronic and those
studios was visible from those DVDs. You could see what was
going on and the experiments that people were doing. So, there
was an exponential increase in access and participation, but also
communication.
The early post-production model saw the integration of
digital elements into the workflow as being a functional process.
So if you have a staff compositor, it’s to do a photo-realistic
composite. Or, if you have a colorist, it is to be sure the director
of photography is happy that everything looks as it did when they
shot it, as it goes in through Telecine (“the equipment used in the
process of transferring a motion picture to videotape or converting
it into television images”).2 It’s a manufacturing pipeline largely
informed by the fact that cinema itself is a manufacturing pipeline.
People have deadlines. It’s very expensive to have cost overruns.
Film production is extremely tightly managed.
Once you had this desktop explosion, you had different
voices being heard. Ultimately, it’s exciting because if you look
at the culture we have now, the playing field is incredibly level.
People can participate in ways that they were shut out from
before. There is no excuse any more. Will it be good? We don’t
know. But, the opportunity is there. The scale of post-production
was really aggregated around very few opportunities, in terms
of the number of people that it touched, but it usually had big
budgets. Now, the budgets are much more distributed, but they
support many, many more people. That is a positive for people
who are studying post-production, or who want to move into the
industry.
Professional Perspectives A Brief History Of Style Frames 9
Other Disciplines
This book is for students and aspiring professionals who want
to work in design-driven production. Motion design offers
tremendous opportunities to those interested in creative careers.
Until the early 2000s, screens to display motion design primarily
consisted of SD (Standard Definition) televisions, movie theater
screens, and computer monitors. Then HD (High Definition)
resolution became prevalent, and motion designers could create
content for SD and HD aspect ratios.
Apple’s introduction of the iPhone in 2007 and the iPad
in 2010 started a whole new revolution for screen content. Since
then, other companies have created variations of smart phones
and tablet devices. Today, it seems screens are never further
than our pockets, and all of these screens need beautifully
designed motion. Original motion content is being created solely
for digital platforms. Additionally, the modern incarnation of
projection mapping—the projection of digital images onto a real, 3D
surface—is expanding our definition of screens by transforming
environments and architecture into displays for motion design. As
technology makes screens more adaptable, we can expect to use
them in more areas of our lives. An emerging field of interactive
motion design has already begun to take shape.
Motion design needs strong designers to concept ideas,
create unique visual styles, and tell interesting stories. Above
all else, motion design needs people who understand how to
effectively communicate. Students or professionals working
in graphic design, illustration, sequential art, photography,
advertising, creative writing, animation, visual effects, editing,
film, and interactive design can find professional opportunities in
motion design.
Graphic Design
Graphic designers are trained to create effective visual layouts,
work with typography, and communicate messages clearly. All of
10 Design for Motion
these skills apply to motion design, and design for motion is an
excellent introduction to the industry. I encourage my students to
refine their skills with typography, as motion design often requires
precise and elegant usage of type. Graphic designers, who are
interested in making their work move, can translate their skills
directly into motion.
Illustration
Illustrators do very well in motion design. They are trained to
create strong compositions across a range of visual aesthetics.
They are the quintessential image-makers of the creative world.
Illustrators that learn about the language of design for motion, or
how to think sequentially, can play a very creative role in designdriven productions.
Sequential Art
As creators of comic books, graphic novels, and handdrawn storyboards, sequential artists already think about
images changing over time. They understand storytelling and
cinematic changes that make a visual narrative interesting.
These skills are essential to design for motion and can be
combined with digital illustration to create style frames and
design boards.
Photography
Image-making is rooted in frame composition. Photographers
are trained to see and capture strong compositions through
the lens of a camera. They understand how to frame a scene
through a viewport. They also have a strong foundation in lighting
and value, which is essential for any kind of image-making.
Compositing live-action or photography with design elements is
a common aesthetic direction for many motion design projects.
Photographers who are interested in exploring motion will find
many opportunities to work with their images.
Advertising
The advertising industry is one of the primary employers of
design-driven production studios. Advertisers work directly with
clients to formulate strategies and big picture ideas for marketing
campaigns. Advertising uses motion design for everything from
prototyping to executing commercial projects. Design for motion
and advertising are similar as they both serve the purpose of giving
form to creative ideas. An advertising student or professional who
wishes to become more hands-on can utilize design for motion in
design-driven productions.
Creative Writing
Writing is an extremely important part of motion design.
Conceptual development and narrative development rely on
writing to record ideas. As a time-based media, motion design
tells a narrative or story. This process requires the ability to write
a script or treatment. For communication purposes, it is essential
that a designer is able to write descriptions about his or her work.
Many design-driven studios employ writers to help brainstorm
projects, prepare presentations, and develop scripts for larger
productions.
Animation
Motion design is a form of animation. However, traditional
animation tends to focus on character development and literary
narrative. Motion design focuses on art direction and uses a wide
range of design assets. Also, traditional animation is typically
long format, whereas motion design projects are relatively short.
Despite these differences, animators and motion designers work
side-by-side in many design-driven production studios. Animators
who want to work in a fast-paced environment, and on a variety of
projects, do very well in motion design.
Visual Effects
Like animation, visual effects has similarities to motion design.
Many of the same tools and principles are applied to both
disciplines. The key differences exist in how they fit in the
production workflow. Visual effects artists bring an incredible
attention to detail and mastery of technical skills. In the film
industry, they tend to work on specific shots for a project over
a long period of time. Motion designers tend to work on a lot of
projects, and in many different capacities. They may concept and
design for one project, then work as an animator or compositor
on another. Like animators, visual effects artists and motion
designers often work side-by-side in design-driven production
studios. Visual effects artists are very valuable in motion design
because of their highly specialized skill sets.
Editing
Strong film editing skills are essential to motion design. Motion
design must be arranged in a manner that takes the viewer on a
journey. Editors understand the rhythm of storytelling and how to
create dramatic tension through a viewport. All motion designers
can benefit from education and training in editing. Some editors
add motion design to their arsenal of skills to be more versatile
and valuable in the workforce.
Film
Directing and cinematography are also essential to motion
design. Although motion designers may rarely direct talent,
they are always directing the movement and expression of
visual elements. Some motion designers are quite comfortable
directing live-action, and they can move fluidly between live
talent and digital media. Cinematographers paint with light and
record beautiful compositions through a camera lens. These
Design for Motion 11
skills translate directly into motion design as an understanding
of light and dark help a designer to direct the focal point of a
scene. Design for motion draws heavily from the art and language
of cinematic storytelling.3 Students and professionals of film
find motion design to be an accessible and alternative approach
to film making.
Interactive Design and User Experience
Students and professionals of interactive design and user
experience can also utilize motion design. Both disciplines rely
on the principle of change. In motion design, change is something
witnessed by the viewer. With interactive and user experience
12 Design for Motion
design, change is something that is initiated by the user. Although
there are different considerations in terms of passive and active
change, motion design can be used to enhance the experience of
interactivity.
Notes
1 “Quantel Henry.” En.wikipedia.org. Accessed August 22, 2014.
<http://en.wikipedia.org/wiki/Quantel>.
2 “Telecine.” Merriam-Webster.com. Accessed August 19, 2014.
<http://www.merriam-webster.com/dictionary/telecine>.
3 Van Sijll, Jennifer. Cinematic Storytelling: The 100 Most Powerful Film
Conventions Every Filmmaker Must Know. Studio City, CA: Michael Wiese
Productions, 2005.
Figure 2.1: STYLE FRAME FROM A STUDENT ASSIGNMENT BY KALIN FIELDS, SCAD MFA.
14 Style Frames
Chapter 2:
Style Frames
What is a Style Frame?
A style frame is a single frame or image that depicts the look and
feel of a motion design project. Style frames are the visual
representation of what a motion piece will look like prior to
any animation. They are one of the primary outcomes and
deliverables of design for motion. Style frames are important
for a number of reasons. Most importantly, style frames help to
win pitches for commercial projects. A single image can be the
difference between a studio or designer winning a project, or losing
out to another studio/designer. Because style frames help to win
jobs, the designers who create them play an extremely important
role in design-driven productions.
Aside from their financial importance, style frames
guide a production team’s efforts. They provide a visual
solution to the needs of a creative brief, thus establishing
the boundaries of a project. Ideally, a style frame is both
beautiful and functional. Style frames also contain conceptual
ideas and glimpses of broader narratives. The art of composing
style frames allows a designer to communicate a message with
clarity, potency, and purpose. Style frames are the medium a
designer uses to present the look of a project before the motion
phase begins.
Each style frame you make is a design piece. Always strive
to make dynamic compositions. You may struggle to make strong
style frames at first. You may even struggle for a while. Grit,
Figure 2.2: STYLE FRAME FROM A STUDENT ASSIGNMENT BY CHRIS FINN, SCAD BFA.
determination, and practice will make you a better designer. Be
engaged in the process, look at good design, and make a lot of
style frames. Although style frames are singular moments of a
motion piece, each frame can tell a story. Every frame can have a
life of its own, as a uniquely beautiful design.
Visual Patterns
A style frame defines the visual pattern of a motion design
project. Style includes choices such as color palette, materials
or mediums, textures, typography, and cinematic conventions.
Style Frames 15
Figure 2.3: STYLE FRAMES FROM A STUDENT ASSIGNMENT BY RICK KUAN, SCAD BFA. THESE STYLE FRAMES SHOW A DEFINED AND CONSISTENT VISUAL PATTERN. THE USE
OF TEXTURE, CONTRAST BETWEEN DARK AND LIGHT VALUES, A LIMITED COLOR PALETTE, VARIATIONS IN OPACITY, AND THE HANDLING OF POSITIVE AND NEGATIVE SPACE ALL
ESTABLISH THE VISUAL PATTERN.
These choices help to form creative borders around a project.
These borders specify what stylistically belongs in a motion design
project and what does not, which is beneficial to the production
team of animators, compositors, cinematographers, editors, and
producers, as well as the client.
Young designers will often rush through this phase of a
project, or skip it altogether. That is a bad idea. It is very easy to
tell when a designer has not spent time on concept or style frame
development. Concepts are not fleshed out; compositions are
boring; stories are uninteresting; transitions are not considered;
and the motion is weak. Conversely, when designers invest time
and effort into style frames, they create beautiful projects.
The function of a style frame is to establish a unique visual
pattern that provides a foundation for a motion design project. A
style emerges when this visual pattern becomes recognizable,1
thus creating the feeling or sense that every element in the frame
or viewport belongs together. Style frames also represent the
16 Style Frames
stage where a project goes from the potential of being anything to
definitively becoming something.
Stylistic Guides
In addition to winning projects, style frames also serve as a guide
for the production team for the final look of the project. A style
guide is extremely important for a commercial production. Style
guides provide clear parameters about the specified usage of
visual elements such as color, typography, texture, etc. They
are especially important when working with large teams of
animators, compositors, and 3D artists. Everyone on the project
needs to be working toward creating the established design
aesthetic. For a large-scale production, there will ideally be a
style frame for every scene or setup within a project. For smaller
productions, or even solo projects, style frames are just as
important. Rather than designing while you animate, take the
time to define the aesthetic with style frames. Style frames are
an integral part of the process, representing the graphic side of
motion design.
Figure 2.4: STYLE FRAME FROM A STUDENT ASSIGNMENT BY RAINY FU, SCAD BFA.
Concept is King
Style frames should be beautiful, but, more importantly, they
should always express a concept. Style frames give form and
shape to ideas. But weak ideas will be eye-candy at best, even if
the style is beautiful. This kind of design falls into the category
of form over function—an error that occurs when a designer
focuses only on making something look great. The main idea
or concept becomes a secondary consideration to establishing
a visual aesthetic. The design may be eye-catching, but it lacks
an impactful message or purpose. However, a beautiful design
Figure 2.5: STYLE FRAMES FROM A STUDENT ASSIGNMENT BY DAVID CONKLIN, SCAD BFA. THESE STYLE FRAMES DEMONSTRATE A COMPELLING CONCEPT COUPLED WITH A DISTINCT
ILLUSTRATIVE STYLE. THE ILLUSTRATIONS SUGGEST INTERESTING IDEAS AND NARRATIVES THAT ARE OPEN TO INTERPRETATION.
Style Frames 17
coupled with a strong concept is powerful. This concept illustrates
the classical idea of form expressing function.
Design Like a Champ
For the purpose of learning, it is suggested that you do not worry
about animating or producing the style frames and design boards
that you make using the exercises and assignments in this
textbook. Of course, you can animate them if you wish. However,
I find students will often limit themselves when making style
frames based on what they think they can produce in motion. In
design-driven productions, it is common for large teams to work
together to bring an original aesthetic to life. This means that,
in addition to designers, a production can include live-action
directors, cinematographers, animators, compositors, 3D artists,
editors, and producers. All of these creative people work together
to bring a project to life with motion. Young designers can become
discouraged if they cannot create motion of the same caliber
as they can make style frames and design boards. But it is not
realistic to expect that a single person can create in motion what a
large team can create in a design-driven production company that
is working with a budget.
If you are interested in pursuing design for motion as a
career, then you will need to build a portfolio of your style frames
and design boards. In order to create the best portfolio possible,
do not limit yourself or dumb-down your design work. For school
projects, students can reduce, or modify, the scope of their
animations rather than diminishing their design. Chances are, you
will be better at animating your design frames than you thought
you could be. More importantly, you will be able to use strong
style frames and design boards in your portfolio.
Figure 2.6: STYLE FRAME FROM A STUDENT ASSIGNMENT BY JACKIE KHANH DOAN, SCAD BFA. THIS STYLE FRAME IS AN EXAMPLE OF AN AESTHETIC DIRECTION THAT IS VERY
INTRICATE. IN PRODUCTION, IT WOULD BE VERY TIME-CONSUMING OR TECHNICALLY CHALLENGING. HOWEVER, WITH ACCESS TO A TEAM OF EXPERIENCED ANIMATORS AND
COMPOSITORS, IT HAS THE POTENTIAL TO BE AN INTERESTING MOTION DESIGN PIECE.
18 Style Frames
Enjoy the Process
Above all else, remember to have fun! Motion design is a serious
business and requires a professional attitude, especially in
the realm of commercial art where design-driven production
is powered by financial budgets, teams of creative artists, and
producers. However, this professionalism does not mean that we
cannot enjoy the process. We will probably create better work if
we are having fun. We should always do our best and strive for the
strongest outcomes. We need to produce interesting concepts,
beautiful style frames, surprising transitions, and successful
design boards. However, we should not sacrifice our wellbeing to
achieve these outcomes. Our goal should be to feel good through
every stage of a project. If we are not enjoying the process, then
we are probably too worried about the outcome.
Figure 2.7: STYLE FRAME FROM A STUDENT ASSIGNMENT BY YEOJIN SHIN, SCAD BFA.
Style Frames 19
Author’s Reflection
I have always felt excited about the freedom, exploration, and
discovery of making art. There is a magic sense of adventure
and the ability to open doors into worlds of the imagination.
Image-making is a common practice of artists and designers
prior to becoming motion designers. Often from very young
ages, motion designers have expressed creative interests
through drawing and painting. Those of us who enter creative
professions have managed to preserve and develop our curiosity
about art and design. It is important to remember that style
frames are fun to make. Often, they are the most open and
creative part of a project. Style frames offer the designer
opportunities to be creative and expressive. Once a project moves
into production, the amount of freedom and flexibility decreases
more and more as it moves toward completion. Style frames
offer an opportunity to dream big and push the boundaries of
your creativity.
A Moment in Time
Style frames are containers for moments of time within a scene or
project. A style frame should feel like a still that was pulled from
a finished motion design piece. That level of refinement creates
the design certainty that is needed to sell a concept and keep the
production team on task. Style frames are also the starting point
of a narrative, and, in practical terms, the bridge to design boards.
A sequence of individual style frames laid out in a linear fashion is
a design board. Design boards utilize the “language of cinematic
storytelling” to pre-visualize an entire motion design piece prior to
production.2 Our concepts must be strong and meet the needs of
the client, and our designs must also be beautiful. Even then, we
will not always win competitive pitches. However, strong design
always makes a good impression. Regardless if we win or lose,
we should not be satisfied until we have created a unique and
beautiful style that expresses a strong concept.
“Design boards are among the first steps in the motion
design process and what I have spent most of my career
creating. When I design a board, I’m doing more than
designing frames—I’m figuring out the best way to tell
a story or communicate an idea. I am visualizing the
spot and using the boards and a written treatment as a
tool to share and sell my idea. Essentially, the boards
visually articulate the concept and story so that the client,
animation team, and creative director are on the same
page before beginning the production process. Each
frame in a design board needs to represent a moment in
time in the piece, but together the frames need to tell a
story. To me, it’s important that the story is grounded in a
smart concept because that is what will ground the work
and make it memorable.”—Lindsay Daniels, Designer/
Director
20 Style Frames
Figure 2.8: STYLE FRAME FROM A STUDENT ASSIGNMENT BY KELIANG SHAN, SCAD MA. THIS STYLE FRAME REPRESENTS THE IDEA OF A SINGLE MOMENT OF TIME PULLED FROM A
MOTION DESIGN PIECE. VISUAL ELEMENTS SUCH AS COMPOSITION, COLOR, DEPTH, CAMERA POSITION, AND LOW-POLYGON 3D GEOMETRY BRING THIS FRAME TO LIFE.
Notes
1 Paglierani, Steven. Finding Personal Truth Book 1: Solving the Mind Body Mystery.
New York: The Emergence Alliance Inc, 2010.
2 Van Sijll, Jennifer. Cinematic Storytelling: The 100 Most Powerful Film
Conventions Every Filmmaker Must Know. Studio City, CA: Michael Wiese
Productions, 2005.
Style Frames 21
Figure 3.1: DESIGN BOARD FROM A STUDENT ASSIGNMENT BY NICK LYONS, SCAD MFA. THIS DESIGN BOARD IS A GREAT EXAMPLE OF CLEARLY
ILLUSTRATING A VISUAL STYLE, THE CINEMATIC POSITIONS AND MOVEMENTS OF A CAMERA, AND THE NARRATIVE PLAN FROM THE BEGINNING UNTIL
THE END OF THE PIECE.
22 Design Boards
Chapter 3:
Design Boards
“Motion design is all about focus and flow. So much of
our work, and the development of our work, is based
around design boards. When you are working with clients,
they are going to pour over those boards and pick them
apart. It’s part of the process. Ultimately, you want to
engage an audience and draw people in. When people
look at a moving image, they don’t see the whole thing.
They don’t see the whole frame. They are always looking
at something within that. If you can chart where your
audience’s eye is moving through your images, where
they are going to leave one image and pick up with
another image, and really make the journey interesting
and engaging, and understand the pace and rhythm, then
you will be able to do a piece of work that really engages
people.”—Patrick Clair, Designer/Director
What is a Design Board?
A design board contains a sequence of style frames that tell a
narrative or a story. In many ways, they resemble hand-drawn
storyboards. Each frame represents the viewport or the camera
eye. Design boards typically read from left to right and from top
to bottom. They contain the visual narrative for a motion design
project as well as the direction of cinematic changes. These
changes include information such as camera angles, camera
distance from the focal point, camera movement, and overall
composition throughout the piece. Every frame shows a key
moment in a scene that communicates a significant quality or
turning point in a project’s storyline. The difference between a
design board and hand-drawn storyboard is the depiction of the
visual aesthetic or style. Each frame in a design board is a fullyrealized style frame. As previously stated, style frames should
feel like stills pulled from a completed motion design project. In
a design board, the aesthetic is firmly established, the narrative
is clearly illustrated, and how scenes transition should at least be
suggested if not fully boarded out. The design board represents
clear answers to the questions posed in the creative brief—the
summary of the questions or problems posed by the needs of
a project. It is the result of a journey that begins with design
mystery and needs to finish with design certainty. In this way, the
design board is the language of design for motion. They are the
designer’s medium to communicate the concept, story, and visual
style of a motion design project. Like style frames, design boards
are one of the primary deliverables of design for motion.
The Importance of Style Frames and Design Boards
The importance of style frames and design boards in the world of
commercial art cannot be stressed enough. Clients award projects
based on the strength of a concept and its visual presentation.
Design Boards 23
When a client awards a project, they are essentially buying that
style, story, and/or concept. Style frames and design boards are
the method of pitching concepts and visual solutions to creative
briefs. As the primary deliverables of design for motion, style
frames and design boards are the first impression a client sees
of a motion design piece. Additionally, clients will typically want
to see and approve of a project’s design style prior to investing
money in a production. The bigger the budget, and more high
profile the project, the fiercer the competition will be for the
client’s business.
Promise to the Client
Style frames and design boards are like a promise, or a visual
contract, that a studio makes with a client. There is an expectation
that the final outcome of a motion design piece will look like the
style frames and design boards that the client signed off on. Of
course, client approved changes and adjustments may be made
along the way. However, there should not be a major disconnect
between the aesthetic established in a set of style frames and
the final motion piece, unless it is requested and approved by
the client. Also, a studio needs to be able to deliver in motion
what they present to a client in the design phase of a production.
So it is important to be confident that your design aesthetic is
appropriate for the production. In other words, the design needs to
be attainable within the budget. Of course, the studio must also be
capable of producing the job. That being said, we should not dumb
down our ideas or the strength of our design. A creative director
and producer will go a long way in helping to rein in ideas and
make sure style frames and design boards work for a project.
Insurance Policy
Another important role of style frames and design boards is they
serve as an insurance policy for an artist or a studio. Because
design-driven productions can be very time consuming and costly,
24 Design Boards
it is vital that the client signs off on the design aesthetic prior to
making anything move. The last thing an artist or studio wants
to do is to spend weeks building assets, compositing elements,
and creating motion only to be told by a client that they want
a different look and feel. Now, if the client is willing to pay for
these changes and push the deadline for delivery of the project,
then there is something to negotiate. However, even under the
best circumstances for the artist or studio, it is difficult to switch
aesthetics halfway through a project. Style frames and design
boards offer the opportunity to be sure that the client and studio
are on the same page regarding the visual feel of the project
before production gets under way. Be cautious of starting a
commercial production before a client signs off on the visual style.
Using Design Boards
Style frames and design boards win jobs. They are the visual tool
of pitching, planning, and guiding productions. Design boards
allow a studio or artist to give a client a glimpse of what a motion
project could become. In a competitive pitch, a client will view
a variety of design boards from different artists or studios.
For example: a client needs to produce a motion project and
approaches three different studios to pitch for the job. First, the
three studios receive the same creative brief from the client.
Each motion design studio has a creative director that leads their
pitch, and has an initial kick-off meeting or conference call with
the client to go over the creative brief. Creative directors will
then kick-off the project with their own team of designers. The
creative directors are responsible for guiding and refining the
overall direction of their own studio’s pitch. They make sure that
designers effectively answer the needs of the creative brief. They
also prepare a pitch document to present to the client.
Now imagine that each studio creates three different
design boards to pitch. In total, that makes nine different design
boards pitching for the same project. If the creative directors and
Figure 3.2: DESIGN BOARD FROM A STUDENT ASSIGNMENT BY PETER CLARK, SCAD BFA.
designers do their jobs well, any of these nine design boards can
win the job. Of course, there could be more or less studios and
design boards in any given pitch. Next, the creative lead presents
the design boards to the client. The client then evaluates the
design boards and presentations from each studio. Finally, the
design board that best meets the needs of the client is awarded
the project.
Winning motion design projects can be very competitive. A
fun slang term used by industry designers to describe the process
of creating and pitching design boards is “board battle.” Although
Design Boards 25
this term is a playful description, with some projects there may
be hundreds of thousands, if not millions, of dollars at stake. The
pressure can be pretty intense to quickly produce high-quality
design boards with a strong concept and interesting narrative in
a short time. Even with refined art and design skills, the ability to
think like a director, and the gift to tell stories, a motion designer
also needs to be able to stay cool under pressure. These are skills
that take time and effort to develop.
Figure 3.3: DESIGN BOARD FROM A STUDENT ASSIGNMENT BY DAVID CONKLIN, SCAD BFA.
26 Design Boards
Guiding Productions
Like style frames, another vital function of design boards is to plan
and guide productions. Design-driven productions are a fusion
between traditional design studios and film production companies.
This means that some of the needs and structures of both studio
models will overlap. The design board is a representation of
this overlap, combining image-making and storytelling. Motion
design projects can be very expensive and time consuming. It
is imperative to have a clear and logical production process.
Design boards serve to establish an agreement and common
understanding between a client and the motion design studio.
They establish the parameters for the visual style and narrative.
For the studio, the design board keeps all members of the
creative and production team on the same page. The design board
is a map that defines key moments in a motion piece, as well as
being a design style guide. A team can include any combination
of designers, 2D animators, 3D animators, compositors, editors,
directors, producers, art directors or creative directors. There
are a lot of moving parts in every production, and ideally they
all need to move in a unified manner. The design board helps to
Author’s Reflection
I often advise my students to think about their design boards as
a journey from one beautiful composition to another. Each style
frame in a design board is a key moment in the journey. Many
of the same principles that apply to style frames are applicable
to design boards. Contrast and tension are key principles to
creating interesting design boards. A variety of camera angles
and camera distances will make the overall design board
dynamic. The arrangement of style frames is pivotal to how the
story unfolds and captivates the viewer’s attention. The visual
rhythm and flow of a design board has the same compositional
needs as a single style frame.
Students often ask how many style frames are needed in a
design board. You need enough frames to clearly communicate
the concept and narrative. However, you do not want to have
so many frames that it either confuses the viewer, or overly
constricts your production. The style frames that are included
in a design board need to represent key moments in a motion
piece. You want to leave some room for growth, change, or
simply for the viewer’s imagination to fill in what happens
between frames. Ultimately, if every style frame in your
design board is strong, then both the viewer and the production
team can fill in what happens as you travel from one beautiful
composition to another. There is no set number for how
many frames to include in a design board. Create as many or as
few frames as you need to deliver the best possible presentation
and to win the job.
Design Boards 27
ensure that each member of the team is clear about what needs
to get done. Throughout a design-driven production, all members
of the team can refer back to the design board for reference and
consistency.
Unified Visual Aesthetic
The same visual pattern that unifies the look and feel of a
style frame needs to translate across an entire design board.
Every frame in the design board needs to feel like it belongs—
Figure 3.4: DESIGN BOARD FROM A STUDENT ASSIGNMENT BY ERIC DIES, SCAD MFA.
28 Design Boards
conceptually, visually, and sequentially—in order to create a
cohesive piece. This pattern requires design consistency in
areas such as color, texture, typography, material, and cinematic
qualities. Be sure that every frame in your design board
looks like it is part of the overall aesthetic. This unification is
accomplished by defining a distinct visual pattern that repeats
in every style frame in the design board. Visual principles such
as color and texture contribute to defining a visual pattern.
Assets such as photography, illustration, typography, or 3D
also add to the design style. A style frame that does not adhere
to the defined visual pattern in a design board will feel out of
place. This inconsistency can disrupt a viewer’s connection to
the piece and fail to communicate. One of the first questions
asked during a class critique of design boards is, “Does every
frame feel like it belongs in the design board?” For beginners,
it is common to be unaware when a frame feels out of place.
However, the ability to recognize a visual aesthetic is vital for
a designer of motion because it will make it easier to create a
distinct visual pattern and maintain a consistent style across an
entire design board.
In addition to a consistent visual style, design boards need
to contain recognizable patterns in terms of concept and story.
Ultimately, a design board is a visual and narrative representation
of an idea. Each style frame in a design board should express the
underlying concept of the piece and tell a story. If the sequence of
events is not clear in the design board, then it will fail to deliver
certainty to the audience. Design for motion can be described as a
combination of image-making and storytelling.
Storytelling
Design boards contain the visual narrative of a project. The term
design board is derived from storyboarding. Storyboarding is
a practice that originated in cinematic productions as a way to
plan the action of the story, characters, and camera movement.
In some ways, design boards resemble sequential art or comic
books. A story is told through visual frames. Change is understood
to happen as we move from frame to frame. However, design
boards are not nearly as long as comic books or graphic novels.
They are condensed narratives, usually not more than a single
page of frames. The various types of frames or shots in a design
board also draw upon the tradition of cinema. A more detailed
exploration of visual storytelling will be covered in the cinematic
conventions section of this book.
Finishing Touches
As we prepare to present and deliver a design board,
we should apply any finishing touches. Now is the time
to pay attention to details and refine our work. We should
trim anything extraneous that does not enhance the overall
concept. Do all the style frames feel like they belong in the
design board? Does the design board need a final pass of color
correction or color grading? A few simple adjustments to color,
Design Boards 29
Figure 3.5: DESIGN BOARD FROM A STUDENT ASSIGNMENT BY JOE BALL, SCAD BFA.
depth of field, or lighting effects can add a cinematic quality
to your work.
Designers invest a tremendous amount of time and
creative energy into making design boards. They are the tangible
outcomes of design for motion. Design boards represent concepts,
stories, and visual styles in a concise and accessible manner.
30 Design Boards
As the complete realization of the visual plan for a motion piece,
design boards need to communicate clarity and certainty. An
unpolished presentation can detract from the project and come off
as amateurish. Be sure that your style frames and design boards
are laid out in a clean and professional manner by using a process
book or a pitch book.
Professional Perspectives
Erin Sarofsky
Erin Sarofsky is a multi-talented artist and designer who runs
her own studio, Sarofsky, located in Chicago. Erin studied at the
Rochester Institute of Technology, earning her Bachelor’s degree
in Graphic Design, as well as a Master’s degree in Computer
Graphics. Her studies introduced her to motion design in the
early 2000s when she started working with Adobe After Effects.
She began her career working as a designer at Digital Kitchen in
Chicago. After producing award-winning work there, Erin moved
to be a Creative Director at Superfad in New York City. In 2009,
she decided to return to Chicago and start her own company. Erin
leads a design-driven production company that produces original
content for entertainment, broadcast, branding, and advertising.
Her work has been featured in industry publications including
Shoot, Stash, Boards Magazine, Motionographer, Forget the Film;
Watch the Titles, Art of the Titles, and ProMaxBDA. Her work has
received multiple nominations for prestigious awards such as the
Type Directors Club, the SXSW Film Design Awards and a Primetime
Emmy nomination.1
An Interview with Erin Sarofsky
What drew you toward motion design?
I like the linear nature of motion design. It’s as close to
storytelling as you can get when it comes to design. I also like
that people can’t touch it, can’t do anything to it. They just watch
it. I enjoy doing work that you get a captive audience for, like film
titles. I think it’s really important that your work really satisfies
what you want to do in the world.
What do you like most about motion design?
I personally love coming up with concepts and the early phases of
execution, when we translate that concept into motion. After that,
I like seeing what the animators and other artists bring to it. It’s
always rewarding to see where a job starts, and then watch how
it evolves. If you’re a strong creative director, you can lead the
process in a way so that comments are addressed and the work
gets elevated.
I also love what we do because it is a pretty quick process.
We are rarely on a job for more than a few months…and then, it’s
on to something new.
How do you come up with ideas?
I do a lot of writing. I mind map in a journal to see where thoughts
lead to other thoughts. It always starts with words on paper. I also
create style frames that are completely disposable. A lot of people
treat style frames like they are precious commodities. But for me,
I can create a full design board and then decide not to show it. It
can be something that I spent a lot of time on, but it doesn’t matter
if it is not working. I put everything down and start over. Once you
Professional Perspectives Erin Sarofsky 31
Figure 3.6: Shameless title sequence. Created by Sarofsky for John Wells Productions and Showtime. Director: Erin Sarofsky. Co-Director: Lindsay Daniels.
32 Professional Perspectives Erin Sarofsky
Figure 3.7: Girl Rising title sequence. Created by Sarofsky for Richard Robbins. Director: Erin Sarofsky.
Professional Perspectives Erin Sarofsky 33
have done hundreds of design boards and won maybe 10 percent
of those pitches, you begin to realize how disposable it all is.
Where do you find inspiration and reference?
I pull more toward history, architecture and photography.
I do believe everything is derivative. There is nothing you can
say that is completely unique or original now, especially in
the days of Pinterest. We have accessibility to everything,
immediately: on your phone, in your hand, any second. So now,
it is about how appropriate the reference is for what you are doing
and how you evolve it to become own-able, even in this land of
everything being unoriginal.
Do you have any specific methods or tools?
I approach every job very differently. Sometimes I want to get
out the crayons and paper; sometimes I might want to do some
ink; sometimes I will scan it; sometimes I just want to look for the
right images and treat them. Every job is its own thing. I am most
happy when what I am doing is most appropriate for the project
at hand.
Because of my photography background, a lot of my
early work had a filmic look. Even my graphic design and
typography looked like it was photographed. I used vignettes and
34 Professional Perspectives Erin Sarofsky
color grading and made images feel like there was a natural light
source. It was very subtle and simple stuff, but it helped me to
stand apart.
Do you have any suggestions for young designers?
To do great work, it is not about getting the big paycheck right
away. It’s about putting yourself in a place where you are going to
grow, learn, and absorb. After you spend a few years there, then
you can go chase the paycheck. But to start on a career that is
really going to be fulfilling, you need to find the right studio for
you and somehow get your foot in the door. That’s going to mean
a little bit of sacrifice at first, but in the long run, it will get you
where you need to be.
How do you see the role of designers in design-driven
productions?
The role of a designer has to be present throughout everything we
do. Front end with concept development and design boards and
back end with production and delivery. I can always tell when a
designer has had a hand in a piece and when one has not.
I think there are two different kinds of designers. You need
to have someone with the eye, but also someone who is realistic.
There is the optimistic designer, who is always pushing to make
the design a little bit stronger. Then there also has to be a realistic
designer, who knows how far you can push a client. Artists who
create design boards tend to be more optimistic, where designers
in production need to be more realistic about what is going
to work. It’s the balance of these that gets work done that is
beautiful, on time, and on budget.
Do you have suggestions about building a successful company?
In general, when speaking with students, there is a naïvety to
it all. Students have no idea what it takes to get access to the
work we do. For me, it took the process of making hundreds and
hundreds of design boards and producing who knows how many
spots just to build a career and a name for myself. Then, once
your career is going, you meet like-minded people along the
way.…People that complement each other. Those people slowly
became my team. Now, that team is this company. And as we
grow, we are mindful of keeping that team growing in the right
direction.
Success for me isn’t only defined by the bottom line
(though that is a big part of it). It’s also about creating work that
my team and clients can be proud of, growing fulfilling careers,
and making sure our company culture is happy and upbeat.
Do you have any design heroes or mentors?
When I was younger, I was impressed by designers like David
Carson. I think this speaks to the exact point in time I was in
college and the kinds of books that were coming out then. But
now, I really look to the oldies; people like Saul Bass, who had a
look and a way about their work that was a little more timeless. So
my inspirations have definitely changed over time.
What do you think you would do if you weren’t a designer?
I would probably do something with my hands, like be a
woodworker or a potter.…Maybe someone you would buy stuff
from at a Renaissance festival.
What is your favorite project that you have produced?
The film titles for Captain America. I think it is very special visually,
because of the restraints and the color palette. There is thoughtful
consideration to every single aspect of it.2
Professional Perspectives Erin Sarofsky 35
36 Professional Perspectives Erin Sarofsky
Figure 3.8: Captain America: The Winter Soldier Main on End Title Sequence. Created by Sarofsky for Marvel. Main Title Director/Lead Designer: Erin Sarofsky.
Professional Perspectives Erin Sarofsky 37
Notes
1 “About.” Sarofsky.com. Accessed August 25, 2014. <http://sarofsky.com/
company/>.
2 Sarofsky, Erin, telephone interview with author, April 28, 2014.
38 Design Boards
Chapter 4:
Presentations and Pitches
“There may be any mix of things you might present.
You have to listen to the idea. One idea may just need
to be told as a story, perhaps with one photographic
frame so that people know what the feeling is. Another
design board may need fifteen graphic frames that are
showing exactly what the typography is and exactly what
we are doing with transitions. Some ideas are 100 percent
written with hand-drawn frames. Sometimes you pick
a track of music because it’s really about the editorial
style. Other times you do an animation sample, because
that’s the best way to describe it. You have to listen to
what you want to express. There is not a one size fits all
approach to how you communicate ideas.”—Karin Fong,
Designer/Director.
Process Books and Pitch Books
Process books and pitch books are used to showcase various
aspects of projects, but for different reasons. Students use
process books to document and showcase the development
of their creative process, whereas professionals use pitch
books, or design decks, to present work to clients. Process
books are very effective for attracting the interest of
potential employers, whereas pitch books are effective for
winning new business or moving a commercial production
forward.
Despite the differences between process books and
pitch books, they both serve as containers for creative work.
They should always be created with professionalism and as a
supportive element for the content within. Many of the design
principles that apply to creating beautiful style frames and design
boards are applicable to process and pitch books. As an outcome
for design for motion, a designer must edit and curate process or
pitch books to best showcase their work.
Process Books
The primary purpose of a process book is to document your
creative process. You can showcase all the crucial steps,
strategies, methods, and thinking that went into your concept
development. Additionally, you can also showcase the polished
outcomes of a project, such as style frames and design boards.
Process books tell the story about how you developed your
concept and design style. For students, process books are
extremely valuable for their portfolios. You can give a potential
employer insight into how you come up with ideas and develop
visual styles. Process books can demonstrate how you handle
problem solving and arrive at solutions to creative challenges.
The value and importance of process books in relation to
career and employment cannot be overstated. Finished outcomes
are always important. It is a given that your portfolio should
contain the very best of your work. However, showing a potential
Presentations and Pitches 39
employer how you think and develop concepts, in addition to your
finished design outcomes, will make you a stronger candidate.
Employers enjoy delving into students’ process books. Sketches,
ideas, and references are interesting and informative. A strong
process book shows your ability to consider the needs of a creative
brief and craft a purposeful solution. Most importantly, a process
book can present your talent for creative problem solving. This
skill often determines the difference between a creative lead and
a creative technician in a commercial setting.
“If you want to be a creative director, learn how to pitch.
You get in the first couple of pitches and you’re a nervous
wreck and probably not very good at what you’re doing.
But just continue to get into those pitches and try to figure
out the best possible way to communicate your ideas.
Be concise, and take those big ideas and cull them down
into simple things people can swallow.”—Robert Rugan,
Designer / Director
Pitch Books
Pitch books serve an extremely important purpose—a means of
presenting work to a client. They contain the solution to a creative
brief, or challenge, in a commercial setting. A design studio will
present a pitch book to a client either to win a project or to gain
approval to proceed on a production. Studios need to win jobs to
stay in business and pitch books are the key to delivering style
frames, design boards, and written treatments (which will be
covered in detail in Chapter 8) to clients.
Pitches typically involve a creative lead, such as a creative
director or an art director, presenting the pitch book to the client.
This pitch can be done in person, over the phone, or through
“video chat.” If the pitch is conducted in person, the design studio
will prepare and print pitch books for the client. Printed pitch
books will be distributed to the clients, and the creative lead from
40 Presentations and Pitches
the design studio will talk everyone through the solution. There
may be a monitor or projector where a PDF version of the pitch
book can be displayed. If the pitch is done over the phone, each
party can review the pitch book as a digital file while the creative
lead presents. The details and logistics of pitches have infinite
variations, but the essential pattern of pitching remains the same:
the creative lead uses the pitch book to help sell the concept to
the client.
How to Make Process and Pitch Books
Figure 4.1 shows selected pages from a PDF pitch book for the
titles of Matador. The design of the pitch book is clean, clear, and
consistent. Relevant project and contact information is included as
well as the style frames. Although this pitch book was delivered in
a digital format, the inclusion of wooden textures, tactile elements,
and a hand-written signature creates a unique and personal touch.
Process books and pitch books need to be professional.
Their design should feel clean, simple, and organized. As
containers for creative content, the design of process books
and pitch books should never compete with the content. Be very
careful not to be heavy-handed with textures or bright background
colors. The design style should be supportive of whatever content
is placed into the book and consistent throughout the entire
document, including choices about typography, layout, and color.
Typography
Typography should be limited to no more than a couple of
typefaces. Ideally, work with a single typeface and vary the weight
and point size to create a hierarchy of visual importance. A
common mistake for beginners is to make typography too large
in their process books. When type is too large in a process book,
it appears unprofessional. Look at strong graphic design layouts
for reference about how to size your type. Classic graphic design
principles also apply to the layout of process books and pitch
Figure 4.1: EXAMPLE OF A PITCH BOOK. MATADOR TITLES. CREATED BY SAROFSKY FOR ROBERT RODRIQUEZ AND EL REY NETWORK. CREATIVE DIRECTOR: ERIN SAROFSKY.
Presentations and Pitches 41
books. For example, working with a grid will help to keep design
elements aligned and proportionately spaced from each other.
Most digital art software has the option to toggle visibility of a grid.
consistent headers, footers, and text styles. A simple “Thank You”
page at the end of a process book or pitch book can be a nice
message to send to clients or viewers.
Layout
Negative space is extremely important in both process
books and pitch books. Always leave a healthy amount of visual
space on all of the edges. The eye needs room to breathe, and
too much clutter will make it hard for a viewer to know where
to focus. Do not be afraid to have plenty of negative space
throughout the design of a process book or pitch book.
Creating Templates
Creating a template for your process books or pitch books is
a really good idea. This template will make your workflow for
creating presentations more efficient. Design studios also use
templates to maintain brand consistency. In a studio setting,
creative directors or art directors usually create the pitch books.
Using a template insures the design of pitch books is uniform,
especially if there are multiple creative leads. A blank template
for the pitch book will usually be saved on a shared network for
easy access. Adobe InDesign is great for creating such a template.
The master page option allows you to create a variety of style
pages that can be easily duplicated and versioned.
Color Palette
For color, a neutral palette is a good starting place. Use bright
or highly saturated colors sparingly. They should be reserved for
highlights or visual accents. Again, the design of process books or
pitch books should be supportive of its content. Color can easily
distract from the work being presented. Black, white, and shades
of grey work very well.
Clear Communication
Process books and pitch books need to communicate certainty,
and the design style should support this idea. The cover page
should be simple and clear. For a process book, include
information such as the title of the project, the date, and your
personal branding on the cover. A pitch book will usually include
the logo of the client on the cover, as well. Process books and
pitch books can also include a table of contents, depending on
the length. Subsequent pages are usually numbered and have
42 Presentations and Pitches
Always Be Professional
Creating a process book can elevate the professional appearance
of your work. It is also great practice for developing presentation
skills. The focus should be to create a clean and organized layout
that can best showcase your creative work. Be sure to spell check
whatever text you include in your presentations as incorrect
spelling instantly reads as unprofessional. Do not be overly
concerned with your personal branding; it will develop over time.
You can always update the layout and design of your process book
in the future.
Professional Perspectives
Lauren Hartstone
Lauren Hartstone is a Creative Director, Designer, and Live Action
Director with experience in broadcast, branding, commercials,
and film. Lauren joined Gretel as Associate Creative Director
in 2012 after spending five years as a Director and Designer at
Imaginary Forces. She has led projects for such clients as Google,
Spike TV, Coach, United Healthcare, Pepsi, Smirnoff, Reese’s, and
Target. Her HBO main title designs for Boardwalk Empire and The
Pacific earned Lauren two Emmy nominations, and her work has
been featured in SXSW, RESfest, Motionographer, and IdN. Lauren
holds a BFA degree in Visual Communication from Washington
University in St. Louis where she concentrated in Graphic Design.
Her prior experience includes Loyalkaspar, Stardust, and MTV
Networks.1
An Interview with Lauren Hartstone
What is your art and design background?
I went to Washington University in St. Louis where I majored
in Visual Communication. The program provided me with a
foundation in graphic design, with a strong focus on print and
typography. I loved my experience there, and even though I didn’t
have the opportunity to study motion, I think in some ways having a
more traditional or formal design training has helped to shape my
approach and aesthetic. My junior year, I had an internship with
VH1’s off-air print department and over the course of the summer,
I got to know some of the people in VH1’s on-air department. They
were so nice and helpful, walking me through their work and the
programs they used. They showed me how, with the addition of
time and sound, I could bring my work to life, and in that moment
everything changed. When I went back to college for my senior
year, I knew that I wanted to work in motion.
How do you develop concepts?
I write down my first ideas, even the terrible ones. Then I
research, pull references, and start to hone-in on what the best
ideas are. I try to narrow it down to two or three really good ones. I
will work with other designers to pull things together. We will
print things out and put them up on a bulletin board—circle things,
tear things down, and write additional thoughts. Once we have the
main concepts developed, then we will start designing.
What do you like about motion design?
I love the creative challenge. Whether it’s telling a story, setting a
tone or communicating a brand. I love that every job is different. I
could be designing something very graphic one day and filmic the
next. And I love that I still learn something new on every single
project.
Professional Perspectives Lauren Hartstone 43
Figure 4.2: Sudafed “Open Up” commercial. Created by Gretel for JWT. Live-action director/Creative Director: Lauren Hartstone.
44 Professional Perspectives Lauren Hartstone
How do you approach presentations?
Presenting is really interesting, because it doesn’t matter how
good the idea is, if you don’t sell it right, you probably won’t win the
pitch. Literally, half of the work is how you build the presentation—
the sequence and layout of the frames, the writing, the tone, how
you lead someone through the idea. You can put six frames on a
page and just show that. Or, you can build a presentation that really
reflects the tone of the idea on every single page and walk them
through your process. These days, everyone has access to the best
references—it’s all so easy to access online. So your idea, and the
way you present it have to play a much bigger role.
Do you have any suggestions for young designers?
Keep designing, illustrating, experimenting, and diversifying your
portfolio. Don’t get caught up with one specific niche. I think that
will make you more desirable, particularly if you don’t animate
as well. I never try to retrofit a style into a job. It’s not about
what style you want to do, it’s about what works best to solve the
problem. I do the style that is the best solution to the job, so having
the ability to do a little of everything really helps. I would also urge
young designers to learn from every single person around you—
animators, 3D modelers and lighters, illustrators, DPs, production
designers. Ask them questions and soak in what you can whenever
you can. And lastly, when you are designing a storyboard, try to
think about the whole picture. Usually, you are creating a narrative
or sequence, not a poster. Make a ton of frames and look at them
collectively. Change them as you go. If you get too caught up in
noodle-ing with one frame you will lose sight of the bigger picture.
How did you get into directing live-action?
I really stumbled into it at Imaginary Forces. I was designing a
brand for the Canadian network Dusk, and live-action was the
only way to really get my idea across. I co-directed it with Mark
Gardner, and I remember that day so well because it was another
one of those moments where I knew immediately that this was
what I wanted to be doing. I loved everything about it—working
with the props and miniatures designer, figuring out the lighting
with the DP, the whole experience of being on set and making my
frames come to life. It was incredible. Since that shoot I’ve had the
opportunity to work on several others—big and small—and each
one has taught me something new.
If you weren’t a designer what would you be?
We work in a field that is completely subjective. There is no
real accounting for someone’s opinion. Every once in a while—
when I’m really frustrated—I wish I worked in a field that was
completely objective. That had finite solutions and answers you
couldn’t argue with. So, mathematician? Of course, I’d have to be
good at math…which I’m not.
Do you have a favorite project?
That is a very difficult question. The Pacific is still one
of my all-time favorites. It had so many aspects to it—design,
illustration, live-action, typography, and most importantly a
really compelling narrative. And I worked with an amazing
team of people at Imaginary Forces. Another favorite would
be the Google Chromebook project I worked on at Gretel.
We partnered with Google’s Creative Lab for an experiential
takeover of Times Square for three full days. There were nine
buildings, all with several screens, and we were tasked with
creating 15 minutes of unique content for each building. All
of course during Hurricane Sandy—so that in itself was an
experience. It was a really fun and very different kind of project
for me.2
Professional Perspectives Lauren Hartstone 45
46 Professional Perspectives Lauren Hartstone
Figure 4.3: The Pacific main title. Created by Imaginary Forces for HBO. Designer: Lauren Hartstone.
Professional Perspectives Lauren Hartstone 47
Figure 4.4: Google Times Square. Created by Gretel for Google Creative Lab. Associate Creative Director and Designer: Lauren Hartstone.
48 Professional Perspectives Lauren Hartstone
Notes
1 “About.” lhartstone.com. Accessed August 25, 2014. <http://lhartstone.com/
About-Lauren>.
2 Hartsone, Lauren, telephone interview with author, May 10, 2014.
Presentations and Pitches 49
Figure 5.1: DESIGN BOARD FROM A STUDENT ASSIGNMENT BY GRAHAM REID, SCAD BFA.
50 Developing Concepts
Chapter 5:
Developing Concepts
In the previous chapters, we have covered the primary outcomes of
Design for Motion—style frames, design boards, process books, and
pitch books. The next section of the book will explore how to create
them, beginning with how to approach concept development.
Creative projects begin with a need, and in the world of commercial
motion design, needs are expressed through creative briefs.
Creative Briefs
What is a Creative Brief?
A creative brief states the needs of a project. These needs include
emotional, intellectual, narrative, and technical specifications.1
Additionally, the brief provides the initial spark, or impetus, to
begin the creative process. A question, problem, or urge to make
something is at the center of the creative brief. The Process-toOutcome theory outlined in this book requires a creative brief as
the first step in a project. The word “brief” refers to the idea of
something that is concise. Rather than having a document with
pages of research and data that would take a lot of time and effort
to decipher, a creative brief provides a clear sense of the needs of
a project in a relatively short amount of time.
Types of Creative Briefs
Creative briefs either come from an external source, like a
client or a teacher, or they originate internally from a designer’s
desire to create something. A designer must be able to interpret
a creative brief, especially one that comes from an external
source. If the brief is not clear, be prepared to ask questions.
Sometimes, a client may not know exactly what they want—
they just have an idea, a question, or a product to sell. In these
instances, you have to ask the client, “Who are you trying to
reach? What are you trying to say? What are the specifications for
your project? What do you want to avoid?”
Sometimes creative briefs are very detailed, and other
times they can be quite sparse. It takes time and practice to
become well versed in discerning what is most relevant, but it is
vital for a designer to be able to identify the key needs of a project.
In the event that you are given a brief with very little detail, it is
your responsibility to construct a creative brief that you can work
with. For a personal project, where there is no external source
such as a client or teacher, the drive or desire to make something
serves as the creative brief.
The Form of a Creative Brief
Sometimes you will be given a brief and sometimes you will not.
A client or teacher may provide a detailed text document or a PDF
file filled with reference images, a specific list of deliverables,
a script, or a brand style guide. It makes a creative challenge a
lot easier when you clearly understand the needs of a project.
However, you may not always be given a complete creative brief,
or any tangible brief at all.
Developing Concepts 51
Even if a creative brief is incomplete or intangible, you
are still responsible for producing the project. If a client does
not provide a creative brief, then write your own. Gather as many
relevant facts about the project as you can, and put them down in
a form that is organized and accessible to you. In a production, a
producer is responsible for many of these things. But, if you are
working on your own, it will be up to you to produce for yourself.
Always be sure to take note of the specifics of a project, such as
the schedule for reviews and final delivery, the correct aspect
ratio, and mandatory branding elements such as logos or copy.
The purpose of the creative brief is to contain the creative needs
of a project. Whatever the form of the brief, it must be something
that works for you.
The Needs of a Creative Brief
Every project has different kinds of needs. The emotional needs
of a project describe what the designer wants the viewer to feel.
Do you want the viewer to feel happy, sad, hopeful, excited, or
serene? Having a clear sense of what emotions you want to
produce in your audience will help you to shape the direction of
your concept. When working with a client, try to get a clear picture
from them about the emotional tone that they want to evoke.
Creative briefs also have intellectual needs. These
intellectual needs have to do with messaging and ideas. What do
you want the viewer to think after seeing your project? Do you
want the piece to be reflective, ironic, political, or comedic? The
possibilities are endless. So again, talk with your client about the
ideas they want to convey.
52 Developing Concepts
The narrative needs of a project are related to storytelling
and the sequence of events. Motion design is defined by change,
and the narrative is the container for how change happens within
a piece. Is the story about transformation, discovery, tragedy,
or friendship? Be clear with yourself and the client about what
kind of story you want to tell. If the project is more abstract, then
identify the shape of the narrative and how it changes over time.
Specific needs describe the technical specifications of a
project. What is the size or aspect ratio? What is the length or
duration of the piece? These details have to be outlined so you can
create content and artwork at the proper specification. In addition,
there may be other mandatory elements like client logos, brand
guidelines, or copy that must be included. The creative brief holds
all of these requirements, which a designer will then use as a
reference for the starting point questions that direct and guide both
the concept development and the aesthetic design of a project.
How to Use a Creative Brief
The creative brief directs and helps the designer to stay focused on
the task at hand. It provides a structure for the entire project, from
concept development through design, production, and delivery.
Every project begins with a starting point—a question. Once you
have a creative brief, you can begin concept development. The
creative brief will help you to maintain the creative borders of a
project. Do not be afraid to ask a client questions about the creative
brief. If their needs are not clear to you, it will be difficult to come
up with a solution to their problem. By asking the client to clarify
their needs, you are asking them to participate in the process.
Professional Perspectives
Carlo Vega
Carlo Vega is an independent creative director, designer, and
animator. He works fluidly between art and design, constantly
creating work that inspires the creative community. Carlo has
built a strong reputation in the motion design industry. But even
more impressive is his passion and dedication to creating his own
professional path.
An Interview with Carlo Vega
How did you become a motion designer?
I became a designer strictly by luck. I never intended to be one. My
plan was to paint. I wanted to be a painter, and I wanted to be an
artist. I was in it to create things. I opted to go to a university instead
of an art school because I wanted to take a variety of classes. I took
classes like Advanced Calculus and Latin American Literature where
we would just read books in Spanish. It was fun because I like to do
different things. Late in my schooling, I took a class in graphic design.
I found it interesting, and it came naturally to me. They were teaching
me tools to do print design, but that didn’t do it for me. During my
senior year of college, we went on a field trip to a web company. I
started asking questions about the tools they were using, and after
the tour the creative director offered me an internship. I negotiated it
into being a job. I worked full-time until I graduated.
After I graduated I moved to New York. I ended up working
at a variety of inspiring digital agencies and motion graphics
studios. At first, I was doing motion for websites using Flash.
But, I remember, after about a year of doing that, opening After
Effects for a project. That changed everything for me. I was like,
“what’s the point of doing Flash?” From that point on I wanted to
focus more on motion. I moved to production companies that gave
me that opportunity. Everywhere I went, I found small, talented,
young, and naïve teams. We were overworked and underpaid. It’s
very different than now. Now you have so many companies doing
motion. Back then there was only a handful of decent places that
one wanted to be associated with.
After bouncing around in a few places, I started to feel like
I did not want to work at a company. So I left, and started working
on my own. I really felt that if I was going to design, animate, and
creative direct to make money, I would like to do it on my own
terms. I feel like that was the moment that my career as a creative
professional really started. I made a conscious decision to work
things my own way. Before that it was all about making money
and doing my own experiments and painting. The experiences at
different companies and the people I met were very important for
me, but I wanted to do things my own way.
My approach is to make things enjoyable and realistic
while creating relationships with clients that are collaborative
and long-lasting. That’s how I started my career as a designer,
designing everything from websites to postcards, video work,
commercials, rebrands, network rebrands, and shooting liveaction campaigns for companies.
Professional Perspectives Carlo Vega 53
Figure 5.2: Castor & Pollux trailer. Designer: Carlo Vega. Illustrator: Stefanie Augustine.
Figure 5.3: NIP Kinetic Typography. Created by Carlo Vega.
54 Professional Perspectives Carlo Vega
Figure 5.4: Cross Country Show Package. Created For CMT. Designers: Carlo Vega And Adam Gault.
Figure 5.5: My Big Redneck Wedding show package. Created for CMT. Designers: Carlo Vega and Adam Gault. Illustrator: Stefanie Augustine.
Professional Perspectives Carlo Vega 55
What do you enjoy most about motion design?
Ongoing, direct-to-client relationships are very rewarding. My
process is to develop a partnership with my clients. I am helping
them to accomplish something they want to do. If we are going
to do it, we are going to do it together. If we succeed, we succeed
together. If we fail, we fail together. I enjoy all aspects of this
interaction very much.
Do you have any suggestions for young designers looking to
develop client relationships?
Help the client to organize ideas, and make these ideas come out
in a clear way. It’s important to start conversations about what
the project will be doing. Then references can be suggested. I had
to learn how to read client briefs and to talk to clients. Making
56 Professional Perspectives Carlo Vega
sure we were on the same page, showing them references,
hearing them out. I try to have conversations to create constant
communication. You have to have conversations about a project
if you are going to solve their problem in a creative way. You have
to collaborate if you want the client to be happy in the end. It is
a partnership, and it’s teamwork. That’s what I love about doing
projects with clients. I don’t just look for cool projects, but for
ongoing creative relationships.
If you weren’t a designer, what do you think you would be?
I really like what I do; I feel very blessed. I can’t imagine doing
anything else. I am content splitting my time between working
with my clients and doing my paintings or video art.2
Figure 5.6: Gray Keys video art. Created by Carlo Vega.
Figure 5.7: An Expansion video art. Created by Carlo Vega.
Professional Perspectives Carlo Vega 57
Good Ideas are Hard Work
Coming up with good ideas is hard work. First, we need to
be able to sit with the questions posed by a creative brief.
This period of contemplation can be uncomfortable, as
questions without answers create uncertainty. Many designers
feel the urge to rush into designing style frames as soon as they
have a creative brief. It can be easy to grab hold of the first idea
that comes to mind and start making style frames. However,
we may end up spinning our wheels if we go in a direction that
does not meet the needs of the client. Also, we may miss an
opportunity to develop a truly interesting concept. Allow the
creative brief to metaphorically digest before beginning to design
style frames.
A designer of motion spends a lot of time creating images.
It will be a more rewarding experience if the images we create are
inspired by powerful concepts. With a lot of practice, our ability to
create style frames quickly will increase dramatically. Rather than
rushing into a project, put effort into making concept development
a regular part of the design process. Time spent researching and
58 Developing Concepts
writing in the beginning of a project will most likely produce a
solid concept.
Build a tolerance to sitting with the unanswered questions
of a creative brief. Learn to be comfortable with ambiguity.
Hopefully, young designers will learn to love exploring possibilities
and making interesting concepts. There are many talented
designers, but not all of them are capable of producing great
ideas. The ability to think and come up with solutions to creative
briefs is a valuable skill. Strong concept development skills
combined with great design will open doors to creative leadership
roles in design-driven productions.
Concept Development
“When I first started out, I would just jump right into
design. I would try to design my way out of a problem,
and sometimes that works. But, more often than not, you
end up at a dead end. It definitely helps to know what
the concept is first and design from there.”—Lauren
Hartstone, Designer / Director
Figure 5.8: CONCEPT DEVELOPMENT EXAMPLES FROM THE SKETCHBOOK OF PETER CLARK, SCAD BFA.
What is Concept Development?
Concept development is the process of how we come up with
ideas. There are countless theories, methods, and books about
how to ideate. However, there is not a single right way to come
up with ideas. Designers approach concept development in their
own way and must discover what works best for them. Although
concept development is an individual endeavor, there are patterns
and approaches that have universal benefits. Curiosity, courage,
and awareness are traits that will aid you in the process. This
section introduces principles and exercises that are designed
to help you come up with ideas and develop them into strong
concepts.
Developing Concepts 59
Questions and Answers
A creative brief poses questions about what a project will be.
A concept is the answer to those questions. So, an important
aspect of design for motion is the ability to create concepts that
answer the needs of a creative brief. A designer needs to be able
to interpret exactly what the brief is asking. Though it may sound
simple, it sometimes takes a while for a designer to learn this
skill. It is important to listen during a project kick-off, or initial
meeting with a client. Do not be afraid to ask questions, especially
if you are uncertain about the needs of a brief. Time is money
in the world of commercial art, and a question not asked could
waste a lot of time. Do not rush directly into the design phase of a
project. Give yourself time to allow your ideas to develop.
Concepts contain the essential qualities of a project—such
as ideas, emotions, stories or narratives, and the stylistic look
and feel. In addition, concepts serve as a focal point for these
essential qualities to orbit around. If an idea or a direction gets
too abstract or vague, the concept can help you to stay on task.
However, before you begin to design a project, you must have an
idea about what you want to make. This idea includes a visual
aesthetic and a story. A concept is a starting point for what a
project can become. Once you have a starting point, it needs to
grow. This is where development comes into play. Concepts begin
with an initial spark of an idea, but, ultimately, they need space
60 Developing Concepts
to grow. A concept rarely emerges fully fleshed out. Even an
epiphany needs to be cultivated and sculpted into something that
is defined.
Development
Development has to do with growth and expansion. In the
beginning stages of a project, there are unlimited possibilities
about what it can be. It is important to explore a range of
potentials for a concept. Running with the first idea that pops into
your head may result in having a really shallow concept. It may
look beautiful, but it may lack a powerful story or potent meaning
if not given enough time to grow. A client will pass on a weak
message in favor of a concept that connects with their intended
audience.
As a principle, growth implies stages of development
and change. A seed starts out as something small, but has the
potential to become a fully formed flower. Along the way to
becoming a flower, it goes through stages such as growing roots
and emerging from the ground as a seedling. Leaves sprout and
buds blossom as part of the process. In addition, the seed needs
nourishment in the form of sunlight and water. A concept is like
a seed; it needs to be nourished in order to grow and unfold into
something that blooms. Time, curiosity, awareness, and courage
are nourishment for a concept.
Professional Perspectives
Karin Fong
Karin Fong is an Emmy Award-winning director and designer.
Known for her work in television, advertising, and cinema,
Karin brings her brand of visual storytelling to everything she
creates. Among her projects are the iconic opening titles of
Boardwalk Empire, South Park, and Black Sails, as well as the main
titles of numerous feature films. Her directing credits include
commercials for major brands, including Target, Lexus, Sony
PlayStation, and Herman Miller. From cinematics for Sony’s God
of War video game series to large-scale video installations in
Times Square, Karin’s projects showcase her inventive mix of
design and filmmaking expertise. Her work has been shown at
the Cooper-Hewitt National Design Museum, the Wexner Center,
the Walker Art Center, and in many publications, including Fast
Company magazine, which named her one of The100 Most Creative
People in Business. Karin has lectured around the world and
has taught at Yale, RISD, Art Center, and Cal Arts. She currently
oversees the creative vision at Wonderland Sound & Vision, the
film and television production company founded by McG (Charlie’s
Angels, The O.C.). Prior to Wonderland, Karin was a founding
member and partner at Imaginary Forces, where she honed her
skills at the intersection of live-action, design, and animation.
Karin’s many influences include Magritte, Hiroshi Sugimoto,
and Sesame Street.3
An Interview with Karin Fong
What is your art and design background?
I was always the kind of kid who could draw in school. When
I was in elementary school, I imagined I’d grow up to make
children’s books or greeting cards. I’d always find a way to do
art. For instance, in high school, instead of writing a paper for my
history class, I did a stop motion animation film with cut paper.
I wanted to make things that would be seen and experienced by
people, whether they were posters around campus or my own
little books. Because I also liked writing, I chose a college that
had a very strong English department, as well as an art school. I
knew that writing was a big part of what I wanted to do. I ended up
going to Yale and majoring in art, with a concentration in graphic
design. I fell in love with graphic design because of the way it
combines text and image. There’s a real opportunity for narrative
and storytelling. Ever since I was a child, I was very influenced by
Sesame Street and Electric Company. They showed that you could
have any visual style. Nothing was off limits; puppets, live-action,
animation, cell animation, claymation—it was all fair game.
Consequently, the animated alphabet book I made for my senior
project combined my love of children’s books, animation, sound,
scanned drawings, and collage. It landed me a job after graduation
as an animator for Where in the World is Carmen San Diego, and
Professional Perspectives Karin Fong 61
Figure 5.9: Boardwalk Empire title sequence. Created by Imaginary Forces for HBO. Directors: Karin Fong and Michelle Dougherty. Designers: Karin Fong, Lauren Hartstone, and
Michelle Dougherty.
62 Professional Perspectives Karin Fong
more importantly, with Kyle Cooper, who was then the creative
director at R/GA Los Angeles. Imaginary Forces was founded from
that studio in 1996, and I worked there, both in LA and later in the
NYC offices, until the beginning of 2014.
Now I am at Wonderland Sound and Vision,
overseeing the creative for the television shows and the film
projects here. In the past, Wonderland has produced The O.C.,
Chuck, and Supernatural, and we are now independently funded
to create material. It’s really exciting to have more of a hand
in developing content and envisioning bigger projects. It’s a
different way of working for me, not as brief-driven or clientdriven, but working more as a traditional design shop. I feel
it’s a very exciting time for designers, as we become more
involved in authorship and creators from the get-go. How are my
design skills now going to inform what we do here? How can I
influence the narrative and visual language of the stories earlier in
the process?
I like boiling ideas down to a metaphor, to take the essence
of an idea and turn it into a symbol. Something memorable, a little
aha moment is something that inspires me. You want to make
something memorable for a viewer … take two things that maybe
you didn’t know would go together, and make something new
with it—a surprise. I love a lot of the techniques we have in this
medium. Something that can go from 2D to 3D, or a simple turn of
phrase can change the whole meaning. Simple transitions can be
really powerful.
How do you approach concept development?
I love the opportunity with any new project to dive into the content,
in terms of research. I want to listen to the music of the time, see
what the clothes of the time looked like, read the real life stories
behind the characters, read what the history and politics of the
time were, and what people were thinking about. To me, a really
good design solution captures the unique qualities of the material,
so it is always helpful to be as informed as possible about the
subject matter.
Do you have suggestions for young designers?
The work you do early on often leads to the work you do later.
So you want your work to reflect what you are interested in. Your
work should reflect who you are. It’s not helpful to get hired to do
work that you don’t enjoy. Think about the parts of the job you like
to do. Make sure your reel reflects that. You should only put on
the pieces that you’re proud of and that represent you. We want
to know that you know what your best work is, that you know how
to edit, and that you know your strengths. If your reel or portfolio
is all over the map, we don’t know if the best pieces exist because
you had a good teacher or a great art director for that one time.
We want to feel confident that you are consistent.
Where do you find inspiration?
A lot of the time it’s travel, and getting away from the computer
screen. Taking a swim or going for a walk. I love looking at art
books, galleries, and talking with collaborators. I always try to
keep working on several things at a time, because the idea for
one project will come inevitably while I am working on a different
project.
Professional Perspectives Karin Fong 63
Figure 5.10: God of War: From Ashes commercial. Created by Imaginary Forces for SCEA. Director: Karin Fong.
64 Professional Perspectives Karin Fong
Figure 5.11: God of War: From Ashes commercial. Concept art showing the transition from beautiful to burnt Sparta.
Do you have suggestions for building a successful company?
Always work with people who are better than you. Work with
people you admire, and hire people you think are better than you.
One of the greatest working joys is when you have a project and
someone on your team adds something to the idea, and you know
that if you were working by yourself, that wouldn’t have happened.
Notes
1 Paglierani, Steven. Finding Personal Truth Book 1: Solving the Mind Body
Mystery. New York: The Emergence Alliance Inc, 2010.
2 Vega, Carlo, telephone interview with author, May 12, 2014.
3 Fong, Karin. “Copy for Book.” Message to the author. September 16, 2014.
E-mail.
4 Fong, Karin, telephone interview with author, August 5, 2014.
How can designers become content creators?
As designers, we have all these different formats for content
creation available to us. It’s all an extension of filmmaking. Now,
people often get their information and consume entertainment in
little nuggets. Plugging into little moments really speaks directly
to what we do as designers. The idea that a designer can become
a director is really powerful. They can have a voice, have a point
of view to express; like a musician or a filmmaker. The more you
begin to think of yourself in that way, the more you can take part
in communicating a vision. Design is so powerful because you can
get an emotional response. When you hit it right, it can really open
people’s minds.4
Professional Perspectives Karin Fong 65
Figure 5.12: Herman Miller: Get Real. A video that champions the authenticity of classic furniture designs by Charles and Ray Eames, Isamu Noguchi, Alvar Aalto and George Nelson.
Created by Imaginary Forces for Herman Miller/ Fairly Painless Advertising. Directors: Karin Fong, Grant Lau. Designers: Karin Fong, Grant Lau, Dan Meehan.
66 Professional Perspectives Karin Fong
Figure 5.13: Magic Trip Documentary Film. Stills shown are from the main title sequence and the “VA Hospital” sequence. The piece is set to audiotapes of Ken Kesey experiencing an acid
trip as part of a government experiment. Created by Imaginary Forces for Jigsaw Productions. Creative Director: Karin Fong. Art Director: Jeremy Cox. Designers: Karin Fong, Jeremy
Cox, Daniel Farah, Joey Salim, Theodore Daley, Lindsey Mayer-Beug, Eve Weinberg.
Professional Perspectives Karin Fong 67
Figure 6.1: PROCESS-TO-OUTCOME SPECTRUM INFORMATION GRAPHIC
68 Process-to-Outcome
Chapter 6:
Process-to-Outcome
Process-to-Outcome Spectrum
Figure 6.1 depicts an information graphic that represents the
Process-to-Outcome Spectrum. The graphic visualizes an idea of
how to approach creative projects. It was developed to help keep
the creative process enjoyable, while still delivering the best
possible outcome. The Process-to-Outcome Spectrum can help
you generate ideas, structure and manage time, and feel less
stress over the course of a project.
The graphic is made up of an upside down triangle that is
widest at the top and narrows to a point at the bottom. The vertical
axis represents the timeline of a project, from the beginning until
the end. The top of the graphic shows the start of a project and
the bottom shows the conclusion. A project begins with some
form of a creative brief, which is indicated at the very top of the
information graphic. Just below that is the word Process, which
encompasses the top half of the graphic. On the bottom is the
word Outcome, which is the final destination of a project. In the
middle of the information graphic, there is a line that signifies a
tipping point from Process-to-Outcome.1 A complete project must
move from a place of potential to a place of definition. There are
two questions in the middle of the graphic, which influence the
direction of the spectrum:
1. “Can the project be anything?”
2. “Is the project becoming something?”
These questions help to determine if a project is in the process
or outcome stages of production. They also help to determine if
you need to transition from Process to Outcome based on your
project schedule. The shape of the information graphic represents
starting broad and gradually refining toward a specific outcome.
Process-to-Outcome 69
Author’s Reflection
My experiences as a commercial artist and as a professor have
taught me about the importance of concept development. I
spent many years working as a freelance designer for motion
design boutiques in New York City. It is an extremely fast-paced
and high-pressured place. The field of commercial art is also
fiercely competitive. I have had success as a designer, winning
pitches and leading high-profile projects. However, it was not
until I had taught full-time for a few years that I realized how
limited my approach to concept development had been. I was
always very focused on the outcome of projects. From the
moment I received a creative brief, I was determined to arrive
at the solution as quickly as possible. Of course, the outcome
is extremely important. Projects are awarded based on strong
concepts and strong design. Ultimately, productions exist to
deliver finished outcomes. But my approach was completely
centered upon outcomes. I felt a lot of pressure to find the right
idea, the right style, and the right story. I based how I felt about
myself as a designer on winning or losing a pitch. Winning a
pitch meant I was awesome, and losing a pitch meant I was
a failure. Needless to say, it was often stressful and left me
feeling burnt out.
Returning to the academic world allowed me to reflect upon
my experiences in the industry in relation to my goals as an
educator. I realized that my hyper-focus on outcomes was not
ideal for creating the best designs or enjoying the process of
creating motion design. Through working with my students, I
discovered new ways to approach the design process. During
one class in particular, a student asked me how to come up with
ideas for projects. As a discussion ensued, I began to sketch out
an information graphic that looked like a triangle. The narrow
side of the triangle represented finished outcomes, a concept
that had definitely become something. The wider side of the
70 Process-to-Outcome
triangle portrayed the beginning stages of a project, where
there are infinite possibilities of what the concept can be. This
discussion led me to begin really exploring my own personal
process of coming up with ideas and creating motion design.
I began to give myself more breathing room with projects,
especially in the beginning stages. I found that I had a lot of
resistance internally toward going slow and not committing to
initial ideas. It was really difficult for me to sit with a creative
brief without rushing toward the outcome. I realized that an
immediate answer to a creative question skips all the possible
stages of growth and expansion. However, I still found it
challenging to sit with the uncertainty of a creative brief. Upon
exploring this experience, I recalled my early education. Years
and years of sitting in classrooms, being pressured to come
up with an answer as soon as a teacher asked a question. I
sat through countless tests with time limits that required a
certain amount of “right” answers to pass. Of course, I was
generally rewarded in some way when I got an answer correct.
Sometimes it was a good grade, other times it was praise.
The point is that our culture encourages answering questions
quickly and correctly. Making mistakes or simply not knowing
an answer is not exactly encouraged. After these reflections, it
dawned on me that my creative approach had been to answer a
creative brief as quickly as possible by coming up with an idea,
plunging right into the design phase of a project, and hoping
that the client liked it.
Clients come to designers to help them solve creative problems.
In general, it is understood that there is a gestation period
between the kick-off of a creative brief and the presentation of
a concept. Clients do not kick-off a project with a creative artist
and then immediately say, “Okay, so what is your answer?”
They want the best possible solution to their creative needs.
Clients expect designers to engage in concept development
and brainstorming. Designers need to give themselves an
opportunity to explore, discover, and awaken their curiosity to
maximize their design capabilities. This may seem obvious in
theory, but in practice it is not as easy as it sounds. I have met
many designers, both professionals and students who have felt
the same way I do. We have an internal editor in our minds that
is driven to deliver the correct response as soon as a question
is asked. On the flip side, there are designers who are really
comfortable coming up with concepts, but they have difficulty
completing projects. They are filled with interesting ideas but
never seem to be able to finish a task. Ideally, we can become
designers who are comfortable sitting with ambiguity long
enough to come up with great ideas, as well as having the grit
and determination to follow through on projects.
Regardless of a designer’s disposition, there are skills and
attributes that will help to make concept development and
design both productive and fulfilling. Awareness and time
management are invaluable in a project workflow. It is okay
to make mistakes, especially in the early stages of a project.
Take chances, dream big, and fail hard. It is unreasonable to
expect every idea you have to be golden. Above all, stay curious
and have fun. A mind driven by a need to explore will make
discoveries. What I have learned from being a professional
commercial artist and a professor is how to successfully
navigate a creative project from process to outcome.
Process
In this framework, process is defined as the beginning stages of a
project, phase, or exercise. The defining qualities of the process
stage are infinite possibility and potential. The process stage can
also be characterized with ambiguity and mystery, as the project
can become anything. A mind-set that is open and curious will
be helpful. Sitting with uncertainty at the beginning of a project
can be very challenging. You may have many questions: What is
the best solution to the creative brief? Will my designs win the
job? Will the client like it? We all have an internal editor that asks
these kinds of questions when we begin a project. It is suggested
that you turn off your internal editor as best you can during the
process stages of a project, phase, or exercise. That means
whatever voices of worry, concern, or anxiety about the outcome
of the project should be silenced. This can be achieved with gentle
reminders like, “I will address those questions about how the project
will turn out at a later time, while I am making design choices and
refining the project.” Or, if your internal editor is very loud and
defiant, try reminders like, “I do not care about what the project will
end up looking like right now. I care about exploring and discovering
interesting ideas and inspiration.” Process is a starting point of a
creative journey, and an attitude of curiosity allows for maximum
enjoyment and innovation. Process is placed at the widest side
of the Process-to-Outcome Spectrum information graphic, to
illustrate the openness that is suggested during this stage.
Outcome
On the other side of the Process-to-Outcome Spectrum is the
idea of outcome. Within the context of this framework, outcome is
defined as the tangible result of the project. The realized form, final
product, or deliverable are a few terms that describe outcome.
Outcome is the end result of a creative journey that starts in a
place of “possibly anything” and finishes as “definitely something.”
Finite choices have been made, and a sense of clarity rather
than mystery needs to be conveyed by the outcome. Simply put,
outcome clearly defines a project and communicates certainty.
Process-to-Outcome 71
The internal editor needs to be unleashed in full force during the
outcome stage, as opposed to the process stage. Openness of
possibility and ambiguity are not helpful at this stage. Outcome is
not a time to freely explore what a project could be. Rather, it is
the time to deliver maximum design certainty. Hence, outcome is
placed at the narrowest side of the Process-to-Outcome Spectrum
information graphic to illustrate the definition and clarity that is
needed to successfully deliver a project.
Value of Process-to-Outcome
Outcomes are the concrete results of projects in the real world.
An outcome connects people to the meaning contained within
a project. It is also usually required if you want to get paid as a
commercial artist. However, in my case, the problem was a matter
of too much focus on the outcome combined with a poor sense of
timing. I have learned that there is a time to focus on the process and
a time to focus on the outcome.
It is a vital skill for a designer to become aware of time in
relation to the Process-to-Outcome Spectrum. The ability to know
where you are in a project provides a structure of where to place
your energy. Before I was aware of this spectrum, my journey
through a project resembled more of a straight line. Rather than
beginning wide and gradually refining toward a finished point,
I had a very narrow focus from the kick-off straight through to
completion. I was constantly thinking about the outcome. What
will the design style look like? What will the client think? Would it
win the pitch? Again, all of these questions are important, but not
to the detriment of the project as a whole.
Be Comfortable with Ambiguity
One of the qualities of the process stage is uncertainty. The
kick-off of any project will exist in the realm of uncertainty to
72 Process-to-Outcome
varying degrees. That is the nature of the beginning of a project.
It is not formed yet; hence, the need for a creative brief to find
and create a solution for this uncertainty. Now, uncertainty
can be very exciting—ripe with potential and possibility.
Uncertainty can also be extremely uncomfortable and downright
terrifying. Uncomfortable feelings that may arise during
uncertainty can prematurely drive you straight out of process
toward outcome.
It is no small task to be presented with a creative brief
asking you to come up with a concept and a visual look. Add
deadlines, pitching, payment, and client approval and you may
want to arrive at that solution as fast as possible. Sitting in the
open spaces of process is not easy, especially when you have a
client waiting for you to provide a solution. So, how exactly does
one navigate this challenge?
Know Where You Are
The first step is awareness. Just ask yourself where you are in the
project. If it is the beginning, then be in the process. Fully engage
your concept development with as much openness to ideas and
emotions as you can muster. Turn your internal filter off, and be
a courageous explorer of the unknown. If, on the other hand you
are approaching the completion or deadline of a project, be in the
outcome. Focus on creating as much certainty as possible as you
refine and polish the project. The trick is to know where you are
in the project. Too much stress about outcome in the beginning
will narrow your creative options and kill the fun. Too much
ambivalence during the outcome and the project will lack clarity
and definition. The Process-to-Outcome Spectrum information
graphic is a tool to help remind you where you are throughout a
project.
Professional Perspectives
Lindsay Daniels
Lindsay Daniels is an Emmy Award-winning designer and
storyteller. She works with major corporations, television
networks, production companies and design studios to define,
design, and creative direct content for broadcast and digital media.
Her design studio is located in Seattle but her clients reside all
over the United States. Her diverse experience on the branding,
agency, and motion design sides of the creative industry enable
her to deliver smart, relevant solutions for the current evolving
landscape. Her work has been recognized by organizations such as
Communication Arts Design Annual, The National Addy’s, The Art
Director’s Club and The Academy of Television Arts and Sciences.2
CCA was a more traditional design school so I was the
only person in my entire class who did a thesis with motion
design. I had been dealing with an eye problem, and made a
film reflecting how I was seeing the world. I had surgery and
something went wrong causing me to have double vision for
four months. So I made a film about it. I was able to drive all
this frustration into this film. I diligently focused on how to tell
a story, visually and emotionally. It was the only motion piece in
my portfolio. But, it armed me with a strong enough piece to walk
into Digital Kitchen and get hired as a junior designer. That’s how
I started my career.
An Interview with Lindsay Daniels
How do you approach concept development and storytelling?
I attribute so much of my storytelling and concept skills to my
education. I had professors who really pushed concept. We
learned all the important tools you needed to know to design
something, but most importantly, we learned to think like
designers. Your final product had to be great, but the concept was
pushed more.
What is your art and design background?
I started my design education at the University of Washington.
Through high school, I never really took art classes. When I got
to college, I started taking art classes and really enjoyed it. I
took a Graphic Design class, and my mind was blown. I would
spend hours working on the computers at the library completely
immersed in my projects. I transferred to the California College of
the Arts. I honed in on the ability to think conceptually, understand
myself as a designer, and learn my skill and craft. I had seen the
opening titles to Six Feet Under, and was like, “That is what I want
to do.” It was a defining moment. I also found a lot of inspiration in
Kyle Cooper’s work.
What is the role of a designer in a design-driven production?
Designers are tasked with solving problems, forming ideas and
developing stories. In motion, the designer has to consider and
inform what the audience sees, hears, feels and understands.
That complexity is what makes it interesting to me.
Professional Perspectives Lindsay Daniels 73
Figure 6.2: The Killing title sequence. Created by Sarofsky for AMC & Fuse Entertainment. Lead Designer/Co-Director: Lindsay Daniels. Director: Erin Sarofsky.
74 Professional Perspectives Lindsay Daniels
Figure 6.3: Valspar: White commercial. Created by the New Blank for Valspar. Designer: Lindsay Daniels.
Professional Perspectives Lindsay Daniels 75
Designing boards and coming up with ideas has given me
the skill set to work on different levels in the creative industry.
After working at Digital Kitchen I took a job at Publicis, an
advertising agency. I had been working with brands to come up
with concepts and art direction for commercials, so I was always
close to the big idea and the brand. Instead of pitching ideas to
an agency, I started pitching directly to the heads of marketing at
corporations. I like helping them figure out what story they should
tell with motion, and then helping them by designing creative
solutions.
Television network rebrands are also really exciting
assignments. It’s a beautiful fusion of identity design, thinking big
and conceptually, and honing in on a device and an idea that will
carry an entire network.
How would you describe the relationship between motion design
and branding?
Motion designers are starting to have more influence on brands
because companies are using more motion to tell their stories.
Great motion design is not just reserved for brands who can
afford a 30-second broadcast spot, it’s an accessible and relevant
medium to everyone. There are simply a lot more opportunities to
connect your audience with your brand.
The digital world is constantly changing and growing. I
think that evolution will continue to influence how motion design
is utilized and consumed, which will affect how we approach
assignments. It is interesting to see how motion is fitting into the
process of digital and branding agencies. It’s not about designing
a piece that begins and ends. It’s about an entire ecosystem that
embraces a story and leaves the audience feeling something.
How do you approach image-making?
Part of creating design boards is making sure that things look
the way you envision them. Sometimes that can be really difficult
76 Professional Perspectives Lindsay Daniels
because what you want is very specific. There are so many layers
that need to work together to articulate your story and concept.
The trick is finding or making the right image that captures the
tone of your idea.
There are so many different approaches to a creative brief.
You need to whittle it down and get to the end point where the
client feels confident that it is right. The way you can get to that
point is by showing them different solutions. Starting wide in the
beginning is really important.
Do you have suggestions for young designers?
When I was graduating from college, I was offered a job at a huge
branding firm. I was also offered a position at Digital Kitchen. The
branding firm was offering a lot more money. I was talking with
one of my mentors, and he said, “For your first job, don’t take a
position just for money. Your first job can really influence your
career path.” I am really thankful I listened to that. I would urge
designers to make sure that whatever you’re getting into, you
really want to do it. Have patience, learn your industry, and learn
your craft. Build a strong foundation. Learn from people around
you. When you are involved in a team, all the knowledge that is
there is really valuable.
If you weren’t a designer, what would you be?
I love design. I can’t imagine my life without it.
Do you have a favorite project?
Being a part of the opening titles for “Dexter” was a huge
opportunity and a wild ride. As a designer, to have something you
thought of and designed come to life and resonate with so many
people is really special. Every motion designer should have the
experience of doing something really hands on, where the process
unfolds in front of you.3
Figure 6.4: Dexter main title. Created by Digital Kitchen for Showtime. Creative Director: Eric Anderson. Designer: Lindsay Daniels.
Professional Perspectives Lindsay Daniels 77
Notes
1 Paglierani, Steven. Finding Personal Truth Book 1: Solving the Mind Body Mystery.
New York: The Emergence Alliance Inc, 2010.
2 “About.” Lindsaydaniels.com. Accessed August 25, 2014. <http://www.
lindsaydaniels.com/about/>.
3 Daniels, Lindsay, telephone interview with author, June 3, 2014.
78 Process-to-Outcome
Chapter 7
The Inner-Eye
The Internal Editor
We all have an internal editor. It is the voice inside our heads
that makes judgments. For most of us, editing ourselves and
carefully choosing our words is a regular part of our lives. Social
situations would get awkward very fast if everyone ceased to edit
their thoughts and spoke everything that came into their minds.
So, the internal editor serves a very useful function in polite and
civil society. However, in the realm of creativity, an overly active
internal editor can easily stifle ideas and kill the joy of the process.
Too much doubt, fear, or uncertainty will make anyone selfconscious, and the creative mind even more so. During the early
stages of concept development, allow the internal editor to take a
break. Explore ideas with freedom and curiosity.
Free Writing
What is Free Writing?
Free writing is an unedited continuous stream of conscious
thoughts written down on paper or typed on a computer. Julia
Cameron popularized this technique with an exercise called
“morning pages” in her book The Artist’s Way.1 The goal of this
exercise is to tap into our raw creativity and evoke the unseen
areas of our minds. Free writing will often bring up unexpected
ideas, thoughts, emotions, or memories. It is these unknown and
unconscious realms for which we are searching. By writing freely,
Figure 7.1: FREE WRITING EXAMPLE FROM THE SKETCHBOOK OF HYEMIN HAILEY
LEE, SCAD BFA.
The Inner-Eye 79
you release the more restrained parts of your mind and allow
them to come out and play, at least for a short time. Once the pond
of creativity is stirred, you never know what will rise up from the
bottom.
Looking Inward
During concept development, it is useful to have a balance
between internal and external exercises and references. Free
writing is a tool we use to look within ourselves for ideas and
inspiration. It is the most internal and unrestrained exercise in
the Process-to-Outcome Spectrum. With it, we can look inside
ourselves to make connections to help form our concepts. As
words and ideas resonate within us, they ripple out and create
new associations. Free writing can open doors to unique ideas
and pathways. We can follow these paths and build bridges to
unexpected insights and possibilities. Free writing offers an
opportunity to explore and make discoveries within our internal
landscapes.
Stream of Consciousness
Free writing builds on the tradition of surrealist games and
psychoanalytic free-association. In the spirit of games, it is
important to approach free writing with an attitude of play. Strive
to be open and loose with your free writing. When children play,
they explore their worlds with curiosity and joy. Curiosity is an
essential quality of discovery. Being curious allows us to enjoy
the process of searching within ourselves. From a psychological
standpoint, free writing encourages the unrestrained exploration
of the contents of the mind. These contents include your thoughts,
feelings, ideas, memories, inspirations, desires, etc.
During a free write, we put the continuous flow of our
minds into words. Let your words pour out with freedom. Do not
judge the content of your mind. Just write your thoughts down.
80 The Inner-Eye
Figure 7.2: FREE WRITING EXAMPLE FROM THE SKETCHBOOK OF CHRIS SALVADOR,
SCAD BFA.
Do not attempt to edit yourself or worry about correct spelling
or proper grammar. A free write does not have to make sense.
You do not need commas, periods, or complete sentences. The
goal is to let your words flow with as much freedom as possible.
Many artists and designers utilize these kinds of automatic writing
processes to jump-start their creativity.
Free Writing and the Internal Editor
There are times when the internal editor is very useful. A free
write is not one of those times. Remind yourself to let go of
caution and write without inhibition. If the internal editor shows up
during your free writing, gently ask it to go away. If your editor is
persistent or especially loud, it may become the topic of your free
write. Perhaps you will discover more about your internal editor
and consequently yourself. Push yourself to see how free you can
be with your writing. The more you can allow yourself to be open
during a free write, the more you will benefit from this exercise.
We will utilize the internal editor during other stages of concept
and design development.
How to Free Write
There is no wrong way to free write. It would go against the spirit
of freedom to have too many constraints. However, there are a few
suggestions that will help maximize the benefits of the process.
It is advised that once you begin a free writing exercise, you do
not stop writing until the exercise is over. You can choose to write
for a set amount of time, or to write a specific number of pages. If
you choose to free write for 10 minutes, do not stop writing for the
entire 10 minutes. Even if nothing of substance is coming to your
mind, just keep writing. You can even write about how you have
nothing to write about. It does not have to make sense.
Again, do not worry about spelling or grammar. The goal
is to cast off any concerns about outcome. Rather, see if you
can make unexpected discoveries in the untamed areas of your
mind. Commit to the process. Eliminate as many distractions as
possible, and give yourself the time and space to be engaged in
the free write.
Some people prefer to free write in their sketchbooks or
on paper. They enjoy the tactile experience of writing by hand
and feel like they can express themselves most naturally in that
form. Others are more comfortable free writing on a computer
by typing at a keyboard. I have had students who do a variation of
free writing by talking into a recorder non-stop for a set amount
of time. Again, there is no wrong way to free write. Experiment
with different forms of free writing. You may discover you are
comfortable with a range of formats, or there may be a specific
method that works best for you. Try not to worry, and let yourself
be in the process.
Do not be surprised if you need to write a lot of nonsense
before you discover more interesting ideas. You may find yourself
writing about what you had for breakfast or writing a to-do list
for the day. Try to welcome whatever thoughts arise and, most
importantly, do not judge your free writing. Do not pressure
yourself with expectations during this exercise. We are trying to
connect to the most sublime and intuitive aspects of ourselves.
This goal will require freedom from any notion of what is “right” or
“correct”.
Be Brave
Free writing requires you to be courageous. It is not always
easy or comfortable to sit with your thoughts, especially if you
are stressed or feeling uninspired. However, free writing can
help you to clear away the mental clutter that blocks the path
of creativity. Although free writing may feel unpleasant at first,
many find the process helps to calm their minds and to produce
interesting starting points for concepts. Be brave in your free
writing explorations. However strange or different your ideas, they
may be just what is needed to kick off your creative process and
allow for interesting associations. Do not avoid going where your
free writing takes you. You may receive a glimpse of precious gifts,
especially where you feel most vulnerable. This is the beginning
of the creative journey, fertile with possibility. Go deeper and try
to fear less. Allow the wilder aspects of your mind to run free. Be
open to what comes during a free write as your ideas may flower
into really amazing concepts.
The Inner-Eye 81
Making Discoveries
Ultimately, we are searching for ideas that resonate with the
creative brief. Free writing allows us to get our first thoughts down
on paper and dig deeper toward solutions that may be less obvious.
We can avoid clichés or tired concepts by putting time and effort
into concept development. Free writing has the potential to reveal
unexpected insights and possibilities, but we must be willing to
seek them out. It is not easy to do, but remind yourself that the
more you can let go of outcomes during a free write, the better
chance you will have of coming up with a great idea. Also, you will
be less worried and enjoy the process more. You may find free
writing to be a process that helps you in your everyday life. I often
begin my day with a free write to get my thoughts down and help
to focus my goals and intentions. Free writing helps to clear away
mental distractions and access more interesting possibilities.
Free Writing is Personal and Private
Because free writing is raw and unedited, do not feel compelled
to share your free writes. I take particular care to stress to
my students that their free writes are personal and private. In
my classes, it is not required to include free writing in process
books or presentations. You may edit yourself if someone else
reviews or reads your free writes. Sometimes I will free write
on the computer and when I finish, I close the document without
saving. This way, I can be as unedited as possible without fear that
someone may read my writing. The last thing I want to be during a
free write is self-conscious. By keeping your free writing a private
process, you can explore your thoughts, ideas, and feelings with
less fear or caution.
Word Lists
Figure 7.3: FREE WRITING EXAMPLE FROM THE SKETCHBOOK OF PETER CLARK,
SCAD BFA.
82 The Inner-Eye
Figure 7.4: WORD LIST FROM A PROCESS BOOK BY EDDY NIETO, SCAD BFA.
What are Word Lists?
Free writing stirs the pond of creativity and causes words to
rise from the depths of our minds and imagination. Many of
these words can help our ideas to flow, but only a few will
have the power to be truly impactful to the concept. Word
lists contain keywords, words that are most relevant to your
concept and creative brief. They conjure images, ideas, emotions,
and stories. For our lists, we seek the words that are most
potent.
Keywords also open metaphorical doors. They allow us to
access and enter new realms of meaning. Like sign posts, they
direct and guide us during concept development. Putting keywords
into lists helps to structure our thought process. The word list is
the first step in organizing the creative potential of what a project
can become. Begin to use your internal editor to make creative
decisions about which direction the concept will go. However, a
great amount of flexibility is recommended at this stage as the
concept is still forming.
Words are Powerful
Keywords tell us which doors to open and which doors to keep
shut. It is up to you to choose which worlds or meaning you wish
to explore, and keywords can help you. The path of discernment
requires effort, focus, and reflection. The advantage of doing a
free write first is that you can write down a lot of words and ideas
without worrying too much about outcomes or results. You can
then look back over your free write and choose the words that feel
most alive with meaning. Of course, it is not mandatory to do a
free write prior to making a word list. Some people choose to start
with word lists during concept development. However, by doing a
free write and then a word list, you follow a rhythm of expansion
and contraction. The free write expands outward without restraint,
whereas the word list gathers inward seeking to contain essential
thoughts and ideas.
Figure 7.5: WORD LIST FROM A PROCESS BOOK BY DAVID CONKLIN, SCAD BFA.
Regardless if you start with a free write or not, the word
list helps to find and organize keywords. Keywords are exciting
and awaken a thirst to explore potential directions for a concept.
Ask yourself if your keywords resonate with your concept? Do they
create vivid images in your mind? Are they alive with depth and
meaning? If so, they may be worth keeping. Ideally, your keywords
will also have personal meaning to you. If you are going to invest
time and energy into a project, adding personal passion to your
creativity will only make it stronger.
Spectrums of Meaning
The next step is to make your keywords stronger by creating
contrast. You can do this by listing the opposite meanings. Imagine
a continuum that connects the extremes of a word or idea. The
meanings are connected, but they exist on opposite ends of a
spectrum. This opposition is extremely important, as contrast
creates interesting tensions within a concept.
For example, if one of your keywords is hope, an opposite
keyword could be despair. Imagine a motion design piece that
begins in a de-saturated world filled with images of death and
The Inner-Eye 83
Figure 7.6: WORD LIST FROM A PROCESS BOOK BY PETER CLARK, SCAD BFA.
decay. Then, a tiny green seed opens up, and a small yellow flower
blooms amidst the gray and lifeless world. This image of hope
contrasted with despair is more impactful than just showing a
flower in a field of green on a sun-filled day. Concepts are made
stronger when dualities of meaning are explored. Even if both
sides of a keyword are not presented in a project, the research
and awareness of opposing meanings will help the designer to
develop a better concept. As you build tension through contrast,
potential themes for your concept can emerge from your
keywords.
How to Make a Word List
Word lists can be written on paper or typed on a computer.
Many designers use their sketchbooks to create word lists, and
then transfer them into a more design-oriented layout for their
process books. Some people like to write them in really organized
columns, while others are more chaotic with their lists. However,
the form of the word list is less important than taking time to
reflect on the keywords that most relate to your concept.
84 The Inner-Eye
Figure 7.7: WORD LISTS FROM THE SKETCHBOOKS OF CJ COOK AND PETER CLARK,
SCAD BFA.
In terms of a process book and presentation of your work,
a word list shows your creative thinking and your approach to
problem-solving. It will enhance the quality of your presentation
and demonstrate that you put time and effort into thinking about
the questions and challenges posed in the creative brief. In the
Process-to-Outcome Spectrum, word lists are a first step in
defining creative boundaries for a project.Word lists also provide
the source material for the next step in concept development—
mind maps.
Mind Maps
What are Mind Maps?
A mind map is an information graphic that displays the inner
landscape of your mind. It is a visual way to represent your
thoughts and ideas. When created after a word list, a mind map
provides an opportunity to create associations between your
keywords. Although it is not required to make a word list prior to a
Figure 7.8: MIND MAP FROM A PROCESS BOOK BY DAVID CONKLIN, SCAD BFA.
The Inner-Eye 85
mind map, there are benefits to working in this sequence. A word
list takes you through a process of reflection and discernment
to find keywords that resonate with your concept. Mind maps
are containers that organize keywords and ideas into thought
structures or idea families.
A mind map needs a focal point, a center from which
your keywords and thought structures can orbit. A simple mind
map can contain a main keyword written in the center of a page,
with lines branching out and connecting to other keywords. The
starting point of a mind map is very important. Not only does it
kick-off the creative organization of ideas, but it also serves as
an anchor, or center point of certainty. You may find yourself
branching out to very unexpected territories, which is great.
However, if you stray too far or lose your way, the center point
can bring you back to focus. A mind map helps you to bring your
internal world of ideas into an external form. It also continues the
process of discovery and the overall direction of a concept.
Internal to External
We all have a mental “screen” or “viewport” within our minds.
Our internal world fills up with thoughts, feelings, stories, and
images as we explore ideas for our concepts. Mind maps help us
to visualize these normally unseen mindscapes. It is a process of
bringing the invisible workings of our consciousness to life. Our
ideas are made concrete as they make the journey from internal
to external. Once our keywords and ideas are given form on
paper or on a screen, they become easier to work with. The goal
is to visualize emotional, intellectual, narrative, and aesthetic
associations with a mind map. Welcome surprising directions that
may emerge. By writing down a word or idea, we are planting the
Figure 7.9: MIND MAPS FROM PROCESS BOOKS BY TAYLOR ENGLISH, SARA BETH HULVER, AND LAUREN PETERSON, SCAD BFA.
86 The Inner-Eye
seeds for concepts. Each keyword has the potential to create a
new branch of thought and meaning.
Making Connections
Creating connections is one of the goals of a mind map. In some
ways, a mind map can constitute a more directed free write. Allow
yourself to discover new ideas and associations as your keywords
branch off into new directions. This process flows back and forth
between finding relationships and discovering new possibilities.
The act of writing down words and connecting them with drawn
lines creates thought structures. The information graphic helps
you to see the associations in a clear and efficient manner.
You can also draw connections to other keywords or thought
structures that may have gone unnoticed if not represented
graphically. There is a flow and movement to a mind map that
allows stories and connections to begin to unfold. It is not a static
Figure 7.10: MIND MAP FROM A PROCESS BOOK BY ROBERT MORRISON JR., SCAD BFA.
The Inner-Eye 87
chart, but rather a living map that offers opportunities to make
discoveries and find inspiration for your concepts.
Using Contrast and Tension
Now, just as contrast can be used to refine and strengthen
the meaning of a keyword, it can also be used to highlight the
important differences of thought structures contained in a mind
map. By mapping out opposing thought structures, you can
visualize the full spectrum of meaning. Adding contrast and
tension allows us to begin crafting a narrative. Strong narrative
needs conflict, and a mind map offers the opportunity to visualize
dynamic contrast.
thought structures, we can begin to choose a direction for our
project. It is important to remember we are still at an early stage
of the Process-to-Outcome Spectrum. This means we are not rigid
with our mind maps. Try not to be too precious about what you
come up with at this stage. It is a valuable skill to learn to let go of
ideas if they are not working.
DOS & DON’TS List
What is a DOs & DON’Ts List?
A DOs & DON’Ts list is a collection of words that clarifies your
intentions for a project. On the DOs side, you should list desired
How to Make a Mind Map
There are many ways to make a mind map. Some people prefer
to make them by hand, on paper or in a sketchbook. Others make
them digitally using software like Adobe Illustrator or Adobe
Photoshop. Also, software exists that is designed specifically to
create mind maps. Regardless of the form of your mind maps, the
idea is to approach them with curiosity and a spirit of exploration.
Mind maps are tools that group our ideas into information
graphics that can help to form our concepts. By visualizing our
Figure 7.11: MIND MAP FROM A PROCESS BOOK BY PETER CLARK, SCAD BFA.
88 The Inner-Eye
Figure 7.12: DOS & DON’TS LIST FROM A PROCESS BOOK BY YEOJIN SHIN, SCAD BFA.
outcomes. On the DON’Ts side, you should list qualities that you
want to avoid. It is a simple exercise that roughs out a tangible
plan for your project. It is suggested to make a DOs & DON’Ts list
after making a mind map. Mind maps expand possibilities and
display associations, while DOs & DON’Ts lists reduce and amplify
a project through specific choices.2
Creative Borders
All projects need creative borders at some point. We begin the
Process-to-Outcome Spectrum with an open mind and a spirit of
adventure. Our concepts can be anything, and we should strive
to embrace this ambiguity with enthusiasm. However, a project
must cross the threshold of becoming something, or it will be
unfinished. A DOs & DON’Ts list moves a concept toward the
tipping point from mystery to certainty. With definitive choices
comes the elimination of ambiguity and procrastination. The
guidelines that emerge in a DOs & DON’Ts list need to specify
what you want your audience to feel, think, see, and experience.
A DOs & DON’Ts list helps to transition between the
initial stages of concept development and the search for visual
inspiration and storytelling. As a concept is fleshed out, the DOs
& DON’Ts list outlines what to aim for in the design and narrative
phases and what to stay away from. On the design side, we make
Figure 7�13: DOS & DON’TS LIST FROM A PROCESS BOOK BY EDDY NIETO, SCAD BFA.
Figure 7�14: DOS & DON’TS LIST FROM A PROCESS BOOK BY JOE BALL, SCAD BFA.
choices about color palette, style, fonts, and materials. The
DOs & DON’Ts list informs our stylistic direction. For narrative
development, the DOs & DON’Ts list contains decisions about
how the story will unfold, and what kind of story we want to
tell. Cinematically, we can list our desired camera angles and
movement. We can begin to think about where the tension will rise
and fall and if the narrative will be linear or non-linear.
In Relation to Process-to-Outcome
Although a DOs & DON’Ts list contains clear borders and
boundaries for a project, the structure needs to be loose enough
to evolve. As your concept develops, your list may change and
grow. The DOs & DON’Ts list defines the initial shape of a concept.
It is a set of sign posts meant to guide you as you jump off into
the next phase of production, informing both the design and the
narrative.
The Initial Shape Of A Concept
Initial Shape of a Concept
The shape of a concept emerges from the first steps of concept
development. The combined efforts of exercises like free writing,
word lists, mind maps, and DOs & DON’Ts lists can help to form
The Inner-Eye 89
the general direction of a project. These tools help to produce
ideas about narrative and visual style. In the journey from
mystery to certainty, the shape of a concept begins to define
what a project is becoming.
Be Engaged in the Process
The shape of a concept forms as we combine concept development
exercises. The point of using methods like free writing, word
lists, mind maps, and DOs & DON’Ts lists is to delve into our
ideas and creativity. These methods are but a few examples of
concept development exercises that have long traditions and have
been employed in a variety of usages. Some have their roots in
surrealist games like the exquisite corpse or automatic drawing.
A keyword in these traditions is “game.” I encourage my students
to approach these exercises with a playful attitude. I remind them
that if they are not having fun, or if they are not curious about what
they are discovering, then they are probably too concerned with
the outcome. These exercises are designed to explore possibilities
and to help you to make unexpected associations, as well as to
define the creative borders of a project.
These concept development exercises are laid out in an
intended sequence. There is a rhythm between unedited freedom
and intentional refinement. Tools like free writing and mind maps
assist in the unedited side of the spectrum. These exercises
encourage expansion and exploration without hindrance, the
free write being the most unconstrained. On the other side of
the spectrum are the word list and the DOs & DON’Ts list. These
serve as containers for the gems that we discover in our concept
development. We can organize keywords that resonate with
our concept and begin to rough out the shape of the concept.
Of course, there are no rules about how you develop your
concepts. You may find a different sequence that works better
for your process, or an altogether different approach. Most
90 The Inner-Eye
importantly, remember to enjoy the process and allow enough
time to form an initial shape for your concept.
Tipping Points
In the kick-off stages of a project, the concept can be anything in
relation to the needs of the creative brief. I encourage my students
to try and embrace the ambiguity and mystery of this phase of
a project. Sometimes it is difficult to manage the uncertainty,
especially if there is external pressure, such as deadlines and
competitive pitches. Our internal pressure can be just as bad,
if not worse, particularly if we are perfectionists and place high
expectations on ourselves. A healthy dose of unedited concept
development can contribute greatly to the quality of a project.
But at some point, we need to begin moving the project toward
definition and certainty.
At this stage, the concept is like a seed. It has the potential
to become something, but there are still a lot of options in terms
of which direction it grows. We want to be sure to plant the seeds
of our concepts in fertile ground and nurture them with plenty of
metaphorical light and water. This brings us to the next stages of
concept development: mood boards and written treatments. As
the shape of the concept forms and we become clear about the
focal point of our idea, we can direct our energies with efficiency
and purpose. As we move into gathering visual references for
mood boards and creating a written treatment, the shape of the
concept can guide us.
Here are a few questions to consider before you begin to
make a mood board and craft a narrative for your concept: Does
your concept have an interesting shape? Do you have a clear focal
point you can refer to if you wander too far off course? Is this a
concept you want to invest more energy and time into? Does it
have enough contrast and tension to be compelling for a viewer? If
the shape of your concept is not clear, you may want to revisit your
concept development exercises. Alternatively, you may find clarity
as you seek visual inspiration for a mood board. Be open, and,
above all else, be engaged in the process.
Notes
1 Cameron, Julia. The Artist’s Way. USA: Penguin Group, 1992.
2 Gladman, James, personal interview with author, July 14, 2014.
The Inner-Eye 91
Figure 8.1: EXAMPLE OF A MOOD BOARD, PHOTOS AND LAYOUT COURTESY OF PETER CLARK. THIS MOOD BOARD DEMONSTRATES A COLLECTION OF INSPIRING LIGHTING EFFECTS AND
PHOTOGRAPHS THAT INFORM EMOTIONAL TONES AND QUALITIES.
92 The Outer-Eye
Chapter 8:
The Outer-Eye
Mood Boards
What are Mood Boards?
Mood boards inspire and inform concepts. They contain images
that influence the visual aesthetic and art direction of a project.
Additionally, they can inspire narratives, emotions, and ideas.
Creating them is a process of gathering and organizing images
into combinations that create a specific mood or feeling. Mood
boards are used across a wide range of creative disciplines. In
the motion design industry, they are extremely effective because
they can convey a designer’s stylistic direction for a concept very
quickly and efficiently. From a creative perspective, using mood
boards eliminates the need to “reinvent the wheel” every time you
sit down to create a design style. Rather, finding and grouping
images that resonate with your concept can help you kick-start
the design phase of a project. As the concept and direction of a
project solidifies, you will need to define what it will look like.
Creating a mood board helps to establish the visual look and feel
of a project.
Internal and External
A designer needs to be aware that there is a continuum between
the inner eye and the outer eye. In other words, there is a balance
between the spectrum of looking inside one’s self for inspiration
and looking outside of one’s self for inspiration. The exercises
and tools that precede a mood board put a lot of focus on
looking inward for inspiration. However, a mood board is a tool
that embraces the outer eye. We look outside of ourselves for
stimulation by tapping into the collective stream of creativity and
gathering images that harmonize with our concepts.
Although mood boards are very useful, it is vital for a
designer to maintain a personal vision for a concept. Do not rip-off
other artists and designers by directly imitating their styles. At the
same time, rejecting the influence of other artists and designers
is not practical and maybe not even possible. Designers are a part
of a visual tradition that spans back to the beginning of imagemaking. You can honor the creative efforts and contributions of
others by building on the traditions of what they have created.
Remember though, there is a tipping point between paying
homage and stealing. Ask yourself: Am I adding to what was done
before, as well as expressing my personal vision? Or, am I copying
the creative work of another? Be honest with yourself about your
intentions and if you are indeed building upon a tradition. Work
hard, and you may find your own creative work becoming the
source of inspiration for other artists and designers.
Efficiency
Design-driven production is fast-paced and demanding. In the
world of commercial art, speed is valuable. Mood boards help
The Outer-Eye 93
designers to arrive at creative solutions quickly and efficiently.
Designers are often expected to rapidly brainstorm and design
creative solutions. You may be asked to produce a design
presentation in as little as a day. A valuable quality of a mood
board is that it can help you to arrive at your design goals in an
efficient timeframe. By finding images that resonate with your
concept and allowing them to inspire your aesthetic choices, such
as color, material, and typography, you will give yourself a running
start as you jump into the design phase.
In relation to the Process-to-Outcome Spectrum,
understanding the creative brief will help you to determine how
much time to allocate to each stage of design production. If given
Figure 8.2: EXAMPLE OF A MOOD BOARD, PHOTOS AND LAYOUT COURTESY OF PETER CLARK. THIS MOOD BOARD IS A COLLECTION OF INSPIRATIONAL TEXTURES, LANDSCAPES, AND
TYPOGRAPHY THAT INFORM A WESTERN AND WEATHERED SENSIBILITY.
94 The Outer-Eye
a full week to produce a design board, you may spend the first
two to three days on concept development. You may be able to
dedicate a full day or more on gathering inspiring images for a
mood board. On the other hand, if you are only given two days to
produce a design board, you will need to scale back the structure
of your time. Instead of dedicating a whole day to mood boards,
you may spend one to two hours. However, it is important to
dedicate time to making a mood board, as it will prove invaluable
in informing the design direction you choose.
How to Make a Mood Board
There is really no wrong way to make a mood board. A simple way
to begin is to search for visuals that inspire you. When looking at
images, seek to be moved in some way by the images you choose.
Select the ones that make you think or feel. If an image makes you
say “wow” to yourself, then it is a good find. You want to be in a
state of mind that allows you to be awed by the images you see.
While gathering images and making a mood board, try
not to be overly concerned with how your project is going to turn
out. The project still has the potential to be anything. Do not let
your internal editor drive your search for images. Looking for
images and making a mood board should be fun. If you are not
enjoying yourself or feeling inspired, then you are probably too
worried about the project’s outcome. As best you can, turn off
your editor, and be amazed by the work of others. As you find
images that move you and resonate with your concept, save them.
Searching on the Internet makes finding images very easy. Create
and organize an inspiration folder within your project structure. A
project structure is a way of keeping all of your digital assets and
project files organized in one place.
If you are looking through books or magazines, digitize
the images you find by scanning them or taking a snapshot with
a camera. Once you have gathered what you need, or you run out
of time to spend searching, go through your images. This part of
the process is when you will need your internal editor to come out.
Select images that relate to your concept and inform the direction
of your visual aesthetic. You can create a sub folder to place your
selects, color code them, or come up with your own method of
sorting images. The next step is to create the actual mood board.
Before desktop publishing and the digital revolution,
mood boards were made by hand. Art directors and designers
would tear images from magazines or books to gather source
for their mood boards. Although the tactility of physical mood
boards can be very intimate and personal, it can be very time
consuming to make them by hand. Today, we are fortunate to
have efficient digital tools and software at our disposal to create
mood boards. Software like Adobe Photoshop and Adobe InDesign
are great for digital image handling and layout. The idea is to
place images in such a way that you can see them easily. This can
be very structured, like a grid of images, or more random, with
pictures overlapping in a collage style. The choice is yours, as
long as the layout makes sense to you and works for presentation
purposes.
It can be helpful to group images in categories based
on similar visual qualities like color, style, or material. For
example, you can have a page of your mood board filled solely
with typographic reference. On the flip side, you could arrange
your images in juxtaposition to create visual and narrative tension.
There is no wrong way to make a mood board, as long as it serves
your creative needs. As this practice becomes a habit, you may
find yourself creating mood boards and booklets purely for the
sake of being inspired.
We are lucky to have so many inspirational resources
available to us. There are numerous blogs that exist solely to
showcase interesting visual work. Have a list of websites and
blogs that you can visit to find inspiration. Start a collection of art
and design books. Make regular use of a library if you can, and
keep your eyes open. The world is filled with beautiful images.
The Outer-Eye 95
Author’s Reflection
I did my first internship with the creative team at RCA Records in
New York City in 2000. I was in Graduate School at Pratt Institute
and excited to get my feet wet in the world of commercial art.
One day, my art director asked me to help her gather some
visual inspiration. She gave me creative direction about an album
cover she was working on and wanted me to go down to the New
York Public Library to search through the magazines and books.
My task was to make color copies of anything I thought was
inspiring in relation to the concept. I was given a $20 bill to cover
the costs of making color copies.
I took the elevator from the 32nd floor down to Times Square
below, then walked across town to the library to begin my
search. After digging through magazines and books, I brought
a stack over to the counter to make color copies. I gave them to
an attendant who operated the color copier, and I paid for the
copies. I walked back to RCA Records, took the elevator back
up to the 32nd floor and delivered my 10 color copies of visual
inspiration. Each color copy cost $2 and the entire expedition
took a few hours.
I tell this story to my students to illustrate how far we have
come since the early 2000s. The Internet has completely
revolutionized our ability to create mood boards. What took a few
hours for me to gather a minimal amount of visual inspiration
can now be accomplished in minutes. There are multitudes
of design blogs dedicated to organizing and displaying visual
inspiration. Some blogs have keyword associations, so a selected
96 The Outer-Eye
image will generate additional images based on tag descriptions.
Other sites exist solely for the purpose of creating and containing
mood boards.
It has never been easier to be inspired by external sources and
gather images to create mood boards. One of my favorite phone
apps is designed to search for inspiration and gather images.
If I have a few minutes waiting for a doctor’s appointment, or
just killing time I will often do a search for visual inspiration.
Additionally, access to digital cameras allows us to capture
inspiration constantly. Most designers carry a decent digital
camera within their pockets as a built-in feature of their phones.
We have the ability to collect and record visually interesting
pictures within seconds at our fingertips.
Of course, the flip side of this accessibility is the danger of
over saturation. A designer needs to be able to discern between
images that are beautifully timeless and images that are part of a
trend. Trends rise and fall as popular culture changes. Designers
should also be wary of losing their individual voice and aesthetic
by relying on stylistic fads as their only source of inspiration.
This is why it is important to maintain a healthy balance between
your inner and outer eye when looking for visual reference and
developing concepts. Be sure the images you are choosing for
your mood boards align with the concept you are developing.
Do not let a cool or pretty style become the driving force of your
concept. Rather, beautiful design styles should support and
enhance smart, effective, and meaningful concepts.
Professional Perspectives
Alan Williams
Alan Williams lived most of his childhood in a treehouse in the
hills of North Carolina. He is confident that this, along with
his lifelong interaction with pop-up books, camcorders, and
sketchpads, has led to an obsession with the imaginative. While
pursuing his Bachelor’s degree in English, he began delving
into the fantastical world of Computer Arts, which led to him
to earning an MFA in Motion Media Design at the Savannah
College of Art & Design. Alan Williams designs and art directs for
Imaginary Forces, NYC and is eagerly searching for better ways to
build you a story.1
An Interview with Alan Williams
What is your art and design background?
From my earliest memories, I loved the idea of telling stories
and being able to move a person. In my undergraduate studies,
I majored in English and Philosophy. That evolved into wanting
to be a visual storyteller. I went to Grad School at the Savannah
College of Art and Design. I had never taken an art or design
class. I felt like I was drowning on day one. I was placed in the
middle of students whose undergrad was in Design, or came from
a Fine Art background. It was a bit overwhelming at first. But it
made all the difference in the world by sticking it out. The faculty
and my classmates were supportive and encouraging. I found the
most talented people in the room and watched them and learned
from them.
Have your Undergraduate studies in English and Philosophy
influenced you as a designer?
English and Philosophy are equally as important to me in the work
I do today as techniques, designs, and concepts. Clients come to
us with a problem. They don’t know how to communicate to the
viewer. Understanding the way people respond to certain things,
the structure of a good story, the idea of conflict and resolution,
and surprise. All of these things were rooted in me and anyone who
has taken the time to read the masters of Literature, to have a pool
of reference of all these amazing literary greats, and to understand
what drove their writing, and what inspired them. You can pull from
those references and find beautiful ways to retell stories.
How do you approach concept development?
My ideas do not come from nothing. They are always coming
from a past experience, reference, an author, or an artist. I make
a really strong effort to observe everything around me. Peoplegazing in the city, at coffee shops, and riding on the subway often
leads me to inspiration. Taking the time to step away from the
computer screen. I take breaks and walk around and observe.
That is where the majority of my ideas come from.
Where else do you find inspiration?
I am a huge fan of Pinterest. For me, it is an online smart hard
drive. It makes my procrastination smart. I develop well-organized
Professional Perspectives Alan Williams 97
Figure 8.3: The Walking Dead/Hyundai commercial. Created by Imaginary Forces for AMC. Director: Alan Williams.
98 Professional Perspectives Alan Williams
Figure 8.4: South Park intro. Created by Imaginary Forces for South Park/Central Productions. Art Director: Alan Williams.
folders. As I explore the web, I come across images that belong
in those folders. You can begin to collect and create themes and
systems that you can go back to. I approach the Internet in a
determined way to observe and collect.
A lot of times we take for granted that when we are
inspired by something, it will stay in a part of our minds that we
can always go back to. Take things that inspire you seriously.
When something moves you, screen-grab it, write about it. Build
collections of inspiration. Being able to quickly write down ideas
is so important. Otherwise you won’t remember it, even when you
think you will.
Professional Perspectives Alan Williams 99
Why are you drawn toward storytelling?
I love being able to evoke a response in a person. When I was
a kid, my grandmother would take me walking through acres
of mountain landscapes in North Carolina. She had a story
for everything. It was like Aesop’s Fables. Her stories made
everything come alive. I learned from a young age that that was
how I could best communicate with people: through storytelling.
The calling of a storyteller is to look at something that is moving,
and repackage it so the rest of the world can be moved in the
same way.
Do you have suggestions for young designers?
Don’t give up. When I first started at SCAD, I felt like everyone
around me was a thousand times more talented than I was.
I notice a lot of students who fall down, or fail, and they just
stop. You can’t stop. You’ve got to just keep going. Think about
what you want to do in a way that is not restricted by your
current skill-set. Be optimistic about the potential of what you
can do.
Figure 8.5: Iron Man 3 end title exploratory. Created by Imaginary Forces for Marvel. Designer: Alan Williams.
100 Professional Perspectives Alan Williams
Written Treatments
“Writing is such an important part of the design process.
Half of defining it—and selling it—is how you write it. If
you are conjuring up a particular idea, you’re probably not
going to find exact visual references that exist already.
Like a screenwriter, you might have to use words to make
the scene come alive. So you have to be able to have
somebody imagine what you are going to make, and buy
off on it. It is such an integral part of the design process
to be able to articulate what it will be verbally as well as
visually.”—Karin Fong, Designer/Director.
What are Written Treatments?
Written treatments are the container of a project’s narrative
structure. They convey the intended story and vision of a concept
through words. The ability to write descriptions for concepts
is invaluable for motion designers. Writing allows you to
communicate your ideas with others. Designers create beautiful
images, but sometimes that is not enough to sell a concept. The
ability to express yourself through writing will make you more
versatile and valuable on a creative team.
For presentation purposes, written treatments help to
summarize the overall concept and supplement visual solutions.
In some instances, an idea may be too big to illustrate solely with
style frames and a design board. A written treatment can help
to craft a well-rounded presentation. A written description can
help to include any vital information that is left out of a design
board. In the world of commercial motion design, studios need
to sell concepts to stay in business. Written treatments make
up a significant aspect of communicating solutions to a creative
brief.
Writing for Development
Creative writing benefits concept development in a number of
ways. First, free writing is a great tool to kick-start the creative
process. A written treatment is the next step to giving shape to a
concept with words. Although written treatments are further along
than free writing within the Process-to-Outcome Spectrum, they
can still be approached with an attitude that is open and relaxed.
A designer can begin an inner dialogue by putting their ideas down
on paper. A concept and story evolves with revisions and editing.
Writing for concept development is a low-cost investment in
terms of time and resources. A journal, notebook, or digital word
processing software can go a long way in helping you to record
your ideas.
Narrative Structure
When designing for time-based media, a basic awareness of
narrative is needed. A narrative contains a sequence of related
events connected over time. This sequence of events can also
be described as a beginning, middle, and end. Storytelling is
one of the many creative traditions included in motion design.
Motion designers need to be familiar with the traditional narrative
structure of introduction, rising tension, climax, falling tension,
and resolution. The traditional narrative structure is a pattern that
can play out in infinite variations. The two most common types of
narrative are linear and non-linear.
Linear narrative is where the piece follows a clear
progression from the beginning until the end. Non-linear
narrative is more abstract in relation to time. The story can
unfold with sequences of time arranged randomly. Either
way, the message and visuals are delivered in a hierarchy of
importance. Motion design can easily adapt to either narrative
The Outer-Eye 101
structure. Another basic element of storytelling is the transition.
Transitions show change in motion design. In terms of narrative,
transitions allow events to unfold in either a seamless, or a
disjointed manner. This decision will depend on how you want the
viewer to experience the piece. The look and feel of transitions
is usually determined in the design phase of a project. However,
narrative development offers an opportunity to begin to imagine
how change will happen. Transitions play a pivotal role in
motion design and need to be considered during this part of the
process.
The Shape of Stories
American author Kurt Vonnegut introduced an idea called
“The Simple Shape of Stories.”2 His theory about the shapes
of stories illustrates how classical myths and stories have
recognizable patterns. He drew a vertical axis with Good
Fortune on top and Ill Fortune on the bottom. At the middle
of this axis, he drew a horizontal line that represented the
Beginning and the End of a story. Vonnegut identified a number
of simple shapes that repeat over and over again in stories.
Joseph Campbell explored similar ideas with his books The
Hero with a Thousand Faces3 and The Power of Myth.4 Campbell
identified archetypal stories that occur repeatedly in different
cultures around the world, and at different points in history.
Christopher Vogler translated Joseph Campbell’s ideas into a
text for writers called The Writer’s Journey.5 This text outlines the
essential patterns that repeat in heroic stories and has served
as a template for many Hollywood films. These authors have
identified that the kinds of stories we are attracted to have
contrast and tension. In general, when we go to the movies,
watch an episode of a show, or read a novel, we are hoping to be
moved in some way. We are seeking to experience a dramatic
change. A story that does not change is typically boring. In motion
design, we are creating stories and narratives on a smaller
102 The Outer-Eye
scale than movies or novels. However, our stories still need to
be interesting and dynamic. Motion designers need to be able
to create stories that contain dramatic change, contrast, and
tension. Written treatments can help to craft and communicate
the general shape of a story.
As an example, I will often show my students a simple
animation and the graph editor in the software Adobe After
Effects. The graph editor displays an information graphic of how
velocity changes over time between key frames. A velocity that
does not change over time appears as a straight line, which is
relatively static and boring in motion. A velocity that changes
over time is displayed as a curve either easing in or easing out in
motion.
The more dramatic the shape of the curve, the more
dynamic the motion will be. Motion designers are typically familiar
with Adobe After Effects or some kind of animation software that
works with a graph editor for adjusting velocity. This is an effective
way to demonstrate the need for dramatic change in storytelling. I
encourage my students to think about what kind of story they want
to tell in their motion pieces. A helpful exercise is to draw the
shape of the story as if it was on a graph editor in After Effects, or,
like Kurt Vonnegut’s Axis of Good and Ill Fortune, across a timeline,
with a beginning and an ending. However, in motion design, the
vertical axis may be represented by contrasts in visual intensity or
speed.
Scripts
Written treatments offer broad stroke summaries for narratives
and concepts. However, some projects need a more detailed
approach. Scripts contain a refined plan for the action of a motion
design piece. They organize the exact sequence of events as well
as coordinating specific points in time. Scripts also help to develop
a shot list that can be used to schedule a production. Shot lists
Figure 8.6: SCREEN CAPTURES OF ADOBE AFTER EFFECTS GRAPH EDITOR.
The Outer-Eye 103
Figure 8.7: INFORMATION-GRAPHIC REPRESENTING KURT VONNEGUT’S “THE SIMPLE SHAPE OF STORIES.”
104 The Outer-Eye
organize all the various shots that need to be captured in a liveaction production, or created in post-production. Scripts can also
contain dialogue and voiceover, as well as direction for camera
movement. A designer or animator can use a script to plan the
syncing of visuals with audio. Scripts help to keep all the members
of a design-driven production on task and “on the same page.”
Using Written Treatments and Scripts
“If you can write down your idea in a paragraph, and it
makes sense, I think that is a great foundation for what
you are going to do visually. It helps you to distill an idea
into something simple enough to execute. I encourage
designers to do that because it helps them get to the core
of an idea.”—Beat Baudenbacher, Designer/Director.
Scripts and written treatments define the narrative shape of
motion design projects. Because storytelling is a fundamental
aspect of motion design, motion designers need to be comfortable
creating narratives. Design boards are the realized vision of a
motion design treatment or script. Approaches to narrative can be
formal or informal, typed out in script-writing software, or written
on index cards. The point is to dedicate enough time to develop an
interesting story. Be engaged in the process, and do not be afraid
to revise. A well-crafted narrative will add depth and meaning to
your project.
The Outer-Eye 105
Figure 8.8: Halt and Catch Fire title sequence. Created by Elastic for AMC. Director: Patrick Clair.
106 Professional Perspectives Patrick Clair
Professional Perspectives
Patrick Clair
Patrick Clair is a director, creative director, and motion designer
based in Los Angeles, California. He is creative head of the
production studio Antibody and is part of the Los Angeles-based
agency Elastic’s group of filmmakers. He has an Undergraduate
degree from Queensland University of Technology, where he
focused on live-action directing, including 16mm short films,
and a Graduate degree in Visual Effects and Titles Design from
the Australian Film, Television and Radio School. After finishing
his studies, he worked at MTV and with Australia’s national
broadcaster, the ABC. He freelanced for several years until
starting Antibody in Sydney, Australia. Patrick has created work
for advertising, production, and broadcast, producing work for
MTV, NBC, ABC, TEDx, and Ubisoft. He was a speaker at the SemiPermanent Conference on the power of design to address social
issues.6
An Interview with Patrick Clair
What is your art and design background?
I started out with a focus on live-action, and I trained as a liveaction director when I was still kind of absurdly young. I found
myself leaving college, living in a small city in Australia with a
piece of paper saying that I was a director. It was a bit ridiculous
considering there were probably a handful of working directors
in the city I lived in. I was looking for another way to enter into
the industry in a practical and realistic level. At the time there
were some genuinely thrilling things happening in motion design.
There was work coming out of houses like Psyop and MK12 that
were really fusing images together in a way that I had never seen
before. It was taking motion design out of the realm of being
credit rolls and end tags, and turning it into something that was
truly innovative. I got really excited about motion design and
went in that direction because I thought it was something new
and an interesting approach. I went and did some post-graduate
studies at the National Film School in Australia, specializing
in Title Design and Visual Effects, and getting some proper
technical grounding. I was lucky enough to get a job with MTV,
which was wonderful. It was really creative, and I had lots of
freedom. I got to jump around between doing motion design,
cutting my own stuff, producing promos, and directing musical
artists. It was great, but very driven by aesthetics and what was
trendy. Eventually, I wanted to do something with content and
storytelling. I started to find my own voice, my own perspective
on how I wanted to do things. I started making animated
documentaries for the Australian Broadcasting Corporation,
which is very similar to a body like the BBC or somewhat similar
to PBS in the States. It was from there that I started to build a
style of motion graphics design that could focus on slightly longer
format storytelling.
Professional Perspectives Patrick Clair 107
How do you approach concept development?
It’s a combination of things. Obviously, it’s a visual medium,
so I try to drink in as much visual culture as I can through
books, the Internet, and all the rest. I think designers can get
distracted doing that to some degree; I know that I certainly
used to. I think the most important things to keep in mind are
story, communication, and meaning in a really simple, basic, and
straightforward level. When I am approaching a concept these
days, it is really about, “What is this trying to achieve? Who is it
trying to reach, and how should I be speaking to them? What is the
simplest way to bring my message to life visually? What is going
to engage an audience and keep them engaged in a way that is not
overcomplicated, indulgent, or style over substance?” It’s really
about the basics of the communication and storytelling.
What do you like about storytelling?
Storytelling is at the core of our roles in the film and television
industry. I think it also applies to the work that many of us do
in advertising. All screen content is really storytelling, and it’s
easy when you are in the thick of making it to get distracted
by aesthetics. But ultimately our job is to have an impact on
people and convey to them some information or some kind of
emotional effect. To take them on a journey, engage them with
characters, and engage them with story points. If you use that to
guide your decisions, then you will end up with a stronger piece of
work.
Where do you find inspiration?
When I was starting out, I would voraciously consume every bit of
motion design that was posted on the Internet. I would obsessively
watch every little bit of stuff being done out there, trying to figure
out how my heroes had done their jobs, and how they had put the
motion design together. Why the “ones that worked” worked so
well, and why the “ones that didn’t work” did not work. Now I am
108 Professional Perspectives Patrick Clair
more likely to look at photography and contemporary art. Books
are also really important to me.
Inspiration strikes you in the weirdest ways. It comes from
the strangest places. Often, having space in your day is when
things get solved. It’s never when I sit down and try to figure out
a brief. It’s when I am stuck on a plane or a train that I am struck
with inspiration.
Do you have suggestions for young designers?
I spent the first five years of my career learning how to use all the
different things in Adobe After Effects. Then, I spent the next five
years learning not to use them. What I do now is use a couple of the
more simple elements. But, I don’t think I could have gotten to this
point of being so confident using the simple stuff if I hadn’t spent
all that time making things unnecessarily complicated. The latest
effect or latest trend won’t make something good or better. It’s
good to know how all that stuff works, but eventually you will find
a couple of things you can trust. Often a simple bit of well-set type
will do a job better than any plug-in can generate.
Do you have a favorite project?
True Detective. The director and the show runner were fantastic.
I think it’s really proof that good work comes from good clients.
Most designers can do amazing work. You just need to find the
right brief and the right client, directing you in the right way.
They had a gift where they were able to make succinct, direct
requests throughout the process. I think they got a sequence
that they pretty much wanted. At the same time, it is a sequence
that we can all feel ownership and authorship over. It was a great
collaboration. I hope that everyone gets to work on a brief like
that, where you get the right idea, at the right time, for the right
job, with the right people. I feel very lucky.
We chose the double exposure for a very particular reason.
The drama of the show used landscape to tell the audience things
Figure 8.9: True Detective title sequence. Created by Elastic for HBO. Director: Patrick Clair.
Professional Perspectives Patrick Clair 109
Figure 8.10: Watch Dogs game trailer. Created by Antibody Film Lab for Ubisoft. Design and Direction: Patrick Clair
110 Professional Perspectives Patrick Clair
Figure 8.11: Stuxnet: Anatomy of a Computer Virus Infographic. Created by Zapruder’s Other Films for Australian Broadcasting Corporation. Design and Direction: Patrick Clair. Written by:
Scott Mitchell
about the characters. We thought we could mirror that idea
of using landscape to build character, and do that visually. We
literally used pieces of the landscapes to build visual portraits of
the characters.7
Notes
1 “Alan Williams.” Behance.com. Accessed September 20, 2014. <https://www.
behance.net/alanwilliams/>.
2 “Kurt Vonnegut on the Shape of Stories.” Youtube.com. Accessed August 25,
2014. <https://www.youtube.com/watch?v=oP3c1h8v2ZQ>.
3 Campbell, Joseph. The Hero with a Thousand Faces. California: New World
Library, 2008.
4 Campbell, Joseph. The Power of Myth. New York: Anchor, 1991.
5 Vogler, Christopher. The Writer’s Journey. California: Michael Wiese
Productions, 2007.
6 “Patrick Clair.” Artofthetitle.com. Accessed August 25, 2014. <http://www.
artofthetitle.com/designer/patrick-clair/>.
7 Clair, Patrick, telephone interview with author, August 13, 2014.
Professional Perspectives Patrick Clair 111
Chapter 9:
Image-Making
Image-Making and Design for Motion
When we make style frames, our goal is to create beautiful
images. Successful style frames contain strong compositions.
The more dynamic the composition of a frame, the more likely it
will attract the eye of the viewer and communicate its intended
message. Designers of motion need to develop the ability to
both recognize and create effective compositions. Recognition
comes first, as designers must be able to discern between
strong and weak compositions. I often ask my students to point
out the strongest and weakest style frames during critiques.
Students need to be able to critique their own work as well as
the work of their classmates, just as industry professionals must
know how to do this for themselves and other designers. The
goal is to consistently create strong style frames. In order to do
that, we must first develop our sense of what makes an image
beautiful.
The tradition of image-making began with early man and
cave paintings. The act of making marks, strokes, and lines on
a surface to depict something observed in nature or imagined in
the mind is at the root of humankind. Images represent ideas,
emotions, and experiences. They serve as symbols of meaning
that an artist wishes to express, indicating what a viewer should
be thinking or feeling. Images have the power to connect with
viewers across time and space. Even pictures that are thousands
of years old are still impactful. Today, the World Wide Web
112 Image-Making
allows these images to be accessed instantly, no matter where
you are.
Art and design share common principles that need to
be mastered in order to create beautiful or successful images
consistently. Most art and design schools teach foundation
classes in the first year of study. Fundamental principles include
composition, value, contrast, color, and space. Additionally, an
understanding of form, shape, line, and texture are required to
become proficient with image-making. It takes proper instruction
and hard work to develop these skills. Surround yourself with
good teachers, and challenge yourself and your peers to be better
artists and designers.
Composition
Hierarchy of Visual Importance
From a design perspective, style frames allow a designer to
establish a hierarchy of visual importance. Style frames direct the
eye of the viewer toward specific focal points. A designer needs to
understand how to do this by arranging compositional elements.
Color, value, scale, depth, shape, line, and texture all contribute
to defining what should stand out and what should sink into the
background.
Perhaps the single most important principle of imagemaking is composition. Composition is the arrangement
of visual elements in a space. The essential elements of
Figure 9.1: STYLE FRAMES FROM A STUDENT ASSIGNMENT BY DANIEL CHANG, SCAD MA.
composition are the spectrums, or ranges, between positive
and negative space, and between symmetry and asymmetry.
How these visual elements are composed affects how they
relate to each other. The designer is responsible for directing
the eye of the viewer. If you change a single element in a frame,
all of the elements change by varying degrees. The more
dramatic the change, the more the composition as a whole is
affected.
Positive Space and Negative Space
The interplay between positive space and negative space is at the
essence of composition. The balance between what is seen and
Image-Making 113
Figure 9.2: STYLE FRAMES FROM A STUDENT ASSIGNMENT BY JORDAN TAYLOR, SCAD BFA.
what is not seen permeates every aspect of design. This concept
transcends the realm of design and motion. The traditions of
Taoism’s Yin and Yang, the 1s and 0s of binary code, dark and light
matter, and a multitude of ideas express the contrast between what
is and what is not. These are very deep and profound areas of study.
Yet, they contain a simple thread of similarity: they explore the
114 Image-Making
tension between the visible and the invisible. An understanding of
how to manipulate the relationship between what is there and what
is not there is essential to creating strong compositions. Negative
space is one of the most important terms used in critiquing style
frames. The viewer’s eye needs areas of empty space in order to be
purposefully directed toward the focal point of an image.
Understanding and being able to play with positive and
negative space is vital for making strong compositions. Imagine
you are moving into a dorm room or a studio apartment. This
space contains a bed, a desk, and a dresser for your clothes. How
you arrange these elements will affect your experience in this
space. If you decide to place any of these objects directly in front
of the door into the room, you will block the visual and spatial
flow. If you fill the space with other objects, like a couch, a small
fridge, a bookshelf, and an entertainment center, the space may
start to feel cramped. Have you ever spent time in a cluttered
room or space? Envision desks piled high with papers, clothes
on the floor, and drawers overflowing with stuff. With so much
happening in a space, it is difficult to find breathing room for
the eye. The inability to focus creates feelings of confusion and
uncertainty. Looking at an image that is too busy is like being in a
cluttered room.
When an image contains too many elements, it will appear
to flatten out. All of the visual elements are shouting for attention.
The viewer will not have a clear visual path to follow, and certainty
will be watered down. In other words, what you leave out is just as
important as what you put in. This means that the negative space
plays as large of a role as the positive space. The empty spaces
can support and frame focal points in a composition.
Symmetry and Asymmetry
The other essential spectrum that needs to be considered when
making a composition is the continuum between symmetry and
asymmetry. Symmetry is an arrangement of positive and negative
space in such a way as to create maximum balance and certainty.
Design-oriented compositions are often symmetrical, making
them easy to read with little doubt about the intended message.
Think about advertisements such as posters, print ads, and end
tags for commercials. In general, logos and title treatments
are centered in the composition. Around these focal points,
there is plenty of breathing room in the form of negative space.
Symmetrical compositions are effective when the greatest need is
clarity. An advertiser needs the viewer to know who is responsible
for delivering the experience of the ad. Hence, the final three to
five seconds of a 30 second commercial almost always employs
a composition that is tipping toward being symmetrical, with the
advertiser’s logo as the focal point.
Asymmetrical compositions are considered to be more in
the tradition of fine art, where the arrangement of visual elements
is off-centered or unexpected. Contrary to symmetry and
certainty, an asymmetrical composition is most effective to create
a sense of mystery in an image. Mystery creates openness to
interpretation. Asymmetry has the potential to be more dramatic
and potentially more interesting. These kinds of compositions
draw a viewer in and produce emotional and intellectual reactions.
Knowing when to employ a symmetrical or asymmetrical
composition is key for a motion designer.
Motion
Motion design is composition changing over time. An interesting
dynamic in motion design is the contrast between mystery
and certainty. The composition in a still or graphic image is
often considered either fine art or commercial art. Although
you can certainly have elements of both in a single image, it
will generally read as one or the other. A composition either
communicates certainty about a subject matter, or evokes a sense
of mystery. However, in motion design we can work with both
kinds of compositions. The element of time allows us to change
compositions, giving the option to move from mystery to certainty,
or vice versa. Additionally, the transitions between art and design
can happen multiple times in a single piece. Many commercial
pieces work in this way, starting in a place of mystery that then
takes the viewer on a journey. The commercial almost always
concludes in a place of design certainty with a logo resolve.
Image-Making 115
Figure 9.3: STYLE FRAMES FROM A STUDENT ASSIGNMENT BY JOE BALL, SCAD BFA.
Methods and Formulas
When building a composition, there is a struggle between the
understanding of visual principles and artistic intuition. Methods
such as the golden section and the rule of thirds can be helpful.
These tools use classical proportioning systems to construct
visual relationships based on geometry.1 These mathematical
ratios also occur in nature. “The golden section is a proportion (as
one involving a line divided into two segments or the length and
116 Image-Making
width of a rectangle and their sum) in which the ratio of the whole
to the larger part is the same as the ratio of the larger part to
the smaller.”2 The rule of thirds is a simple method that helps to
create aesthetically pleasing compositions. It “aims to position the
composition’s main areas of interest along lines that separate the
image into three equal rows and columns—most preferably at or
near the intersection of the lines.”3
Figure 9.4: EXAMPLES OF PROPORTIONING SYSTEMS. THE LEFT IMAGE REPRESENTS THE GOLDEN SECTION. THE IMAGE ON THE RIGHT REPRESENTS THE RULE
OF THIRDS.
Although these are powerful tools, be careful not to be
too reliant on any formula for image-making. An image can fall
into the trap of becoming contrived or even static when overly
balanced. Rather than using such tools to construct compositions,
try using them more as guides. The struggle required to make
beautiful compositions is a vital part of the process. The effort of
arranging and rearranging visual elements, until they look and
feel right, adds dynamic tension to a composition.
Sea Glass
Strive to build beautiful compositions, and persevere through
failed attempts. There is a journey in the process of creating an
image. Facing obstacles and challenges are a part of that journey.
The turmoil of building a space, moving elements, erasing, and
starting over will make you a better designer. Sea glass is a
great metaphor for art and design. It begins as rough, jagged,
and broken glass that is discarded into the ocean. The glass
is tumbled and scraped against the bottom of the shoreline by
the ocean waves. The sharp edges of the glass are repeatedly
battered against the rocks and sand. This process happens over
and over again. Gradually, the glass begins to smooth. The hard
rocks and gritty sand of the ocean floor polish the glass as it is
regularly dragged across them. Over time, the rough and jagged
sea glass becomes something quite beautiful. Becoming an artist
or designer is a lot like sea glass. You need to be engaged in the
process and willing to endure the pain of being metaphorically
tumbled against rocks and dragged through the sand. Grit and
dedication are required to embrace this process and will reward
you with the ability to make beautiful images.
Image-Making 117
Figure 9.5: Coke “Happiness Factory” commercial. Created by Psyop for The Coca Cola Company. Directors: Kylie Matulick and Todd Mueller.
118 Professional Perspectives Kylie Matulick
Professional Perspectives
Kylie Matulick
Kylie Matulick is a creative director and co-founder of Psyop. In
addition to designing and directing award winning projects, in
2007 she was nominated in the USA Creativity Magazine as one
of the top 50 creative people in the USA. Psyop helps brands and
agencies to connect with consumers and solve business and
marketing problems by telling compelling stories and building
engaging worlds, using whatever techniques and media are
appropriate. Skilled in animation, design, illustration, 3D, 2D, and
live action production—and seamlessly combining some or all of
these—Psyop takes a unique, tailored approach to each and every
project.4
An Interview with Kylie Matulick
What is your art and design background?
I studied graphic design in Australia. It was a very traditional
and highly regarded design school. At that time, there were
no Motion Design programs. Even computers were barely
being used. We were doing a lot of stuff by hand; typography by
hand. It was all about composition, cutting and pasting: a lot of
craftsmanship. It definitely helped to create a great foundation
for thinking, concepting, using my hands, and being really
sensitive to color and composition. Playing around with different
mediums, experimenting. Sometimes you need to step away from
the computer and get your hands dirty. I find that the process
helps me to think more expansively about an idea. I got into
packaging design. I love the smaller details. Packaging design
was interesting because it is something that you interact with
physically. It needs to communicate, but it also needs to set
people up for an experience.
I moved to the US and stumbled into an opportunity
where I was designing for motion. I had a design folio with no
motion examples in it, but it showed a strong aesthetic and
a clear opinion. So I really learned on the job. The process of
storytelling was so intriguing. Combining my visual sensibility
with a layer of story and narrative was a creative mind opener.
I also started at a very interesting time, when people were just
beginning to use technology in creative ways. Having a design
background helped me to think in motion more expansively. I
wouldn’t describe myself as a highly technical person, but that
is where collaboration became very important. I started working
with teams of people whose technical prowess blew my mind.
It became an invigorating collaboration between my design/
storytelling sensibility and others technical artistry which yielded
great results.
We started Psyop in 2000, and luckily there was a real
appreciation for it. We were pushing the design, creative, and
Professional Perspectives Kylie Matulick 119
Figure 9.6: Process drawings for Coke “Happiness Factory” commercial. Created by Psyop for The Coca Cola Company. Designer: Kylie Matulick
120 Professional Perspectives Kylie Matulick
conceptual elements through our technical team and had a lot
of fun experimenting. We pushed the technology in ways that
hadn’t been pushed before. We were more interested in thinking
for the problem and not locking into a particular style. We tried
to approach each project uniquely. That is the basis of our work
at Psyop. We don’t have a house style. There may be some areas
we explore more deeply, but we always try to push ourselves
into uncomfortable territory. As a designer, you need to do that.
Every problem has a different solution so you almost have to start
fresh every time. You start with a fresh perspective and think
forward.
How do you approach design?
An important aspect to getting a good end result is making sure
that you’re representing your vision clearly. We have always
created very elaborate style frames—whether we pitch on a job,
or take on a project—that clearly represent what we are looking to
produce. The 3D artists know what the goal is and they try to solve
for that. We like to explore different mediums, like charcoal, oil
paint, vector graphics, paper cut, and hyper-real photography, and
our technical team can then take those frames and figure out how
to best capture that look.
It is an important skill to be able to visualize what is in your
head. It is a time when you can experiment. You’re not locked into
anything. You’re not hindered by any technical obstacles. You put
it on a page, and it can be anything you want it to be. Once you’ve
gone through your creative process you may need to make some
adjustments. Your idea might not be possible to produce in the
time you have, or it’s not going to be possible for the money, or it
might be technically difficult to achieve. It’s a reductive process,
but the initial creative step is to get your vision out there and
represent your ideas as accurately as possible.
How do you approach concept development?
Sometimes we will sit down and brainstorm. We work a lot in
teams. That brain trust is really good, to be able to bounce ideas
off someone. There is a constant dialogue, which is generally
healthy and exciting. Sometimes it is a really quiet meditation.
You don’t know what it is quite yet and you need to get a feel for
it. You go into a state of flow, where you are listening to your
instincts. You don’t see anything specifically, but you start to
lock onto something that feels right. A combination of colors, or
a palette of textures, or a sense of motion, or the kind of story
you want to tell, or a moment in a story that feels impactful. You
build around that. It’s always different, the place from where your
inspiration comes. Everyone is inspired by something different.
My process is quite emotional, I am always trying to find the
special ingredient that will draw people in, that will move people,
and make them think or laugh. It could draw them in because
the scene is visually arresting, or make them cry because the
story resonates emotionally. That’s what this is about—engaging
people. Making them feel something, or think differently, or
lighten someone’s day for a moment. The idea needs to come
from that place. I think it’s harder to start with, “I’ve got this
Professional Perspectives Kylie Matulick 121
Figure 9.7: Coke “Happiness Factory” commercial. Created by Psyop for The Coca Cola Company. Directors: Kylie Matulick and Todd Mueller.
122 Professional Perspectives Kylie Matulick
really cool visual,” and then inject it with some emotional
meaning after the fact.
Where do you find inspiration?
I find challenge inspiring. Solving the problem, winning the job,
producing something spectacular and unexpected, jumping in
the deep end outside your comfort zone. Sometimes l like to find
inspiration in the smaller moments: hanging out with the kids,
looking for four leaf clovers, drinking a morning coffee. All of
these moments might take you to a special place. That’s the thing
with being a creative person. You want to stay open. It’s not always
easy. I think it’s also important to have a creative expression
outside of work.
Do you have suggestions for young designers?
This is a very competitive marketplace. There are lots of
designers and lots of people who have a vision. As a junior
designer, you will be working under a creative director, or you
will be guided at some point by a peer or by a mentor, or you will
collaborate with someone. But, you always have to be able to hear
your own voice and trust it. That way you will be able to infuse
other people’s ideas clearly with yours. It won’t get too muddied.
You will know when you are right and when you are wrong—
because sometimes you are wrong. You need to be flexible
enough to adjust your vision so that the idea is communicating.
If you are not communicating what you need to communicate,
then you have failed. Sometimes you just need to stand firm
and find convincing ways to sell your approach because you
believe it’s the right path. These are things you get a feel for with
experience.
Secondly, if you want to succeed in whichever field you
choose, you have to work your ass off. Natural talent can only take
you so far. You have to go after it! Keep yourself busy, continually
perfect your craft. I’ve seen average designers grow to become
truly exceptional through a strong work ethic. Never the other way
round.
Lastly, I think it’s really important to be curious, and to
always be asking, “What if?” It is wonderful to meet people who
always have a sense of curiosity. If you can always be asking what
if, you are always open to possibilities. At a certain point you need
to lock in on something, and see it through. But asking yourself
questions opens you up to other things in life that will affect your
creative perspective. That is an important aspect of growing as a
creative person.5
Professional Perspectives Kylie Matulick 123
124 Professional Perspectives Kylie Matulick
Figure 9.8: Twinings “Sea” commercial. Created by Psyop for AMV BBDO, UK, and Twinings. Creative Director: Kylie Matulick.
Professional Perspectives Kylie Matulick 125
Figure 9.9: ING exploratory. Created by Psyop for ING. Designer: Kylie Matulick.
126 Professional Perspectives Kylie Matulick
Value
The Range of Intensity from Light to Dark
In addition to positive and negative space and symmetry and
asymmetry, a designer needs to understand value. Value can be
defined as the range of intensity from light to dark. With proper
use of value, we can create depth within a composition. Many
students and designers are taught value in life drawing classes or
from traditional media, but they have a difficult time translating the
principle into digital image-making. When I first began teaching
design for motion, I found that students who were not comfortable
with value had a difficult time with style frames. Learning to see
value is the first step in translating the gradations of light and dark,
and is critical to success in design for motion. Images without an
interesting juxtaposition of light and dark values lack contrast and
appear flat. The ability to render value allows an artist or designer
to create the illusion of three dimensions on a two-dimensional
surface. Value is a principle that is independent of color and
saturation, although all colors have ranges of value.
Value and Color
All colors have value, meaning a range of intensity between light
and dark, but they also have varying degrees of hue and saturation.
In order to render an image in color that has depth and a directed
focal point, a designer needs to understand how to translate not
only value, but also the correct hue and saturation. This skill
is especially important in photo real images where elements
are coming from sources with different lighting setups. Images
can very quickly fall apart if color and value are not handled
properly. Alternatively, a designer can create a clear visual flow by
selectively manipulating value and color saturation.
Why Value Matters
The proper use of value will create depth in a composition. The
darkest darks and lightest lights in an image appear to come
forward in space. By using this principle, a designer can effectively
establish planes of depth by simply creating gradations in the
intensity of dark and light. Value can also be exaggerated to direct
Figure 9.10: VALUE STUDIES IN BLACK AND WHITE AND COLOR, BY AUSTIN SHAW.
Image-Making 127
the eye to a focal point in a composition. The most intense lights
and darks will always attract the viewer’s eye. A designer can
bring visual elements forward or push them back in space by
adjusting intensities of value.
Mastering Value
At first, it is a good idea to begin discovering value by working in
black and white. Learn to see and recognize the range of intensity
from light to dark. Practice rendering everyday objects on a twodimensional plane or surface. The goal is to give depth, form, and
dimension to your images. You will need to identify and apply the
correct gradations of gray to achieve this dimensionality. Once
you are comfortable with black and white, see if you can translate
your understanding of value to color. A good exercise is to identify
the range of value in a black and white photograph. Then examine
a color version of the same photo, again identifying the range of
value. (See Figure 9.10.)
Value is key to creating photo-real composites. A designer
needs to be able to match values when bringing elements
from different sources together to create an image that feels
believable. A poor assessment and execution of value are very
unforgiving. This skill is indispensable in the disciplines of
retouching and matte painting, both of which are extremely
important to designers of motion. However, once designers are
comfortable with value, they can use it to abstract and stylize with
skill and confidence.
Value and Line
Value can be translated and expressed through line weight.
Illustrative design styles often utilize line as a primary visual
element to create images. Variation between thick and thin lines
has a similar effect to gradations of light and dark. Thicker, bolder
lines come forward, whereas thinner, lighter lines recede. A
designer can create a lot of movement and even depth solely with
128 Image-Making
line by creating contrast with value. This effect can be achieved
using analog or digital tools. For instance, pencils range from light
to dark based on the hardness or softness of their lead. You can
exaggerate or diminish the degree of light and dark even further
by pushing harder or lighter while you draw. In the digital world, a
Wacom tablet allows you the option of using a pressure sensitive
setting to create a similar effect. For vector artwork, software
like Adobe Illustrator gives you the option to vary the width of
the stroke on any path or object. The principle remains the same
despite the tools you use.
Value in Nature
To explore value is to explore the beauty in life. When you look
at the sky, do you just see blue? Or can you become aware of the
gradations of color in the sky? If you look, you will see a range of
lighter and darker shades of blue. If you look for a while, you will
notice how these gradations change over time. Subtle variations
in value are qualities inherent in analog visuals. If you want an
image to feel organic or tactile, it needs to have a high gradation
in value.
Contrast For Image-Making
Contrast is a principle that is utilized in every aspect of motion
design. From concept development and design through production
and post-production, contrast creates tension. Oppositions have
the potential to produce dynamic relationships when composed
effectively. For image-making, tension is important because it
creates visual interest. The more dramatic the differences are
between elements in an image, the greater the contrast. An artist
or designer who understands how to work with contrast can direct
the eye toward points of interest.
It is difficult to achieve depth or vibrancy without contrast.
The absence of differences will make an image appear flat or
washed out. Do not be afraid to explore visual extremes in your
Figure 9.11: STYLE FRAME FROM A STUDENT ASSIGNMENT BY VANESSA BROWN, SCAD BFA.
designs. A common mistake beginners often make is not having
enough diversity in their images. If you have a large shape or
form in your composition, try to counterpoint it with smaller
shapes. If your space is too full, try removing elements to create
more negative space. If there are areas of extreme light in your
composition, build contrast by adding areas of extreme dark. If all
of your colors are highly saturated, de-saturate elements that are
not the point of interest. Contrast can be applied to every single
visual principle.
One of the advantages of digital media is the speed
and efficiency of art and design tools. We can experiment with
contrast very easily and quickly within digital image-making
programs. We have the ability to push image adjustments to their
extremes, and in many instances, preview what the effect will
look like. We can also undo, save versions, or work in a variety of
non-destructive manners. This ability gives us a lot of freedom
to push the limits of contrast in our design explorations. Analog
media is much less forgiving if we push extremes too far and
Image-Making 129
decide we want to undo. However, by digitizing analog assets, we
can take advantage of digital efficiency. Contrast is a powerful
tool for image-making.
Color
Color is a fundamental principle of image-making. Color serves
as a unifying element that defines the visual pattern of an image.
This element is commonly known as a color palette. A designer
must be able to choose and define color palettes to answer the
needs of different kinds of creative briefs. Color palettes also help
to establish the creative borders and boundaries of an image style.
A color that is too far outside a chosen color palette will feel out of
place.
Color can give an image life and vibrancy. A designer
can communicate ideas and feelings with their color choices.
Colors have distinct personalities and characteristics. You can
endow an image with emotional qualities based on the colors
you choose. For instance, a color palette that is mostly saturated
green, with a few accents of bright yellow and orange, will feel
lush and alive. Alternatively, a color palette that is highly desaturated with silver and gray colors will feel sterile and clean.
A helpful metaphor for color in image-making is the phenomena
of synesthesia. Synesthesia is a neurological condition where a
person’s sensory experiences are cross-wired, meaning they
may hear smells or taste colors.6 Artists and designers can use
the idea of synesthesia as a vehicle to coordinate or sync visual
elements with meaning.
A general rule about colors is that warm colors will come
forward in space and cool colors will fall backward in space.
Warm colors include reds, oranges, and yellows, whereas cool
colors include blues and greens. Purple is somewhere in between
and can be warm or cool, depending on the amount of red or blue.
Warmer colors tend to be more exciting and active while cooler
colors tend to be calmer. An image becomes really interesting
130 Image-Making
when colors interact in dynamic ways. Color combinations, such
as complimentary colors, create contrast. This color contrast
evokes tension and establishes a visual flow and hierarchy within
an image. Additionally, gradations of value and saturation in color
will add depth and dimension to your compositions. The artist and
educator, Josef Albers presented his theories about color in his
book Interaction of Color.7 The book explores how color and value
appear to change when juxtaposed in different combinations. This
idea is important for artists and designers to be made aware, as
each color choice you make will affect and change your image as a
whole.
In relation to images for branding, color is also extremely
important. Color is used to visually define and distinguish a brand
or identity. Color choices made by brands are included in style
guides that instruct designers how to maintain brand consistency.
Repetition of colors reinforces the public perception of a brand’s
identity and personality. On a smaller scale, this idea of branding
or defining with color can be used to group and separate visual
elements in an image. Color is an excellent tool to delineate and
organize elements.
The first step in becoming comfortable with color is to
look around you. The natural world is rich with color. Time spent
observing nature will reveal beautiful colors and combinations.
You can easily document what you find with a digital camera.
Or you could sketch what you see with any number of tools like
colored markers, watercolors, colored pens, colored pencils, etc.
Additionally, creating mood boards for color reference has never
been easier. You can gather images from various design blogs
or online resources, and organize them by inspirational color
palettes.
Depth
A designer needs to have an understanding of depth in order to
successfully create dimensionality in an image. Depth is the sense
of space within a frame or viewport. Value is a key ingredient
in creating the illusion of depth. The gradation of lights and
darks produce a sense of moving forward or backward in space.
However, there are other principles designers need to know in
order to establish depth in a composition. Awareness of spatial
planes, depth of field, and perspective are principles with which
designers should familiarize themselves.
Spatial Planes
A very practical approach to creating depth in a composition is
to establish foreground, middle ground, and background planes.
Without these basic spatial planes, an image will appear very flat.
Visual elements arranged in spatial planes create depth, and a
designer can use that depth to create movement in an image. Also,
additional planes of space include an extreme foreground and an
extreme background. These extremes will create an even greater
sense of depth in a composition, with objects appearing very close
to the viewer or barely perceptible in the distance.
It is very important to consider value when establishing
spatial planes. High contrast of light and dark values will cause
visual elements to come forward in space. Neutral values will
recede toward the background. By combining value and spatial
planes, a designer can effectively establish the focal point of an
image.
Depth of Field
Depth of field is another visual principle that a designer of motion
needs to understand. Depth of field relates to how the focus of a
lens affects the appearance of a scene. Depth of field is defined as
“the range of distances of the object in front of an image-forming
device (such as a camera lens) measured along the axis of the
device throughout which the image has acceptable sharpness.”8
Essentially, depth of field determines what spatial plane is in
focus. Planes that are in focus will appear sharp and clear,
whereas planes that are out of focus will be blurry. The farther a
plane is from the focal point of the lens, the blurrier the objects
on that plane will look. This effect can be created either with
software that establishes depth of field based on the Z-position of
layers in a digital space, or by manually blurring layers that you
wish to be out of the focal length of the composition’s “camera
lens.” Although depth of field builds on the tradition of cinematic
conventions, it is analogous to how we actually see. For instance,
when you focus on a single object in a room, it appears very clear
in your vision. However, objects that are farther away from your
point of focus lose definition. A designer directs the viewer’s eye in
a composition based on the same way as we see.
Perspective
The types of perspective that are particularly useful to a motion
designer include linear perspective, atmospheric perspective, and
color perspective. Linear perspective is a fundamental technique
Figure 9.12: AN EXAMPLE OF PHOTOGRAPHIC DEPTH OF FIELD. PHOTOGRAPH BY
AUSTIN SHAW.
Image-Making 131
for image-making defined as “the technique or process of
representing on a plane or curved surface the spatial relation of
objects as they might appear to the eye.”9 This approach provides
guides for where to position elements so that they appear to
exist realistically in space. The frame or viewport represents
the viewer’s eye or a camera lens looking into a scene. Visual
elements that are closer to the lens of the viewport will appear
larger in scale, and elements that are farther away will be
smaller. Working with perspective is mandatory if you wish to
create images with some measure of realism.
Atmospheric Perspective
Atmospheric perspective emulates the way we naturally see. This
form of perspective, also known as aerial perspective, is defined
Figure 9.13: EXAMPLES OF ATMOSPHERIC AND COLOR PERSPECTIVE. PHOTOS BY AUSTIN SHAW.
132 Image-Making
as a “method of creating the illusion of depth, or recession, in
a painting or drawing by modulating color to simulate changes
effected by the atmosphere on the colors of things seen at a
distance.”10 The earth’s atmosphere is filled with dust, haze,
water vapor, and scattered light. These particles make objects
in the distance appear to lose contrast of value and definition.
The farther away an object is from a viewer, the more neutral
the values will appear. The closer an object is to the lens of
the viewport, the higher the contrast of darks and lights. This
technique is useful to create more realistic depth and dimension
in an image.
Color Perspective
Color perspective works in a similar way to atmospheric
perspective. However, with color perspective, the affected visual
principles are color and saturation. Again, due to natural particles
in the environment affecting how we see, colors appear to lose
saturation the farther away they are in space. Also, elements that
are extremely far away will take on the color of the sky. Try and
observe this sometime as you drive on a highway surrounded by
tree-filled mountains. The mountains that are really far away
will appear to be blue in color. However, these mountains are
covered with the same kinds of green trees that are right outside
of your car window. What is happening is that the mountains in the
distance appear to take on the color of the sky.
Figure 9.14: EXAMPLES OF ATMOSPHERIC AND COLOR PERSPECTIVE. PHOTOS BY GREG HERMAN.
Image-Making 133
Figure 9.15: Sherlock Holmes: A Game of Shadows main on end title sequence. Created by Prologue for Warner Bros. Pictures. Creative Director: Danny Yount.
134 Professional Perspectives Danny Yount
Professional Perspectives
Danny Yount
Danny Yount is an American graphic designer and commercial
director who has a diverse visual style and a unique range of
depth and craftsmanship in motion arts and film. He has been
recognized internationally for his work in feature film and
television main titles and show opens. As a leading title designer,
he has collaborated with top film directors and producers,
designing some of the most recognized sequences of the last
decade, such as Oblivion, Iron Man 1–3, Six Feet Under, Kiss Kiss
Bang Bang, Rocknrolla, Sherlock Holmes, Tron Legacy, Tyrant, and
many others. He also led the graphic VFX design teams for the
hologram sequences in Iron Man 2.11
An Interview with Danny Yount
What is your art and design background?
I started out wanting to be a graphic designer. I didn’t go to school,
but I was really hungry to do something that I was passionate
about. I knew I wanted to make art, and I thought graphic design
was really cool. This was around 1989–90. I was moving to Seattle
from the Bay Area, where I grew up. My wife reminds me of the
story of when I looked down at the Pioneer Square Area in Seattle,
and I said, “I want to work down there and be a famous designer
someday.” I started making steps, reading HOW magazine and
PRINT magazine. I was able to get a Macintosh on credit and
started learning how to use that. It was such an amazing time for
a young designer to break into the field because all of it was brand
new. No one knew that it would take over the print industry. No
one knew how far it would go. When you consider a world where
you’re laboring over these hand materials, and all of the sudden
desktop computing comes in, you can see how it went completely
nuts. I got to be there, working with all these brand new tools, and
it was wonderful for me.
I finally got a break after working at a series of sign shops.
I started toying around a little bit with interactive media. I made a
portfolio in Macromedia Director that was in color, that showcased
my work, and that I sent out on floppy disks. By today’s standards,
it was pretty poor. But it was enough to get their attention. I
got hired in Seattle, in Pioneer Square, by an amazing designer
named John Van Dyke. He had a really acute sense of elegance,
of powerful imagery, and loved technology. I discovered Premiere
by accident. I edited digitally for the first time. Then I was able to
put in some animation and some design. I was completely sold. I
was like, “This is what I want to do!” It got me really fired up. I did
everything I could to wriggle my way into projects like that. After
five years, I went into News Broadcast, of all things. At the time,
the post-industry was the place you would do motion work. You
would take film, put it on digi-beta, and then transfer that digibeta into Avid. That was the establishment at the time. I started at
the bottom again.
I worked very hard to make a reel and sent that reel to
Imaginary Forces in LA. They brought me in and I worked on some
Professional Perspectives Danny Yount 135
projects. It was great, but I could not move my family there. So I
sent my resume back home, to Digital Kitchen. When I had lived
in Seattle, they were part of the establishment and would have
ignored a guy like me. Now, all of the sudden I was a freelance
designer coming from LA in their view. They hired me on, and
we did the Six Feet Under titles. I didn’t know it at the time, but
when the Six Feet Under titles came out, everyone loved it. It got
an Emmy, and all of a sudden, my whole world as a professional
changed. That’s how I got in. I wish I would’ve had formal training,
so I wouldn’t have to learn everything the hard way. But then
again, that’s kind of my personality. I don’t really learn something
unless I screw something up. I learn more from failure. I don’t
really learn from the book. I like to break something first. Then I
learn something.
Do you have suggestions for young designers?
For motion, you really have to learn how to tell a story. Even if you
are doing it with the simplest of means. The way to master title
design is to learn how to use graphic metaphors to tell a story. To
me, that is the holy grail of motion design. Because if you don’t do
that, what you really are is a graphic sampler. You may be a great
technician, but you don’t know how to make something that gets
into someone’s emotions. That’s where storytelling comes in. That
is the cream of the industry, people who know how to tell stories with
design and motion.
Be diverse so you don’t get pigeonholed into doing one or
two things. You have to be a go-to person to establish yourself.
But, once you establish yourself, pursue what your real gifts are.
Figure 9.16: Six Feet Under title sequence. Created by Digital Kitchen for HBO. Director/Designer: Danny Yount.
136 Professional Perspectives Danny Yount
Don’t do anything that you are not passionate about. You have to
steer your career.
Are titles your favorite kinds of projects?
They are. As a younger designer, I used to get off on the fact
that my work was on the big screen. But, that kind of wears off,
and you ask yourself “Why am I really doing this?” I really love it
because the challenge is to engage an audience at a high-art level
of storytelling. With Hollywood production, everything you do has
to be completely distilled and concentrated. It really has to do its
job. You are working with a lot of really talented people, and if it is
not doing its job, they will let you know really quickly.
Figure 9.17: Kiss Kiss Bang Bang title sequence. Created by Prologue for Warner Bros. Pictures. Title Designer: Danny Yount.
Professional Perspectives Danny Yount 137
In Hollywood, it’s all about viscera. You tell a story, but
you’re almost invading someone’s senses. Kyle Cooper is great
with that. It goes even further than story. It gets into your senses.
I learned as a designer and storyteller to make things that really
set the tone for the film, but also get into the senses of the
audience. To prepare them for what they were going to see, or
to leave them with something that was powerful … for them to
remember the film.
How do you approach concept development?
One thing I learned from my mentors, meaning John Van Dyke
and Paul Matthaeus, is that you have to get as many ideas out
Figure 9.18: Semi-Permanent 2013 conference titles. Created by Danny Yount for Semi-Permanent. Title Designer: Danny Yount.
138 Professional Perspectives Danny Yount
as quickly as you can. You have to have the ability to step back
from them and look at them as a whole. That could be putting 27
frames up in Photoshop on your screen, or literally printing them
out and posting them on a wall. With computers, everything is very
inward. We have to master the art of being able to lay everything
out. Continuously review and refine that canvas. When I was
younger, I would beautify singular frames. I would hyper-focus
on one frame, and another part of the production would suck
because I didn’t focus on that. Then, it’s time to put a presentation
together, and you’ve lost an opportunity. As Paul Matthaeus would
say, “It’s a very funnel-shaped process.” You capture it very wide
and then you make refinements to the entire project as a whole as
you work. Once everything is working, then you have the ability to
really focus on weaker or stronger areas to make statements, and
to bring it all together.
The other thing I learned that was really important—and
my whole life changed when I realized this—is to let go. It’s a
cliché, but you have to learn to let your babies go. If you hang on
to something because you’re so proud of it, you can’t let it go.
If it confuses your audience, then you’ve lost. I used to be just
adamant, and dig my heels in, and say, “I am going to make this
work.” That was very destructive. I finally learned to say, “This
is a great idea, but it is no longer valid. I will set this aside, and
maybe use it in something else someday.” It’s important for young
artists to know you have to learn to let go. Step back and put on
your storyteller hat, and say, “Well, this isn’t telling the story. So
it doesn’t matter how cool this is right now. But, I can use this
somewhere else.” That will give you a lot of freedom and space
to develop as a real artist. As opposed to someone who has just
learned how to sample something. You have to be mature enough
to know that we have to service the story more than our own
conceits. It’s a professional honesty that we have to develop.
Where do you find inspiration?
Aside from working with some of the best people in the world,
there is nothing better than Pinterest right now. Pinterest is like
Figure 9.19: ROCK N ROLLA main title. Created by Prologue for Warner Bros. Pictures. Title Designer: Danny Yount.
Professional Perspectives Danny Yount 139
every magazine store that I could possibly visit in a year. That is
for my workspace, where I get inspired when I have to sit down
and come up with something. But what inspires me in a much
richer way is travel. Being able to see different cultures and
experience different things in life. All of that pours back into your
work. You gain knowledge that you didn’t have before. You are
able to put something into your work that means something for
the right occasion. Travel and having a really broad world-view is
critical for designers.12
Notes
1 Elam, Kimberly. Geometry of Design. New York: Princeton Architectural Press,
1951.
2 “Golden Section.” Merriam-Webster.com. Accessed August 20, 2014. <http://
www.merriam-webster.com/dictionary/golden section>.
140 Professional Perspectives Danny Yount
3 “Rule of Thirds.” Creativeglossary.com. Accessed August 20, 2014. <http://
www.creativeglossary.com/art-mediums/rule-of-thirds.html>.
4 “About.” Psyop.tv. Accessed August 25, 2014. <http://www.psyop.tv/
operations/>.
5 Matulick, Kylie, telephone interview with author, July 25, 2014.
6 “Synesthesia.” Merriam-Webster.com. Accessed August 21, 2014. <http://www.
merriam-webster.com/dictionary/synesthesia>.
7 Albers, Josef. Interaction of Color. Connecticut: Yale University Press, 1975.
8 “Depth of Field.” Merriam-Webster.com. Accessed August 21, 2014. <http://
www.merriam-webster.com/dictionary/depth of field>.
9 “Perspective.” Merriam-Webster.com. Accessed August 21, 2014. <http://www.
merriam-webster.com/dictionary/perspective>.
10 “Aerial Perspective.” Encyclopedia Britannica. Accessed August 21, 2014.
<http://www.britannica.com/EBchecked/topic/7229/aerial-perspective>.
11 “About.” Dannyyount.com. Accessed August 25, 2014. <http://www.dannyyount.
com/info.html>.
12 Yount, Danny, telephone interview with author, August 16, 2014.
Chapter 10:
Cinematic Conventions,
Thumbnail Sketches, and HandDrawn Storyboards
Cinematic Conventions
Motion designers need to think like directors. As visual storytellers,
we must be familiar with the basic vocabulary of filmmaking
and cinematic conventions. A single style frame represents
the camera’s eye, and the design board is the sequence of the
camera’s vision throughout the story. A director is responsible
for deciding what the viewer will see, thereby influencing how
the audience thinks and feels.1 Different camera angles and
distances create varying degrees of visual and emotional intensity.
Utilizing a variety of shots can create interesting rhythm for
visual storytelling. The camera position can also be used as a
transitional device in a motion design piece. Within this section,
we will explore the essential vocabulary of cinematic and visual
storytelling.
Basic Shots and Camera Angles for Cinematography
Extreme Wide Shot
An extreme wide shot will often be used to establish the setting
or environment where the story will unfold. They can also be
Figure 10.1: EXTREME WIDE SHOT, DRAWING BY EVAN GOODELL.
referred to as establishing shots. Extreme wide shots can also
convey a dramatic sense of scale, perspective, and distance. For
motion design, extreme wide shots can be used to dynamically
transition and create pleasant surprises that leave an impact on
the viewer.
Cinematic Conventions 141
Wide Shot
A wide shot reveals the subject matter within the setting. The
distance of a wide shot allows the viewer to take in the action of
the subject. In motion design, wide shots can describe the visual
elements within a scene. Wide shots are also used as transitional
elements to advance the plot.
an extremely wide range of visual possibilities. A medium shot
can show medium distance from typography, graphics, or an
illustrative element. Medium shots can also serve as a transition
from wider to closer distances.
Close-Up Shot
A close-up shot is a tight framing of the subject. This distance
can create higher emotional intensity. Close-up shots also allow
details to be revealed to the viewer. Again, with motion design,
our subjects can vary greatly. However, we can treat close-ups
for motion design in a similar way that a director would for liveaction.
Figure 10.2: WIDE SHOT, DRAWING BY EVAN GOODELL.
Medium Shot
A medium shot frames the subject at a medium distance. If one
is working with actors, a medium shot typically crops the figure
from the waist up. With motion design, our subject matter has
Figure 10.4: CLOSE-UP SHOT, DRAWING BY EVAN GOODELL.
Figure 10.3: MEDIUM SHOT, DRAWING BY EVAN GOODELL.
142 Cinematic Conventions
Extreme Close-Up Shot
An extreme close-up shot brings the viewer even closer to
the subject. We can show the audience the most specific or
finest details of the subject. This shot is the most intimate and
expresses the highest emotional intensity. For motion design,
extreme close-ups are often used as transitional devices,
showing dramatic changes in scale, setting, or even the subject
itself. For instance, an extreme close-up of an eye can transition
to become a galaxy.
Figure 10.5: EXTREME CLOSE-UP SHOT, DRAWING BY EVAN GOODELL.
Low Angle Shot
A low angle shot describes a camera position that is below and
looking up toward the subject. A low angle shot makes a subject
feel larger. In motion design, this camera angle is often used to
create a dramatic sense of importance. Low angle shots are often
used with logo animations, sports graphics, or any visual element
that requires a sense of being monumental.
Figure 10.7: HIGH ANGLE SHOT, DRAWING BY EVAN GOODELL.
the subject feel smaller. In traditional filmmaking, this angle
makes a character seem powerless or vulnerable. However, for
motion design, a high angle shot allows the director to portray
perspective and reveal details.
Dutch Angle
A Dutch angle is when the camera is rotated to make the
horizon appear at an angle, rather than straight. In conventional
filmmaking, this angle creates tension and psychological drama.
With motion design, Dutch angles also produce tension, but
are often employed to increase visual interest. From a purely
Figure 10.6: LOW ANGLE SHOT, DRAWING BY EVAN GOODELL.
High Angle Shot
A high angle shot describes a shot that is framed from above
and looking down toward the subject. This type of shot makes
Figure 10.8: DUTCH ANGLE, DRAWING BY EVAN GOODELL.
Cinematic Conventions 143
compositional point of view, a Dutch angle creating diagonals
in a frame is more dynamic than a straight view showing solely
horizontal and vertical planes.
Over the Shoulder
An over the shoulder shot places the camera behind a subject,
using the head and shoulder to frame a second subject or to
reveal a setting. It helps the audience to focus on whatever the
first subject is looking at, or interacting with. It also draws the
viewer into a more intimate circle of action.
Figure 10.10: TWO SHOT, DRAWING BY EVAN GOODELL.
Figure 10.9: OVER THE SHOULDER, DRAWING BY EVAN GOODELL.
Bird’s Eye View
A bird’s eye view refers to a camera position that views a scene
from an aerial perspective or from a very high angle relative to the
subject. This view allows the audience to observe a scene from
an unexpected angle. It also allows the director to use sweeping
camera movements for dramatic effect. In motion design,
landscapes can take on a myriad of forms and styles. For instance,
a bird’s eye view may be a camera flying over extruded typography
or flying over a 3D model of a phone. Scale, proportion, and the
definition of landscape are more mutable with motion design than
with traditional filmmaking.
Two Shot
A two shot is a shot that frames two figures or subjects in a
composition. In filmmaking, it is used to show how subjects
interact with each other. For motion design, a two shot can be
employed to show the interaction of visual elements within a
frame.
Figure 10.11: BIRD’S EYE VIEW, DRAWING BY EVAN GOODELL.
144 Cinematic Conventions
Figure 10.12: DOLLY SHOT, DRAWING BY EVAN GOODELL.
Dolly Shot
With physical filmmaking, a dolly shot is accomplished by
mounting the camera to a track—or stabilizing system—in order
to move it smoothly through space. With motion design, we can
create similar movement using a virtual camera in 2D or 3D
software applications. A dolly camera movement can be used to
exaggerate or compliment the action of the subject matter. Dollies
can move horizontally, vertically, or zoom forwards or backwards
through space. A digital workspace offers the potential for camera
movements that would be impractical or impossible in a physical
space.
Pan
A pan is a movement of the camera on its central axis, rotating
from side to side. With a pan, the camera position remains
stationary, although the orientation of the lens changes. Pans
can be used to follow the movement of the subject, or to direct
the focus of the audience. In motion design, pans reveal depth,
volume, and perspective in a scene.
Cinematic Elements Of Design Boards
A basic understanding of cinematic principles will help you to
make your design boards stronger. An interesting visual story
Figure 10.13: PAN, DRAWING BY EVAN GOODELL.
Cinematic Conventions 145
requires a variety of shots. Emotional intensity shifts as distance
from the action changes. As the camera moves closer to the
circle of action, the viewer will feel more like a participant than
an observer. A designer needs to think like a director when making a
design board. Directors guide what the audience should be thinking
or feeling during the piece.
Establishing Shots
Establishing shots are typically the first frames in a design board.
These shots set the stage for what is going to happen in a motion
piece. They introduce viewers to the world of the motion project
and direct where the action will take place. Establishing shots can
also be used to define new scenes within a piece.
Figure 10.14: ESTABLISHING SHOT STYLE FRAME FOR A STUDENT ASSIGNMENT BY ERIC DIES AND KALIN FIELDS, SCAD MFA.
146 Cinematic Conventions
Hero Frames
Hero frames are style frames that define the heroic or important
moments in a motion piece. They require strong compositions
and clear focal points. Hero frames indicate moments where the
viewer needs to take in what is happening on screen or through
the viewport. Typically, the relative speed of a piece will slow
down during hero moments, so the viewer can process the scene.
Important information like typography will be set in a legible and
balanced manner in hero frames.
Transitions
Transitions, or in-between frames, serve to connect the action
between hero frames. In motion design, transitions are typically
much faster than the hero moments. A rhythm between fast and
Figure 10.15: HERO FRAME STYLE FRAME FROM A STUDENT ASSIGNMENT BY KALIN FIELDS, SCAD MFA.
Cinematic Conventions 147
Figure 10.16: TRANSITION STYLE FRAMES FROM A STUDENT ASSIGNMENT BY CHRIS FINN, SCAD BFA. THE CAMERA PULLS BACK AFTER FRAME ONE TO REVEAL THE FIGURE WITHIN
THE EYE OF THE COYOTE IN FRAME TWO.
slow movements will create interesting contrast and tension
in motion. Transition frames represent moments where things
happen very quickly on screen. These frames can indicate camera
movement or transformation of visual elements.
Thumbnail Sketches
After the concept development stage of a project, we transition
to giving vision to our ideas. There is a tendency among young
designers to rush directly into the design phase using digital
or analog tools to start making assets or creating a polished
image. No matter how well these elements may look, without a
strong composition, the overall image will suffer. Composition is
the arranging of visual elements in a scene or viewport. It is the
master plan of an image, and a poorly executed composition will
not connect with the viewer, and will thus fail to communicate
the intended message. Thumbnail sketches can be very helpful in
exploring and defining composition prior to investing a lot of time
and energy refining an image.
148 Cinematic Conventions
A thumbnail sketch is a drawing that roughs out the
composition of an image very quickly. Thumbnail refers to the
size, meaning that these are typically small drawings. Additionally,
thumbnail also implies the idea that these drawings are low
risk in terms of the investment of time and effort. The term
sketch relates to the process side of the Process-to-Outcome
Spectrum, meaning that it is a preliminary idea of what an image
can become. At this stage, the composition can be anything. You
can draw in a sketchbook, on index cards, or with a computer
application. Pencils and erasers are suggested when you work
by hand, and a digital tablet can be helpful when working on a
computer.
Thumbnail sketches explore the essential qualities of
an image in a fast and loose manner. They are like gesture
drawings, defining the underlying essence of the composition.
Details are not that important in a thumbnail sketch. Rather, the
core elements, such as positive and negative space, light and
dark values, and spatial planes, can be worked out in a thumbnail
Figure 10.17: EXAMPLE OF THUMBNAIL SKETCHES FROM A PROCESS BOOK BY HYEMIN HAILEY LEE, SCAD BFA.
sketch. Like blueprints, thumbnail sketches provide the structure
for a future image. Once you arrive at a solid composition, you will
have laid the foundation for creating an effective style frame.
Approach and Practice
In your sketchbook or on a computer, create a frame that is
approximately the aspect ratio or dimension of the image you
plan to create. Begin by blocking out the positive and negative
space. Work quickly and with freedom. Try not to worry about
the outcome. Rather, have fun searching for an interesting visual
flow. Determine if you are creating a more design-centered,
symmetrical composition, or a more art-centered, asymmetrical
composition. Define a focal point, or where you want the viewer’s
eye to focus. If you want depth in your composition, establish
foreground, middle ground, and background planes. Decide on a
light source and direction in the scene and rough out the range of
values.
Try making a series of thumbnails for a single composition.
This practice will allow you to explore a variety of visual
arrangements in a short amount of time and also serves as a
reminder that thumbnail sketches are disposable. Do not be too
precious with them. They are sketches and intended to be rough.
You may need to make a dozen thumbnails before you arrive at a
strong composition. Of course, remember to have fun! All parts
of the process should be enjoyed, and thumbnail sketches are no
exception.
Thumbnails for Style Frames
You can be more efficient with your time by working on thumbnail
sketches prior to making style frames. Thumbnail sketches can
Cinematic Conventions 149
Figure 10.18: EXAMPLE OF A THUMBNAIL SKETCH AND COMPLETED STYLE FRAME FROM A PROCESS BOOK BY DANIEL CHANG, SCAD MA.
help to establish the compositions of your hero frames. These
frames are the moments in a motion design piece that help to
define the visual style and the narrative. Once you are satisfied
with a thumbnail sketch, use it as a reference for making your
style frame. You could also place it in a digital workspace to use
as a template for your design.
Thumbnail sketches can also rough out transition frames
in a design board. Again, with thumbnail sketches, you can quickly
try out different options until you are happy with how a transition
is working. What distinguishes a thumbnail sketch from a style
frame is the level of polish. Both types of frames establish the
composition and the camera angle of an image. However, only a
style frame takes a composition to a fully realized look and feel.
time on them. You can also translate your decisions directly into
hand-drawn storyboards.
Practicing Cinematic Conventions
Imagine your composition can be viewed through a cinematic lens.
Camera distance can be explored and determined with thumbnail
sketches. You can specify if the “shot” of a composition will be
either wide, medium, or close. You can also work out the camera
angle. For example, an image can be made more dynamic with
a low or Dutch angle. Thumbnail sketches allow you to try out
different cinematic treatments without having to spend too much
Hand-Drawn Storyboards
Hand-drawn storyboards combine image-making with
storytelling. Storyboards contain a sequence of frames laid out
in an order that visualizes a script or written treatment. From a
narrative standpoint, a storyboard illustrates the key moments
of a project. Important events in a story, such as how it starts,
what happens, and how it ends, should be included. Handdrawn storyboards are similar to design boards because they
150 Cinematic Conventions
“When we work on a project where the aesthetic is pretty
time-consuming, we use the pen and paper approach.
We make thumbnails and turn them into hand-drawn
storyboards. We present a style frame or two to assist
those. With a time-consuming aesthetic, you sacrifice
a good story for all the labor that goes into making all
those style frames. With a hand-drawn storyboard, we
can focus on storytelling and come up with a better flow
and narrative, then do a bang up job on one or two style
frames.”—Daniel Oeffinger, Designer/Director
Figure 10.19: STORYBOARD CREATED BY SCOTT CHENG YI LIM FOR A STUDENT PROJECT, SCAD BFA.
establish frame composition, camera placement, and camera
movement. However, hand-drawn storyboards do not display the
defined visual style of a motion design project. Like thumbnails,
storyboards are less polished than a finished style frame or a
design board. A term that is often associated with storyboards is
pre-visualization, as they help to rough out the overall structure,
action, and story of a project. They offer an opportunity to explore
the cinematic movement and narrative of a project prior to
production.
Working with Storyboards
Be sure to work with frames that are the same aspect ratio of
the project you are creating. It will not be helpful to block out
frames at a size that is different than what you will be producing in
motion. Like thumbnails, you can either work by hand or digitally
to create a storyboard. Either approach is fine as long as you
can work comfortably and efficiently. Each frame in a storyboard
contains the content for a scene. The content can include frame
composition, camera angles, camera movement, transitions, and
Cinematic Conventions 151
direction of talent. Storyboards can be rendered with extreme
detail, or they can be comprised of stick figures. The main
objective is to clearly communicate the cinematic qualities of each
shot. Work with storyboards to your comfort level of drawing.
Do not shy away from this tool if you feel your drawing skills are
minimal. Legibility of cinematic intention is more important than
artistic rendering in a hand-drawn storyboard.
movement in a project. Storyboard frames contain the key
moments of a story or the vital moments of change. Your
storyboard frames need to feel connected as they relate to
each other sequentially. A camera movement that begins or is
suggested in one frame needs to continue into the next frame.
Sequential art is a great reference for learning about continuity
with frame-based storytelling.
Storytelling and Continuity
Understanding the language of cinema will also help you to
envision and plan the direction of visual elements and overall
Storyboard Usage
The goal is to make the narrative of a project clear with a
storyboard. They are important tools in planning and guiding
Figure 10.20: STORYBOARD CREATED BY AUDREY YEO FOR A STUDENT PROJECT, SCAD BFA.
152 Cinematic Conventions
productions. Storyboards can also include notes about camera
and scene direction beneath the frames. It is vital that the creative
team and the client are on the same page prior to shooting liveaction or proceeding to animation. Storyboards, like design
boards, help to guide the creative team and ensure that the client
is aware of what to expect. For the purpose of learning to design
for motion, focus on creating clear compositions and camera
movements in your storyboards. A beautiful storyboard can get a
production team fired-up about making a project. Also, there are
commercial projects where a storyboard accompanies a director’s
treatment as a selling point for a pitch.
Figure 10.21: STORYBOARD CREATED BY BEN GABELMAN AND CASEY CRISENBURY FOR A STUDENT PROJECT, SCAD BFA.
Cinematic Conventions 153
Figure 10.22: Durex “Get it On” commercial. Created by Superfad for Durex. Creative Director: Robert Rugan.
154 Professional Perspectives Robert Rugan
Professional Perspectives
Robert Rugan
Robert Rugan is a two-time Clio Award-winning writer/
director who moved from Alabama to New York City, then to
sunny Los Angeles, where he is currently writing and directing
feature film projects and television projects. Commercially,
he has worked with such clients as Google, Verizon Wireless,
Kodak, Nikon, XGames, and Durex—which won a Bronze
Cyber Lion at Cannes, Gold and Silver CLIO Awards, four AICP
Awards, and was nominated for the D&AD Award. His work for
Durex is in the permanent collection of the Museum of Modern
Art.2
An Interview with Robert Rugan
What is your art and design background?
As a kid, I was drawing. I went to a small liberal arts school,
the University of Montevallo in Alabama. I was into pen and
ink illustration. I was really serious about becoming a medical
illustrator. I was interested in the detail and preciseness of the
illustrations. But then I found out I needed to have a tremendous
amount of background on the medical side, and I was not very
keen on surgery and blood. I started focusing more on design, and
then in my final year at school I did a short film. I kept shooting
shorts and became interested in post-production. I became an
editor right out of school. I taught myself how to edit on the very
first version of Adobe Premiere: Premiere 1.0. This was when
non-linear editing was becoming a thing. I started combining my
interests of design with film and editing. Those things started
overlapping.
How did you get into making style frames?
Photoshop was new when I was in college, and I was really into
it. I was into taking photography and augmenting it. But I didn’t
start doing style frames until I started working in motion graphics.
When Adobe After Effects came out, people didn’t know what to
expect. You got handed a job and you just did the job. You didn’t
have to make style frames to show what you were going to do. Over
the years, people wanted to see what you were going to do before
they were going to pay for it. So style frames became a thing.
A lot of people treat style frames like design exercises.
I always wanted to find the conceptual route of the project. I
wanted to tell stories. The editing and filmmaking side of me
wants to make sure design was used as a storytelling device. Not
just something to create pretty pictures: using design to explain,
express, or clarify something that couldn’t be done in other ways.
It’s always about finding what a project is about, and how I can
communicate that. I struggled as a creative director with projects
that just wanted to be motion graphics. I always wanted there to
be a story or a concept, instead of fun things flying around the
screen.
Professional Perspectives Robert Rugan 155
What is your process when you get a creative brief?
Figuring out what the client is trying to express and get that
across to the audience … and, making sure that that is coupled
with the client’s brand. Certain companies have rules and ideals
they need to adhere to. It’s always fun to color outside the lines
and go crazy. But, to have the restraint to create something
that also addresses the brand is a real challenge and a real
accomplishment when you do it well.
How do you stay inspired?
I have always done side projects, just to have a creative outlet.
A lot of these projects are me just wanting to do something that
Figure 10.23: Danny and the Wild Bunch short film. Director: Robert Rugan.
156 Professional Perspectives Robert Rugan
isn’t dictated, isn’t a client telling me what to do. I like doing stuff
that I have the freedom to do. When it comes to a job and making
a living, a lot of times you don’t have that same freedom. Some
of the best stuff I have done has either been free projects, or
projects I have done on my own. It’s a great way to experiment
with things.
How do you see the role of designers in productions?
The great thing about designers is that they think visually. They
take concepts and translate them into visual ideas that we can
see. The designer is the translator. A really good designer can
take something that is hard to communicate and show it in a very
simple and elegant way. The best solution is usually the most
elegant solution.
I use style frames in the practical and logistical side of
filmmaking. I have to go in and pitch a lot. I use visual images to
communicate my ideas about a movie. Style frames have become
my concept art for movie pitches. They are part of my presentation
when I pitch. It’s a huge plus.
Learn how to edit and how to put pieces together. That
way, you can go in with a plan and not just shoot or design
everything. Trying to fix everything in post is the worst way to go
about a project.
It was an interesting thing when motion design started.
Everybody was coming from a different place. So you had
designers working with animators, and animators working with
writers, and writers working with directors and filmmakers. All
these different types of things were coming together and creating
this weird new art form. We really hadn’t seen that before because
the processing power of computers hadn’t caught up. So now, it’s
great that people are learning specifically about motion design.
I wish we could have had animators or designers who studied
motion design. But it’s also great when you have someone with an
outside interest. Something that feels outside the scope of what
we’re doing, but really isn’t.
If you weren’t a designer or director, what would you be?
I think I would be a writer. I would still focus on telling stories.3
Do you have suggestions for young designers?
Make, make, make, make, make. When you’re not working to
make a living, make something else. Shoot something, edit
something, paint, do something where you’re constantly creating.
Professional Perspectives Robert Rugan 157
Figure 10.24: TH1RT33N title sequence. Created by Superfad for Paramount. Creative Director: Robert Rugan.
158 Professional Perspectives Robert Rugan
Notes
1 Van Sijll, Jennifer. Cinematic Storytelling: The 100 Most Powerful Film
Conventions Every Filmmaker Must Know. Studio City, CA: Michael Wiese
Productions, 2005.
2 “About.” Robertrugan.com. Accessed August 25, 2014. <http://www.
robertrugan.com/contact/>.
3 Rugan, Robert, telephone interview with author, May 8, 2014.
Cinematic Conventions 159
Chapter 11:
Concept Development Exercises
This is a two-part exercise designed to practice concept
development in relation to the Process-to-Outcome Spectrum.
Part 1 explores various concept development exercises to
help generate ideas. Part 2 takes these concepts into the
visual realm with thumbnail sketches and hand-drawn
storyboarding.
Part 1
The outcomes of design for motion are beautiful style frames and
dynamic design boards. However, without strong concepts, these
outcomes are merely eye candy. There is more to being a motion
designer than creating beautiful images and motion. We are also
problem solvers and creative thinkers. These exercises introduce
tools and methods to warm-up your concept development skills.
The goal is to explore ideas with curiosity and an open mind. Turn
down the volume of your internal editor, and try not to worry about
outcomes.
In a classroom, it is helpful to practice these exercises
to be sure students understand how to work with them.
However, there is no reason you cannot do these exercises
on your own, outside of a course setting. The suggested order
of exercises allows you to practice the Process-to-Outcome
Spectrum.
160
Concept Development Exercises
Description/Creative Needs:
For this assignment, you will create process books that document
the creative development stages of three different concepts.
Concept development is an integral part of a creative project. With
the pressure of deadlines, competitive pitching, and getting paid,
it is easy to rush through these stages to arrive at an outcome or
solution. However, smart solutions need time and effort to grow.
The purpose of these exercises is to fully embrace the concept
development stages of a project without the pressure of delivering
finished outcomes. Remember, we are on the process side of
the Process-to-Outcome Spectrum. That means we want to have
an attitude that is open and curious. Approach each stage with a
playful mindset, and do not forget to have fun.
Refer to the Process-to-Outcome Spectrum information
graphic as needed. We begin broad with infinite potential.
Gradually, and without too much force, we refine our concepts
toward becoming something finite.
Follow these steps in developing your concepts:
1. Free write
2. Word lists
3. Mind maps
4. DOs & DON’Ts lists
5. Shape of a concept
6. Mood boards
7. Written treatments
Creative Brief
All projects begin with a creative brief. The first step of this
exercise is to construct a very simple creative brief. Start with a
single word that can serve as a jumping-off point. Try to choose
a word that is thought provoking, challenging, or inspirational.
In a classroom setting, invite the students to suggest a keyword.
By including them in the process, they will be more invested
in the exercise. You can also refer to sample keywords on
pages 221–222 for suggestions.
The creative brief is the focal-point question for the
exercise, and the goal is to create an answer in the form of
a concept. However, it is important to remember that these
exercises are warm-ups. You will not be taking these concepts
all the way to the style frame or design board stages. The more
you can let go of outcomes and explore freely, the more you will
benefit. After a keyword is selected, prepare for a 10-minute
free write.
Free Write
As you prepare for a free write, do your best to turn off
your internal editor. Remember, free writing is an unedited flow
of your thoughts recorded on paper or typed on a screen. Do not
worry about what comes out in your free write; let go of outcomes,
and explore the chosen keyword. Once the timer starts, do not stop
writing until the end of the free write. Be engaged in the process,
and try to avoid any unnecessary noise. Write down everything
that comes to mind about the keyword. If other thoughts come
up during the free write, record them as well. Do not worry about
grammar, spelling, or even making sense.
If working in a classroom, it is a good idea to have a
brief group discussion about the experience once the time is
up. However, specifics of what students have written in their
free writes should not be shared. It is really important to feel
comfortable writing whatever comes to mind, so I always remind
students that their free writes are personal and private. Let this
be an opportunity for your mind to run free and see what ideas
emerge.
For many, this exercise will be the first time writing in such
a manner. At first, it may be difficult to let go of the internal editor.
If you are having difficulty, keep practicing free writing and try not
to worry. We spend a lot of time in our daily lives editing ourselves.
Free writing can be uncomfortable at first, but it can help to jumpstart the creative process if we stick with it. Additionally, free
writing may help to clear our minds of any mental clutter that may
distract us from concept development.
There will often be unexpected ideas or associations that
arise during a free write. These are the kinds of discoveries we
seek. When an idea, image, or emotion unfolds during a free write,
try to see where it takes you. After the free write is over, identify
the words or ideas that most resonate with the creative brief.
These will become the initial keywords of the next stage in the
exercise: the word list.
Word List
Make a word list from the keywords that emerged during the free
writing exercise. Remember to have fun during these exercises.
If you are not enjoying the process, then you are probably too
concerned with the outcome. For the word list, seek keywords that
have meaning and depth in relation to the creative brief. Continue
to work in a sketchbook, notebook, or type on a computer. Search
for interesting words, then create juxtapositions by including the
opposite definition of those keywords.
Again, if you are in a classroom setting, have a brief group
discussion about your experience once the word list is completed.
Compare and contrast the word list with the free write. Some
Concept Development Exercises 161
may be more comfortable with the word list, others may prefer
free writing. Remember that both tools can be used together or
separately. Keep working with both free writing and word lists
because you may have a totally different experience on any given
day. The main idea is to keep an open mind and explore with as
much curiosity as possible.
Mind Map
Now it is time to translate the word list into a mind map. Mind
maps help to organize our keywords into associations or thought
structures. The previous exercise focused on refining and selecting
keywords, while the mind map expands ideas and creates new
connections. At this stage in the Process-to-Outcome Spectrum,
a concept usually begins to emerge. However, try to maintain a
flexible attitude as the concept is still forming. Nothing is set in
stone at this point. We are still exploring and making discoveries.
Mind maps can be created in a sketchbook, notebook, with
software, or designed on a computer. Let go of your expectations
about outcomes, and be engaged in the process as best as you can.
DOs & DON’Ts List
By the time the mind map is completed, you should be
having flashes, glimpses, or inspirations about what the
concept is becoming. Ideas, emotions, images, or narratives
that emerged during the previous exercises are beginning to
orbit around the creative brief. The DOs & DON’Ts list organizes
intentions and creative choices about the direction of the project.
Putting these choices down on paper begins to define the borders
of the concept. The goal is to loosely define what we want the
concept to be and what we want to avoid. Again, these decisions
are not final. But, they do help to determine the initial shape of the
concept. Consider qualities you want to communicate—such as
visual style, emotions, and ideas—and the kind of story you want
to tell.
162 Concept Development Exercises
Shape of a Concept
At this point, you will have done a free write, a word list, a mind
map, and a DOs & DON’Ts list in relation to the creative brief.
You should be arriving at an initial shape for your concept. The
exercises encourage an internal search for ideas and inspiration.
In terms of the Process-to-Outcome Spectrum, the initial shape
of a concept is a jumping-off point into the next stages of concept
development. With this shape in mind, we can start our external
search for inspiration.
Mood Board
There are many excellent blogs that showcase beautiful design.
When visiting these sites, search for images that most resonate
with the developing concept. The DOs & DON’Ts list will provide
guidelines for what kinds of images inform the concept. Finding
reference images for a mood board is an inspiring process. Let
go of expectations or worries about the outcome of the project
and appreciate the beautiful images you discover. This part of
the process is all about sparking creativity and generating ideas.
Save the mood board images that move you and relate to your
concept into a folder for reference images. It is always a good idea
to keep an organized and logical project structure. Once you have
found a range of inspirational images, it is time to organize them.
Use design software with strong layout capabilities to build your
mood board. Adobe Photoshop and Adobe InDesign are both great
options.
Written Treatment
Written treatments describe the narrative of the project—how
it begins, what happens, and how it concludes. Use your mood
board, DOs & DON’T’s list, mind map, and word list to help
construct your written narrative. Remember, interesting stories
contain tension, conflict, and resolution. Draw a simple shape for
your story as illustrated by Figure 8.7 (in the written treatments
section of Chapter 8). Be clear and concise with your written
treatments. They are excellent tools for communicating and
selling concepts as well as planning a vision for a project.
Part 2
“The advantage of using drawn frames is that your
viewer’s imagination can still go places. A storyboard is
a starting place. Some things you need to be precious
about, but if you are doing something with actors, live
action, or animation with ink, you need to leave enough
room so you are not boxed in as it develops.”—Karin Fong,
Designer/Director
We will continue expanding our concepts from the exercises
in Part 1 by creating thumbnail sketches and hand-drawn
storyboards to visualize our narratives. This part of the
assignment is an opportunity to practice visual storytelling.
Consider cinematic conventions, continuity, and narrative. Review
your written treatments and begin to envision how your stories
will unfold.
Deliverables:
Three process books for three different concepts. Document your
relevant ideation in process books. All of the exercises need to be
included, with the exception of the free write. Due to the unedited
nature of free writing, it is optional if you wish to include them.
The process books will be the deliverables for this assignment.
These exercises focus on concept development and previsualization. Your completed process books can demonstrate
your critical thinking skills and your ability to visualize a narrative
to a potential employer. Additionally, the goal of these exercises is
for you to become comfortable using concept development tools
and creating visual stories for your projects.
Suggested Specifications:
PDF file
Horizontal layout
1920 ¥ 1080 or Tabloid Size
Process:
1. Create thumbnail sketches for the hero moments of your
concepts.
2. Create three hand-drawn storyboards: one for each concept.
3. Continue to document and update your process books.
Concept Development Exercises 163
Figure 11.1: Design board for CDW Commercial. Created by Superfad for CDW. Creative Director: Chace Hartman.
164 Professional Perspectives Chace Hartman
Professional Perspectives
Chace Hartman
Chace Hartman is co-founder of Scout, a motion design studio
based in New York City. Prior to Scout, he worked as an Executive
Creative Director at Superfad, NY. Chace also spent many years
freelancing for studios such as Digital Kitchen, Buck, Passion
Pictures, and Brand New School. He studied Illustration at
the Cornish College of the Arts. Chace began his career doing
print and packaging design for Starbucks in Seattle, in its early
years. He found a niche doing technical illustrations for products
and how-to guides, but realized he wanted more of a creative
challenge. Chace made the transition from illustrator to motion
designer.
An Interview with Chace Hartman
How did you get started as a motion designer?
I had a good thing going doing technical illustrations, but
I could see exactly where I would be at 40, looking back
and doing the same thing I did when I was 25. I had always
liked animation. I didn’t know how to do any of it, but I was
attracted to it. Motion design was just coming of age. I could
have stayed at my first job doing packaging and illustration
and done well, but I would have been bored out of my mind. I
got an opportunity to do some freelance animation for Digital
Kitchen. I was in way over my head, but I figured it out on the
fly. It was new and challenging, and I was hungry. I was just
glad it wasn’t huge amounts of technical illustration. I started
doing design boards for Digital Kitchen, which solidified in
my mind that I could do this. I also realized at that point, that
I could rely on my illustration, and get better at design and
typography.
Didn’t you sleep in a closet for a year?
There were only a couple of places doing motion design in
Seattle at the time. I was ready for a change. I realized if I
was going to move to New York, I needed to save some money.
So I moved into a friend’s place. I paid him $200 a month and just
slept in the closet. I had a sleeping bag, my bike, and a duffel
bag of clothes. I stayed there for a year and a half, built up my
reel and saved money. I emailed studios in New York and told
them I was moving there in six months, even though I didn’t
have a plan yet about how I was going to do it. I found a sublet
in New York and started freelancing with Eyeball. Then I got
booked at Brand New School. I freelanced between Seattle and
New York for around 12 or 13 years.
Then I got married and started having kids. So I got a
full-time job at Superfad in New York. I had avoided taking a staff
position for a long time. But, I found I was able to nurture and
grow with one place. This allowed me to hone my art directing
ability, work more with clients, and manage people better, which
you don’t get to do as a freelancer. Most of the time you are
running-and-gunning or doing damage control with freelance.
Professional Perspectives Chace Hartman 165
After Superfad closed, I opened a studio called Scout with my
partner Brian Drucker.
How do you approach storytelling?
I think it is a common tendency for illustrators to over storyboard.
I used to be more precious about my work. I have become a better
storyteller by knowing what to leave out, so the viewer can fill it in.
It is a process of finding the balance and letting go. Learning how
to show the most, with the least amount of detail.
Where do you find inspiration?
Being surrounded by really hard-working and talented people.
What do you like most about motion design?
I enjoy the process of problem solving. All of the initial thinking
you put into a project, so you don’t get stuck in a position of
trying to untangle something you’ve overpromised. Thinking in a
modular way, or modular phases helps to avoid that. I like being
inspired by other people’s work, and learning from their skill sets.
As soon as you stop learning, you won’t be passionate about your
work.
166 Professional Perspectives Chace Hartman
Do you have any design mentors?
Anyone who would give me opportunities was someone I looked
up to. I have always enjoyed collaborating with people who were
willing to share and were excited about the process of design.
What would you be if you weren’t a designer?
I would probably do something with music. Definitely not anything
like economics or physics.
Do you have suggestions for young designers?
Get to know what you are good at, but don’t let it be your only
strength. Have a couple of things you really like to do. Not every
job is going to need your strength, so you need to be diverse,
within reason. Having a diverse skill set is a good attribute and
attractive to people who might want to hire you. It will allow you
to think in different ways and solve design problems. It will also
keep you from getting bored. You can’t let not knowing stop you from
trying.1
Figure 11.2: American Express “Beaker” commercial. Created by Superfad for American Express. Creative Director: Chace Hartman.
Professional Perspectives Chace Hartman 167
Figure 11.3: Design board for World Cup. Created at Superfad. Designer: Chace Hartman.
Note
1 Hartman, Chace, telephone interview with author, July 10, 2014.
168 Professional Perspectives Chace Hartman
Figure 12.1: KNOLLING SHOOT OF DESIGNER’S TOOLS BY STASIA LUO, AUSTIN SHAW, LEXIE REDD, EDDY NIETO, RYAN BRADY RISH, ALONNA MORRISON, CHASE HOCHSTATTER, AND
MADELINE MILLER.
170 Design Essentials
Chapter 12:
Design Essentials
Designer’s Toolkit
It is an exciting time to be a designer. The last few decades have
ushered in the digital revolution. Designers now have access to
high-quality tools and equipment at relatively affordable prices.
Motion designers need a fluency in both analog and digital
materials and production methods. This means we should feel
comfortable moving between the sketchbook and the computer.
Most of us have some kind of background in fine arts—
drawing, painting, sculpture, etc. Yet, we often forget that these
practices are available to us as motion designers. Students are
pleasantly surprised when they are reminded they can utilize
skills and materials from their foundation training as artists.
This section covers the indispensable tools the modern designer
needs. Gathering and creating elements is at the core of design
for motion and is one of the first steps in the creative process.
Finding and Making Assets
It is typical to use assets from any source when you make style
frames for a pitch in the motion design industry. With tight
deadlines and limited resources to build compositions, we may
need to pull images from the Internet. How else will we composite
an aerial shot or a desert landscape if we are working in a studio
in New York City? Now, for pitches, this practice is standard.
Images used in style frames for presentations are fair game.
However, if a project is awarded, the rights to use those images in
a commercial production must be purchased, or original assets
must be photographed for usage in the project.
Designers should create their own assets whenever
possible. Digital cameras are extremely affordable and allow us
to photograph elements for our style frames. We will have much
more control of our compositions if we shoot our own images. We
can assure that our lighting is consistent if we are compositing
different source photos. Shooting our own images may also help
to introduce a cinematic quality to our design. Scanners are
useful to digitize drawings and illustrations as well as interesting
textures and found imagery. We can bring images from our
sketchbooks directly into the digital workspace to combine them
with other assets, or to use them as templates to create digital
illustrations. We can also utilize 3D software to create models,
textures, cinematic setups, and dynamic lighting. Of course, there
are also alternative or unexpected methods to create assets,
such as scratched film, data glitches, ink in water, or projection
mapping. These techniques offer the opportunity to create
uniquely beautiful distortions. The more diverse a designer’s
skillset in regards to asset creation, the more options a designer
will have to create compelling style frames.
Prepping Assets
Sometimes the assets or layers in a style frame can translate
directly into production. Be sure to work non-destructively
Design Essentials 171
Figure 12.2: VARIOUS PHOTOGRAPHS, SCANNED TEXTURES, AND HAND-MADE ELEMENTS BY AUSTIN SHAW.
whenever possible—meaning, preserve as much flexibility as
possible with your layers and digital assets. Non-destructive
workflows are important because they give us the option to undo
or revert files and projects. This attribute increases efficiency and
can save a studio or designer a lot of time and money.
When designing in Photoshop, make it a habit to work with
layer masks, adjustment layers, smart objects, and smart filters.
In any program we are designing, naming layers logically will save
time when we go into production. Even if we are not animating,
172 Design Essentials
we will make the animators happy by labeling layers because it
will be easier to find and keep track of assets. If our assets do
not translate directly into production, we need to be prepared to
remake them.
Mark-Making Tools
Artists have been using tools to make marks for thousands of
years. Early cave paintings were created with brushes made from
plant and animal materials. Today, we have a myriad of tools at
our disposal to make marks in our sketchbooks. Pencils, pens,
charcoal, markers, brush pens, crayons, and paintbrushes are a
few of the most common mark-making tools. Use the tools you
are most comfortable with, but be sure to have a pen or pencil
within reach of your sketchbook so you can record any ideas that
may come to mind.
An important idea to remember is that most of the tools we
use on the computer are digital translations of analog practices.
The scissor, the brush, and the ruler are but a few of the tools that
are directly digitized versions of actual tools. Creative software
allows us to utilize these digital means in a rapidly efficient
manner. However, we should not set aside analog tools. Often,
analog methods contain a personal and unique quality that is
very difficult to produce digitally. Ultimately, the art of combining
analog and digital offers an opportunity to harness the creative
potential and power of both mediums. Experiment with how far
you can mix analog and digital methods.
Sketchbooks
Sketchbooks are a vital tool for designers. They come in many
different sizes, from pocket size sketchbooks that are very
portable, to large format sketchbooks that take up half your desk.
Artists and designers have been using sketchbooks for ages.
You can record what you see in your daily life, develop concepts,
and work on images. Sketchbooks are excellent for taking notes,
roughing out drawings, and exploring potential ideas. Writing
down or sketching your ideas and inspirations is like planting
seeds in a garden. Over time, they may develop into something
beautiful. However, if you do not record your ideas, they will fade
away. Traditionally, sketchbooks are analog. With the introduction
Figure 12.3: A FEW PAGES FROM A SKETCHBOOK, COURTESY OF YEOJIN SHIN, SCAD BFA.
Design Essentials 173
of tablets, digital sketchbooks are emerging. Use the medium with
which you are most comfortable. However, an analog sketchbook
can be used virtually anywhere and facilitates a tactile experience
of creativity.
Computers
Computers have become the ultimate tool for designers. They
offer many advantages, including the ability to save work, undo
mistakes, and contain creative software. They are like miniature
studios, equipped with the tools needed to create vast amounts
of media. Desktop computers are great for regularly used
workstations. Laptops offer portability for creativity on the go. Just
be sure your computer has enough processing power to perform
efficiently for your workflow. Also, never forget that the computer
is a tool. The designer is the creative force behind the tool.
Digital Backups
Get in the habit of backing-up your important data. A backup is a
digital copy of files onto a storage device that is independent of
your computer. This backup should include your creative projects
and your digital library. As designers, we spend vast amounts of
time and energy making our work. The process of building a digital
library of assets often takes years. Be kind to yourself, and invest
in a reliable backup system. With digital files, especially animation
and video, storage space can fill up very quickly. Fortunately, the
price of digital storage has come down tremendously in the last
decade. The first external hard drive I purchased around 2001 was
a 250gb Maxtor drive. It cost over $450! It is a good idea to use
software to set up automatic daily backups of your work. Smart
update features only copy new data, which makes the process
much quicker. Although backup solutions are an expense, they
can save you time and heartache.
174 Design Essentials
Cameras
The widespread availability of digital cameras has greatly
expanded the ease with which we capture and gather elements
for the digital workspace. The camera may be the most essential
tool, especially because it can capture both stills and video at a
high quality. In the early 2000s, digital point-and-shoot cameras
became very affordable and were employed in many commercial
productions, especially in the design phase. Today, most smart
phones have cameras that are good enough for broadcast
purposes. The ease and affordability of ownership has made
the process of image capturing much easier. Of course, a DSLR
camera—digital single-lens reflex camera—will offer a much
greater range of quality, as well as the ability to affect factors like
depth of field and RAW image file formats. A basic understanding
of lighting, aperture, and shutter speed will also be of great
benefit when working with a DSLR camera.
Wacoms and Cintiqs
Although it is not required to work with a Wacom Tablet or Cintiq,
they are very useful. A Wacom Tablet offers a tactile method of
input for your mouse movements. A Cintiq allows you to draw
directly on the screen. Both devices allow us to capture natural
hand gestures with precision when working with a computer. They
may take some time getting used to, but they are invaluable for
creating illustrative design directly in a digital workspace.
Scanners
Another great tool for digitizing assets is a scanner. A scanner
offers the ability to create a digital file of a flat object like a printed
photograph or a sheet of paper. One benefit of a scanner is that it
can capture an image or flat object in extremely high resolution.
Scanned textures can be employed in the digital workspace in a
variety of ways, but often work very well as blending materials.
In addition to scanning for textures, other analog elements can
be digitized, such as drawings, ink splashes, watercolor washes,
organic plant life, tape, etc. Pretty much anything that can be laid
on a scanner bed can be digitized. Just be sure you do not damage
the scanner in the process. Transparent paper such as Mylar will
help protect a scanner from wet or messy elements.
Digital Library
Once you have digitized your assets, you can use them in the
digital workspace. Building a resource library of various assets
is advised. You can draw upon these assets in your design and
production processes. Be creative with how you organize your
assets, but be sure to have some kind of structure. As time
passes, your resource library will grow, and your methods of
gathering assets will probably expand, as well.
Alternative Tools
Of course, there are alternative tools that can be included in your
toolkit. Projectors, motion sensors, 3D printers, etc. are being
innovated constantly. Touch-screen technology is poised to offer
new possibilities for designers. We stand on the precipice of
what appears to be the next revolution—the Interactive Age of
Design. Be open and embrace new tools and methods. But, always
remember a designer is a creative problem-solver. Do not rely on
any one specific tool or method to accomplish your tasks.
Design Essentials 175
Figure 12.4: Sprint: Now Network commercial. Created by Superfad for Goodby, Silverstein & Partners.
Figure 12.5: Samsonite: Matador commercial. Created by Superfad for Connelly Partners. Director: Will Hyde.
176 Professional Perspectives Will Hyde
Professional Perspectives
Will Hyde
Will Hyde is a collaborative problem solver, fascinated fine artist,
wannabe fourth grader, and general uncager of the amazing.
On any given day, he can be found inventing a new camera rig,
painting a plastic Godzilla toy, plundering for vintage lenses in a
thrift shop, or euphorically fiddling with mathematical formulas.
He joyfully proclaims his happiest projects are those he has no
idea how he’s going to make, but he somehow always does. Will
is the founder of Strange & Wonderful as well as a co-founder of
both Superfad, and Digital Kitchen.1
An Interview with Will Hyde
What is your art and design background?
I studied Liberal Arts at the University of Virginia. I discovered
desktop publishing technology while I was in college. I followed a
friend out to Seattle to start a newspaper called The Stranger. The
technology that made design really fluid is what got me interested
in the first place. I started pushing the envelope of Photoshop
when it first came out. I got a job as a Junior Art Director at an ad
agency. We had an opportunity to do a video job in 1995, when the
first software to push video through the Mac came out. Six months
later we bought an Avid Media Composer, Adobe After Effects, and
started Digital Kitchen. We set up Digital Kitchen to push into this
new world of motion graphics.
We gradually started getting more opportunities in video.
It was a David and Goliath kind of story. The world was filled with
post-production houses with big machines that had technicians
running them. They could do stuff in more real-time, but because
they were million dollar machines, you couldn’t really have artists
on them. They had to be technicians who knew exactly what they
were doing. They had to get it done and get out because they
were charging $700 per hour. That was the big shift. We couldn’t
do it in real time, but we could get it done in the middle of the
night. We were just punk kids with Macs who didn’t know what
the rules were.
We didn’t have a plan. I slashed my salary in half so we
could build this thing. We were trying to figure out what we were
doing, at the same time the technology was getting better and
better. I was in on the ground floor of Photoshop and then in on
the ground floor of motion graphics. As time went by, people saw
they could get video done less expensively. Video cameras got
better and there was a natural cycle where everything fed itself.
We were just there to take advantage of it.
I am very keen, at this point in my career, not to
do something that I have done before. My work always goes
back to what got me into this business in the first place:
I want to do something different with the camera. I am
fascinated with new technology. Going back to the beginning
of how I started in design, it was the technology that got me
interested.
Professional Perspectives Will Hyde 177
Where do you find inspiration?
I find inspiration in photography. The very nature of fashion
photography is that it exists on the cutting edge. It has to be new—
new uses of techniques and art direction. The practical use of
light, the sculpting of light … it’s very important to me. Because
fashion photography has to be new every month, I draw a lot of
inspiration from it.
The other thing that is really important to me is the
maker movement. The Arduino world, and making stuff is really
important to me. I find that, more than anything, if I am really
into some kind of new maker stuff, it will inform the next job that
comes along.
Do you have suggestions for young designers?
You need to have a certain amount of technical skill to get your
foot in the door. You need to have design chops. But, in the long
178 Professional Perspectives Will Hyde
run, it is important to have critical thinking. When you move from
Designer to Art Director to Creative Director, you spend a lot of
your day thinking and writing. You’re not going to get a job right
out of college doing that. But, as the years go by, to move up in the
business, you will be asked to do more and more critical thinking
and conceptual thinking. You need to be able to talk to clients.
Talking on the phone is a huge part of the business. You have to be
smooth, to be able to think on your feet, and to be confident. The
most important thing is to be able to sell your ideas to the other
people in the room.
The hardest thing for me to get students to do is to fight for
their ideas. I want students to come to me with ideas, and if I point
something out, it is their responsibility to push back. It’s hard.
But a lot of people never even try to put themselves out there. The
best road to success, once you get your foot in the door, is to make
yourself heard.2
Figure 12.6: Sony: Eye Candy commercial. Created by Superfad for Sony Worldwide. Director: Will Hyde.
Professional Perspectives Will Hyde 179
Figure 12.7: Phantom: Descent commercial. Created by Superfad for Vision Research. Director: Will Hyde.
Figure 12.8: Pioneer: Kuro commerial. Created by Superfad for TBWA Chiat Day. Director: Will Hyde.
180 Professional Perspectives Will Hyde
Notes
1 “About.” Strangeandwonderful.co. Accessed August 25, 2014. <http://
strangeandwonderful.co/about/>.
2 Hyde, Will, telephone interview with author, August 8, 2014.
Design Essentials 181
Figure 13.1: TIC TAC COMMERCIAL. CREATED BY SAROFSKY FOR NOISE VANCOUVER. CREATIVE DIRECTOR: ERIN SAROFSKY.
182 The Art of Compositing
Chapter 13:
The Art of Compositing
Compositing
Compositing is the art of combining two or more distinct elements
to create a sense of seamlessness or a feeling of belonging.
Compositing is used to select, adjust, blend, or stitch multiple
visual elements into a single image. Successful compositing
establishes a recognizable visual pattern and is a key skill that will
allow you to create a variety of visual styles. There is a spectrum
of compositing treatments that ranges from concrete to abstract.
Concrete compositing refers to photo-realistic images, where
believability is required. The goal of concrete compositing is
to mimic reality and to create a sense of realism in an image.
Abstract compositing refers to images that use elements from
various sources to create a distinct style. It is not necessary for an
image to look photo-real or believable in an abstract composite;
however, abstract composites still need to achieve a sense of
harmony. Many of the same techniques are used in both concrete
and abstract compositing. It takes skill and practice to know how
to apply them based on the needs of a creative brief. Concrete and
abstract describe the extreme ranges of composites and many
instances will require something in-between.
Concrete Compositing
Concrete compositing combines elements from different sources
in order to feel real or natural. This side of the compositing
spectrum is rooted firmly in the tradition of visual effects and
has very strict rules that need to be followed to be effective.
Perspective, lighting, value, and color are some of the key
principles that are used with concrete compositing. In addition to
understanding these visual principles, the designer must know
which tools are most effective and how to use them.
Figure 13.2 showcases two different examples of concrete
compositing. The designer has used compositing skills and
principles to match intensities of value, basic transformations
like perspective, and color correction to achieve unity. The image
on the left utilizes light direction, cast shadows, and reflective
surfaces to create a sense of believability. The image on the right
uses perspective, reflections, and depth of field to achieve a sense
of compositing within the style frame. Although both images are
stylized to some degree, they feel like they adhere to physical
laws.
Abstract Compositing
Abstract compositing is bringing elements together in a way
that does not appear concrete or photo-realistic. There is a
range of stylization from slightly abstract to fully abstract.
Regardless of the degree to which a design is abstracted, a
visual pattern must emerge that holds the image together. An
abstract composite must still feel like one world in which all the
elements exist harmoniously, even if the rules of nature are not
as strict. In this way, many of the same visual principles that are
The Art of Compositing 183
Figure 13.2: STYLE FRAMES REPRESENTING CONCRETE COMPOSITING, COURTESY OF ROBERT RUGAN.
Figure 13.3: SALT—EVERYTHING’S BETTER COMMERCIAL. CREATED BY GENTLEMAN SCHOLAR FOR GREY ADVERTISING. DIRECTORS: WILLIAM CAMPBELL AND WILL JOHNSON.
184 The Art of Compositing
needed for concrete compositing apply to abstract compositing.
Perspective, lighting, value, and color are just as important.
Although with abstraction, the designer has the liberty to bend
the rules.
Figure 13.3 shows two frames from a commercial that
can be described as abstract compositing. In this project, all
the visual elements of the world are constructed from salt.
Although the aesthetic style is abstract, compositing skills and
principles have created a sense of harmony. Lighting, color,
cinematic conventions like depth of field, and a unified treatment
of 3D modeling contribute to the visual pattern of the composite.
Additionally, the consistent handling of principles such as positive
and negative space, value, and contrast also help to define the
look and feel of this project.
Core Principles and Skills of Compositing
Compositing is an idea that bridges analog and digital media.
In the visual arts, compositing began with photomontage and
collage. For motion, compositing has its roots in visual effects and
optical printing. Although many analog compositing techniques
have been translated into digital toolsets, the underlying
principles remain the same. This section introduces the essential
principles and tools of compositing.
In the simplest terms, mattes help us to cut parts of
images from their source. For instance, we would employ a matte
to remove a figure from a background in order to composite the
figure into another image. Mattes are pivotal for compositing,
and there are many different tools and methods to make them.
Become adept with a range of tools, as varying images will
present different challenges. Making a matte for a human figure
is far different than making a matte of a sky. A designer must
develop the ability to analyze an image, and identify which tool or
tools will be most effective in making a matte.
Figure 13.4 is an excellent example of compositing that
utilizes mattes. The True Detective title sequence effectively
creates a beautiful and unique aesthetic style reminiscent of
double exposure photography. Mattes are used to contain and
blend landscapes within figurative elements. Contrast is a key
principle in creating these strong visuals. The backgrounds are
very sparse and simple relative to the intensely rich visuals of the
double exposure figures. The negative space directs the viewer
to the focal point in each frame. Contrast between dark and light
values also causes dynamic tension and interest. Variations in
opacity and feathered edges of mattes add to the visual composite
by creating oppositions between simultaneous feelings of depth
and flatness.
Mattes
Mattes are one of the core concepts and skills of compositing. A
matte describes the process of isolating, removing, or extracting
specific parts of an image. Historically, this action would be
accomplished with a blade or a scissor. Pre-digital designers
needed to develop their “hand skills” to aid in their image-making
process. Today, these practices still have value, but have mostly
been replaced by digital methods in commercial art.
Feathering
Feathering is a way to control how sharp or blurry the edge of a
matte will be. Edges that are either too sharp or too blurry will
stand out and look unbelievable. For successful compositing, a
designer must learn to analyze and define the degree of softness
that edges possess in an image. This skill is related to learning
to see value and how light affects objects. Feathering also
applies to the edges of digital brushes. Adjusting your brush to be
The Art of Compositing 185
Figure 13.4: TRUE DETECTIVE TITLE SEQUENCE. CREATED BY ELASTIC FOR HBO. CREATIVE DIRECTOR: PATRICK CLAIR.
either hard- or soft-edged will give you greater flexibility in your
compositing skills.
Duplication
One of the most astounding aspects of digital tools is the rapid
ease of duplicating files, images, or parts of images. With analog
186 The Art of Compositing
materials and assets, there is only one of a kind. Of course there
may be many different kinds of a material or asset, but each one is
unique. For example, you can never have two exact analog copies
of papyrus paper. However, once that piece of papyrus is digitized
you can duplicate it over and over again. You can adjust the digital
image in a multitude of ways.
Figure 13.5: AN EXAMPLE OF THE POWER OF DUPLICATION. THIS PIECE OF PAPYRUS HAS BEEN SCANNED AND DUPLICATE VERSIONS HAVE BEEN COLOR TREATED.
The Art of Compositing 187
Duplication is part of a non-destructive workflow and
can allow you to take chances you may not be so eager to take
with analog materials or methods. Non-destructive describes a
process that allows you to undo and preserve layer assets. By
making duplicate files and layers, you should feel emboldened to
experiment during your compositing and design process.
Basic Transformations
Basic transformations include scale, rotation, position, and
adjustments to perspective. Digital tools allow for basic
transformations with relative ease, but they can appear heavyhanded when applied without an understanding of compositing. A
basic grasp of perspective will help you to make correct changes
to scale and rotation in an image. Distortions can be used to
create the effect of an element being foreshortened or to create a
dynamic diagonal. Again, like most compositing principles, the key
is to have a broad understanding of their varied uses and to know
which tool to employ in each situation.
Retouching
There are many powerful digital retouching tools. But, they are
easy to overuse. When these tools are not handled well, it is
very evident. Too much exact repetition disrupts the pattern
of believability in a composite. Images can very quickly begin
to look fake or obviously digitally manipulated. However,
when used with skill, retouching can enhance composites. The goal
is to introduce enough randomness while retouching. This creates
a more organic and believable look and feel. Retouching is useful
to remove unwanted parts of an image, clean up blemishes, or to
blend the edges of different elements in a composite.
Color Correction and Color Grading
Color correction is the art of adjusting the colors of an image to
achieve a consistent look and feel. In terms of compositing, color
188 The Art of Compositing
correction can help to unify an image into a cohesive pattern.
Color grading creates a stylized tone by enhancing color choices.
Again, the goal of compositing is to create a sense of uniformity,
and color can be a powerful tool to do so. Motion designers must
be able to analyze the existing color space of the assets they are
working with and define the color pattern of an image. Assets
need to be adjusted to match the intended color pattern. These
primary art and design principles include hue, saturation, and
value.
Hue, Saturation, and Value
Digital tools allow you to make adjustments to hue, saturation,
and value very quickly. Changes to these visual elements can
help images to feel like they belong in the same space. Often,
the needed adjustments may be very subtle. However, precision
is required for compositing in order to achieve a degree of
believability. This requirement is especially true with concrete
photo-realistic images. You may need to boost the saturation of
an element very slightly for it to feel like it belongs with the rest
of the image. Or, you may need to swing the hue of an element to
match the color space you are placing it in. The ability to adjust
and selectively manipulate value is also crucial to successful
compositing.
Figure 13.6 demonstrates the principles of color correction
and color grading. Color is used as a unifying element in each
frame. Although the background and type colors change, the
palette is essentially limited to red, yellow, black, and some
gradations of gray. The intensity of color saturation is consistent
in every frame. Additionally, this style utilizes texture to create
a weathered appearance. The combination of highly saturated
colors against a distressed and gritty texture contributes to the
color style of this project.
Figure 13.6: MATADOR TITLE SEQUENCE. CREATED BY SAROFSKY FOR ROBERT RODRIQUEZ AND EL REY NETWORK. CREATIVE DIRECTOR: ERIN SAROFSKY.
The Art of Compositing 189
Blending
Blending allows you to create unity and integration within your
composites. Blending helps to visually merge images to achieve
a sense of belonging. Building on the traditions of photography
and cinematography, digital blending is essentially a translation
of analog methods and techniques. Qualities like luminance,
color, and value can be mixed between distinct visual elements to
produce unexpected effects and aesthetics.
In Figure 13.7, the titles for The Pacific showcase the
principles of blending and compositing. Textured paper is blended
with filmed imagery to create a unique style. The organic qualities
Figure 13.7: THE PACIFIC MAIN TITLE. CREATED BY IMAGINARY FORCES FOR HBO. ART DIRECTORS: PETER FRANKFURT, STEVE FULLER, AND AHMET AHMET. DESIGNER: LAUREN
HARTSTONE.
190 The Art of Compositing
of the paper are preserved and mixed with the photographic
imagery. Additional compositing choices, like a limited color
palette with accents of intense red and a high contrast treatment
of imagery, create a visceral response in the viewer.
Creative Brief—Compositing Exercises
Concrete and Abstract Composites
Successful compositing for motion begins with successful
compositing for design. These exercises are crafted to improve
Figure 13.8: EXAMPLE OF CONCRETE COMPOSITING EXERCISE BY PETER CLARK.
The Art of Compositing 191
Figure 13.9: EXAMPLE OF ABSTRACT COMPOSITING EXERCISE BY SEKANI SOLOMON.
192 The Art of Compositing
and solidify compositing skills. Although it can be tedious, a
foundation in technical proficiency coupled with an understanding
of compositing principles enables designers to create a diverse
range of visual styles. Composites can range from concrete
photo-real to abstract combinations. Compositing creates a
visual pattern where elements from different sources feel like
they belong in the same space. For this project, you will create
a series of images using photographs of animals in unexpected
environments and unexpected combinations.
Part 2—Analyze Visual Patterns
Once you have source images for animals and environments,
you will need to analyze the underlying visual patterns. What
direction is the light coming from? What direction are shadows
being cast? What is the range of intensity between dark and
light values? What is the perspective? Is there depth of field?
Answering these questions will help to construct the visual
borders for your composites. They are essential to the concrete
photo-real exercises, but will also be applicable with the abstract
exercises.
Specifications and Constraints:
• Create three photo-real composites of animals in unexpected
environments.
• Create three abstract composites of animals in unexpected
combinations.
• Prepare all six composites, as well as source images, in a
process book.
Process:
Part 1—Gather Images
The first step is to gather and organize the image assets you want
to use. Ideally, use your own photographs for this project. However,
it may be impractical to photograph exotic animals, unless you live
near a zoo. In this case, use the Internet to find source images of
animals if there are no other options. It should not be a problem
to photograph the environments into which you will composite the
animal images. Additionally, choosing the environment will allow
you to control light direction and time of day.
Part 3—Build Composites
Begin by sketching out the compositions you want to build with
your image assets. Use compositing techniques such as mattes,
masks, blending, color correction, and transformations to
combine your source images. Rough out the general patterns of
the composites, then gradually refine and add details. You can
use gradients, noise, or textures to help unify your compositions.
Practice using a non-destructive workflow with these composites,
giving you greater flexibility to undo or make changes.
Part 4—Create a Process Book
Document your project in a process book. A process book can
demonstrate your ability to bring image assets together from
different sources to create a unified visual aesthetic. Showcase
your step-by-step progress by including source images, initial
composites, and final composites.
The Art of Compositing 193
Figure 14.1: SUPERBOWL XVIII STYLE FRAMES FOR OPENING SEQUENCE. CREATED BY SCAD STUDENTS FOR FOX SPORTS. FOX SPORTS CREATIVE DIRECTORS: GARY HARTLEY AND
MICHAEL DOLAN. SCAD CREATIVE DIRECTOR: SEKANI SOLOMON. DESIGNERS: KELIANG SHAN, RICK KUAN, RAINY FU, AND CHASE HOCHSTATTER.
194 3D Software for Design
Chapter 14:
3D Software for Design
Using 3D Software for Design
3D software is a powerful tool. It allows designers to create
objects and scenes that appear to have three-dimensional form.
Although learning 3D software may be daunting at first, becoming
comfortable with this tool will give you greater freedom and
flexibility in your design process. There are entire professions
and disciplines dedicated to working with 3D—specialists who use
specific tools and software. From a motion design perspective,
we approach 3D as generalists. Unless you are specializing in a
field like visual effects, try not to worry about learning every single
aspect of software or creating perfect photo-realistic renders.
Learn the basics and expand your knowledge as needed. After
learning to navigate 3D software, the essential skills a designer
needs to know are modeling, materials, lighting, cameras, and
rendering.
Modeling
3D software allows us to bring sculptural sensibilities into design.
We can create the illusion of depth and volume in a digital space.
Most 3D software allows you to create simple geometric shapes
with the click of a button. These can be modified, distorted, and
combined. Working with simple objects like cubes, spheres, and
cones is a great place to begin learning modeling. You can use
simple deformers to distort, bend, or twist objects. More complex
modeling requires learning how to adjust points, edges, faces,
and splines of 3D geometry. However, by expanding your range of
modeling techniques, you can learn to create much more organic
forms.
Materials
You can create materials for 3D models and scenes that range
from photo-realistic to highly stylized. Materials can be adjusted
to manipulate qualities such as color, transparency, reflection,
and texture. They are extremely customizable and offer a range
of different looks and feels. An important idea to grasp is how
materials are projected onto objects in 3D. This determines
the way a material appears on the surface of a model. There
are various options for material projection and mapping, and
different models will require different choices. A common
default projection in 3D software is UVW mapping. This option
attempts to wrap your material around your geometry like a
piece of clothing on a mannequin. However, if your material does
not have seamless edges, you can get undesirable results. Other
projections such as cubic, cylindrical, and spherical are great
for corresponding object types. Cubic works well for anything
rectangular, etc. There are additional mapping types and other
software that has more specialized tools, such as UV unwrapping.
However, it is a good idea to become comfortable with the
basic material projections and add them to your skills as you
learn more about 3D.
3D Software for Design 195
Figure 14.2: DESIGN BOARD FOR A STUDENT PROJECT BY DAVID CONKLIN, SCAD BFA.
196 3D Software for Design
Lighting
Lighting is fundamental to success in a 3D workspace. It affects
the range of values in a scene, thus creating a sculptural look and
feel. Lighting can help to establish an organic or believable style.
Conversely, poorly considered lighting can make an aesthetic feel
overly harsh and computer-generated. Knowledge of photography
or cinematography is beneficial, as the principles of lighting
translate directly into 3D software. One of the biggest differences
between analog and digital lighting is the absence of ambient light
in digital environments. In an analog lighting situation, ambient
light is created when photons bounce off physical objects and
create a diverse range of light and dark values. Digital lighting
requires either placing additional lights at varying degrees
of intensity to create the illusion of ambient lighting, or using
settings to create the look of ambient illumination. Effects like
global illumination can create ambient lighting, but they can be
very processor intensive and time-consuming. It takes practice to
learn how to efficiently create a desired lighting setup in 3D.
Here is where the fill light is employed. A fill light serves
to fill ambient light into the overly harsh shadows created by the
key light. In 3D software, an area light works well as a fill light.
Area lights project light in a diffused manner. The intensity of a
fill light should also be reduced, as it is emulating the behavior of
the reflected light in an analog setup. Reflected light bounces off
objects in an environment to fill in the shadows of a subject. Place
the fill light on the opposite side of the key light, to reduce the
intensity of darkness in the shadows.
The third light in the setup is a backlight. Some of the other
names for this light are effects light, rim light, or kicker. The
purpose of this light is to illuminate the edges of a model or scene.
This light is placed behind the subject and can be positioned to
either side as needed. A backlight will help to give the model or
subject definition and separation from the background. A 3-point
light setup is a good starting place for lighting a model or scene.
However, you may need to add additional lights depending on the
needs of your project.
3-Point Light Setup
A good place to start with lighting is a 3-point light setup. This
lighting technique is derived from practical studio lighting. The
3-point light setup uses three lights to give a model or scene a
visually pleasing range of light and dark values. You have a key
light, a fill light, and a backlight. The key light serves as the primary
light source, emulating direct light from the sun. A spotlight or
soft box with a high intensity is fitting for a key light. The key light
is placed to either side of a subject and slightly above, pointing
downwards. A key light that is placed directly in front of a subject
will wash out the contrasts between light and dark. When this
happens, the subject flattens out and becomes uninteresting.
When the key light is placed to the side, a strong contrast between
light and dark creates spatial forms. If we were to stop with just
the key light, we would have a very harsh lighting situation.
Cameras in 3D
It is essential to become comfortable working with cameras in 3D.
Your camera view defines how the viewer sees your composition.
One of the strongest benefits of working with 3D for motion and
design is the ability to change camera position. Once you have
modeled, textured, and lit your scene, you can place the camera
anywhere within your environment. In relation to design for
motion, you can create style frames and design boards that have
fluid continuity by using multiple camera positions and views.
Designers have tremendous flexibility in creating interesting
camera angles and dynamic changes in perspective or distance
within the same scene.
Adjusting the settings of cameras in 3D is not very difficult.
They are digital translations of analog cameras. So parameters
such as focal length, aperture, and shutter speed can be modified.
3D Software for Design 197
Figure 14.3: AN EXAMPLE OF A 3-POINT LIGHT SETUP IN MAXON CINEMA 4D. A. DEFAULT LIGHTING IN CINEMA 4D. B. KEY LIGHT ONLY. C. KEY LIGHT AND FILL LIGHT. D. KEY LIGHT,
FILL LIGHT, AND BACK LIGHT. E. KEY LIGHT, FILL LIGHT, BACK LIGHT, AND AMBIENT OCCLUSION. F. KEY LIGHT, FILL LIGHT, BACK LIGHT, AMBIENT OCCLUSION, AND GLOBAL
ILLUMINATION.
For multiple style frames in a scene, you can either keyframe
the position of a single camera at different moments in time, or
you can create multiple cameras for different views. Experiment
with camera focal length to create different effects. Try out
various camera angles to create dynamic frame compositions.
The beauty of working in digital software is the relative ease of
experimentation.
198 3D Software for Design
Rendering
Designers need to learn the basics of rendering to utilize
3D for design. 3D software allows you to configure the
output size, file format, and multi-pass settings for a project.
Output size is the equivalent of aspect ratio or image size. Width,
height, and resolution can be specified for a render. 3D software
offers the option to render with an Alpha Channel, which allows
Figure 14.4: DESIGN BOARD FOR A STUDENT PROJECT BY KELIANG SHAN, SCAD MA.
for a transparent background. Image files or movies rendered
out of 3D software will flatten or merge visual information by
default. We do, however, have the option of rendering the visual
information out in separate passes. This is known as multi-pass
rendering.
Multi-Pass Rendering
Multi-pass rendering is the process of separating a 3D render
into individual layers or passes. These multiple passes will then
be reassembled in compositing software. This process offers the
ability to control and enhance the look of an image or movie. When
used with skill, multi-pass composites can add a polish and finish
3D Software for Design 199
Figure 14.5: VARIOUS PASSES OF A MULTI-PASS RENDER BY SEKANI SOLOMON, SCAD BFA.
200 3D Software for Design
that greatly enriches the final outcome. Multi-pass compositing is
a digital process that integrates 3D rendering and 2D compositing.
Consequently, multi-pass requires working between 3D and 2D
software. The advantage of rendering 3D in separate passes is
much greater flexibility in how you composite your images or
movies. You can individually adjust the separate passes to refine
the aesthetic of the composite. Some of the more common passes
to render separately include specular, shadow, reflection, ambient
occlusion, global illumination, and object buffers. Of course, there
are many other types of passes that can be rendered separately.
Explore and add to your multi-pass render settings as your
knowledge and projects become more advanced.
Compositing 3D
When you render with multi-pass, you create separate layers for
the designated passes. Multi-pass layers are composited using
blending modes in software like Adobe Photoshop or Adobe After
Effects. It is very easy to be heavy-handed and overdo it. You may
want to reduce the opacity of your passes if needed. Try different
blending modes on your multi-pass layers to see what kind of
effects they have on your composite.
Another great feature of multi-pass rendering is the
ability to render matte passes. Matte passes provide luminance
information of black and white values that can be used to
distinguish between what is visible and what is invisible. They are
extremely helpful to isolate and work on specific parts of an image
or animation.
3D gives you the ability to model objects, position them in
space, compose scenes, and choose how they are viewed through
a camera. Compositing your 3D elements will allow you to create
any number of unique design styles. With 3D, you can create
dramatic compositions for style frames and maintain continuity
throughout a design board. It is a valuable skill to add to your
arsenal of creativity. Additionally, knowledge or experience with
3D is attractive to potential employers.
3D Software for Design 201
Figure 14.6: FATES FOREVER VIDEO GAME CINEMATIC. CREATED FOR HAMMER & CHISEL. DIRECTOR: BRANDON KITKOUSKI. ANIMATOR: ROD LOVE. TECHNICAL
DIRECTOR: JASON M. DIAZ. COMPOSITING, VFX, AND 2D ANIMATION: SEKANI SOLOMON.
202 3D Software for Design
Figure 15.1: MATTE PAINTING FOR A STUDENT PROJECT BY PETER CLARK, SCAD BFA.
204 Matte Painting
Chapter 15:
Matte Painting
Matte painting is an art that originated as a visual effect for
early cinema. It allowed filmmakers to composite live-action
with hand-painted scenic elements. Matte painting combined
the principles and techniques of photography with early visual
effects compositing. A matte painting was needed if the desired
background did not exist, such as an alien world, fantasy
environment, or futuristic setting. Additionally, matte paintings
were needed if a background scene was too difficult to shoot or
financially impractical. Early movies were generally shot on studio
lots, as the cost to shoot on location was too high. Matte paintings
were used to create realistic depth and location believability in
films. They were either painted on glass or on canvas depending
on the specific needs of a shot. Composites could be created in
camera by shooting the matte painting on glass and the talent
simultaneously. Or, the talent and matte painting were combined
in post-production.1
Analog to Digital
The digital revolution ushered in many new methods for design
and production. Digital painting and digital effects are the
common methods of matte painting today. In general, green
screen production has replaced in-camera matte paintings for
visual effects shots. Talent can be composited with fantastic
environments in post-production efficiently using 2D and 3D
software. Today, matte painters work as concept artists and digital
painters for cinematic productions. They help to craft the vision
of landscapes and worlds that otherwise could not be created
for the screen. Matte painting and compositing may have shifted
from analog to digital media, but the underlying visual principles
remain the same.
Matte Painting for Motion Design
Although motion designers may not be creating concept
art and matte paintings on a regular basis, the process of
matte painting is extremely valuable. Matte painting offers
opportunities to practice image-making and compositing skills
in relation to storytelling. It also firmly places responsibility
for composition and lighting on the designer. Often, motion
designers create style frames based on source photographs.
Various compositing tools are used to select and blend images
together. However, the designer is forced to conform to the
composition of the source photos. With matte painting, images
are not made in this way. Rather, the process of making a matte
painting puts ownership of the image firmly in the hands of the
designer.
Matte painting requires you to focus and combine your
image-making abilities. Rather than finding a photograph to begin
building an image, you create a sketch that depicts your overall
composition and lighting. Once you have completed the sketch,
you then turn it into an under-painting that depicts color and
Matte Painting 205
value. After the under painting is fleshed out, you then create or
find the necessary photographic, graphic, 3D, and/or illustrated
elements to produce your matte painting.
Sketching
The first step after concept development is sketching. Once you
have an idea for a scene, use thumbnails to sketch out potential
compositions. Think about spatial planes, including foreground,
middle ground, and background. Extreme foreground and
background elements will add extra depth to your composition.
Now is a good time to consider the camera view and perspective
that you want to capture. A composition with perfectly horizontal
spatial planes may be boring. Try using unexpected camera
angles and positions. This approach will make your compositions
more dynamic and challenge your skills with perspective. The
goal of the thumbnail sketch is to develop a strong and interesting
composition.
Composition is the most vital principle in terms of the
visual success of a frame. A weak composition will always find it
a challenge to connect with the viewer, no matter how well it is
composited or rendered. This method for creating a style frame
differs from the method of selecting a source photograph to serve
as a background layer, or selecting a key figurative element to
build a composition around. Rather, the designer is choosing the
Figure 15.2: SKETCHES FOR MATTE PAINTING FOR A STUDENT PROJECT BY PETER CLARK, SCAD BFA.
206 Matte Painting
layout of the frame and will create or find source elements to fill
in their composition.
A vital consideration during the sketching phase of a
matte painting is the location of the light source. The designer
needs to decide the origin and direction of lighting, as this will
affect all of the elements in a scene. The light source determines
the placement of highlights on objects and the direction and
intensity of shadows. Variation in light and dark intensities
of value is what will give form and depth to a matte painting.
Thumbnail sketches can be done with pencil and paper, or
digitally with a drawing tablet. Use the methods you are most
comfortable with.
Under Painting
Once you have a solid thumbnail sketch, the next step is to render
a detailed under painting that clearly defines color, value, light,
and shadow. Traditionally, matte painters would do a color sketch
by hand with paint, watercolor, or pastels. Today, it is very easy
to digitize a hand-made drawing to paint over digitally. Or, if
your sketch is digital, you can use it as a reference layer. Digital
painting offers a lot of advantages including increased speed of
production and the ability to save or undo choices. You do not need
to set up actual paint, and you can easily save multiple versions of
your work. This workflow allows for a lot of freedom to experiment
in your process.
Figure 15.3: REFINED THUMBNAIL SKETCH FOR MATTE PAINTING FOR A STUDENT PROJECT BY PETER CLARK, SCAD BFA.
Matte Painting 207
Figure 15.4: UNDER PAINTING FOR MATTE PAINTING FOR A STUDENT PROJECT BY PETER CLARK, SCAD BFA.
Digital painting tools offer a variety of brushes as well
as the ability to customize your own brushes. Variations in
brush opacity and flow rate will give a more organic feeling to
your strokes. Working with a digital tablet allows you to paint
strokes more naturally.
As you make choices about color, remember to apply
the image-making principles of value and saturation. Higher
intensities of either principle will attract the viewer’s eye. The
color sketch will help to determine the color palette of your
image as well as the overall lighting of your scene. You will
also want to pay attention to both atmospheric perspective and
color perspective. With atmospheric perspective, objects in the
208 Matte Painting
distance will have less contrast due to dust, fog, and particles
in the air. This principle means that the further an object is in
the distance, the less contrast it will have between lights and
darks. Objects in the distance will also be less in focus. You can
use a blur to create the illusion of background objects appearing
further back in space. With color perspective, objects in the
distance will have less saturation of color as well as absorbing the
color of the sky.
Asset Creation and Modification
Your image style can range from concrete photo-real to a
more abstract treatment. After you place your assets into your
Figure 15.5: ASSETS FOR MATTE PAINTING FOR A STUDENT PROJECT BY PETER CLARK, SCAD BFA.
composition, you can digitally paint over them to deepen shadows
and enhance highlights. Experiment with a range of blending to
create the look and feel you want with your design.
Another useful technique is to create assets independently
of your main composite. Not every single asset needs to be made
in the main composite, and it is often helpful to make visual
elements in their own files. If your matte painting is especially
dense, it may be easier to focus on making an asset in its own file.
You can then place the asset into your main composite from the
other image file. Do not be afraid to create many layers, but be
sure to keep your layers labeled and organized.
Compositing Assets
Once the under painting is completed, the next step is to replace
or build upon it with more refined image assets. The under
painting serves as a reference layer as you move into the next
stage of the project. Update the matte painting with photographs,
illustrations, 3D models, or refined digital painting. You can
find, shoot, make, model, draw, or paint your assets. Use
compositing tools such as mattes, blending, transformations,
and color correction, to create a sense that everything belongs
in your image. All of the skills you learned and practiced in the
compositing exercises will come into play in a matte painting.
Matte Painting 209
Also, continue to apply fundamental image-making skills,
such as matching value intensities. Lens effects like depth
of field will add a cinematic quality to your matte painting.
Atmospheric and color perspective will increase the sense of
depth and space.
Perspective
Perspective can be tricky to get right, especially with dynamic
or unexpected camera angles. If you are familiar with 3D
software, you can use the perspective view, cameras, and simple
geometry to help define your perspective. The wireframe display
of perspective in a 3D application offers excellent guides for
maintaining realistic depth.
If you are not comfortable in 3D software, you can
combine Adobe Illustrator and Adobe Photoshop to help to
establish perspective. You can create a grid in Illustrator
that can be copied and pasted into Photoshop. Then, use either
the perspective or the free distort transformation tools to
place the grid in the perspective you want. The horizontal and
vertical lines of the grid will serve as guides to maintain the
scale and position of visual elements to create the illusion of
depth.
Lighting
Again, if you are familiar with 3D software, you can set up
lighting scenarios that will help to define the pattern of
light and darkness for your image. Model simple geometry
to rough out the layout of your matte painting, and set up
lights for your scene. You can render stills for lighting
reference. This step will ensure consistency in light and shadow
direction, as well as help to visualize value in a three-dimensional
space.
If you are not familiar with 3D software, spend some time
observing nature and how light affects objects. Use a sketchbook
210 Matte Painting
or take a photograph of interesting lighting situations. You can
also use the Internet to find various lighting references and
inspiration.
Color Correction for Matte Painting
Color correction and color grading can help to unify an image.
There are infinite ways to color correct an image, but the main
goal is to create a recognizable and logical pattern. Photographers
use photo filters or gels that warm, cool, or tint an image with a
specific color. Similar tools are available as digital translations
in Photoshop and can be employed using adjustment layers
arranged at the top of the stacking order in the layers panel.
Texture
Texture is a great way to add another dimension of compositing
to an image. A subtle texture of paper, concrete, or some other
natural surface introduces an organic and tactile feeling to
the image and will help to unify the overall look. Subtlety is
the key. Find images where the texture is not distracting or
heavy-handed. You may want to lower the opacity or use a
blending mode to better composite your texture. As with color
correction, you may want to place a texture layer toward the
top of the stacking order in the layers panel to create maximum
effect.
Working with 3D
3D applications offer a lot of tools for matte painting. As
mentioned above, 3D software can help to define perspective
and lighting. It can also be used to establish an under
painting for your matte painting. You can model light, texture,
and apply cinematic effects like depth of field. Once a scene
is built, you can position your camera anywhere within the
scene. You can create dramatic camera angles by adjusting the
camera’s focal length. Additionally, you can render your scene
in multiple passes, then composite and paint them further in
Photoshop.
Creative Brief—Matte Painting
For this project, you will create a matte painting that serves as
the visualization of a motion design concept. The matte painting
should also be suggestive of a story or narrative. Develop a
concept based on a keyword. Regardless of the keyword chosen
as a jumping off point, be bold in your approach. Create a scene
that would be extremely difficult, if not impossible to photograph.
The point of this exercise is to create a dynamic composition for
a scene that would be impractical to shoot. Simply creating a
composited landscape would be an underwhelming outcome for
this project. Dream big for this concept and push the limits of your
imagination. It is an opportunity to practice and challenge your
image-making and compositing skills.
Process
1. Concept development: this includes free writing, word lists,
mind maps, DOs and DON’Ts list, mood boards, and written
treatment.
2. Create a series of thumbnail sketches—at least five different
rough compositions.
3. Select the strongest composition, and refine it into a more
detailed sketch. Block out the main areas of light and dark
value.
4. Create an under painting from your sketch, translating the
black and white values into color.
5. Replace the under-painting with photographs, graphics, 3D,
and/or illustrated elements.
6. Color correct, and add final details for delivery.
Specifications and Constraints:
This exercise should be delivered in a process book that
documents your project. Your process book should include the
following:
Concept Development
• Word list
• Mind map
• DOs and DON’Ts list
• Written treatment/concept statement
• Mood board
Image-Making and Design
• Thumbnail sketches
• Under painting
• Source images
• Completed matte painting
Aspect Ratio/Size
Matte paintings for concept art are created in a variety of sizes.
For this project, you have the option of working in either horizontal
or vertical format. It is suggested to work with a size no smaller
than 1920 ¥ 1080 pixels, or 1080 ¥ 1920 pixels.
Specific principles to consider:
•
•
•
•
Linear perspective
Atmospheric perspective
Color perspective
Depth of field
Matte Painting 211
Figure 15.6: TNT branding. Created by Loyalkaspar for TNT. Creative Director: Ben Hansford. Design and Photography: Greg Herman.
212 Professional Perspectives Greg Herman
Professional Perspectives
Greg Herman
Greg Herman is a multidisciplinary writer for screen, live-action
director, and VFX concept designer for film and television. Greg
has worked as a creative director, live-action director, and lead
concept artist with some of the best design-driven production and
visual-effects companies on the globe.2
An Interview with Greg Herman
What is your art and design background?
I started doing design out of necessity. I was playing in different
bands, and one of the best ways to make money as a musician was
to sell T-shirts. When you play gigs, you have a merchandise table,
which is like a cool little store. So I started to design shirts for my
band so we could make money while we were on tour. That’s what
got me into Photoshop. A big part of design for me is about having
an opinion. Having some level of taste and being able to make
decisions. Back in those days, making band T-shirts, to this very
day . . . those simple things apply.
Back then it was not about a lot of output, but more about
input. A lot of looking at magazines, and going to Barnes and
Noble and looking at design books, and immersing myself as
deeply as I possibly could in anything that I felt connected with
what I liked as a designer. I was forming an opinion. I was starting
to form what I liked as a designer. And, over time as I developed
my craft, I developed my stance. Through the years, my opinion of
what I like has changed and evolved.
How has your design opinion changed over the years?
My taste has specialized and gotten more specific. What I have
noticed is I took more of a liking to cinema and cinematography.
That led me to photography, which led me back to design. For me,
becoming more specialized was a matter of seeing all the different
styles of design, various ways to tackle obstacles, and that led me
more to the cinematic nature of things. Using a camera to tell a
story. That influenced my design style a lot. Bringing elements
of the lens into my design. Things like depth of field, lens flare,
atmosphere, spatial depth, color perspective, atmospheric
perspective: all these important elements of art and design found
their way back to me through the lens. My design started having
more of a unique feel. Through the years, I have been developing
my eye to get closer to the things I like. Those little polishes and
tweaks of the eye are developed over time.
How has matte painting influenced your design process?
I have a martial arts background. I was inspired to bring some of
the philosophy of martial arts into my career as a designer. One
of the philosophies is the idea of training and hard work. The idea
in martial arts is that you practice, train, and refine your skill. I
wanted to bring a certain element of that into design. You can’t
always just go to competitions and compete, because you may
never get to the next level. The point is that if you practice for the
competition, the practice becomes what you end up fighting like.
Professional Perspectives Greg Herman 213
Figure 15.7: UFC on FOX design board. Created by Greg Herman for FOX Sports Design.
I have tried to take that mentality with my work. That’s where
matte painting came in. It was the training for me. The job was the
competition. Matte painting was like my training. I did my matte
painting in the background, as a side project, as a passion project.
I worked on it after work, at night, or on my breaks. It’s that
situation where you are throwing yourself into something new,
214 Professional Perspectives Greg Herman
something potentially uncomfortable, that you have to learn. The
more you train and practice, the better you get. I really had a love
for this cinematic film look. I gravitated toward these establishing
matte painting shots that tell a story in one shot. It has mood,
tone, motion, and color. You learn so much with a single image.
I did a boatload of matte paintings. A lot were just for fun—
Figure 15.8: Epix Drive-In network launch. Created by Fresh Paint for Epix. Designer/Director: Greg Herman.
throwaways that were about learning. They were exercises in
failing. I looked at it as 100 percent about exploration and to see
where it would go.
Do you have suggestions for young designers?
Throw yourself in the fire, get the training, and put the time in. The
number one thing is to be humble and open to criticism. Be eager
to learn and succeed.3
How do you approach concept development?
It’s better to approach projects with an open heart and an open
mind. Don’t grip too tightly to any single exploration.
Professional Perspectives Greg Herman 215
Notes
1 “Matte Painting.” Shadowlocked.com. Accessed June 6, 2014. <http://www.
shadowlocked.com/201205272603/lists/the-fifty-greatest-matte-paintings-ofall-time.html>.
2 “About.” Design.morechi.com. Accessed August 25, 2014. <http://design.
morechi.com/INFO-CONTACT>.
3 Herman, Greg, telephone interview with author, July 21, 2014.
216 Matte Painting
Chapter 16:
Stylistic Creative Briefs
For Portfolio Development
Style
“Every illustration, image, object, design, or building
that has a visual style involves a rejection of all but a
select few options. Be it the rejection of all the colors in
the rainbow except for cool blues and warm yellows or
the simplification of form, stylistic invention begins with
reduction. If it were not for that, all images and designs
would simply look like photo-collages, mish-mashes
of everything, including the kitchen sink. This, in fact,
is one of the common mistakes of beginning designers;
constantly adding more and more elements in the
hope that something works. It is reduction that not just
amplifies a design, but also makes it quickly identifiable in
the world. Amplification is the selective prioritizing of one
or more elements over all the others, be it through scale,
exaggeration, repetition, or other devices. The paintings of
Vincent van Gogh are marked by the amplification of brush
strokes. The Volkswagen is marked by its amplification
of near-circular curves. The opening title for the feature
film Se7en is marked by its exaggeration of hand-drawn
writing.”—James Gladman, Professor of Motion Media
Design, Savannah College of Art & Design.
What is Style?
A style comes alive when a recognizable visual pattern is created.
This pattern serves as the overall framework for the look and feel
of a piece. A visual style should emerge from a concept and should
also serve to express that concept. In other words, the style is the
form, and the concept is the function. Fundamental qualities such
as color, material, medium, line quality, scale, and other visual
elements contribute to a style. Choices about abstract or concrete
treatments and cinematic conventions will also affect style.
Visual styles are comprised of creative borders and boundaries.
Decisions that lead to a style define a distinct visual pattern that
holds a project together. The goal is to create unique visual styles
that stand out and connect with audiences.
Clearly Defined
Definitive choices about what a project will become are required
to create a visual pattern. In this way, a defined style has clearly
tipped to the outcome side of the Process-to-Outcome Spectrum.
Each step in the creative process contributes to the formation
of a style. Once a visual pattern has emerged, each subsequent
frame or visual element in a project needs to feel like it belongs
within the overall style. Of course, each frame in a project will be
Stylistic Creative Briefs 217
different. Compositions change, cameras move, and narratives
unfold. However, a recognizable visual pattern is needed to carry
the viewer seamlessly through the piece. If the change in visual
patterns is too abrupt, it will cause the viewer to disconnect.
Range of Visual Styles
To be a successful designer for motion, you need to be able
to create a range of visual styles. The previous exercises in
compositing and matte painting are designed to help build the
foundation of core skills required to achieve this range. Mood
boards can help to inform the direction for a visual style, but,
ultimately, you need to be able to create a defined look and feel
for a project. You need to have both a solid understanding of
image-making principles, as well as proficient technical abilities.
With these skills, you can design across a dynamic spectrum of
styles. This section includes a variety of creative briefs that need
to be executed within specific genres or stylistic constraints.
The exercises are designed to help you to explore and practice
your craft by taking you through design for motion projects from
process to outcome.
I often use the metaphor of gesture drawing while
describing the Process-to-Outcome Spectrum to my students.
When you create a gesture drawing, you begin by loosely analyzing
the essential shape and form of the subject. If you are doing a
gesture drawing of a human figure, you work quickly to rough out
the primary directions of the x-axis and y-axis. You find the central
line and movement of the spine. You see and draw the direction of
the shoulders and hips. Gesture drawings capture the energy of a
scene or subject in a fast and efficient way. You do not worry about
details during the gesture phase of a drawing. Rather, you work on
roughing out the entire composition in a connected manner.
Once the overall shape has been defined, take pause and
begin to work on the values of light and dark in a broad-stroke
manner. You continue in this way until you reach the point where
the composition is strong. The process shifts toward outcome. You
gradually slow down and finally begin drawing the precise details.
Design for motion projects should be approached in a similar way.
Begin loose and free until your concept has a solid shape and
form. Then gradually slow down until you put the finishing touches
on your project.
Using The Exercises
Each creative brief has specifications and requirements. Of
course, these can be modified according to your needs or goals.
However, the general purpose of each exercise is to kick-off a
creative brief with a keyword. The keyword is a jumping-off place
for a concept and can be interpreted in any number of ways. For
each exercise, follow the Process-to-Outcome Spectrum. Budget
your time wisely to produce the best results. Time management
is a vital skill for a motion designer. Do not wait until the last
minute to start your project, or you will feel rushed and your work
will suffer. Do not put too much pressure on yourself to find the
answer as soon as you begin. This kind of pressure will cause you
stress and remove the fun.
Aspect Ratio and Size
An aspect ratio is “the ratio of the width of a television or motionpicture image to its height.”1 Style frames have traditionally
been designed in either 4:3 or 16:9 aspect ratios, which correlate
to Standard-Definition television, High-Definition television,
and film. As the need for motion design has grown into other
venues like the web, mobile devices, tablets, digital signage, and
projection mapping, the variety of aspect ratios has increased. In
addition to horizontal screens, motion design is being displayed
in vertical, square, and multi-screen layouts. The expansion of
screen space is great news for designers, as opportunities to work
professionally across a range of creative industries continues to
grow.
218 Stylistic Creative Briefs
Alternative Aspect Ratios
We need to be comfortable working in the aspect ratio for which
we will be designing. For example, if we design motion primarily
for broadcast, we should create frames in the 16:9 aspect ratio.
Once we become well acquainted with the practice of making style
frames, we can try experimenting with alternative aspect ratios.
Panoramic or extra-wide style frames can be very fun to design
and have the potential to make a strong impact on the viewer.
Extremely wide frames can allow us to create depth, dynamic
compositions, and suggestions of camera movement. However, if
we are working on a commercial project, we need to make sure
that everyone is on the same page. We may have to explain that
the alternative aspect ratio is meant to exaggerate a specific mood
or indicate camera movement.
The aspect ratio and size of style frames should be
created at least as large as the specification of a motion project.
If you are designing for an HD 1920 ¥ 1080 piece, then your style
frames should be at least that size. This makes it easy to prep
and save design assets from your style frames to be used directly
in production. If you make your style frames larger, you will give
yourself, or your animator, the option of scaling up or pushing into
elements. However, larger image sizes can have some drawbacks.
Your file size and source elements will need to be larger, as well.
Practice and experience will train you to gauge the sizing
needs of projects. As long as you work at the required size for
delivery, you should be fine. Always double check the creative brief
of any project for the needed aspect ratio and size. If the needed
size is not clear, ask your client to clarify. You can lose a lot of time
and energy if you begin working on a project at the wrong size.
For motion design projects, there is a wide range of aspect
ratios and sizes. There are numbers of different sizes for HD, film,
and mobile devices. Projection mapping and physical computing
offer even more possibilities. A good default size to work with
these exercises is at HD 1920 ¥ 1080 pixels or HD 1280 ¥ 720
pixels. Feel free to vary from these sizes if a concept or style lends
itself to an alternative aspect ratio.
Figure 16.1: STYLE FRAME FROM A STUDENT ASSIGNMENT BY RAFFAEL PINDELL, SCAD BFA. THIS STYLE FRAME IS AN EXAMPLE OF AN EXTRA-WIDE ALTERNATIVE ASPECT RATIO.
Stylistic Creative Briefs 219
Number of Style Frames for Design Boards
For the exercises outlined in this textbook, you have options for
the number of style frames per design board. In the industry,
unless specified, there is no set number of style frames. Some
pitches can be won with a single style frame, whereas others may
need dozens to win the job. To reap the most benefit from these
exercises, put the same amount of effort into a project regardless
of the number of style frames you create. On average, a thirty
second commercial requires 9 to 12 style frames in a design
board. This is a good number to begin working with for each of the
assignments.
However, you may vary this number to accommodate a
concept or stylistic direction. An alternative is the pen and paper
approach.2 This method involves creating one or two extremely
detailed and time consuming style frames that are accompanied
by a set of hand-drawn storyboards to describe the narrative. If
you choose to create a single frame for an assignment, you should
invest as much time and energy into that single frame as you
would for a design board with twelve style frames. This sort of
epic style frame should be like a matte painting in terms of depth
and detail. Alternatively, you can create something in between.
You may create three to five panoramic style frames that are extra
wide to indicate camera movement or to make compositions more
dramatic. Again, as long as the effort is equal for each project, feel
free to experiment with alternative aspect ratios and the number
of style frames per design board.
Schedule and Deadlines
The default timeline for each exercise is one week. This deadline
may seem like a fast turnaround, but it is actually rare to have this
much time to work on a design board in the industry. Working at
this pace will help to prepare students for the fast-paced demands
of professional commercial art. It is suggested to have a couple of
midpoints, or reviews, during each project.
220 Stylistic Creative Briefs
The first day or two should be spent on concept
development and brainstorming. By mid-week, an initial style
frame should emerge. The rest of the style frames and the design
board should be fleshed out and compiled into a process book
for delivery by week’s end. I often require students to post work
in progress to a group web space halfway through a project. This
deadline helps them to manage their time and insures that they
are not waiting until the last minute to start working. It also gives
them the benefit of giving and receiving feedback. This practice
keeps the connection of the class active and persistent outside of
the classroom. Constructive critique and direction can be offered
at this time.
If your class meets often enough, it is helpful to have a
studio session to give specific feedback or demonstrate helpful
techniques. Of course, the amount of time dedicated to each
exercise could vary depending on your class and skill level. You
can complete creative briefs in shorter or longer time frames.
Speed alone should not be the goal. I always stress quality over
quantity. However, it is a good idea to get familiar and comfortable
with realistic industry timelines.
Practice Process-to-Outcome
Begin each project by dedicating time to concept development.
Even with a really short deadline, you can spend time coming up
with ideas. You may feel compelled to run with the first idea that
pops into your head. However, do your best to devote some quality
time to concept development as this greatly increases your chance
of producing strong outcomes. Document your free writes, word
lists, mind maps, and DOs and DON’Ts lists as you flesh out your
concept, so they are ready to be included in your process book. By
all means, feel free to use any other concept development tools
that work for you.
When your concept begins to take form, write a treatment
or script for your project. Think about the kind of story you want to
tell. Remember to use contrast to create dramatic tension in your
narratives. With the shape of your concept in mind, seek external
inspiration and create a mood board. Once again, try not to worry
about the outcome of your project. Rather, seek to be inspired.
Don’t forget to document your writing and mood board in your
process book.
As your concept develops, begin working with thumbnail
sketches to explore the compositions of your hero frames. Do
not be too precious with your thumbnail sketches, and do not be
afraid to make a lot of them. The more time you spend working
out strong compositions during this stage, the better your style
frames will be.
The next step is to begin sequencing your thumbnail
sketches into a hand-drawn storyboard. The hand-drawn
storyboard helps you to visualize your narrative as you block out
events and action. As you translate your concept and story into
a unique visual style, your project crosses from process toward
outcome. Although you are still exploring the look and feel, you
eventually need to arrive at a defined style. When this happens,
repeat the visual style across a series of style frames that will
become your design board. Check to see that every style frame
feels like it belongs in the design board. Transition frames will
help to maintain continuity.
After you have applied finishing touches to all of your
style frames, arrange them into a design board. The layout of
your design board should be clean and professional. Use guides,
grids, or templates to ensure your style frames are aligned
proportionately. Strive to endow every aspect of your project with
beauty.
Once you have finished your design board, construct
a process book to document your project. As you approach
the outcome of the project, slow down and double-check your
work. Proofread your writing, and use spell check to catch any
errors. This is the time to really focus on details, and make sure
everything appears professional. Include the highlights from your
concept development, design development, and final outcomes in
your process book. Creating process books will give you practice
in the construction of professional pitch books as well as providing
you with content for your portfolio.
Keywords to Kick-Off Creative Briefs
Below is a list of sample keywords that I use to kick-off creative
briefs/exercises. I often shuffle the pairing of keywords with the
various stylistic constraints every time I teach a design for motion
class. The goal of the exercises is to develop strong concepts and
visual styles regardless of the keyword or stylistic specifications.
Feel free to apply keywords to different assignments as you
practice creating style frames and design boards. Additionally,
you can come up with your own keywords that inspire interesting
concepts. Look for words that are potent with meaning and have a
wide range of interpretation.
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Revolution
Hipster
Legendary
Apocalypse
Self-portrait
Equilibrium
Visceral
Hero/Villain
Radical
Nomenclature
Pathos
Serenity
Alchemy
Gravitas
Leviathan
Optical
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Mythology
Love
Bliss
Gossamer
Swagger
Turmoil
Incognito
Evanescent
Archetype
Fantasy
Hubris
Tribal
Ethereal
Hyperbolic
Surreal
Elemental
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Invasion
Wayfarer
Prometheus
Kaiju
Betwixt
Elysium
Redemption
Propaganda
Seasons
Dreams
Fable
Nostalgia
Hope
Freedom
Dimensional
Interdependent
Stylistic Creative Briefs 221
•
•
•
•
•
Microscopic
Flexible
Binary
Preservation
Memento
•
•
•
•
•
Macro
Theatrical
Native
Personification
Humanitarian
•
•
•
•
•
Modular
Existential
Anarchy
Transcendence
Lyrical
Deliverables
The following exercises should be delivered in a process book that
documents your project. Your process book should include the
following:
Concept Development
•
•
•
•
•
Word lists
Mind maps
DOs and DON’Ts lists
Written treatments
Mood boards
Image-Making and Design
•
•
•
•
Thumbnail sketches
Hand-drawn storyboards
Individual style frames
Complete design board
222 Stylistic Creative Briefs
Narrative Needs
• Your visual narrative needs to have a clear beginning, middle,
and end.
• Be aware of the traditional narrative structure:
• Introduction
• Rising tension
• Climax
• Falling tension
• Conclusion
• A non-linear narrative structure is also an option. (See
Narrative Structure, Chapter 8.)
Notes
1 “Aspect Ratio.” Merriam-Webster.com. Accessed August 28, 2014.
http://www.merriam-webster.com/dictionary/aspect ratio.
2 Oeffinger, Daniel, telephone interview with author, July 17, 2014.
Figure 17.1: TYPE-DRIVEN DESIGN BOARD FOR A STUDENT PROJECT BY PATRICK POHL, SCAD BFA.
224 Type-Driven Design Boards
Chapter 17:
Type-Driven Design Boards
This creative brief requires typography to be the heroic element
of a design board. Typography is extremely relevant to motion
design for a number of reasons. Most importantly, type serves as
a vehicle for communication. Beyond what we perceive with our
physical senses, words are a ubiquitous aspect of our lives. Our
thoughts and conversations are composed of words. Signage and
labels contain words that inform us about the objects and places
we interact with. Entertainment—including books, songs, plays,
and movies—revolves around the use of words.
Typography is the art of designing and setting words
for visual communication. In motion design, kinetic type adds
the dimension of time and movement. Kinetic typography is
type in motion. A motion designer needs to understand how to
treat type effectively and appropriately for a creative brief, as
well as envision how type changes over time. For design-driven
productions, a motion designer’s ability to handle typography is
valuable because type is used so often. Nearly every commercial
production utilizes typography in some capacity. Commercials can
range from entire spots that are composed of kinetic typography,
to type treatments or logo resolves for end tags.
History and Culture
Although typography is fundamental to graphic design, motion
designers need to at least know the basics. After all, graphic
design is one of the many traditions that motion design is
built upon. In addition to becoming familiar with the history of
typography, it is vital to understand the cultural significance of
type. Each culture has psychological associations with various
typefaces due to popular usage. Even the laymen with little to
no historical knowledge of type will recognize emotional and
intellectual significance when encountering various typefaces.
Slab serif wood type conjures images of the American west. Stencil
type has instant associations with the military. The collegiate type
family is reminiscent of varsity letter jackets and sports.
Motion designers need to be aware of how culture
influences typography in order to make educated decisions
regarding which typefaces to use. Additionally, typography can
also reference specific periods in history. Knowledge of the
preferred type treatments of different eras will allow a designer to
craft and elicit intended responses from an audience.
Figure 17.2: VARIOUS TYPEFACES REPRESENTING A RANGE OF CULTURAL IMPLICATIONS.
Type-Driven Design Boards 225
The Basics
Motion designers need to know a few basic typographic terms
and principles. There are two main type families: serif and sans
serif. Serif describes letterforms that have an accent or flourish
stemming off of each end of a character in the font family. Serif is
considered to be more traditional or classical, and it is useful for
body text or large amounts of readable text. The body text of books
or magazines is often written with a serif font. It is easier to read
because the horizontal strokes of serif letters help to reinforce
and maintain a sense of separate lines.
Sans serif describes letterforms that do not have any
flourish or visual accent. Sans serif, which literally means without
a serif, is commonly used for headlines and display signage. Sans
serif is considered relatively more contemporary and modern. It
is cleaner and offers clear legibility. However, it can be difficult to
read large amounts of sans serif as body type.
Figure 17.3: EXAMPLES OF SERIF AND SANS SERIF TYPOGRAPHY.
Anatomy of Type
Another term motion designers need to be familiar with in relation
to typography is the baseline. The baseline is an invisible line,
upon which the bottoms of letters sit. Legibility and aesthetic
qualities diminish very quickly when type is not aligned with the
baseline. You can use the baseline to keep your type aligned while
you make modifications to individual letterforms. Keeping words
and lines of type aligned will help to maintain visual balance and
maximize communication.
226 Type-Driven Design Boards
In regards to the layout and setting of typography, motion
designers need to understand and be able to adjust kerning,
tracking, and leading. Kerning is the space between two individual
letterforms. Kerning is important as the distance between letters
affects the legibility and visual balance of words. When kerning is
either too tight or too wide, a word may become difficult to read.
Additionally, poor kerning can disrupt the aesthetic harmony
of type layout. The average person might not be able to identify
exactly what is wrong with a poorly kerned word, but they will feel
that something is not right.
Typefaces that are installed digitally have default settings
for kerning. Often, these default settings need to be modified by a
designer to achieve the most aesthetically pleasing space between
two letters. Kerning needs to be considered like any other visual
principle. Positive and negative space, contrast, and harmony all
affect the visual relationship between letterforms.
Tracking is the space between all of the letters in a word.
Like kerning, tracking affects legibility and the visual aesthetic
of typography. A motion designer needs to be able to analyze and
adjust the appropriate spacing for type in relation to the needs
of a creative brief. In some instances, the spacing may need to
be decreased or visually tightened. In other cases, it may need to
be increased or visually widened. Each modification will have a
different effect on the viewer.
Leading (pronounced “ledding”) is another principle that
motion designers need to understand and be able to modify.
Leading describes the space between lines of typography. This
space applies to the typesetting of headlines as well as the layout
of body type. Again, leading affects legibility and how pleasing
typography is to the eye. If leading is too tight or too wide, it will
affect how the type is experienced and interpreted.
Visual consistency is another factor to consider with
leading. Sudden changes to type leading communicates a break
or disconnection. Typically, paragraphs are separated by an
Figure 17.4: CUSTOM TYPOGRAPHY FOR LIFETIME. CREATED BY BEAT BAUDENBACHER.
additional line space. This spacing lets the reader know that an
idea has come to an end. Similar considerations must be taken
into account for motion designers as they layout type.
These skills take time and practice to master. The
reward of proper kerning, tracking, and leading is legible and
aesthetically pleasing type. As a design tool, the intended purpose
of typography is to maximize certainty. Beautifully handled type
often performs its function with little fanfare. The average person
does not stop and marvel at the elegant treatment of typography.
However, poorly set type is quickly recognized and distracts from
the communication of the intended message. Competency with
typography is vital for motion designers. Designers who develop
a passion for typography possess a valuable skill for potential
employers.
Type-Driven Design Boards 227
Casting Type
Motion designers need to be able to choose the appropriate
typeface in relation to the needs of a creative brief because
typefaces communicate information and emotion to viewers. A
naïve or careless choice of typeface may express unintended or
even contrary meanings. With so many typefaces to choose from,
selecting a typeface can feel like an overwhelming task. A helpful
way to approach this task is borrowed from the worlds of film and
theatre. When choosing a typeface, try to think of yourself as a
casting director.
Figure 17.5: TYPE-DRIVEN DESIGN BOARD FOR A STUDENT PROJECT BY YEOJIN SHIN, SCAD BFA.
228 Type-Driven Design Boards
A casting director needs to find an actor that will best fit
the role in a script. In order to complete this task, the casting
director needs to properly identify the defining qualities of the
role. Is the character comedic, tough, or devious? Is the mood of
the script contemporary or classical? These considerations will
narrow the scope of potential candidates. They will also provide
keywords and descriptive characteristics for the role. Determining
the boundaries of a role will aid in the process of casting the part.
A similar approach can be used when selecting a typeface.
Start by identifying the keywords and qualities that best
describe the message, emotion, or idea that you want to express.
Use adjectives to help shape the identity of your choice. Typefaces
have distinct personalities, so the more descriptive you can be, the
easier your search. Is the message you need to express playful or
serious? Is the overall style of your project modern or traditional?
These kinds of questions will help to guide your exploration.
The longer you work with typography, the more familiar you will
become with a range of different typefaces. The skill of choosing
typefaces is a combination of research, concept development, and
experience.
Integrating Typography
Another skill that motion designers need to develop is the ability
to integrate typography into a composition. Beginners often treat
type as an afterthought, pasting it onto a canvas after all the other
visual elements are in place. This action gives the impression
that the type is a secondary consideration. Seeing typography as
an integral component in a composition can be difficult. It may
require a great deal of practice and failed attempts. However,
typography that is not integrated in an image will flatten out
the overall composition. Type should be treated just like any
other visual element. The stylistic applications to space, value,
contrast, or color that are used in an image should also be applied
to typography. This consistency will help to achieve a level of
compositing where the type feels like it belongs.
Type-Driven Design Boards 229
Figure 17.6: TYPE-DRIVEN DESIGN BOARD FOR A STUDENT PROJECT BY CHRIS SALVADOR, SCAD BFA.
230 Type-Driven Design Boards
Type Treatments
There are a number of different stylistic treatments that can
be applied to typography. Motion designers should become
acquainted with a range of styles to be able to meet a variety of
creative needs. Type can be created graphically, hand lettered,
constructed tactilely, extruded in 3D, or composited into an
environment. Graphic treatments of type are the most common
and include choices about color, texture, and customized
letterforms. Hand lettering is type created by hand, and it often
has a personal sensibility. There are many different options for
treating typography, however, stylistic considerations should
always reflect the needs of the creative brief.
Creative Brief
For this project, you will create a type-driven design board.
Typography should be the hero and focus of your concept. Type as
a hero for motion design projects can range from title sequences,
kinetic type, or information graphics. Any of these genres can
work for this assignment, as long as typography is the primary
visual element and treated in an interesting manner.
• Concept keyword: select a keyword as a starting point for
concept development. Refer to the sample keywords in Chapter
16, pages 221–222 for suggestions.
• Deliverables: refer to specifications for deliverables for
Concept Development, Image-Making and Design, and
Narrative Needs in Chapter 16, page 222.
Essential typography skills to consider for this project:
• The ability to set type elegantly
• The ability to choose appropriate typefaces to express emotions
or ideas
• The ability to build dynamic compositions with typography
• The ability to composite type into environments
Specific techniques to consider for this project1:
Figure 17.7: TYPE-DRIVEN STYLE FRAME FOR A STUDENT PROJECT BY DANIEL URIBE,
SCAD BFA.
• Hand lettering—type made by hand
• Graphic construction of type—type that is treated graphically
• Tangible/tactile type—type that has the feeling of touch or a
three-dimensional quality
• Cut and paste type—type that has the feeling of analog
compositing
• Ephemeral type—type that feels temporary or impermanent
Type-Driven Design Boards 231
Figure 17.8: TYPE-DRIVEN DESIGN BOARD FOR A STUDENT PROJECT BY SARA ODZE, SCAD BFA.
232 Type-Driven Design Boards
Professional Perspectives
Beat Baudenbacher
Beat Baudenbacher is a Principal and Chief Creative Officer of
Loyalkaspar. He co-founded Loyalkaspar, an Entertainment
Branding Agency, with his business partner David Herbruck in
2003. Beat believes that design is storytelling that transcends
borders and languages. He is obsessed with brands, particularly
how they look, behave, and communicate with individuals and
society at large.2
An Interview with Beat Baudenbacher
What is your art and design background?
My mom is an artist, so I grew up drawing, painting, and making
stuff with her all the time. I didn’t think there was a career in art,
so I was going to study economics for some strange reason. One
day my dad, who is a surgeon, came back from a conference with
a catalogue from Art Center. I looked at it and it was awesome.
At the time, Art Center had a Swiss campus. I spent a summer
putting together a portfolio of stuff, and I got accepted. It was sort
of by chance, but I feel like everything led up to that. I finished at
Art Center in Pasadena, CA. I came to New York in 1998, and I had
studied graphics and communication design but hadn’t done any
motion at all. Design studios were gobbling up people out of school
and throwing them at motion design. It was a sink or swim kind of
thing, and that is how I fell into this industry. I thought it was really
exciting, that you got to tell stories. You got to figure out how to get
from point A to point B, as opposed to working on one static image.
How did your graphic design training prepare you for motion
design?
Composition, layout, how you construct a frame, your focal
point, how to use your diagonals, and the anatomy of a frame;
I think that is where Swiss graphic design is really helpful.
Whether it is complex or not, super graphic shapes or a complex
CG environment, the main principles still apply. Even in a very
complex world, you still need one focal point. I feel like a lot of
pure motion designers fall a little short, because they don’t have
the traditional design foundation. Things can get pretty messy if
you don’t know those rules and guidelines.
How did you learn about storytelling?
I had taken filmmaking classes, and I had written screenplays.
The basic structure of how to construct a story, I took from
that. So if you have 5 or 10 seconds, in many ways it is still a
three-act structure. You have an introduction, development, and
then a conclusion. I took those from filmmaking and applied
them to design and visual storytelling. The visual aspect was
instinctual, but the intellectual approach to storytelling came from
filmmaking. At some point, you need to learn how to put that stuff
into words, as well. I think writing is very useful in this business.
Professional Perspectives Beat Baudenbacher 233
Figure 17.9: U2/Grammy Awards/“Get on Your Boots” screen experience. Created by Loyalkaspar. Creative Directors: Beat Baudenbaher and David Herbruck.
234 Professional Perspectives Beat Baudenbacher
Figure 17.10: U2/Grammy Awards/“Get on Your Boots” process and development. Created by Loyalkaspar. Creative Directors: Beat Baudenbaher and David Herbruck.
Professional Perspectives Beat Baudenbacher 235
Figure 17.11: Bates Motel show open. Created by Loyalkaspar for A&E. Creative Director: Beat Baudenbacher.
236 Professional Perspectives Beat Baudenbacher
How do you approach concept development?
I think a lot of people jump to the Internet a little too fast these
days. It’s a great tool, but I don’t think it entirely replaces sitting
down and trying to figure out what you want to say, or what your
concept is. Research, inspiration, thinking about it, writing stuff
down, and the act of doing it. Sitting down and making frames is
where I tend to find the narrative.
Figure 17.12: House at the End of the Street film titles. Created by Loyalkaspar for Relativity Media. Creative Director: Beat Baudenbacher
Professional Perspectives Beat Baudenbacher 237
Where do you find inspiration?
One of the reasons I like living in New York is you have so
much visual stimulation every day. I try to pay attention to my
surroundings. I take a lot of pictures. I try to find inspiration from
real life more than from digital catalogues of stuff. It’s not always
that easy.
Do you have suggestions for young designers?
Don’t let technology overpower or overshadow the simplicity of
a good idea. It’s easy to get caught up in software. You can think
you need to learn everything and do everything. But, at the end of
the day, a great idea can be more powerful than knowing all the
software in the world.
I think it’s really important that people who come into this
business still do their own creative work. Find ways to do your
own work. I see so many frustrated designers and animators in
this industry who have been doing this for a long time. They make
too much money not to do this anymore, but they are frustrated.
At the end of the day, we are creative people who go into this
business thinking that we have something to say and something
to share. I think small pockets of time to experiment—to do your
own thing, be your own client—is super important. The creative
services industry is an on-demand business. You are being forced
to create on-demand constantly. If you don’t have the time to play,
238 Professional Perspectives Beat Baudenbacher
to experiment, and to fail, you never have time to recharge your
batteries to be creative on-demand!
Do you have suggestions for creating a successful company?
You need a vision of what you are trying to do, and to stick with
it. My vision was always to be a place that does many different
things, to never get pigeonholed into one thing. Looking at all the
stuff we are doing now, that has come true in many ways. A lot of
it is strategy, directing live-action, branding, and story-telling on a
much larger scale. Have a vision and go for it, and realize that it is a
marathon, not a sprint.
Do you have any design heroes?
When I was in college, David Carson was huge. Looking at Raygun,
it was something totally new and different. Tomato was really big,
too. They were a huge influence on me.
What would you be if you weren’t a designer?
I am not sure because this really brings all my skills and interests
together. I was on my way to study economics. If I hadn’t found or
discovered design as a profession, I probably would have gone on
to study economics. But that would have been mostly because I
felt like I had to, or out of default.3
Figure 17.13: Custom typography created by Loyalkaspar for various clients. Type Designer: Beat Baudenbacher.
Notes
1 Klanten, Robert. Playful Type: Ephemeral Lettering and Illustrative Fonts. Berlin:
Die Gestalten Verlag, 2009.
2 “About.” Weforum.org. Accessed August 14, 2014.
<http://www.weforum.org/contributors/beat-baudenbacher>.
3 Baudenbacher, Beat, telephone interview with author, August 12, 2014.
Professional Perspectives Beat Baudenbacher 239
Figure 18.1: TACTILE DESIGNS BY GUATAM DUTTA, SCAD MFA.
240 Tactile Design Boards
Chapter 18:
Tactile Design Boards
Tactile
tac·tile [tak-til, -tahyl]
adjective
1. perceptible by touch: Tangible
2. of, relating to, or being the sense of touch1
Tactile design describes creative work that incorporates a sense
of touch. The sensory experience of touch can either be literal
or inferred. Especially with screen-based media, touch is almost
always imagined and implied. In this way, tactile design triggers
the viewer’s perceptions to enable them to experience tangible
and organic qualities. The perception of material, texture, and
physicality is enough to inspire an emotional response in the
viewer. The beauty and power of tactile design lies in the ease
with which it can be approached. The organic qualities of tactile
design invite a sense of touch. Paper craft, fibers, sculpture,
tactile illustration, 3D modeling, and 3D printing are some of the
methods that can be used for this project.2
Analog and Digital
The organic nature of tactile design is expressed through texture
and material. The feeling of tactility can be achieved through
analog or digital techniques. Analog materials inherently
possess organic qualities. Digitizing analog objects and textures
with a camera or scanner can preserve physical sensibilities.
Alternatively, designs crafted in a purely digital production
environment can still come across as being tactile. However, this
approach requires an understanding and practical ability to create
digital assets in an organic fashion. In other words, digital tools
need to be used with enough variation and diversity to convey a
sense of tactility and uniqueness. A hybrid combination of analog
and digital materials and techniques can be very effective.
Texture
Texture can greatly influence the style and meaning of tactile
design. Textures can be used to exaggerate and exemplify a
particular idea or message. Stone feels hard and heavy, whereas
fur feels soft and warm. Smooth, polished wood communicates a
different sense than rough porous concrete. The sense of touch
conveyed by texture can add depth and dimension to an image.
The feel of grit and grain can spark our sensory imagination. When
digitized, textures can be composited into Photoshop files using
blending modes. Experiment with your textures by trying various
blending modes and adjusting the layers’ opacity.
3D artists seek to embody their models with realistic
textures so they will feel more alive. The eye is drawn to natural
textures because they are unique and beautiful. An option for
this project could be to create custom textures for 3D models to
express the feeling of tactility. A fun class activity or exercise is
Tactile Design Boards 241
Figure 18.2: TACTILE DESIGN BOARD FOR A STUDENT PROJECT BY SARAH BETH HULVER, SCAD BFA.
242 Tactile Design Boards
to go on a “texture hunt.” Arm yourself with a digital camera, and
see how many interesting and unique textures you can discover in
your neighborhood. You will probably be surprised by how many
beautiful and useful textures you pass by every day. Compositions
come to life when texture is used to inspire our natural senses.
Materials
Your choice of material will also influence tactile design. There
are a number of ways to bring your tactile elements into a
digital production environment. Flat elements can be scanned
and composited digitally. If your design is more dimensional
or sculptural, it can be photographed. Once photographed, you
can use selections to isolate elements for compositing. If your
design is more elaborate, you could compose entire scenes and
photograph different shots. A descriptive term for this kind of
setup is a tabletop production. Once your assets are digitized, you
can enhance, modify, or manipulate them. Any of these methods
can be used to create style frames and a design board.
Figure 18.3: TACTILE DESIGN FOR A STUDENT PROJECT BY JACKIE KHANH DOAN,
SCAD BFA.
Paper is a popular choice, as it can be used in many
different applications. It is a versatile material that can be crafted
into any number of forms. Paper is relatively inexpensive and easy
to work with. You can find paper in a variety of thicknesses and
densities to best match your concept. Semi-transparent paper
can be affected by light to create interesting effects. Thicker
papers can be cut or folded to construct shapes and objects.
Papier-mache is a process that combines paper with wet paste to
create sculptural forms. Glue, tape, scissors, or a blade can be
used to build a tabletop production out of paper. Paper can also
be fashioned into props or even costumes and wardrobes for live
action and mixed media installations.3
If you have a background working with fibers, this project
is an excellent opportunity to blend your skill sets. Textiles,
fabric, and cloth can be embellished or woven to create objects,
characters, and other visual elements. If you are not familiar with
fibers, this could be an opportunity to collaborate with an artist
from a different discipline. Fibers are extremely tactile and can be
utilized to create unique design styles.
Modeling clay is another material that can be utilized
for tactile design. The malleable nature of clay allows you to
organically shape different forms, objects, and characters that can
be photographed for compositing in your design. Modeling clay is
available in many different colors and consistencies. You can also
press unexpected physical textures into clay to create interesting
impressions.
Found objects can be really fun to work with. A found
object is any object that you find and repurpose for your design
style. Everyday objects can be utilized in tactile design. It is up to
the designer to envision how to use objects to advance a concept.
Spend some time observing ordinary objects, and imagine how
they can be transformed into something interesting for a motion
design piece.
Tactile Design Boards 243
Figure 18.4: EXAMPLES OF FIBER-DRIVEN DESIGN BY PAIGE STRIEBIG.
Tangible materials offer an opportunity to step away from
the computer. Take a trip down to your local art supply store
and explore analog tools and materials. Have a look through
assortments of hand-made paper and various hand-held tools.
Hand-made work can be refreshing for designers and viewers
alike. There is an important idea to remember about working with
analog material: it can be very laborious and time-consuming.
Be sure to plan your project carefully, as these materials and
244 Tactile Design Boards
methods can be very unforgiving. If your design process goes awry,
see what kinds of beautiful distortions you can come up with.4
Materials should be used with integrity, meaning they are
used in context with their essential characteristics. For example,
metallic materials could be used for mechanical or robotic
elements. Conversely, materials can be used in counterpoint to an
idea. For instance, Figure 18.5 shows a relatively inexpensive or
common material being used to personify a divine concept.
Figure 18.5: PAPER CUP HINDU GODS, BY GAUTAM DUTTA, SCAD MFA.
Tactile Design Boards 245
These tactile illustrations portray Hindu gods in a beautiful
and approachable manner. The choice of material contrasts
the gravity of meaning behind “divine beings.” The relationship
between material and subject matter creates dynamic tension and
interest.
3D-Printing
Another option for this project is to create models in 3D software
and print them. 3D-printing is an emerging technology that will
only become more accessible. This process offers an interesting
opportunity to generate analog objects from a digital origin.
Once printed, you can position and compose your elements for
photography. This method is especially useful for creating tactile
assets for motion productions.
Tactile Design in Motion
There are a number of production methods that are well-suited
for tactile design. Stop-motion animation, 2D animation, 3D
animation, frame-by-frame animation, and live-action can all
employ tactile design. Many of these techniques seamlessly mix
analog and digital elements in post-production. Some artists
and studios specialize in creating miniature sets and tabletop
productions. Once elements and scenes are shot, they are
invariably modified and composited further in post-production.
246 Tactile Design Boards
Creative Brief
For this project, you will create a tactile-driven design board.
Tactile design expresses qualities related to our sense of touch.
Tactile projects for motion design include stop-motion, live-action
animation, compositing analog and digital elements, and purely
digital productions that possess tactile and organic qualities.
• Concept keyword: select a keyword as a starting point for
concept development. Refer to the sample keywords in Chapter
16, pages 221–222 for suggestions.
• Deliverables: refer to specifications for deliverables for
Concept Development, Image-Making and Design, and
Narrative Needs in Chapter 16, page 222.
Essential tactile design skills to consider for this project:
• The ability to concept for a tactile design style
• The ability to create tactile design elements
• The ability to use tactile design to communicate ideas and
emotions
• The ability to integrate tactile design in storytelling
Specific techniques to consider for this project:
• Analog—creating assets entirely by hand
• Digital—designing purely in a digital workspace while
establishing a tactile aesthetic
• Hybrid—compositing analog assets within a digital workspace
Figure 18.6: TACTILE DESIGN BOARD FOR A STUDENT PROJECT BY DOMINICA JANE JORDAN, SCAD MFA.
Tactile Design Boards 247
Figure 18.7: Process photos, courtesy of Lucas Zanotto.
248 Professional Perspectives Lucas Zanotto
Professional Perspectives
Lucas Zanotto
Lucas Zanotto was born in the Alps of Northern Italy. He has
lived and worked in Milan, Barcelona, Berlin, and Helsinki. Lucas
combines analog and digital media to create motion design that
is deceptively simple and captivating. He has also translated his
unique design and animation style into the interactive realm with
art driven apps.
I liked including photography and lights and filming, putting it
all together. I like to mix these different media. I started doing
different freelance jobs and then got signed by Film Technarna.
I started doing pitches and directing. At that point, I was proud
enough to start thinking of myself as a director. I think animation
and motion are good jobs because there are so many screens that
need content.
An Interview with Lucas Zanotto
What is your art and design background?
I studied architecture for two years because I liked to draw.
But that was not exactly what I was looking for, so I changed to
product design. I got really into that, and I saw design was my
thing. I went to school in Milan, got a product design diploma, and
worked in that area for a couple of years. I worked on designing
products from toasters, to tennis rackets, to skis, to medical
objects. I really enjoyed it, and I am still a fan of that area because
it involves modeling, forms, shapes, colors, and textures. But, it
was very marketing-driven. It seemed like the marketing process
was designing more than the designer itself.
So I started making some short films, putting together
friends and people interested in making short movies. I was also
playing around with flash and animation. I saw that animation
was exactly what I wanted to do. It involved software and a certain
amount of “nerdism,” as well as graphic design and stop motion.
How has your experience with product design influenced your
motion design?
I think the path to come to the final product is the same in every
design area. You start with research, coming up with a concept,
shaping the concept, planning, production, and fine-tuning. I
learned a lot about the steps of production. Of course, I learned
about model making, improvising things, materials, textures, and
mechanisms. I think this hands-on, analog, and crafty process is
reflected in the work I do now. I also bring the minimalistic feel
from product design into my work now.
How do you develop concepts?
Most of the time I receive a script and initial ideas from an agency.
They will refer to work I have done before that they like. I try to put
a new twist or add an idea or perspective change that gives the
idea something new. Repeating work does not drive me a lot. I like
Professional Perspectives Lucas Zanotto 249
combining techniques to bring something new out. I try to sketch
the idea down in some way with style frames or explanatory texts.
Where do you find inspiration?
It’s everywhere. Often, it is playing with my kids, building stuff.
We may be building a cardboard boat, and then I think about a
background, then a big set with confetti flying from the top, and
then you put a character in the boat. You filter out of your daily life
the stuff you are interested in already.
Can you describe your tabletop productions?
It’s a punk approach I would say. It’s always budget-based.
So in my earlier stages, I did a lot of improvisation. It’s about
improvising with the stuff you have, and making the best of it.
Improvising a soft box with sheets. That’s one thing I really like,
that if you see it from outside, it looks really punk. But if you just
see the frame, it looks super clean, graphic, and illustrative.
Suddenly you jump out of the set, and it’s all these messy lights,
messy things hanging, maybe not so fancy. That’s always a cool
effect.
Of course, it’s always nice to shoot on a Red camera, have
fancy lights, and a cinematographer who really knows about
lights and cameras. If you have the budget, it’s great. But if there
is not budget or a low budget, you need to improvise. It depends
a lot about the level of a project. A big brand, with an agency and
production company needs to be storyboarded properly. You have
to make an animatic beforehand, so that everybody approves and
agrees. Then you go on set and shoot it live. On set, you need a
bit of freedom. With live-action, a ball never bounces the same.
You plan a storyline and a certain length. You match it together
somehow to work the best.
250 Professional Perspectives Lucas Zanotto
What is the story with your interactive motion design projects?
I am making high quality, simple apps for kids. It started with
the Drawnimal app. I was playing with my daughter, and she was
learning letters. I thought it would be great to combine a tactile
and interactive experience. In one or two days I sketched the
concept and how it would work. That was the exciting part. Then I
had to find a developer. It took a while to find the right developer.
Then I found a good sound designer. We kicked it off and tried
some first tests. Now it’s amazing, we got featured on the
homepage of the Apple website. I think it got a lot of PR because it
brought your kid back to crayons, and got them thinking outside of
the screen. It kicked-off very well. It’s a great project that gave me
a lot of PR, and I got new animation jobs from it.
What do you enjoy most about motion design?
I enjoy the thinking part, and putting new ideas together. I also
like the doing part: being on set. I am not the biggest fan of postproduction. If I can outsource that part, I am happy. But, I do like
character animation. I enjoy playing with timing.
If you weren’t a designer what would you be?
I think I would like to do something with wood, a carpenter or
something like that.5
Notes
1 “Tactile.” Merriam-Webster.com. Accessed August 23, 2014. <http://www.
merriam-webster.com/dictionary/tactile>.
2 Klanten, Robert. Tactile: High Touch Visuals. Berlin: Die Gestalten Verlag, 2009.
3 Klanten, Robert. Papercraft: Design and Art with Paper. Berlin: Die Gestalten
Verlag, 2009.
4 Klanten, Robert. Tangible: High Touch Visuals. Berlin: Die Gestalten Verlag,
2009.
5 Zanotto, Lucas, telephone interview with author, July 10, 2014.
Figure 18.8: Process photos, courtesy of Lucas Zanotto.
Professional Perspectives Lucas Zanotto 251
Figure 18.9: Process photos, courtesy of Lucas Zanotto.
252 Professional Perspectives Lucas Zanotto
Figure 18.10: Process photos, courtesy of Lucas Zanotto.
Professional Perspectives Lucas Zanotto 253
Figure 19.1: DESIGN BOARD FOR A STUDENT PROJECT BY JOHN HUGHES, SCAD BFA.
254
Modern Design Boards
Chapter 19:
Modern Design Boards
Less is more. This phrase is used quite often in art and design
discussions. The Modernist Movement sought freedom from the
constraints of realism. In the realm of fine art, it began with the
Impressionists. They rejected and departed from contrived and
formulaic styles.
Post-Impressionism continued the tradition of abstraction.
What followed was a series of “isms,” including Cubism, Fauvism,
and Surrealism. Modernism culminated with the Abstract
Expressionists and ended around 1945. Out of these movements, a
philosophy and practice of simplification and reduction emerged.
In the world of commercial art and design, Modernism was
expressed by the Bauhaus. Designers like Saul Bass, Paul Rand,
and Milton Glaser expanded upon the tradition of modern design.
Simplicity and Reduction
Clean, bold, simple, and functional are some of the keywords
associated with modern design. The goal of this assignment is to
figuratively say the most with the fewest words. You can think of
the stylistic challenge as a visual haiku. Try to create the strongest
impact with the minimal amount of lines, shapes, or forms.
Creating minimal yet effective design is no small task. You need
to really think about your concept and how to express essential
qualities visually. With this design style, there are no flourishes
or embellishments to hide behind. The design needs to stand on
its own and communicate a concept with clarity and power. One
of the objectives of this exercise is to practice reducing visual
elements. Find the essence of what you want to express, and strip
away anything that is extraneous.1
Modern Design Boards 255
Figure 19.2: DESIGN BOARD FOR A STUDENT PROJECT BY JORDAN LYLE, SCAD BFA.
256 Modern Design Boards
Naïve Sensibilities
The publishing company Gestalten released a book titled Naïve. It
is a collection of design and illustration that blends the modern
style with content that speaks to a sense of innocence and youth.
This kind of style has the potential to connect with a viewer’s
“inner child.” For commercial art, this style is very sellable. For
motion design in particular, the playful nature of the naïve style
works very well. When the naïve look and feel is applied to serious
subject matter, it can create compelling contrast and tension.2
Vector Artwork
It is by no means a requirement to work with vector artwork for
this assignment. However, vector graphics can be very effective
for creating modern design styles. Geometric shapes like circles,
squares, rectangles, and triangles can be created very quickly.
You can also create illustrative and typographic elements
within software like Adobe Illustrator. Your style frames can be
created purely within Adobe Illustrator, or you can copy and paste
elements into Photoshop. One advantage of working between
Illustrator and Photoshop is the ability to add textures by using
blending modes. You can also take advantage of more refined
brushes and gradients in Photoshop.
Creative Brief
For this project, you will create a modern design board. Modern
design relies on reduction and simplicity to express a message
or function. The naïve sensibility inserts a sense of innocence in
unexpected contexts. Both of these aesthetics are effective for
motion design. Challenge yourself to limit your design choices in
order to visualize the most essential qualities of your concept.
• Concept keyword: select a keyword as a starting point for
concept development. Refer to the sample keywords in Chapter
16, pages 221–222 for suggestions.
• Deliverables: refer to specifications for deliverables for
Concept Development, Image-Making and Design, and
Narrative Needs in Chapter 16, page 222.
Essential modern design skills to consider for this project:
•
•
•
•
The ability to reduce a concept to its most essential elements
The ability to visually say more with less
The ability to tell a story with limited assets
The ability to create contrast between a concept and its visual
form
Figure 19.3: STYLE FRAME FOR A STUDENT PROJECT BY DANIEL URIBE, SCAD BFA.
Modern Design Boards 257
Figure 19.4: DESIGN BOARD FOR A STUDENT PROJECT BY CARESSE HAASER, SCAD BFA.
258 Modern Design Boards
Professional Perspectives
Bran Dougherty-Johnson
Bran Dougherty-Johnson is an independent Motion Designer
with over 15 years of experience designing, illustrating, and
animating for clients both large and small. His studio focuses
on visual essays—infographic and explanatory animated films
for mission-driven clients—as well as other commercial work,
including advertising and PSAs. Bran has a background in
filmmaking, visual arts, and graphic design. He has worked
with design studios like the Attik, Buck, Brand New School, and
Imaginary Forces among others, as well as for agencies like
Ogilvy & Mather, Ammirati, and BBDO. Bran wrote for the industry
blog Motionographer for a number of years, focusing in part on
business practices and labor issues in the fields of motion design
and visual effects. He organized the first unofficial salary survey of
professional Motion Graphic Designers.
Bran also created and organized the collaborative
filmmaking project PSST! Pass it on… that involved over 200
international artists, animators, designers, and musicians and ran
from 2006–9, publishing three collections of work.
Bran Dougherty-Johnson’s Design Manifesto:
1. Always tell the truth.
2. Make things you want to see in the world.
3. Design is a process, not a product.
4. Design is first how it works, then how it looks.
5. Don’t dumb things down. Make them clear.
6. Small is beautiful.
7. Grow. Design. Work. In that order.3
An Interview with Bran Dougherty-Johnson
What is your art and design background?
Both my mom and dad are artists, and I was always encouraged
to make art, and to look at and appreciate art from a young age.
They were also active in anti-war and political demonstrations in
the ’70s, and political demonstrations for social issues and artists’
rights. So both of those influences were prominent when I was
growing up.
When I went to college, I studied film production alongside
philosophy, painting, and writing—a real liberal arts education.
But I also approached film as a work skill, something I could
maybe use to get a paying job. When I graduated from school, I
moved to San Francisco and started interning and then working
at a post-production editorial company. That was the beginning
of Avid and digital non-linear editors. Alongside that I was
encouraged to learn Photoshop and After Effects at my job. I
had always loved titles, the design of the Star Wars titles, James
Bond films like Dr. No and Goldfinger. But I had never planned to
do this—I didn’t even really know it was a career. But then, being
exposed to commercial work and to different studio reels, I saw
Professional Perspectives Bran Dougherty-Johnson 259
Figure 19.5: Happiness outdoor projection. Created by Bran Dougherty-Johnson.
that it was a different way to make films with animation, type, and
moving imagery. Tomato’s reel was one I watched over and over
again, at the time—it was amazing, eye-opening.
Then, once the company I was working for saw that I could
do it, I became the graphics guy at my job. I moved back to New
York, worked at lots of different companies and have been doing
this for 15–16 years now.
You didn’t need an entire film crew and a set and actors. If you
had a computer and the software, you could experiment and
play around—and that was really fun for me. One of the other
things I studied in college was electronic music. So having that
background of sequencing notes and rhythms and MIDI definitely
helped me in terms of the idea of editing, the idea of manipulating
images the same way you do sound.
What drew you toward motion design?
I think that when I graduated from college, it was just the right
time and the right place for me to pick it up, as film was shifting
over to digital. Film title design had been around, but with the
ubiquity of computers and programs like After Effects and
Photoshop, now anyone could do it with a desktop computer.
How has studying film affected your approach to motion design?
I think that the main skill I took out of filmmaking was the editing
process. Either how to chop up a story or how to sequentially
tell it, so your audience grasps what you’re getting at. Motion
design is so much about editing. You need to present the story or
information in a manner that your audience can understand. The
260 Professional Perspectives Bran Dougherty-Johnson
Figure 19.6: Corporate Welfare for Hollywood? Visual essay. Created by Bran Dougherty-Johnson for ADAPT (Association of Digital Artists, Professionals, and Technicians).
Professional Perspectives Bran Dougherty-Johnson 261
editing process creates that hierarchy of sequence, of information
and meaning in a viewer’s mind.
What was your motivation to create PSST! Pass it on…?
The first one I did was in 2006. It was pretty small. I asked
people whose work I liked, or who were my colleagues and
friends to participate. It was just a collaborative fun thing. Then,
it snowballed for a couple of years and got huge. The idea that
all these motion design studios were rivals with each other was
antithetical to me, and I hated it. Pass it on… was a way to get
designers from different studios to talk with each other and to
collaborate on a different level. That was one of the subversive
ideas behind Pass it on…. We collaborate as individuals, and we all
let our own voices come through. Don’t worry about the branding
of your company. By the third one it was crazy how many people
wanted to do it, and it kept on getting bigger. Pass it on… 3 had
18 films and 185 people working on it. It became a monster of
a project. Everyone was doing it as a piece of personal work, as
something to have fun and experiment with. And I think as an
idea of a kind of free-form, experimental, and collective set of
work, it’s been pretty “influential.” Since then, I’ve seen lots more
collaborative projects in the same kind of spirit. So that’s a nice
legacy.
work to the public. I like to work on these kind of visual essays
and informational films. They’re a good synthesis of what motion
design can accomplish—you can tell a story or explain an issue
with characters, type animation, info-graphics or charts and still
make it interesting, entertaining, and good-looking.
How do you approach design for motion?
Once I have a concept or a script to work on, I try to distill it and
clarify it. I try to make iconic, easily digestible and recognizable
imagery. So I’ll storyboard each scene, figuring out what images,
characters, type, or icons need to be on the screen to tell the story
at that point in time. In motion design, you are drawing, editing,
and visualizing what goes on-screen. So it all needs to be cohesive
and structured so that it makes sense from scene-to-scene, and
so that it also informs and resonates with the viewer.
Do you have any suggestions for young designers?
Don’t be limited by what already exists. The whole world is open.
You can invent a totally new idea of what motion design is. Motion
design can be about anything you want it to be. It’s really about
stories. It’s really about making connections between images and
ideas.4
Notes
How are you working these days?
I prefer to work directly with clients and to direct, design and
animate projects on my own. That means I wear a lot of hats,
but it also means I have a lot of control on those particular
projects. I’ve been doing a fair amount of work with non-profits
and mission-driven organizations to make films that explain their
262 Professional Perspectives Bran Dougherty-Johnson
1 Klanten, Robert. The Modernist. Berlin: Die Gestalten Verlag, 2011.
2 Klanten, Robert. Naïve: Modernism and Folklore in Contemporary Graphic Design.
Berlin. Die Gestalten Verlag, 2008.
3 “About.” Brandoughertyjohnson.com. Accessed August 12, 2014.
http://brandoughertyjohnson.com/about.
4 Dougherty-Johnson, Bran, telephone interview with author, July 18, 2014.
Figure 19.7: First Years commercial. Created by Bran Dougherty-Johnson for Urban Child Institute.
Professional Perspectives Bran Dougherty-Johnson 263
Figure 20.1: CHARACTER-DRIVEN DESIGN BOARD FOR A STUDENT PROJECT BY GRAHAM REID, SCAD BFA.
264 Character-Driven Design Boards
Chapter 20:
Character-Driven Design Boards
Character design is one of the many facets of motion design
projects. Characters have the potential to emotionally connect
with viewers. Viewers can relate and empathize with beings, even
abstract or illustrative ones. Character design can also contain
metaphors for big ideas or feelings. An effectively designed
character can break through walls of apathy to snare a viewer’s
attention. Once a character connects with a viewer, it becomes a
device to help deliver a concept through a story.
Exaggeration of Essential Qualities
Because motion design is a relatively short form of storytelling,
a character’s personality is often exaggerated. Characters can
be reduced to simple elements or traits that exemplify their
nature or message. In your concept development, identify the
core ideas and emotions you want to communicate. Let your
keywords define and shape the expressive qualities of your
characters. The visual traits of your characters such as line, form,
and color should be guided by your concept. You can also explore
and exaggerate opposing meanings of your keywords to help
develop contrast.
The Process of Character Design
Character design is a specialized discipline. Professionals
dedicate their time to developing characters for animated films,
television, video games, or other types of character-driven
media. For the purpose of this assignment, we will touch on the
process of character design. Understand that the suggested steps
and processes can be expanded upon in great detail for larger
character-design projects.
Character design may be out of your comfort zone. You
may not consider yourself to have strong drawing skills. However,
proper concept development, reference, and research combined
with some courage and grit will pay dividends. Consider this
project as an opportunity to expand the range of your aesthetic
and produce a quality portfolio piece.
Written Character Profile
A good place to start with character design is to create
a written character profile. Because there is such a
condensed timeline for motion design, the essential
qualities to include are emotional characteristics, behaviors, and
mannerisms. Writing a back-story can also help to flesh out the
needs and personality of your character. For longer format media,
a character profile would need to be much more detailed.
Initial Sketches and Character Thumbnails
Spend time working in your sketchbook. The initial sketches
should be free and loose. Use this time to explore possibilities,
and do not forget to have fun. A written character profile can give
you starting points for your sketches, but allow your character to
Character-Driven Design Boards 265
Figure 20.2: DREAMCATCHERS—ALF CHARACTER FOR AN ANIMATED SERIES PITCH. PROGRESS SKETCHES FROM LEFT TO RIGHT. DRAWN BY NATH
MILBURN. ANIMATED SERIES DEVELOPED BY NATH MILBURN AND ANDREW MELZER. PRODUCTION STUDIO: FORT GOBLIN.
unfold in the process of drawing. Do not be afraid to create a lot of
quick sketches. Once your design begins to take shape, create a
few refined character thumbnails. Character thumbnails are still
sketches, but they are closer to the realized look and feel of your
design.
2D Layout Sheet
A 2D layout sheet is a tool that helps to visualize the different
views and proportions of a character. The standard views are
front, profile, back, and three-quarter. You may not need to
create a 2D layout sheet for this design board. However, this step
is an indispensable facet of character design for longer format,
character-driven media.
Action Poses
Like the 2D layout sheet, you may not need to create
separate action poses for your design board. However, action poses
are a standard part of the character design process. They help to
visualize the gestures and movement of a character. Action poses
created from sketches can be translated directly into style frames
for your design board.
266 Character-Driven Design Boards
Translating Character Design into Motion
Once you have designed characters, they must be prepped
for motion. This process can be executed in a number of ways
depending on your visual style. 2D characters can be colored,
layered, and rigged for 2D animation. 3D characters need to be
modeled, textured, and rigged for 3D animation. Tactile characters
can be rigged for stop-motion or live-action animation. For style
frames, the degree of character preparation varies, depending on
the scope of your design board.
Creative Brief
For this project, you will create a character-driven design
board. Character design is a specialized skill that allows
ideas and emotions to be expressed through stylized beings.
Characters can be used in any form of a motion design project.
They typically create a connection with the viewer and lead them
through the story. Try to use a variety of camera distances and
angles for this design board, as it will add a cinematic quality to
your project.
Figure 20.3: ENTRY LEVEL—JONZY CHARACTER FOR AN ANIMATED WEB SERIES. DESIGNER: JARED MORGAN. TURNAROUNDS: NATH MILBURN. ANIMATED SERIES DEVELOPED BY NATH
MILBURN AND ANDREW MELZER. PRODUCTION STUDIO: FORT GOBLIN.
Character-Driven Design Boards 267
Figure 20.4: STRAY PETS ANIMATED SERIES. DEVELOPED BY NATH MILBURN AND ANDREW MELZER. PRODUCTION STUDIO:
FORT GOBLIN.
268 Character-Driven Design Boards
Figure 20.5: CHARACTER DESIGNS FOR COKE “HAPPINESS FACTORY” COMMERCIAL. CREATED BY PSYOP FOR THE COKE COLA COMPANY. DESIGNER: KYLIE MATULICK
Character-Driven Design Boards 269
Figure 20.6: CHARACTER DESIGNS FOR CRICKET COMMERCIAL. CREATED BY PSYOP FOR CRICKET. DESIGNER: KYLIE MATULICK.
270 Character-Driven Design Boards
Figure 20.7: CRICKET “ANTHEM” COMMERCIAL. CREATED BY PSYOP FOR CRICKET. CREATIVE DIRECTOR: KYLIE MATULICK.
• Concept keyword: select a keyword as a starting point for
concept development. Refer to the sample keywords in Chapter
16, pages 221–222 for suggestions.
• Deliverables: refer to specifications for deliverables for
Concept Development, Image-Making and Design, and
Narrative Needs in Chapter 16, page 222.
Essential character design skills to consider for this project:
• The ability to concept and design characters in relation to a
creative brief
• The ability to express emotions through character design
• The ability to think sequentially with characters
• The ability to create compelling characters that connect with
viewers
Character-Driven Design Boards 271
Figure 20.8: CHARACTER-DRIVEN DESIGN BOARD FOR A STUDENT PROJECT BY YEOJIN SHIN, SCAD BFA.
Specific techniques to consider for this project:
• Analog characters—characters created by analog
methods
272 Character-Driven Design Boards
• Digital characters—characters created by digital methods
• Hybrid characters—characters created by a combination of
analog and digital methods
Professional Perspectives
Daniel Oeffinger
Daniel Oeffinger is a multi-disciplinary designer and animator.
He likes to get his hands dirty in every aspect of production, from
art direction and illustration to animation and compositing. Bold
colors, graphic illustration, and a passion for storytelling are his
favorite things to bring to the table. Daniel graduated from the
Savannah College of Art and Design in 2006. After a few years of
freelancing in New York City, he took a staff job at Buck NY, where
he is currently employed as an Associate Creative Director. Daniel
also teaches at the School of Visual Arts in New York City.1
An Interview with Daniel Oeffinger
What is your design background?
I went to the Rising Star Summer program at SCAD before I
graduated high school. It was awesome. I didn’t apply to any
other colleges, I went straight to SCAD. I started studying web
design and graphic design. I quickly morphed into motion. Web
was more technical, and motion graphics combined everything I
loved into one awesome thing. The broadcast design revolution
was ongoing while I was in school. Brand New School started
getting really big and popular. MK12 and the big industry giants
were really inspirational. The other students I was in school
with were awesome, and that drove me more than anything. I
graduated in 2006 and came up to New York to freelance. I worked
as a freelance designer and animator for four years. I took a staff
position at Buck in 2009.
What do you enjoy about working at Buck?
Everything is driven from illustration, as well as design. It isn’t
all about Helvetica and proper layout. It is more about illustration
and street art, which is exciting. It is an awesome crew to work
with. Everybody is excited to be there. It is refreshing to go into
an atmosphere where it is so positive and creative. It is like being
back in school again, where everybody is doing what they love.
What are your thoughts on freelance vs. staff?
Freelance is awesome for some things, but you never get to grow
too much. When I was freelancing, I was always playing it safe.
You are brought in to put out fires, or do a quick turnaround on a
lot of jobs. You have more creative flexibility, or at least you’re not
afraid to throw out crazy ideas when you are staff.
How do you approach concept development?
My basic process is to spend the first day—if we have that much
time—purely ideating. We like to build mood boards. We reference
illustrators, photographers, and painters as a way to let ideas
percolate. When you look at stuff, some of it clicks in your head
as you’re thinking about the creative brief. Mood boards are like
a scratch pad of ideas. Once we have that, we will come back to
it the next morning and see what is appropriate to the brief …
what’s fitting. After a day of looking at images and piecing things
together, that usually lends itself to some animation ideas right
Professional Perspectives Daniel Oeffinger 273
Figure 20.9: Various character designs by Daniel Oeffinger.
274 Professional Perspectives Daniel Oeffinger
there. If it is a heavy storyboarding job, then it’s more about what
kinds of actions and metaphors are being bought up. In that
case, we go straight to pen and paper and make thumbnails. My
thumbnails are rough, but I bring them to life in Photoshop and
Illustrator. We’ll bring all of our work together and see what’s
working and what’s not. Sometimes we’ll team up on concepts
that are close together. If two artists have concepts that are very
similar, we’ll assign them to the same concept so they can build
style frames together. It’s a very loose process.
Where do you find inspiration?
I pull a lot from modern illustration. That stuff changes so much. I
like to look at naïve illustration. Where characters aren’t rendered
fully anatomically correct. There is something whimsical and
bulky about it. I like the stuff that is a little bit off, not super
polished.
Figure 20.10: Concept art for Grimbergen commercial. Created by Buck. Designer: Daniel Oeffinger.
Professional Perspectives Daniel Oeffinger 275
Figure 20.11: Devil’s Cut exploratory. Created at Buck by Daniel Oeffinger.
Do you have suggestions for young designers?
Having a stand out design portfolio does help. But take the time,
and put in the effort to make something that is unique and your
own. Don’t purely emulate. When you’re in school, use the time to
be experimental. Stay away from motion graphic trends.
Do you have any design heroes?
When I was in college, it was probably the same as a lot of
people—G-Munk. He is always making short films and staying
relevant. He is still a design hero.
276 Professional Perspectives Daniel Oeffinger
If you weren’t a designer what would you be?
I would love to make video games.2
Notes
1 “About/Contact.” oeffinger.com. Accessed August 21, 2014. <http://www.
oeffinger.com/About-Contact>.
2 Oeffinger, Daniel, telephone interview with author, July 17, 2014.
Figure 21.1: INFOGRAPHIC-DRIVEN DESIGN BOARD FOR A STUDENT PROJECT BY NATHAN BOYD, SCAD BFA.
278 Information-Graphics
Chapter 21:
Information-Graphic/Data
Visualization Design Boards
It can be difficult for viewers to understand and digest large
amounts of data. The ability to translate information into
functional and beautiful visual forms is vital for designers. The
need for information graphics and data visualization in motion
design is growing rapidly. Communication design relies on smart
solutions that can simplify and deliver messages. The challenge
of this assignment is to express complex ideas through symbols,
icons, illustrations, and typography.1
Information Graphics and Visual Hierarchy
Information graphics and data visualization are dependent
upon systems of visual importance. A designer is responsible for
creating a graphic language that communicates efficiently with
viewers. Visual principles such as color, value, scale, and depth
can be used to direct the viewer’s eye. For example, variations
in stroke size and line thickness can create depth and direct
movement in an image. The purpose of information graphics is to
connect viewers with information in a short amount of time. To do
this, your design style must be clear, concise, and consistent.
Visual Language
Simple geometric shapes are often used for information
graphics and data visualization. There are collective historical
and psychological meanings associated with shapes like circles,
squares, and triangles. A circle communicates wholeness or unity.
Triangles are energetic and direct movement. Squares are stable
and strong. Designers need to be aware of the inherent emotions
and messages that simple shapes can communicate. Even lines
have the potential to convey a lot of information.
Icons, symbols, and illustrations can be very useful for
information graphics. The challenge of this project is to reduce
and simplify ideas or objects into recognizable graphic elements.
Typography is also a key element in information graphics,
delivering content and helping define your design style. For type,
use variations in size and font weight to establish your visual
hierarchy.
Visual Metaphors
In many cases, information is rendered and displayed graphically.
However, another option for this project is to approach
Information-Graphics 279
information graphics and data visualization through the lens of
visual metaphor. Information can be expressed through more
tactile or unconventional representations. Everyday objects can
be repurposed and composed to signify information. These more
tangible elements could represent visual analogies for data. Just
be sure you design a logical system that communicates your
information effectively. Unexpected visual metaphors can be
pleasantly surprising, communicating a message by capturing the
viewer’s attention.
Cinema-Graphic
The term cinema-graphic describes the process of applying
cinematic techniques and effects to graphic elements. This
includes qualities like depth of field, lighting effects, atmospheric
particles, and/or cinematic camera movements. You can give
depth and dimension to graphics that would ordinarily feel flat.
Cinema-graphics are by no means exclusive to information
graphics or data visualization. Typography can be enhanced
and integrated into various design styles using cinematic
principles. However, the graphic style of this assignment provides
opportunities for these techniques. User interfaces or HUDs—
heads up displays—designed for visual effect shots often employ
cinema-graphic styles. These treatments help to composite
information graphics with live-action.
280 Information-Graphics
Aesthetic
One of the biggest challenges in making successful information
graphics is maintaining a sense of beauty. Too often, information
graphics fail because they are visually too busy. The human eye
can only process so much data at a time. One of the benefits of
time-based media is that information can be delivered through
sequential moments. Time-based media allows viewers to
process information in manageable pieces as they are guided
through a motion design piece. Keep this fact in mind as you
design your style frames. You do not need to communicate all
of your information at once. Your design style will benefit from
a healthy amount of negative space. This principle is especially
important, as aesthetic beauty will help to connect viewers with
the information you are presenting.
Usage
Projects can range from entire pieces based on information
graphics and kinetic typography to interface design and user
experience. With the rise of digital media, the need for motion
designers continues to grow. In addition to traditional, linearbased motion design, the demand for interactive motion is
expanding. You may be creating motion info-graphics for
broadcast, title sequences, special effects shots, user interfaces,
or interactive apps. Regardless of the medium, solid design is the
foundation for beautiful motion.
Figure 21.2: INFOGRAPHIC-DRIVEN DESIGN BOARD FOR A STUDENT PROJECT BY SEKANI SOLOMON, SCAD BFA.
Information-Graphics 281
Creative Brief
For this project you will create a design board in the style of
information graphics or data visualization. The goal of this
assignment is to graphically represent information in an
accessible and appealing manner. Although this project requires
source information from which you will craft a design style, be
sure to develop a narrative. Your design board should still tell a
cinematic story.
• Concept keyword: select a keyword as a starting point for
concept development. Refer to the sample keywords in Chapter
16, pages 221–222 for suggestions.
• Deliverables: refer to specifications for deliverables for
Concept Development, Image-Making and Design, and
Narrative Needs in Chapter 16, page 222.
282 Information-Graphics
Essential information-graphic skills to consider for this
project:
• The ability to express ideas through symbols, icons,
illustrations, and typography
• The ability to establish hierarchies of visual importance
• The ability to create effective visual metaphors
• The ability to translate information into beautiful visual forms
Specific techniques to consider for this project:
• Analog—information graphics created using analog or organic
materials and methods
• Digital—information graphics created using purely digital
materials and methods
• Hybrid—information graphics that combine analog and digital
materials and methods
Figure 21.3: INFOGRAPHIC-DRIVEN DESIGN BOARD FOR A STUDENT PROJECT BY CHRIS FINN, SCAD BFA.
Information-Graphics 283
Figure 21.4: OFFF Cincinnati 2014 main titles. Created by Autofuss for OFFF Festival. Creative Director and Lead Designer: Bradley G Munkowitz (GMUNK).
284 Professional Perspectives Bradley G Munkowitz (GMUNK)
Professional Perspectives
Bradley G Munkowitz (GMUNK)
Bradley G Munkowitz (GMUNK) is a Graphic Designer by
foundation who has over a decade of experience functioning as
a Design Director for the motion graphics industry. He’s also
remained passionately involved in the global design community,
giving lectures around the world about his process and
experiences. He’s collaborated with distinguished international
brands via his work at top tier outfits BUCK, Prologue Films,
Transistor Studios, and Bot & Dolly and has designed UI
and Holographic sequences on the feature films TRON and
Oblivion with Joseph Kosinski. His work is characterized as
a hybrid of science fiction themes informed by a psychedelic
visual palette.2
An Interview with Bradley G Munkowitz (GMUNK)
What is your art and design background?
I graduated from Humboldt State in Arcata, California. I worked
really hard in school. I was really inspired, and I was always
hustling. I had a burning desire, and I always tell students to
hustle while you can. Push it as hard as you can; this is your
one opportunity to do it for yourself. I learned Flash and After
Effects and started making interactive Flash pieces. When I
graduated college, I entered a Flash piece into the New Media
and Vision Awards in San Francisco, and it won Best in Show.
I was really lucky, in that two of the creative directors of the
interactive company that I looked up to the most wanted to
hire me as a designer. I teamed up with all of the guys that
I was idolizing in college. All the people that I loved, I ended
up working with. I had to up my game to their level. I moved
to London, and it was the most inspired time in my career.
Those two years out of school were where I really learned
everything.
From there, at a conference, I met Kyle Cooper who gave
me a job at Imaginary Forces. That was my real motion graphics
training. From there, I freelanced for years and years and years. I
got another big break at another conference where I met Joseph
Kosinski. He brought me in to work at Digital Domain, which led to
me working on TRON: Legacy and Oblivion with him.
I moved to San Francisco to work at Bot & Dolly, and BOX
happened, which unexpectedly blew up the Internet. I go from one
place to the next with an open mind and an open heart.
Professional Perspectives Bradley G Munkowitz (GMUNK) 285
Figure 21.5: Tron UI graphics. Created by Crater Lake Productions for Joseph Kosinkski and Universal Pictures. Design Director and Lead Designer: Bradley G Munkowitz (GMUNK).
286 Professional Perspectives Bradley G Munkowitz (GMUNK)
Figure 21.6: Oblivion UI graphics. Created by Digital Domain for Joseph Kosinkski and Disney Enterprises. Design Director and Lead Designer: Bradley G Munkowitz (GMUNK).
Professional Perspectives Bradley G Munkowitz (GMUNK) 287
BOX—The Concept
The piece was essentially grounded on the principles of stage
magic, invoking five of the basic categorizations of illusionary.
These categories greatly informed the conceptual and aesthetic
foundation and were fused with a graphic design aesthetic heavy
in minimalistic form and illuminated geometry. This direction was
Figure 21.7: BOX design and performance piece. Created by Bot & Dolly for the Future. Design Director and Lead Designer: Bradley G Munkowitz (GMUNK).
288 Professional Perspectives Bradley G Munkowitz (GMUNK)
then placed into a projection-based physical installation, where all
the “magic” was captured live and in-camera, filmed documentarystyle with no post effects or treatment; in essence the immense
technology behind the curtain being completely masked from the
viewer by the methods used to capture the performance. This quote
by science-fiction writer and inventor Arthur C. Clarke perfectly
summarizes the film’s foundation: “Any sufficiently advanced
technology is indistinguishable from magic.”—Arthur C. Clarke
The Design Approach
The design approach for the film was to have the graphics be
informed by black and white optical illusion art as the primary
visual catalyst. It made sense that visually, if the piece was to be
founded on the principles of magic and illusionary, the graphics
would also fit into this theory of illusion in design. . . . This
aesthetic was applied to all the artwork within the BOX and its
evolution throughout the piece as the principles are explored,
interchanging between shaded volumetric graphics and selfilluminated geometry.
Secondly, the lighting design and filming style was greatly
informed by the film noir aesthetic of the ’40s and ’50s, utilizing
a black and white palette and highly stylized, minimal lighting
to paint a very theatrical image; as it made sense from a design
aesthetic to pay homage to that period for a piece founded on such
a timeless art form as magic.
Lastly, the final piece of the puzzle was to score a
soundscape that contributed to the psychedelic nature of the
design; to essentially build an emotional arc throughout the piece
as it transitions from mysterious objects within the BOX, through
a brightly lit and exposed technology demo, and ultimately
culminating as fully realized performance art. . . . A myriad of
analog synthesizers were used by the master himself, Soviet
Rouge, which fit perfectly with the conceptual cues and visual
palette of the piece.3
How do you approach concept development?
I am 100 percent a visual person. I am really voracious on Pinterest
collecting references. Looking at references spark my ideas. In
filmmaking, I will collect images that I love, and then take those key
frames and weave them together into a narrative. I will eventually
write the story, but I start with the key frames first. I will stare at
those key frames and think about ways to explore an awesome visual.
With design, it’s the same thing. I collect references like crazy. I love
to share my references. When I collate a project, I share the mood
boards and everything that I was looking at. I think it’s part of the
cycle, and part of the process of design. What you were looking
at and what inspired you. Sometimes it’s completely different
than what you intended to do. When we were referencing and
researching for TRON, we were looking at drawings of organic,
natural organisms for high-tech, digital holograms. That’s the
beauty of it in a lot of ways. You can really flip things upside down
with references to inspire a thought. That’s really how I often work.
I will find an image that I love, and that will inspire a lot of different
things.
Where do you find inspiration?
Obviously nature. I love Burning Man. I am obsessed with
infinite fractals, sacred geometry, and Islamic symmetry. I
also like to consume films on the iPad or go to the theater.
I study the masters—Chris Cunnigham, Spike Jonze, Wes
Anderson, and Kubrick’s work—as nobody does it better than the
masters.
Do you have suggestions for young designers?
Find what you love and run with it. This is your time, when you will
have the most energy. The people who really want it are the ones
who become pioneers in the field. It takes a certain commitment
and effort to get there.4
Professional Perspectives Bradley G Munkowitz (GMUNK) 289
Figure 21.8: Logo Remix Project Adobe. Created by VT Pro Design for Adobe. Director and Design Director: Bradley G Munkowitz (GMUNK).
290 Professional Perspectives Bradley G Munkowitz (GMUNK)
Notes
1 Klanten, Robert. Dataflow. Berlin: Die Gestalten Verlag, 2008.
2 “About.” Gmunk.com. Accessed August 19, 2014. <http://gmunk.com/>.
3 “BOX.” Gmunk.com. Accessed August 19, 2014. <http://work.gmunk.com/BOXDEMO>.
4 Munkowitz, Bradley G (GMUNK), telephone interview with author, August 13,
2014.
Bradley G Munkowitz (GMUNK) 291
Figure 22.1: ILLUSTRATIVE DESIGN BOARD FOR A STUDENT PROJECT BY ANA CRISTINA LOSSADA, SCAD BFA.
292 Illustrative Design Boards
Chapter 22:
Illustrative Design Boards
Illustration has tremendous potential in motion design. Illustration
offers an extreme range of stylization that can enhance and
express a concept or a message. You can also emphasize ideas
and emotions. Illustration can be treated figuratively or abstractly.
Motion design can bring an illustrative style to life through
animation and cinematic camera movements.
Analog and Digital
Illustration can be rendered in many forms and mediums. You
can have analog, digital, or hybrids of both analog and digital.
Traditional illustration was created purely with analog materials,
ranging from pencils, pen and ink, watercolor, paint, markers,
collage, and photography. Digital methods are mainly translations
of these same types of materials and techniques. The ease
and efficiency of digital production tools allows designers to
work fluidly between both types of media. A sketch or drawing
done by hand can quickly be digitized and modified in software like
Adobe Photoshop.
Illustrative Design Boards 293
Various Styles
There are many varieties of illustrative styles. You can create
illustration by hand using any number of traditional tools and
mediums. Tactile illustration blends sculptural and illustrative
qualities. Digital illustration can be clean, precise, and graphic.
You can also produce the look of more natural strokes using
custom brushes in Adobe Illustrator, while still maintaining the
advantages of working with vector graphics. Digital brushes in
programs like Photoshop or Painter can be pushed pretty far in
terms of achieving an organic look and feel. You can achieve a
painterly or stylized aesthetic with a wide range of value and depth
using these tools.
A combination of analog and digital media can produce
all kinds of interesting results. From photo-illustration to the
integration of hand-made elements with digital materials, there
is really no end to the possibilities for creating unique visual
294 Illustrative Design Boards
styles. Elements can be photographed, scanned, and composited
to create dynamic style frames. Digital tools allow designers
low-risk experimentation of color, distortions, blending, and
duplication.
Another option is to use 3D software to help develop
assets or whole scenes for your illustration style. If you possess
modeling skills, you can create figurative or abstract elements.
The more advanced your skill-set, the further you will be able to
create entire scenes within a specific style. Custom materials,
textures, and lighting will help to define the look and feel of your
design board.
The stylistic direction you choose should enhance and
express the concept you develop for your design board. In other
words, form should express function effectively. After your
concept has taken shape, prepare to move into the design phase
of production.
Figure 22.2: ILLUSTRATIVE DESIGN BOARD FOR A STUDENT PROJECT BY DOMINICA JANE JORDAN, SCAD MFA.
Illustrative Design Boards 295
Creative Brief
For this project, you will create an illustrative design board.
Illustration has a wide range of visual possibilities and mediums.
Any project that utilizes motion design can potentially use
illustration. Specific types of projects that can use illustration
in motion design include animated movies, title sequences,
commercials, motion branding, video game cinematics, and
interactive motion. Be sure to develop a unique visual aesthetic for
your illustration style and to be consistent with it throughout your
design board.
• Concept keyword: select a keyword as a starting point for
concept development. Refer to the sample keywords in Chapter
16, pages 221–222 for suggestions.
• Deliverables: refer to specifications for deliverables for
Concept Development, Image-Making and Design, and
Narrative Needs in Chapter 16, page 222.
296 Illustrative Design Boards
Essential illustration skills to consider for this project:
•
•
•
•
The ability to define a visual style to enhance a concept
The ability to express emotions and ideas through illustration
The ability to think sequentially with illustrative elements
The ability to work between analog and digital mediums
Specific techniques to consider for this project:
• Analog illustration—illustration made with analog tools and
methods
• Digital illustration—illustration made with digital tools and
methods
• Hybrid illustration—illustration that combines analog and
digital tools and methods
Figure 22.3: ILLUSTRATIVE DESIGN BOARD FOR A STUDENT PROJECT BY JACKIE KHANH DOAN, SCAD BFA.
Illustrative Design Boards 297
Figure 22.4: Various style frames created by Matt Smithson.
298 Professional Perspectives Matt Smithson
Professional Perspectives
Matt Smithson
Matt Smithson is the man behind Man vs Magnet. A fine artist
by training, Matt strives to bring a unique visual style to every
project that comes across his desk. A tactile, almost handmade
quality characterizes much of his work, and he approaches every
project as a new adventure. Matt enjoys the challenge of working
closely with clients to develop their own voice, and continues to
find inspiration in found objects, otherworldly landscapes, and the
notion that the human mind is driven by sleep and circumstance.
Matt received a Young Gun Award for his work from
the American Directors’ Club, and his video “The Girl Effect,”
produced for the Nike Foundation, was included in the Cooper
Hewitt Museum’s National Design Triennial—an exhibition
showcasing the work of contemporary designers as they address
human and environmental problems with renewed vigor.
Over the past few years he has worked with clients of
all shapes and sizes, non-profit organizations, do-gooders, and
individuals trying to make a difference. He tries not to take himself
too seriously and has been known to disappear into the wilderness
for long periods of time.1
An Interview with Matt Smithson
What is your art and design background?
I graduated from the College of Charleston with a degree in
Studio Art, where I focused on painting and printmaking. After
graduating, I completed a Masters at the Savannah College of
Art and Design. I wanted to combine drawings, paintings, and
these things that I make, with storytelling. And, it seemed like
motion graphics was the best place for that. It was a perfect way
to combine all my weird ideas and drawings with motion and
animation to make experimental and fun shorts.
How do you use dreams and stream of consciousness in
your process?
I have a lot of oddball dreams. Like automatic writing, I shut my
brain off and allow the words and images to flow naturally. This
process creates stories, phrases, or sometimes only a single word
that I transform into drawings and animation. The art becomes an
interpretation of a dream or a sentence. It’s a great starting point.
When I was in school, I used every project and opportunity
to further explore using my dreams as a source of inspiration. It
worked in my favor, because it allowed me to figure out my own
voice. I wasn’t trying to follow trends, but focused on creating
a style of my own. When I graduated, my work really stood out,
and it helped me get a job. I was signed as a director at Curious
Pictures and Not to Scale right out of school. It took a while to
start getting work as a director under my belt, but I really liked
having the opportunity to have creative control over the projects
I worked on. I liked that freedom, because it allowed me to
keep using this process and to draw from the same source of
inspiration.
Professional Perspectives Matt Smithson 299
How was your transition from graduate school into
being a director?
There were some things that were really new to me when I first
started. I hadn’t been exposed to, and wasn’t really prepared for,
some of the real world business stuff. Some things caught me off
guard, like managing budgets and dealing with clients. I watched
how other directors were dealing with these things, and I got
some experience by directing small jobs. Producers were there to
help with scheduling and keeping jobs on track, but I had to learn
quickly how to explain and sell my concepts to clients. When I was
in school, we didn’t learn these skills, so I needed to learn them in
the field as I gained more experience. All in all, it wasn’t a difficult
transition. There were just a lot of things I needed to learn right
from the beginning.
What is the story with your drawings on pages of old books?
I like working on their paper because it feels less intimidating
than starting on a fresh canvas. I was always looking for the
Figure 22.5: Drawings and mixed media by Matt Smithson.
300 Professional Perspectives Matt Smithson
right books. There are certain books that have the perfect
paper, and they can be really cheap. I was always the creepiest
guy in Strand Bookstore—which says a lot, because Strand has
some creepy dudes. I would be the guy in the back of the store
shuffling through old art books, collecting paper, trying to find
the perfect ones.
For me, drawing is an outlet. Commercial work is not the
same. When I came to the realization that every commercial job
was not necessarily going to be a creative outlet for me, it was a
relief of sorts. I needed to balance the work I was doing for clients
with personal projects in order to fulfill my need to be creative. I
was so much happier after that. The drawing and personal stuff
is a huge outlet, and it’s great when it can cross over. However,
whatever I am experimenting with in my drawings will probably
find its way into an animation for a client.
How do you approach concept development?
I always start with writing down ideas. Every script is a puzzle,
and I comb through it to see where the pieces come together to
make it interesting. If we are developing a script, it’s about first
identifying the audience, and then figuring out a way to keep them
interested and entertained. The goal is always to create a final
product that fulfills, or exceeds the client’s expectations, while
still challenging us creatively. We like to have fun!
Where do you find inspiration?
It comes from all over the place. I love to explore what other
artists are doing, but it’s easy to get lost or overwhelmed by the
sheer amount of work you can be exposed to on a daily basis.
Back in the day, before the Internet even existed, artists like
Picasso or Miro were surrounded by the work of others, but not
nearly on the same scale. It seems like today, we are bombarded
by creative work from every direction, and at times, it can be
distracting. I feel like it is important to find a balance between
outward inspiration and your inner eye. I am drawn to art and to
things that haven’t been made for a particular client or job, things
that have been made by a person who was simply inspired to
make something. For example, I love Zines, which tend to have
an analog and homemade look and feel, where people just make
things to share.
Are there certain types of projects you like to work on?
I like the idea of working on projects that promote a good cause.
They are a lot of work and a lot more stressful, because I feel
like there is more weight on my shoulders, but they are nice to
work on because they are trying to make the world better. If I
had my choice of any project, I would love to work on surf videos,
documentaries, or projects for clients like Adult Swim, where they
support artists and their creative vision.
What would you do if you weren’t a designer?
I would love to work in a big, historic library where I could spend
all day sorting and organizing books, exploring, and reading. There
are patterns that emerge on the shelves, and the covers of books
are all so different. I love the numbers on the spines and library
cards, and the quiet mindlessness of having only one simple task
on my “to-do list.”2
Professional Perspectives Matt Smithson 301
Figure 22.6: Drawings and mixed media by Matt Smithson.
302 Professional Perspectives Matt Smithson
Notes
1 “About.” Manvsmagnet.com. Accessed August 25, 2014. <http://www.
manvsmagnet.com/2210049>.
2 Smithson, Matt, telephone interview with author, August 7, 2014.
Illustrative Design Boards 303
Chapter 23:
Finding Inspiration
Life Mood Board—Creative Brief
Author’s Reflection
After my first year teaching full-time, I wanted to rebrand my
professional identity. I started looking for fonts that would
work for a new logotype. Then, I thought about how I had been
teaching my students about process and the importance of
not jumping straight to outcomes. So I decided to do a mood
board for my personal rebrand. While I was searching through
some of my favorite design blogs for inspiration, I noticed that
I was hesitating before saving images to my reference folder. I
discovered this voice inside my head that wanted to know why
I was choosing images. It was like this internal editor that was
demanding justification for each image I considered saving. I
became very curious about this voice. I felt resistance to having
to justify why I was inspired. I made a decision that I would save
any image to my reference folder that moved me in any way.
What followed was a liberating experience.
At first, I encountered my internal editor quite often. I had to
consciously remind myself that it was okay to be inspired. I did
not need any reason other than being moved intellectually or
emotionally to save images to my reference folder. It became a
304 Finding Inspiration
challenge against my internal editor. I would spend 10, 20, or 30
minutes at a time searching for inspiration. Eventually, I gave
up on the rebrand project and spent a couple of weeks exploring
art and design blogs. This process helped me to fall in love with
being inspired. Through looking at the work of other artists and
designers, I learned to appreciate creativity at a deeper level.
I also discovered my own personal aesthetic. After collecting
around 1,500 images, I decided to honor my personal aesthetic
by creating a life mood board.
I used the software iPhoto to lay out a book of images that I
found inspirational. This process helped me to discover even
more about my personal taste. Of course, many of the images
were not surprising. I had always been drawn to very tactile
and textured images. I liked creating very organic styles that
blended analog and digital techniques. But what really surprised
me were the images to which I would not have thought I would
be drawn. I had simple, clean, modern design styles in my
massive inspiration folder. I had images of vintage 3D typography
signage. I had images of objects arranged in organized manners,
which I discovered is called knolling.1 I had no idea that I was
drawn to these different styles. The range of my personal taste
had expanded before my eyes. iPhoto has the option to order
printed books. So, I ordered a book of my life mood board. It sits
on my desk in my studio. I look at it when I need to be inspired or
reminded that process is just as important as outcome.
Creative Brief
This assignment is all about honoring your personal aesthetic and
taste. I typically make this assignment last the entire length of a
Design for Motion class. It gets kicked-off at the beginning of the
course and is not due until the end. It is not an outcome-driven
assignment, although many students find valuable outcomes in
the process.
presentation happens about one week after the assignment is
kicked-off. I will ask the students to prepare a PDF file of five
images from their life mood board reference folder. They will have
up to five minutes to show these images to the class, sharing how
the images resonate with them. Having this presentation early in
the course is helpful for a couple of reasons. First, it ensures that
the students are actually engaged in the process of creating a life
mood board. More importantly, it is an excellent way for students
to introduce themselves to the class. Presenting examples
from their life mood boards is like getting a snapshot of their
personalities.
Process
Search for and gather images that resonate with your personal
aesthetic. There is only one requirement for how you select your
inspirational images. The images should move you in some way,
emotionally or intellectually. Try to turn down the volume of your
internal editor and enjoy the process of exploring. If you are not
having fun while looking for inspiration, then you are probably too
concerned with outcomes.
Presentation
I typically have students prepare an in-class presentation of
a limited selection of images from their life mood board. This
Deliverable
There is no set number of how many images need to be in a life
mood board. It can be as long or as short as you want. I require my
students to submit a PDF version of their life mood boards at the
end of the course. I do not require my students to print their life
mood boards, although some choose to do so.
Finding Inspiration 305
Professional Perspectives
Gentleman Scholar—William
Campbell and Will Johnson
Gentleman Scholar is a production company. We are a band
of like-minded storytellers and solution-driven artists, held
together with advanced technical understanding. Together we
have extensive experience in strategy, live-action production,
animation, digital, and print. Above all we believe in hard work,
honesty and that nothing is more important than loving what you
do. We have shared the same vision since forming Gentleman
Scholar in 2010: to create a collective of artists who share
their love for creation and an eagerness to push the envelope.
Today, our family is an ever-growing representation of just that.
From the technically savvy to the narratively inclined, our team
represents the best of the design universe. And frankly, we like
them a lot.2
An Interview with Gentleman Scholars William Campbell
and Will Johnson
What is your art and design background?
William Campbell: I have a background in photography and
cinematography. I got into animation for the independence of it.
With film, it took so many people to see a vision come to life. With
After Effects, I was able to see my vision come to life with my own
hands. It felt closer to photography or painting in a traditional art
kind of way. I think that attracted me to bring more traditional art
and techniques into this field.
Will Johnson: When I was younger, I was really into
architecture, and I was following that path. I didn’t realize how
many avenues could follow the structure of architecture and
incorporate fine art, style, and personality as well. So I ended up
following a techno-graphic, graphic design, flatter, type-infused,
design-driven format. I fell in love with the idea of bringing a
message to life in animation. I became obsessed with keyframes.
Where did you guys meet?
Will Johnson: We met at SCAD and immediately became mortal
enemies. It was the competitiveness that we both had. Campbell’s
work was really awesome, and we went at each other during
presentations and critiques. We ended up somehow working
together, again, once we left SCAD. At Superfad, we were forced
to work on a project together that we both got to art direct. It was
for Target: a 2D–3D artistic representation of slam poetry called
Art Connects. Once we realized we could use each other to benefit
and strengthen our own core values, we immediately took off. We
ended up graduating from Superfad and moving on and wanting to
experience something on our own.
306 Professional Perspectives Gentleman Scholar—William Campbell and Will Johnson
Figure 23.1: Motion Poems—Working Order visual poem. Created by Gentleman Scholar for Motionpoems. Creative Directors: William Campbell and Will Johnson.
Professional Perspectives Gentleman Scholar—William Campbell and Will Johnson 307
William Campbell: We both envied each other’s work
in a way that we were definitely competitors. The competition
made us stay separated, but once we came together, it pushed
us to get better. It’s a difficult balance, but it’s something we
try to reinforce at GS. That competition can be healthy. How we
can help everyone to push each other forward, but still promote
teamwork. At Superfad, we both pitched on the Target piece, and
the client wanted to blend both of our design boards together to
make one spot. So, the client forced us to work together for the
first time.
Figure 23.2: Jeem TV—Discover rebrand anthem. Created by Gentleman Scholar for Al Jazeera Children’s Channel. Directors: William Campbell, Will Johnson, and Laurent Barthelemy.
308 Professional Perspectives Gentleman Scholar—William Campbell and Will Johnson
Where do you find your inspiration?
Will Johnson: It is taking more to blow people away, and wow
people, than ever before. We are taking inspiration from good
storytelling, and things that speak to us in a clean, simple way. A
lot of the inspiration comes from a good discussion about the core
value of an idea.
William Campbell: Most of our inspiration comes from
each other, and the entire team. All of the amazing things the
people around us do. As inwards-facing as that is, seeing them
being excited makes me want to find something I am excited
about.
How would you describe the culture of your studio?
Will Johnson: We wanted to create a place where you could work
with fun, smart, invigorating people. If you’re having fun, you’re
going to put energy into the work you’re doing. That work is going
to get better. More cool, fun people are going to come, and want
to work there. The work has evolved, but the core idea of filling
the rooms with cool inspirational people has not changed. Plus,
we are in the pit, working on projects; we grind just as hard as
everybody.
William Campbell: We stay in touch with what’s happening.
We never want to be the kind of bosses who are distant. We stay
really connected and a part of the culture. We have also been
students of other companies. Every company we have gone to, we
have taken a little piece of. We have astutely combined them into
the kind of place we want to work.
Do you have any suggestions for young designers?
Will Johnson: Don’t be afraid to fail. If you’re so fearful of failing
or doing the wrong thing, you will never learn how to do the right
thing. Be a little bit looser with what you are trying to accomplish.
If you don’t know how to do something, try it. Don’t stop at an
obstacle.
William Campbell: Sometimes we tell designers to make
a bad set of frames, just make a quick set of frames in a day. That
relieves the pressure you have on yourself to make something.
Then you can actually free your brain, and let your creativity flow.3
Professional Perspectives Gentleman Scholar—William Campbell and Will Johnson 309
Figure 23.3: Travelers & The Dominion—Canada commercial. Created by Gentleman Scholar for Fallon Minneapolis. Creative Directors: William Campbell and
Will Johnson.
310 Professional Perspectives Gentleman Scholar—William Campbell and Will Johnson
Figure 23.4: Target—Surprise & Delight commercial. Created by Gentleman Scholar for Target. Creative Directors: William Campbell and Will Johnson.
Professional Perspectives Gentleman Scholar—William Campbell and Will Johnson 311
Notes
1 “Always be Knolling.” Youtube.com. Accessed August 25, 2014. <https://www.
youtube.com/watch?v=s-CTkbHnpNQ>.
2 “About.” Gentlemanscholar.com. Accessed August 25, 2014. <http://
gentlemanscholar.com/about/>.
3 Campbell, William and Johnson, Will, telephone interview with authors, May
11, 2014.
312 Finding Inspiration
Chapter 24:
Looking Forward
Motion design has come of age. The business model of designdriven production has firmly taken root across a range of creative
industries. Motion designers are needed in many capacities and
for many different platforms. From traditional post-production
artists to original content creators, opportunities for motion
designers continue to expand.
As problem-solvers and digital media generalists, motion
designers are poised to be the next generation of creative
leaders. We are armed with a strong foundation in art and design
principles and embrace both analog and digital technology.
As screens become even more prevalent in our daily lives, the
demand for screen content increases. The overlap of motion
design and interactivity offers entirely new avenues and directions
for creative professionals.
Motion designers are like the mythological Hermes:
able to travel across many realms and boundaries. We need the
introspection and drive of traditional artists and designers to craft
our individual visions. We must also be able to collaborate and
work seamlessly within a team, like members of a film production.
We wear many hats, and this multi-talented quality makes us
attractive to employers.
Amidst the shifting tides of media needs and platforms,
the challenge will be to stay relevant over the course of a career.
Adherence to beautiful art and design is a time-tested course that
will continue to pay dividends. Flexibility and the willingness to
adapt as technology changes will also be needed. Above all, stay
curious and keep learning. Cultivate a passion for the exploration
of culture and experience. Your journeys will feed your creativity
and add to the tradition we are building together.
Looking Forward 313
Project Credits
Reasonable attempts to locate the full credits and names for all
contributors to the projects featured in this book have been made.
Any errors or omissions will be corrected in future editions of this
book.
Beat Baudenbacher
U2/Grammy Awards/“Get On Your Boots” Credit List
CD/Designer: Beat Baudenbacher
CD/Designer: Elliott Chaffer
CD/EP: David Herbruck
Senior Producer: Melissa August
Designer: Daniel Dörnemann
Animator: Geoff Bailey
Animator: Dennis Cheung
Animator: Chris Foster
Animator: Emily Gobeille
Animator: Ann Kruetzkamp
Animator: Sébastien Larreur
Animator: Alexandra Stefanova
Animator: Ben Yonda
Animator: Scott Lakso
Bates Motel /Show Open Credit List
CCO: Beat Baudenbacher
CD: Daniel Dörnemann
314 Project Credits
CD: Geoff Bailey
EP: David Herbruck
Senior Producer: Scott Lakso
Associate Producer: Will Arnold
Designer/Animator: Kazuyuki Ishii
Animator/Compositor: Curt Saeui
Animator/Compositor: Dave Rogers
Music/Sound Design: Eyeball
House at the End of the Street Film Title Credit List
CCO: Beat Baudenbacher
Creative Director: Elliot Chaffer
Director: Elliot Chaffer
Director of Photography: Christopher Webb
Designer: Daniel Dörnemann
Kid Font and Drawings by: Zephyr Hawk
Animators and Compositors: Emre Veryeri, Jean Delaunay, Balere
Amiralut
Production Designer: Lisa Soper
Music: Theo Green
Client: Filmnation
Typography Overview Credit List
Karma: Beat Baudenbacher, Daniel Dornemann, Greg Tate
Bates Motel: Daniel Dornemann, Kazuyuki Ishii
ABC—Daniel Dornemann, Josh Lynne, Alan Dague-Greene
Ginga—Beat Baudenbacher, Josh Lynne
Patrick Clair
True Detective Titles Credit List
Opening Title Sequence: Elastic
Director: Patrick Clair
Executive Producer: Jennifer Sofio Hall
Design/Animation/Compositing: Antibody
Senior Designer: Raoul Marks
Animation and Compositing: Raoul Marks, Patrick Da Cunha
Producer: Bridget Walsh
Research: Anna Watanabe
Additional Compositing: Breeder
Compositing: Chris Morris, Joyce Ho
Production: Candace Browne, Adam West
Client: HBO
Main Title Music: “Far From Any Road” by The Handsome Family
Halt and Catch Fire Titles Credit List
Produced by: Elastic
Creative Direction by: Antibody
Executive Producer: Jennifer Sofio Hall
Director: Patrick Clair
Art Direction: Eddy Herringson
Animation and Design: Raoul Marks
Logo Design: Paul Sangwoo Kim
Production Manager: Bridget Walsh
Typography Consultant: Jennifer Walsh
Visual Researcher: Pat Da Cunha
Music: Trentemøller
Stuxnet: Anatomy of a Computer Virus Credit List
Design and Direction: Patrick Clair
Written by: Scott Mitchell
Production Company: Antibody Film Lab
Client: Australian Broadcasting Corporation
Ubisoft Montreal Watch_Dogs “Blackout” Credit List
Design and Direction: Patrick Clair
Production Company: Antibody Film Lab
Lindsay Daniels
The Killing Credit List
Production Studio: Sarofsky
Director: Erin Sarofsky
Executive Producer: Louise Krakower
Head of Production: Rachel Steele
Lead Designer/Co-Director: Lindsay Daniels
Editor: Josh Bodnar
Line Producer: Eugene Mazzola
Production Manager: Halley Bonoma
VFX Director: Matt Crnich
Senior Designer: Gene Park
Designer: Aaron Kemnitzer
Designer: Nik Braatz
Compositor: Chris Ryan
Director of Photography: Mike Ozier
1st AC: Mark Anderson
Gaffer/Grip: Neil Bestwick
Media Manager: Joel Phillips
Location Scout: Doug duMas
Prop Master: Jason Puccinelli
Makeup: Jennifer Popochock
Body Double: Yulia Hancheroff
Body Double: Snezhana Kelly
Clients: Fuse Entertainment, FTVS, AMC
Project Credits 315
Dexter Titles Credit List
Production Studio: Digital Kitchen
Creative Director: Eric Anderson
Live Action Director: Eric Anderson
Producer: Colin Davis
Designers: Lindsay Daniels, Anthony Vitagliano
Cinematograper: Sergio Argüello
Editors: Eric Anderson, Josh Bodnar
Animators: Anthony Vitagliano, Nick Campbell
Compositor: Miah Morehead
Exec. Creative Director: Eric Anderson
Exec. Producer: Mark Bashore
Music/Sound: Rolfe Kent
Valspar Credit List
Production Company: The New Blank
Creative Director/Director: Bobby Hougham, Sevrin Daniels
3D Modeling/Animation: Cody Cobb, Brian Demong, John
Schuchard
Compositing Team: Bobby Hougham, Sevrin Daniels, Cody Cobb,
Lee Grambush
Design Team: Lindsay Daniels, Bobby Hougham, Sevrin Daniels
Editorial: Chloe McLennan
Score/SFX: Andrew Bird
Executive Producer: Ross Fenter
Karin Fong
Rubicon Titles Credit List
Design and Production: Imaginary Forces
Creative Director: Karin Fong
Designers: Karin Fong, Jeremy Cox, Theodore Daley
Animators: Jeremy Cox, JJ Johnstone, Andy Chung
Editors: Jordon Podos, Caleb Woods, Adam Spreng
Design Assistant: Joey Salim
316 Project Credits
Design Interns: Daniel Farah, Leo Marthaler
Executive Producer: Anita Olan
Producer: Cara McKenney
Coordinator: Emily Nelson
Music Company: Duotone Audio
Composer: Peter Nashel
Music Editor: Sally Swisher
Client: AMC
Senior VP of Original Programming: Joel Stillerman
VP Original Programming: Jeremy Elice
Manager Scripted Development: Tara Duncan
Executive Producers: Henry Bromell, Josh Maurer, Jason
Horwitch
Director (Pilot): Allen Coulter
Associate Producer: Leslie Jacobowitz
Boardwalk Empire Titles Credit List
Designed and Produced by: Imaginary Forces
Directors: Karin Fong, Michelle Dougherty
Executive Producer: Anita Olan
Producer: Cara McKenney
Designers: Karin Fong, Lauren Hartstone, Michelle Dougherty
Editor: Caleb Woods
VFX Supervisor: Jeremy Cox
Compositors: Jeremy Cox, John Stanch
3D Animator: Nate Homan
3D Tracker: Joerg Liebold
Additional Animation: Matt Lambert
Storyboard Artist: Wayne Coe
Initial storybards: Arisu Kashiwagi, Brett Krauss, Joan Lau, Rob
Bollick
Matte Painter: Amy Paskow
Design Assistant: Andy Chung
Design Interns: Alex Huang, Karin Soukup
Coordinator: Kacie Barton
Live Action Line Producer: Jennifer Pearlman
Directors of Photography: Aaron Phillips, Russ Swanson
2nd Unit Director of Photography: Wes Carrier
Music: Brian Jonestown Massacre
Client: HBO
Magic Trip: Feature Documentary Sequences Credit List
Main Title, Character ID’s, Maps, Acid Trip sequences ( VA
Hospital, Wickieup, Stark Naked and the Truckers) within
feature documentary
Designed & Produced by: Imaginary Forces
Creative Director: Karin Fong
Art Director: Jeremy Cox
Executive Producer: Anita Olan
Producer: Cara McKenney
Designers: Karin Fong, Jeremy Cox, Daniel Farah, Joey Salim,
Theodore Daley, Lindsey Mayer-Beug, Eve Weinberg
Animators: Jeremy Cox, Daniel Farah, Joey Salim, Theodore
Daley, Leo Marthaler
Design Assistant: Andy Chung
Design Intern: Alex Huang
Editor: Adam Spreng
Camera Operator: Wesley Carrier
Coordinator: Kacie Barton
Production Company: Jigsaw Productions
Feature Documentary Director: Alex Gibney / Alison Ellwood
Producer: Alexandra Johnes
Herman Miller “Get Real” Credit List
Designed & Produced by: Imaginary Forces
Directors: Karin Fong, Grant Lau
Designers: Karin Fong, Grant Lau, Dan Meehan
Editor: Mark Hoffman
Animators: Grant Lau, Dan Meehan
Producer: Ken Wallace
Coordinator: Jason Lang
Agency: Fairly Painless Advertising
Creative Director: Peter Bell
Art Director: Julie Lang
Photography: Herman Miller Archives and Robert Neumann
God of War—From Ashes Credit List
Production Company: Imaginary Forces
Director: Karin Fong
Producer: Jon Hassell
VFX Supervisor: Jeremy Cox
DP: Trent Opaloch
2nd DP: Dallas Sterling
Line Producer: Adam Lawson
1st AD: Travis Gold
Designers: Theo Daley, Grant Lau, Karin Fong, Jeremy Cox
Production Designer: Bruce McCloskey
Costumes and Makeup: Quantum Creations
Editor: Zach Kilroy Ash
VFX: Allan McKay
Compositing: Jeremy Cox, Chase Massingil
Additional Compositing: Brian Houlihan, Adam Levin, Andy Chung
3D Animation: Nate Homan, Joshua Delaney
Concept Art: Alan Williams, Max Strizich, Steven Lee, Lindsey
Mayer-Beug
Matte Painter: Marco Iozzi
Color: Damien Van Der Cruyssen, The Mill
Project Credits 317
Gentleman Scholar
Motionpoems—Working Order Credit List
Production Company: Gentleman Scholar
Creative Directors: William Campbell and Will Johnson
Executive Producer: Lindsay Bodanza
Head of Production: Rachel Kaminek
Art Directors/Lead Designers: Jordan Lyle, JP Rooney
Producer: Nikki Maniolas
3D Animators: Tim Hayward, Ben Grangereau, Ryan Kirkwood,
Tyler Mele
2D Animators/Designers: Sang Shin, Peter Lee, Heather Aquino,
Calvin Prieto
Executive Producers: MotionPoems, Todd Boss,
Egg Creative, Jennifer David
“Working Order,” a poem by Dora Malech.
Used with permission.
© Dora Malech, 2012. This poem originally appeared in The Iowa
Review.
Original Score: Singing Serpent Music
Original Sound Design and Final Audio Mix: Ben Freer,
Eleven Sound
Client: Motionpoems
Additional Credits:
Voice Over Actor: Anthoula Katsimatides
Casting Director: Carrie Faverty, Sound Lounge
Jeem TV—Discover Credit List
Production Company: Gentleman Scholar
Directors: William Campbell, Will Johnson and Laurent
Barthelemy
Executive Producer: Lindsay Bodanza
318 Project Credits
Head of Production: Rachel Kaminek
Line Producer: Rich Kaylor
DP: Tom Banks
Post Production Company: Gentleman Scholar
Executive Creative Directors: William Campbell and
Will Johnson
Creative Director: Laurent Barthelemy
Executive Producer: Lindsay Bodanza
Head of Production: Rachel Kaminek
Producers: Jake Hibler, Nikki Maniolas
Technical Director: Tim Hayward
Storyboard: Vincent Lee
Editor: Jason Webb
Lighter: Ryan Kirkwood
Animators: Slavik Anishchenko, John Velazquez,
James Lane
Modelers: Diego Melgar, Chris Nolan, Andy Kim, Juan Carlos
Cuadra, Derrick Sesson
Generalist: Ben Grangereau
Design/Matte Painters: James Levy, George Fuentes
Character Design: Stephanie Davidson
Texture Artists: Heather Aquino, Sang Shin, Silvia Yom
Compositors: Ryan Kirkwood, Scott Crawford
Sound Design: Patrick Navarre
Client: Al Jazeera Children’s Channel
Travelers & The Dominion—Canada Credit List
Post Production Company: Gentleman Scholar
Creative Directors: William Campbell and Will Johnson
Executive Producer: Lindsay Bodanza
Head of Production: Rachel Kaminek
Producer: Nikki Maniolas
Art Director: Tommy Wooh
Designers: Heidi Berg, Heather-Lynn Aquino
2D Animators: Tommy Wooh, Heather-Lynn Aquino
3D Animators: Tyler Lancaster, Kevin Ferrara
3D Modelers: Juan-Carlos Cuadra, Robert Kim, Kevin Ferrara
3D Generalists: Kevin Ferrara, Robert Kim
Compositor: Tommy Wooh
Agency: Fallon Minneappolis
Target—Surprise & Delight Credit List
Production Company: Gentleman Scholar
Creative Director: Will Johnson, William Campbell
Executive Producer: Rachel Kaminek
Producer: Tyler Locke
Art Directors/Lead Designers: JP Rooney, Sang Youb Shin
Animators: Heather Aquino, Jordan Lyle, Tommy Wooh, Shawn
Lee, Macauley Johnson
3D Animation: Tim Hayward, Ben Grangereau, Tyler Mele
Gmunk
Adobe Logo Remix Credit List
Production Company: VT Pro Design
Director: Bradley G Munkowitz
Design Directors: Bradley G Munkowitz, Michael Fullman
Technical Director: Michael Fullman
Director of Photography: Kevin Gosselin, Joe Picard
Process Photography: Sam Cividanis, Christian Bruno
Graphics Animators: Michael Rigley, Michael Fullman
Editor: Bradley G Munkowitz
Process Editor: Sam Cividanis
Music: Keith Ruggiero
Colorist: Prince Wesley Hare
BOX Credit List
Production Company: BOT & DOLLY
Executive Producers: Bill Galusha, Nick Read
Executive Creative Director: Jeff Linnell
Creative and Technical Director: Tarik Abdel-Gawad
Design Director: Bradley G Munkowitz
Lead Graphic Designers: Bradley G Munkowitz, Jason English
Kerr
3D Artists: Scott Pagano, Bradley G Munkowitz, Jason English
Kerr, Conor Grebel
2D Artists: Conor Grebel, Ben Hawkins, Pedro Figuera
Director of Photography: Joe Picard
Lighting Designers: Joe Picard, Phil Reyneri
Projection/Touch Designer: Phil Reyneri
Robotics Animation: Tarik Abdel-Gawad, Brandon Kruysman,
George Banks, Michael Beardsworth
Robotics Operator: Michael Beardsworth, Brandon Kruysman
Prop Fabrication: Matt Bitterman, Ethan Dale
Script Supervisor: Ian Colon
Sound Engineers: Joe Picard, Michael Beardsworth
PAs: Sean Servis, Dakota Smith, Nico Mizono, Eric Wendel, Patrick
Walsh
Editors: Ashley Rodholm, Ian Colon
Music/Sound Design: Keith Ruggiero
Sound Mix: Joel Raabe
Performers: Tarik Abdel-Gawad, Iris, Scout
OBLVN Light Table UI Credit list
Production Facility: Crater Lake Productions
Oblivion Director: Joseph Kosinski
Oblivion Producer: Steve Gaubs
Oblivion Assistant Producer: David Feinblserbr
Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Bradley G Munkowitz, Jake Sargeant
Graphic Designers: Joseph Chanimal, Alexander Perry
Lead Graphics Animators: David Lewandowski, Joseph Chanimal
Graphics Animator: Alexander Perry
Project Credits 319
OBLVN Bubbleship UI Credit list
Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Bradley G Munkowitz, Joseph
Chanimal
Lead Graphics Animator: Navarro Parker
Graphics Animator: Joseph Chanimal
OBLVN HUD GFX Credit list
Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Joseph Chanimal, Bradley G Munkowitz
Graphic Designer: Alexander Perry
Lead Graphics Animators: Navarro Parker, Alexander Perry
Graphics Animator: Joseph Chanimal
OFFF Cincinnati Credit List
Director: Autofuss
Creative Director: Bradley G Munkowitz
Director of Photography: Joe Picard
Producer: Andrew Devansky
Fabrication Advisor: Andrew Devansky
Editor: Ashley Rodholm
Colorist: Carey Burens
Music: Harald Boyesen
Anton and Irene by: Peter Clark
Yuko Shimizu by: Kirsten Ritschel
Lobulu by: Ryan Chen
Digital Kitchen by: Nate Costa
James White by: Jason Kerr
Sougwen Chung by: Rowan Ogden and Kenny Johnson
Cocolab by: Conor Grebel
GMUNK by: Bradley G Munkowitz
GMUNK typography by: Brian Gossett
OFFF Cincinnati 2014 by: Ian Colon
Lightbox Fabrication: Barry Bradshaw
320 Project Credits
DMX Master Control: Michael Beardsworth
Key Grips: Dakota Wilder, Branson Stowell
Tron
Solar Sailor Credit List
Production Facility: Digital Domain
Executive Producer: Lisa Beroud
VFX Supervisor: Eric Barba
Graphics Design Director: Bradley G Munkowitz
Graphics Lead Designers: Bradley G Munkowitz, Jake Sargeant
Graphics Designers: David Lewandowski, Adam Swaab, Joseph
Chan
Graphics Lead Hex Sphere Animator: David Lewandowski
Graphics Lead DNA Animator: Adam Swaab
Graphics Animators: Bradley G Munkowitz, Jake Sargeant,
Joseph Chan
Graphics Lead Compositors: Stefano Trivelli, Jan Cilliers, Salima
Needham
Graphics Compositors: Bradley G Munkowitz, Jake Sargeant
Graphics Code Artist: Josh Nimoy
Graphics Code Artist Support: Andy King
Graphics Technical Support: Jonathan Gerber, Doug Wilkenson
Disc Game Scoreboard Credit List
Production Facility: Digital Domain
Executive Producer: Lisa Beroud
VFX Supervisor: Eric Barba
Graphics Design Director: Bradley G Munkowitz
Graphics Lead Designers: Bradley G Munkowitz, Jake Sargeant
Graphics Lead Animators: Bradley G Munkowitz, Jake Sargeant
Graphics Code Artist: Josh Nimoy
Portal Concept Art Credit List
Production Facility: Digital Domain
Executive Producer: Lisa Beroud
VFX Supervisor: Eric Barba
Graphics Design Director: Bradley G Munkowitz
Graphics Lead Compositor: Bradley G Muckowitz
Graphics Code Artist: Josh Nimoy
Throneship Glass Credit List
Production Facility: Digital Domain
Executive Producer: Lisa Beroud
VFX Supervisor: Eric Barba
Graphics Design Director: Bradley G Munkowitz
Graphics Lead Designer: Bradley G Munkowitz
Graphics Lead Animators: David Lewandowski, Dylan Nathan
Sam’s Disc Hologram Credit List
Production Facility: Digital Domain
Executive Producer: Lisa Beroud
VFX Supervisor: Eric Barba
Graphics Design Director: Bradley G Munkowitz
Graphics Lead Designer: Bradley G Munkowitz
Graphics Lead Animators: Bradley G Munkowitz, Dylan
Nathan
Graphics Lead Compositor: Bradley G Munkowitz
Graphics Code Artist: Keith Pasko
Light Table Graphics Credit List
Production Facility: Digital Domain
Executive Producer: Lisa Beroud
VFX Supervisor: Eric Barba
Graphics Design Director: Bradley G Munkowitz
Graphics Lead Designer: Bradley G Munkowitz
Graphics Lead Animator: Bradley G Munkowitz
Graphics Lead Compositor: Bradley G Munkowitz
Graphics Code Artist: Josh Nimoy
Lauren Hartstone
The Pacific Credit List
Production Studio: Imaginary Forces
Art Directors: Peter Frankfurt, Steve Fuller, Ahmet Ahmet
Executive Producer: Anita Olan
Head of Production: Ben Apley
Producers: Cara McKenney, Kathy Kelehan
Designer: Lauren Hartstone, Arisu Kashiwagi
2D Animators: Chris Pickenpaugh, Jessica Sun, Brian McGee,
Annabel Coleman, Robert Henry, Shuyi Wu, Jeremy Cox, Chase
Massingill
Illustrators: Steve Fuller, Ahmet Ahmet
Editors: Corey Weisz, Danielle White
Inferno Artist: Rod Basham
Assistant Editor: Ben Turner
Coordinators: Emily Nelson, Michele Weintraub, Lizzy Benbow,
Kim Dates, Heather Dennis
Design Assistant: Andy Chung
Director of Photography for Charcoal Shoot: Stacey
Toyama
Sudafed “Open Up” Credit List
Design and Production Company: Gretel
Executive Creative Director: Greg Hahn
Live Action Director and Creative Director: Lauren
Hartstone
Agency: JWT
Google: Times Square Credit List
Design + Production Company: Gretel
Executive Creative Director: Greg Hahn
Associate Creative Director and Designer: Lauren Hartstone
Technical Director: Ken tanabe
Designers: Steve Fuller, Adam Grabowski
Project Credits 321
Animators: Gerald Soto, Dorian West, Andy Chung, Adam
Grabowski, Aldo Gonzales, John Loughlin
Client: Google Creative Lab
Writer–Director: Will Hyde
Design Director: Carlos Stevens
Director of Photography: Martin Ahlgren
Will Hyde
Sprint “Now Network” Credit List
Co-Directors: Will Hyde, Jeffrey Plansker
Design Director: Will Hyde
Director of Photography: Andrew Shapiro
Agency: Goodby, Silverstein and Partners
Agency Creative Director: Christian Haas
Kylie Matulick
Happiness Factory Credit List
Directors: Todd Mueller and Kylie Matulick
Executive Producer: Justin Booth Clibborn
Producer: Boo Wong
Assistant Producers: Kate Phillips andViet Luu
Flame Artists: Eben Mears (lead) and Jaime Aguirre
Lead 3D Artist: Joe Burrascano
Animation director: Kevin Estey
Technical director: Josh Harvey
3D Animators: Kyle Mohr, Miles Southan, Boris Ustaev, Dan
Vislocky
3D Artists: Chris Bach, Clay Budin, David Chontos, Tom Cushwa,
Josh Frankel, Jonathan Garin, Scott Hubbard, Jaye Kim, Joon
Lee, Paul Liaw, Joerg Liebold, David Lobser, Dylan Maxwell,
Naomi Nishimura, Ylli Orana
Storyboard Artist: Ben Chan
Matte Painter: Dylan Cole
Editor: Cass Vanini
Music: Human
Executive Producer: Mark Altshuler
Sound Design: Amber Music & Sound Design
Executive Producer: Michelle Curran
Sound Designer: Bill Chesley
Producer: Kate Gibson
Audio Post-Production: Audio Engine, NY
Agency: Wieden + Kennedy, Amsterdam
Creative Directors: Hunter Hindman, Rick Condos
Account Team: Stephen Corlett
Producer: Darryl Hagans and Tom Dunlap
Samsonite “Matador” Credit List
Client: Samsonite
Director: Will Hyde
Design Director: David Viau
Director of Photography: Kevin McKnight
Agency: Connelly Partners
Agency Creative Director: Nick Bontaites
Phantom “Descent” Credit List
Client: Vision Research
Writer–Director: Will Hyde
Director of Photography: Stephen McGehee
Pioneer “Kuro” Credit List
Client: Pioneer America
Co-Directors: Will Hyde and Justin Leibow
Agency: TBWA Chiat Day
Agency Creative Directors: Becca Morton, Gage
Clegg
Sony “Eye Candy” Credit List
Client: Sony Worldwide
322 Project Credits
Assistant Producer: Matt Kendall
Executive Creative Directors: Al Moseley, John Norman
Agency Executive Producer: Tom Dunlap
2D animation: Song Kim, Dylan Spears, Melvina Wong, Kendra
Ryan
Digital Design Company: Grand Union
Twinings “Sea” Credit List
Advertising Agency: AMV BBDO, UK
Production Company: Psyop/Smuggler
Director: Psyop
Psyop Creative Director: Kylie Matulick
Executive Producer: Neysa Horsburgh
Producers: Mark Knockles, Jenn Dewey, Amanda Miller, Hillary
Thomas
Associate Producers: Minh Ly, Anu Nagaraj
3D lead: Kyle Cassidy
Animation Lead: Dan Vislocky
Compositing Leads: Danny Koenig, Julie Lenoble
Compositor: Cris Kong
Storyboards: Vinny Dellay, Josh Weisenfeld,
Storyboard colorist: Danelle Davenport
Editorial: Brett Nicolletti
Lead Design: Paul Kim
Additional Design: Andrew Park, Georgia Tribuiani, Kenesha
Sneed
Modeling and Texturing: Rie Ito, Ibtisam Ahmed
Rigging: Sean Kealey
Pre-Vis Animation: Blake Guest, Dan Vislocky
Animators: Dan Vislocky, Minor Gaytan, Chris Meek, Jacob Frey,
Sashdy Arvelo, Yvain Gnabro, Todd Akita
3D: Katie Yoon, David Chontos, David Barosin, Barry Kreigshauer,
Hao Cui, Roman Kaelin, Eric Rosenthal, Andreas Berner
Rotoscoping: Stephen Holbrook
Water and particle effects: Kiel Gnebba, Wayne Hollingworth,
Brian Alvarez
Cloth Effects: Victor Garza
Robert Rugan
Durex “Get It On” Credit List
Production Studio: Superfad
Executive Producer: Geraint Owen
Head of Production: Amy Selwocki
Producer: Mike Tockman
Director: Robert Rugan
CG Lead: Mike Wharton
CG Animator: Dave Thomilson
Art Director: Andrew Johnston
Compositor: Adrian Winter
Danny and the Wild Bunch Credit List
Director: Robert Rugan
Writer: Robert Rugan
Cast: Nora Zehetner
Cast: Rob Tepper
Executive Producer: Adam Schlossberg
Proder: Molly M. Mayeux
Cinematographer: Peter Konczal
Makeup: Faye Lauren
Sound: Joel Raabe
Visual Effects: Dave Thomlinson
Th1rt33n Credit List
Production Studio: Superfad
Creative Director: Robert Rugan
Producer: Christina Roldan
CG Supervisor: Michael Wharton
CG Animators: Bill Burg and Angel Negron
Project Credits 323
Lighting/Materials: Michael Wharton and Bill Burg
Compositor: Daniel Pernikoff
Executive Producer: Geraint Owen
Film Director: David van Eyssen
Erin Sarofsky
Captain America: The Winter Soldier Main on End Titles
Credit List
Production Company: Sarofsky
Main Title Director/Lead Designer: Erin Sarofsky
Producer: Erik Crary
CG Supervisor: Andre Zazzera
Co-Visual Effects Supervisors: Matthew Crnich/John Filpkowski
Illustrator/Concept Artist: David Mack
Co-Editors: Josh Bodner/Steven Piet
Executive Producer: Rachel Stelle
CG Artists: Patrick Coleman, Duarte Elvas, Tinizsi Gadegbeku,
Nick Hopkins, Alex Kline, Xiu Sheng Liang, Cameron Spencer,
Tnaya Witmer
Associate Producer: Michael Burke
Digital Artist: Jenine Early
Technology Consultant: Mike Moe
Stereo Consultant: Rob Engle
Production Manager: Halley Winer
Production Coordinator: Katie Bates
Production Assistant: Brent Austin
Girl Rising Titles Credit List
Production Company: Sarofsky
Director: Erin Sarofsky
Executive Producer: Rachel Steele
Director of Photography: Steven Piet
B Camera Operator: Brian Schilling
Steadicam Operator: Janice Arthur
324 Project Credits
First Assistant Camera: Mike Bove
Line Producers: Anna Jung
Production Coordinator: Halley Winer
Post Producers: Erik Crary and Michael Burke
Visual Effects Director: Matthew Crnich
CG Director: Andy Zazzera
Editor: Steven Piet
Illustrator: Tricia Kleinot
Animators/Compositors: John Filipkowski, Nik Braatz, Kyle
Romaneck, James Lee, James Reid, Alex Kline, Nick
Hopkins
Post Production Assistants: Tom Jurgensen, Kalin Fields, James
Nicky, Chase Bickel
Matador Titles Credit List
Production Company: Sarofsky
Creative Director: Erin Sarofsky
Executive Producer: Rachel Steele
Producer: James Babiarz
Visual Effects Director: Matthew Crnich
Lead Artist: Patrick Coleman
Animators: John Filipkowski, Tnaya Witmer, CJ Cook, Duarte
Elvas, Joe Lawrence
Illustrators: David Mack, Brent Austin
Shameless Titles Credit List
Production Company: Sarofsky
Director: Erin Sarofsky
Co-Director: Lindsay Daniels
Executive Producer: Louise Krakower
Head of Production: Rachel Steele
Line Producer: Brooke Hopkins
Assistant Producer: Halley Winer
1st Ad: Matt Waters
VFX Director: Matt Crnich
Editor: Lee Gardner
Senior Designer: Gene Park
Designer: Nik Braatz
Danny Yount
Kiss Kiss Bang Bang Titles Credit List
Production Company (titles): Prologue Films
Title Designer: Danny Yount
Executive Producer: Kyle Cooper
Animators: James Choi, Evan James, Gary Mau, Stephen
Schuster, Danny Yount
Editor: Danny Yount
Designers: James Choi, Stephen Schuster, Danny Yount
Score: Jon Ottman
Six Feet Under Titles Credit List
Production Studio: Digital Kitchen
Director: Danny Yount
Editor: Eric Anderson
Designers: Danny Yount, Mason Nicoll
Animators: Scott Hudziak, Janice Harryman
Creative Director: Paul Matthaeus
Producer: Lane Jensen
Cinematographer: Christian Loubek
Rock N Rolla Titles Credit list
Production Company: Prologue Films
Design and Animation: Danny Yount, Ilya Abulhanov, Alex Hanson
Illustrator: Chris Sanchez
Film Compositor: Anthony Mabin
Executive Producer: Ian Dawson
Alan Williams
The Walking Dead “Survive and Drive Sweepstakes” presented by
Hyundai Credits List
Produced by: Imaginary Forces | New York
Executive Producer: Gabriel Marquez
Directors: Dan Gregoras and Alan Williams
Producer: Jon Hassell
Production Coordinator: Tess Sitzmann
Editor: Zach Kilroy
Art Director/Illustrator: Max Strizich
Storyboards: Wes Simpkins
2D Animation: Andy Chung/Lu Liu/Waleed Zaiter
Cel Animation: Peter Ahern
Sound Design: Marshall Grupp at Soundlounge
Lucas Zanotto
Amazon Kindle Credit List
Production Company: Troublemakers.tv
Director: Lucas Zanotto
Executive Producer: James Hagger
Production Manager: Aurélie Chevalier
Production Assistant: Charles-Philippe Bowles
Director of Photography: David Quesemand
Camera Assistant: Charlotte Bonfort
Art Director: Anne Delepoulle
Make-Up: Emmanuelle Rico-Chastelle
Grading: Media Lab
Actress: Anita Gillier
Music Company: Studiokamp
Music and Sound Design: David Kamp
Agency: DDB China
Miximal & Drawnimal App Credit List
Production Company: Yatatoy
Project Credits 325
Director/Design/Animation: Lucas Zanotto
Sound Design: Ulrich Troyer
Software Development: Niels Hoffman
Geile Weine Credit List
Director/Design/Animation/Music: Lucas Zanotto
Sound Design and Mix: Ulrich Troyer
Client: Geile Weine
326 Project Credits
Google—uProxy Credit List
Director/Design/Animation: Lucas Zanotto
Music and Sound Design: David Kamp
Producer: Passion Pictures
Client: Google
Index
2D layout sheets 266
3D: information-graphic/data visualization design boards 280;
tactility 241
3D software 195–201; 3-point light setup 198; design board 196,
199; design essentials 171; illustrative design boards
294; matte painting 210–11; multi-pass render 200; style
frames 194; video game cinematic 202
3-point light setup 197, 198
Anderson, Wes 289
animation 2, 11
answering the needs of a project 52, 70
The Artist’s Way (Cameron) 79
aspect ratio and size 151, 211, 218–19, 219
assets 171, 172, 175, 208–11, 209
asymmetry 115
atmospheric perspective 10, 132, 132–3, 133, 210
author’s reflections 20, 27, 70–1, 96, 304–5
awareness and time management 72
abstract compositing 183–5, 184, 192, 193
action poses 266
Adobe After Effects 102, 103, 201
Adobe Illustrator 210, 257, 294
Adobe Photoshop See Photoshop
advertising, field of 11
aesthetics see visual style
Albers, Josef 130
Alpha Channel 198–9
ambient light 197
ambiguity 71, 72, 90
amplification vs. reduction 217
analog: illustrative design boards 293, 294; lighting 197; matte
painting 205; sketchbooks 173–4; tactile design boards 241
backing-up data 174
backlight 197
baseline in typography 226
basic transformations 188
Bass, Saul 7, 35
Baudenbacher, Beat 105, 233–9, 234, 235, 236, 237
Binder, Maurice 7
bird’s eye view 144
black and white 127, 128
blending 190, 190–1
blogs 96
blurring 208
BOX 288, 288–9
branding 76, 130, 212, 304–5, 308
Page numbers in bold refer to images.
Index 327
brushes, digital 294
business success 35, 65
camera angles and movement: cinematic conventions 143–5;
design boards 22, 27; DOs & DON’Ts lists 89; matte
painting 206, 210; storyboards 152, 153
cameras 171, 174, 197–8
Cameron, Julia 79
Campbell, Joseph 102
Campbell, William 306–11, 307, 308, 310, 311
Carson, David 35, 238
casting type 228–9
certainty 72, 115
change, dramatic 102
change and composition 3
character-driven design boards 264, 265–72, 272
characters 266, 267, 268, 269, 270, 271, 274
cinema, matte painting for 205
cinematic techniques 141–8, 150, 280
cinematography, field of 11–12
Cintiqs 174
Clair, Patrick 106, 106–11, 109, 110
Clarke, Arthur C. 289
client relationships 56
close-up shot 142
cohesion see unity
Colette, John 8–9
collaboration: Clair, Patrick 108; client relationships 56; Fong,
Karin 65; Gentleman Scholar 308; Matulick, Kylie 121;
PSST! Pass it on… 259, 262; Sarofsky, Erin 35
color: composition 130; process and pitch books 42; style frames
16; value 127, 128
color correction and color grading 34, 188, 189, 210
color perspective 10, 132, 133, 210
328 Index
commercial art: art and design 1; naïve sensibilities 257; processto-outcome spectrum 70
commercial projects: compositing 184; Daniels, Lindsay 75,
76; Dougherty-Johnson, Bran 263; Fong, Karin 64, 65,
68; Gentleman Scholar 310, 311; Hartman, Chace 164,
167; Hartstone, Lauren 44, 48; Hyde, Will 176, 179, 180;
Matulick, Kylie 118, 120, 122, 124–5; pre-visualization 4;
Smithson, Matt 301; style frames as stylistic guides 16–17;
typography 225; Williams, Alan 98
communication 42, 56
competition 24, 308
compositing 182; 3D 201; abstract compositing 183–5, 184,
192; basic transformation 188; blending 190, 190–1;
color correction and color grading 188, 189; concrete
compositing 183, 184, 191; duplication 186–8, 187;
exercises 191, 193; feathering 185–6; hue, saturation,
and value 188; matte painting 205, 209–10; mattes
185, 186; retouching 188; tactile design boards 243;
typography 229
composition: color 130; contrast 128–30; depth 130–1;
design boards 27; graphic/motion relationship 2;
image-making 112–17; matte painting 206–7, 211;
storyboards 153; stylistic creative briefs 221; thumbnail
sketches 148; typography, integrating 229; value 127–8;
varying 3
computers 174
concept development 58–60, 59; Baudenbacher, Beat 235; Clair,
Patrick 108; creative briefs 51–2, 60; Daniels, Lindsay
73; design for motion process 4; development 60; DOs
& DON’Ts lists 88–9; exercises 160–3; Fong, Karin 63;
form and function 17–18; free writing 79–82; Hartstone,
Lauren 43; Herman, Greg 215; matte painting exercise 211;
Matulick, Kylie 121; mind aps 84–8; Munkowitz, Bradley
G. 289; Oeffinger, Daniel 273, 275; process books 39–40;
process-to-outcome spectrum 70–1; Sarofsky, Erin 31;
Smithson, Matt 301; strength of concept 19, 20; style
frames 16; stylistic creative briefs 222; Williams, Alan
97; word lists 82–4; writing for 101; Yount, Danny 138–9;
Zanotto, Lucas 249–50
concrete compositing 183, 184, 191, 193
consistency in typography 226–7, 229
content creators 65
context 244
continuity 152
contrast 129; colors 130; composition 128–30; concept
development exercises 90; design boards 27; keywords
83–4; mattes 185; perspective 133; shapes of stories 102;
style frames 16; and tension 2; visual style 6, 7
cool colors 130
Cooper, Kyle 63, 285
creative borders 89
creative briefs: compositing exercises 191, 193; concept
development 51–2, 58–60, 70; concept development
exercises 90, 161; design boards 23; information-graphic
design board exercise 282; life mood board exercise 305;
matte painting exercise 211; modern design board exercise
257; stylistic creative briefs 217–22; tactile design boards
246; type-driven design boards 221
creative directors 24
creative leads 40
creative process: free writing 79–82; initial shape of a concept
89–91; Matulick, Kylie 121; Rugan, Robert 156; sea glass
metaphor 117
creative writing 11, 101
creativity 9, 18, 20, 79
culture and typography 225
culture of design 8–9
Cunningham, Chris 289
Daniels, Lindsay 20, 74, 75, 77
deliverables 4, 163
depth 130–1, 131
depth of field 131, 210
design boards 6, 23–30, 25, 26, 28, 30, 50; 3D software
196, 199; character-driven design boards 264, 265–72,
272; cinematic elements of 145–8; Hartman, Chace
164, 168; Herman, Greg 214; illustrative design boards
292, 293–7, 295, 297; information-graphic design
boards 278, 281, 283; modern design boards 254, 255–8,
256, 258; number of style frames for 220; tactile design
boards 240, 241–6, 242, 247; thumbnail sketches 150;
typography 224, 225–31, 228, 230, 232; visual style 7,
22, 221
design decks 4
design-driven production: creative roles in 3; design boards 24,
26–7; designing for 18; project types 3–4; scripts 105; style
frames 15
designer’s tools 170, 171–5, 294
desktop technology 7, 8–9, 174
development see concept development
digital technology: 3D software 195–201; backups 174;
cameras 171, 174; compositing 185–6, 188, 190;
graph editors 102; history of style frames 8–9;
illustrative design boards 293, 294; image-making
129–30; matte painting 205; mood boards 95; resource
library 175; sketchbooks 174; tactile design boards
241, 243; translations of analog practices 173; under
painting 207–9
directing 11–12, 45
distance 146, 208
dolly shot 145
DOs & DON’Ts lists 88, 88–9, 89, 162
Dougherty-Johnson, Bran 259–63, 260, 261, 263
Index 329
dramatic change 102
drawings see sketches and drawings
dreams 299
duplication 186–8, 187
dutch angle 143, 143–4
editing, field of 11
efficiency 93–5
emotion: color 130; distance 146; information-graphic design
boards 279; mood board 92; project needs 52; type-drive
design boards 229
enjoyment of the process 19, 20, 90, 95, 309
establishing shot 146
exaggeration 265
exercises: character-driven design boards 71–2, 266;
compositing 191, 193; concept development 160–3;
illustrative design boards 296; information-graphic
design boards 282; life mood board 305; matte painting
211; modern design board 257; stylistic creative briefs
221–2; tactile design boards 246; type-driven design
boards 221
experimentation 9
extreme close-up shot 142, 143
extreme wide shot 141
fads 96
feathering 185–6
Ferro, Pablo 7
fiber 243, 244
fill light 197
film, field of 11–12
fine art 1, 4, 255
finishing touches on the design board 29–30
Fischinger, Oskar 7
330 Index
flow in motion design 25–6
focal point 90
focus in motion design 25–6
Fong, Karin 61–7; commercial 64–5, 66; presentations 39;
storyboards 163; title sequences 62, 67; writing 101
form and function 17–18, 294
found objects 243
frames, storyboard 151–2
free writing 79, 79–82, 80, 82, 102, 161
Gentleman Scholar 306–11, 307, 308, 310, 311
Gladman, James 217
GMUNK see Munkowitz, Bradley G.
golden section 116, 117
graph editors 102, 103, 104
graphic design, field of 10
graphic/motion relationship 2
hand-drawn storyboards 150–3, 151, 152, 153, 163, 220
hand-made elements 172
Hartman, Chace 164, 164–8, 167, 168
Hartstone, Lauren 43–8, 44, 46–7, 48, 58
heads up displays 280
Herman, Greg 212, 212–15, 214, 215
hero frames 147, 221
high angle shot 143
history and typography 225
hue 188
Hyde, Will 176, 176–80, 179, 180
icons 279
illustration, field of 10
illustrations 279
illustrative design boards 292, 293–7, 295, 297
image gathering 95, 97, 99, 171, 193, 304–5
image-making: color 130; composition 112–17; contrast 128–30;
Daniels, Lindsay 76; depth 130–1; depth of field 131; matte
painting 205, 210, 211; perspective 131–3; spatial planes
131; stylistic creative briefs 218, 222; under painting 208;
value 127–8
information-graphic/data visualization design boards 278, 279–83,
281, 283
initial shape of a concept 89–91
inspiration: Baudenbacher, Beat 238; Clair, Patrick 108;
Fong, Karin 63; Gentleman Scholar 309; Hartman,
Chace 166; Hyde, Will 178; life mood boards 304–5;
Matulick, Kylie 123; Munkowitz, Bradley G. 289; Oeffinger,
Daniel 275; Rugan, Robert 156–7; Sarofsky, Erin 34;
Smithson, Matt 301; Yount, Danny 139–40; Zanotto,
Lucas 250
intellectual needs of a project 52
interactive design 12, 250
internal editor 79, 81, 304
Internet 95, 171; see also Pinterest
iPhoto 304–5
Johnson, Will 306–11, 307, 308, 310, 311
Jonze, Spike 289
kerning 226
key light 197
keywords 83–4, 86–8, 218, 221–2, 229
kinetic typography 225
knolling 305
Kubrick, Stanley 289
laptop computers 174
layers 171–2, 209
layout 30, 42, 92, 226, 266
leading in typography 226
lighting 92, 197, 198, 207, 210
line and value 128
linear perspective 132
low angle shot 143
Lye, Len 7
mapping, material 195
mark-making tools 172–3
materials 195, 243–4, 244, 245, 246
matte painting 204, 205–11, 206, 207, 208, 209, 213–15
matte passes 201
mattes 185–6, 186
Matthaeus, Paul 138, 139
Matulick, Kylie 118, 118–26, 120, 122, 124–5, 126
McLaren, Norman 7
medium shot 142
metaphors 279–80
methods and formulas in composition 116–17
mind maps 31, 84–8, 85, 86, 87, 88, 162
modeling and 3D software 195
modeling clay 243
modern design boards 254, 255–8
Modernism 255
moment in time concept 20, 21
mood boards 92, 92–6, 94, 162, 218, 304–5
motion: composition 115; graphic/motion relationship 2
motion design: art and design 1; matte painting for 205–6; process
4; roots of 7
multi-pass rendering 199–201, 200
Multiply 201
Munkowitz, Bradley G. 276, 284, 284–90, 286, 287, 288, 290
mystery and motion 115
Index 331
naïve sensibilities 257
narrative: design boards 6, 22; design for motion process 4; DOs
& DON’Ts lists 89; hand-drawn storyboards 150; linear vs.
non-linear structure 101–2; needs of a creative brief 52;
storyboards 152–3; stylistic creative briefs 222; velocity
102, 103, 104; visual style elements 7; written treatments
101–2, 105
nature, value in 128
negative space see positive space and negative space
non-destructive workflows 171–2
notes on storyboards 153
Oeffinger, Daniel 150, 273–6, 274, 275, 276
opacity 16
outcome 4, 70; see also process-to-outcome
output size 198
over the shoulder shot 144
Painter 294
pan 145
paper 243, 245
personal rebranding 304–5
personality of typefaces 229
perspective 10, 131–3, 132, 133, 210
photo printers 8
photography: assets 172; cameras 174; digital cameras 171; field
of 10, 34; Hyde, Will 178
Photoshop 8–9, 172, 201, 210, 211, 294
Pinterest 97, 99, 139–40
pitch books 4, 8, 39–42, 41, 221
pitches 24, 171
portfolios 39–40, 45, 65
positive space and negative space 16, 42, 113–15, 280
post-production models 9
332 Index
practicing process-to-outcome 220–1
prepping assets 171–2
presentations 39–42, 45, 101, 305
pre-visualization 4, 151, 163
problem solving 166
process: Baudenbacher, Beat 235; Matulick, Kylie 120; processto-outcome 71; Zanotto, Lucas 248, 251, 252, 253
process books 39–40, 42; compositing exercises 193; concept
development exercises 160, 163; mind maps 85, 86, 87,
88; purpose 4; stylistic creative briefs 221, 222; thumbnail
sketches 149, 150; word lists 83, 84
process-to-outcome 68–72; concept development exercises
160–3; creative briefs 94–5; DOs & DON’Ts lists 89; graphic
representation 68; stylistic creative briefs 217–18, 220–1
product design 249
production and design boards 24, 26–7
production teams: design boards, function of 27; design-driven
production 3; designing for 18; storyboard notes 153
professional identity 304
professional perspectives: Baudenbacher, Beat 233–9; DoughertyJohnson, Bran 259–63; Fong, Karin 61–7; Gentleman
Scholar (William Campbell and Will Johnson) 306–11;
Hartstone, Lauren 43–8; Herman, Greg 212–15; Lindsay
Daniels 73–7; Matulick, Kylie 118–26; Munkowitz, Bradley
G. 284–90; Oeffinger, Daniel 273–6; Patrick Clair 106–11;
Rugan, Robert 154–8; Sarofsky, Erin 31–7; Vega, Carlo
53–6; Williams, Alan 97–100; Yount, Danny 134–40;
Zanotto, Lucas 248–53
professionalism 42
projection, material 195
projection mapping 10
projects: answering the needs of 52, 70; design-driven production
3–4; technical specs 52; types of 3–4; see also commercial
projects; exercises
proportioning systems 116–17, 117
PSST! Pass it on. . . 259, 262
Quantel Henry system 8
rebranding 304–5, 308
reduction 217, 255, 257
rendering 198–201, 200
RESfest 9
resource library 175
retouching 188
Rugan, Robert 154, 154–8, 156, 158
rule of thirds 116, 117
sans serif typography 226
Sarofsky, Erin 31–7, 32, 33, 36–7
saturation 188, 208
scanners 171, 174–5
schedule and deadlines see time management
screen content 10
scripts 102, 105
sequential art, field of 10
serif typography 226
simple shape of stories 102, 103, 104, 162–3
simplicity 238, 255, 257
sketchbooks 84, 173, 173–4
sketches and drawings 206, 206–7, 211, 265–6, 300, 302
Smithson, Matt 298, 298–302, 300, 302
software see 3D software; digital technology
spatial planes 131
storyboards: compared to design boards 23, 29; concept
development exercises 163; Fong, Karin 163; hand-drawn
storyboards 150–3, 151, 152, 153; Hartstone, Lauren 45;
history of style frames 8; with style frames 220
storytelling: Baudenbacher, Beat 233; Clair, Patrick 108; concept
development exercises 163; design boards, function of 27;
in design for motion 29; Hartman, Chace 166; narratives
105; storyboards 152; Williams, Alan 100; Yount, Danny 139
stream of consciousness 80, 299
style see visual style
style frames 2, 14, 14–21, 15, 19; 3D software 194; aesthetic 18;
aspect ratios and size 219; composition 113, 114, 116;
contrast 129; within design boards 27; establishing shot
146; history of 8–9; image sources 171; Matulick, Kylie 121;
modern design 257; number of, for design boards 220;
purpose and importance of 4, 23–4; Rugan, Robert 155;
single moment of time 21; Smithson, Matt 298; strength of
concept and illustrative style 17; thumbnail sketches for
149–50, 150; typography 231; visual pattern 16
stylistic creative briefs 217–22
subject matter and tactile design boards 246
symbols 279
symmetry and asymmetry 115
tabletop productions 250
tactile design 243, 266, 294
tactile design boards 240, 241–6, 242, 247
teamwork see collaboration
technical specs of a project 52
technology 7, 8–9, 10, 171–5
templates, process and pitch books 42
tension: color 130; composition 3, 128; concept development
exercises 90; contrast 2, 84; design boards 27; DOs &
DON’Ts lists 89; shapes of stories 102; tactile design
boards 246
textiles 243
texture 16; matte painting 210; mood boards 94; scanned textures
172; tactile design boards 241, 243
Index 333
thumbnail sketches 148–50, 149, 150; characters 266; concept
development exercises 163; matte painting 206–7, 207,
211; stylistic creative briefs 221
time management 71, 72, 220
tipping points 90–1
titles and title sequences 77; Baudenbacher, Beat 237; blending
190; Clair, Patrick 106, 110; compositing 189; Daniels,
Lindsay 74, 76; Fong, Karin 62, 67; Hartstone, Lauren
46–7; mattes 186; Munkowitz, Bradley G. 284; Sarofsky,
Erin 32, 33, 35, 36–7; Yount, Danny 134, 136, 137, 139
tone 92, 138
tools, designer’s see designer’s tools
tracking in typography 226
transition frames 147–8, 148, 150
trends and fads 96
two shot 144
typography 225–31; Baudenbacher, Beat 234, 235, 236, 237,
239; custom typography 227; information-graphic/data
visualization design boards 279, 280; mood boards 94;
process and pitch books 40, 42; serif and sans serif 226;
type-driven design boards 224, 228, 230, 232; type-driven
style frame 231; typefaces 225
uncertainty see ambiguity
under painting 207–9, 208, 210, 211
unity and design boards 28–9
usage considerations 280
user experience, field of 12
UVW mapping 195
varying composition 3
vector artwork 257
Vega, Carlo 53–6, 54, 55, 57
velocity 102, 103
vignette use 34
visual design 28–9, 60
visual effects, field of 11
visual hierarchy 279
visual language 279
visual metaphors 279–80
visual patterns 15–16, 16, 29, 193, 217–18
visual style 6; design boards 22, 23, 24, 27; design for motion
process 4; elements of 7; illustrative design boards 294;
information-graphic/data visualization design boards 280;
life mood boards 304–5; modern design boards 255, 257;
mood boards 96; process and pitch books 40, 42; style
frames, importance of 16–17; typography 229; see also
stylistic creative briefs
Vogler, Christopher 102
Vonnegut, Kurt 104
Wacoms 174
warm colors 130
wide shot 142
Williams, Alan 97–100, 98, 99, 100
word lists 82, 82–4, 83, 84, 161–2
written character profiles 265
written treatments 101–2, 105, 162–3, 220–1
Yount, Danny 134, 134–40, 136, 137, 138, 139
value 127, 127–8, 188, 208, 210
Van Dyke, John 135, 138
334 Index
Zanotto, Lucas 20, 248, 248–53, 251, 252, 253
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