THE CALLING NOTEVERYTHI NG I SMEANTTO BEEXPL ORED A5 T HS E ME S T E RME D I A L O G YP R O J E C TB YG R O U PME D 5 1 E 0 8 : J E S P E RO L S E N , L A S S EB R U U NH A N S E N , MA G N U SK O E DMØ L L E R , B E N J A MI NF E D D E RJ E N S E NA N DD A N I E LE S K I L D S E N . S U P E R V I S O R S : MI K A E LS O R K N ÆSA N DB R U N OH E R B E L I N A A L B O R GU N I V E R S I T YE S B J E R G , 2 0 0 8 . MA G N U SK O E DMØ L L E RB E N J A MI NF E D D E RJ E N S E NL A S S EB R U U NH A N S E NI N“ T H EC A L L I N G ” WI T HJ E S P E RO L S E NA N DD A N I E LE S K I L D S E N· WR I T T E NB YD A N I E LE S K I L D S E NA N DME D 5 1 E X E C U T I V EP R O D U C E RA A U E· D I R E C T E DB YD A N I E LE S K I L D S E NA N DME D 5 1 · P R O D U C E DB YME D 5 1 I NA S S O C I A T I O NWI T HA A L B O R GU N I V E R S I T YE S B J E R GA N DE AV E S T AN E C R O L I T HP R O D U C T I O NR E L E A S E C O P Y R I G H T2 0 0 8©ME D 5 1 A N DD A N I E LE S K I L D S E N The Calling – A CG Short Film 1 The Calling – A CG Short Film. Benjamin Fedder Jensen, Lasse Bruun Hansen, Daniel Eskildsen, Magnus Koed Møller and Jesper Olsen. 5th Semester Medialogy Project, Med 5-1 Fall 2008. Aalborg University Esbjerg. Supervisors Mikael Sorknæs and Bruno Herbelin. Signatures Daniel Eskildsen Date Signature Lasse Bruun Hansen Date Signature Benjamin Fedder Jensen Date Signature Magnus Koed Møller Date Signature Jesper Olsen Date Signature The Calling – A CG Short Film 2 1. PREFACE In this paper we investigate the ability of a short film to mediate the personalities of its characters. We aim to apply the theories and content from our PE courses: “Screen Media”, “Computer Graphics and Digital Scenography” and “Animation”. The majority of work has been done on campus at Aalborg University Esbjerg as part of this year's semester project. AAUE served as a facilitator in granting funds for our screening, and lending us the necessary equipment to help create the film. The E-Studyboard helped finance our cinema event at BioCity Esbjerg. We would like to thank AAUE and the E-Studyboard for their help in making this project and semester a pleasant experience. We would like to thank our supervisors Bruno Herbelin and Mikael Sorknæs for their suggestions, input and advice during our meetings. We would like to thank Jens Arnspang and Eva Petersson for their help with getting in touch with the right people. We would also like to thank Ján Cíger for his technical assistance. Finally, we would like to thank the audience that showed up for our event and for participating in our screening. We hope you enjoy the film. The Calling – A CG Short Film 3 2. ABSTRACT With this project we investigate if a test audience composed mainly of people aged 18-30, could understand the personalities of characters presented to them in a short film. To do this, we created a short film using still pictures of characters superimposed on to a 3D background. 3D models for the background and still pictures were taken of our characters and edited and finally cut into a film. A film screening was arranged, using questionnaires following the viewing of our short film and featured per-character word association tests, as well as a few additional questions. This report covers the processes in making our film, the decisions and considerations regarding design choices and the results from our screening. Our results show that the mediation of personalities was successful, despite the use of some difficult words in our questionnaire, which meant the personalities perceived were not the personalities intended. The Calling – A CG Short Film 4 TABLE OF CONTENTS 1. Preface...................................................................................................................................2 2. Abstract..................................................................................................................................3 3. Introduction............................................................................................................................5 4. Hypothesis..............................................................................................................................5 5. Goal statements......................................................................................................................5 6. Idea.........................................................................................................................................6 7. Method...................................................................................................................................8 8. Pre-Production........................................................................................................................9 8.1. Theme of the Film..........................................................................................................9 8.2. Technological Design...................................................................................................10 8.3. Dramaturgy...................................................................................................................13 8.4. Visual Design and Cinematography.............................................................................19 8.5. Sound and Music..........................................................................................................21 8.6. Storyboard and Animatic..............................................................................................23 9. Preliminary Test...................................................................................................................24 9.1. How we Test.................................................................................................................24 9.2. Focus-Group Test.........................................................................................................24 9.3. Results..........................................................................................................................25 10. Film Production..................................................................................................................27 10.1. Environment...............................................................................................................27 10.2. Modelling....................................................................................................................29 10.3. 2D Assets....................................................................................................................32 10.4. Rendering Techniques................................................................................................35 11. Post-Production..................................................................................................................39 12. Screening............................................................................................................................42 12.1. Results........................................................................................................................43 13. Conclusion..........................................................................................................................47 14. References..........................................................................................................................48 15. Appendix............................................................................................................................49 15.1. Screenplay...................................................................................................................49 15.2. Storyboard – Ending B...............................................................................................53 15.3. Storyboard – Ending A...............................................................................................72 15.4. Preliminary Test Questions.........................................................................................76 15.5. Preliminary Test Results.............................................................................................77 15.6. Questionnaire..............................................................................................................78 15.7. Word Association Data...............................................................................................79 15.8. Extra Questionnaire Data............................................................................................81 The Calling – A CG Short Film 5 3. INTRODUCTION We intend to investigate if we can mediate characters' personalities to an audience through the medium of a computer graphic-created short film. In order to mediate this information best, we will research which form of technology, scenography, visuals and audio serves the film better. 4. HYPOTHESIS A short film with a duration of approximately 4-5 minutes can mediate the personalities of characters to an audience. 5. GOAL STATEMENTS 1. Create characters through characterization and dramaturgy. 2. Create a computer animated short film. 3. Validate hypothesis with a film screening on an audience. The Calling – A CG Short Film 6 6. IDEA The scope of this semester is to create living image media production utilizing computer graphic theory and practise, that can be both non-interactive or interactive or something in between. We chose our media subject to be a computer graphic animated short film, without any interaction. Instead of investigating interaction, we rather want to look into how elements are communicated, or mediated, through the traditional film medium, while still applying the computer aided techniques of this semester. Since we are only able to do a limited amount of work within the timespan of the project, we find it appropriate that the length of the film should span no more than 4-5 minutes. We still wish to create a film that is a finished work, complete with a beginning, middle and end. While the above will satisfy the objectives set for our semester, we want to investigate something more specific and we have considered the following subjects: • Archetypes • Atmosphere • Characters' feelings • The viewer's feelings • Emphasising and object • Differences between first and third person • Subliminal messaging We discussed which subjects that none of us were interested in pursuing, and so we eliminated subjects "Differences between first and third person" and "Subliminal messaging" from our list of possible candidates. The Calling – A CG Short Film 7 We discussed the subjects that we were both interested in, but also thought feasible to investigate with our abilities and knowledge. Our first choice of subject was “Archetypes” and “Atmosphere”, but after investigating the material available, we chose to investigate the personalities of characters instead. Characters' personalities was not on our original list, but emerged from “Characters' feelings”. We decided to focus on only one subject instead of two, as it might become too overwhelming. The reason we decided against “Archetypes”, was that the material on Jungian and literary archetypes (Novak, 2005, p. 148-155) revealed that it was not what we intended to investigate. Instead, the personality of characters, created and analysed through the theory of characterization, came closer to our intention of investigating the efficiency of mediating characters. The Calling – A CG Short Film 8 7. METHOD During the first phase of pre-production, we create the film theme, narrative and characters, and decide upon visual and audio devices to help mediate those three main qualities of our film, as these devices are what make our motion picture. Since we are creating rather than analysing, we are defining these devices instead of discovering them. We will use theory supplied in our “Screen Media” course; Dramaturgy, narratology, characterization, visual design, cinematography, editing and audio design (Boggs & Petrie, 2008). An important part of pre-production is the creation of a storyboard (Adelman, 2004, p. 91-93), but animatics (Animated storyboard) can also be employed to help further the understanding of the film, be it analogue or digital. The storyboard allows us to plan what shots and scenes that must be animated, where the animatic allows us to test timing and shot length. Knowing the timing, we can determine approximately how many frames each shot consists of in the finished film. This information is useful, should we create a pre-rendered film, as it allows us to calculate the time it will take to render the animation. We will use the theory set forth in the course “Computer Graphics and Digital Scenography” however, to determine which technology is best suited for creating our film. Once we have made our animatic, a target audience will be determined. The reason for choosing a target group after the creation of our animatic, is to allow us greater artistic freedom during the story's creation. At the end of our pre-production phase, we will conduct a preliminary test, the purpose of which will be to determine if the film is correctly understood by our target group. This test gives us the chance to make alterations in the story, before production begins. The Calling – A CG Short Film 9 Pre-production will be followed by the production stage, where we document the creation of our film, including any alterations or considerations we have to make, as we use the theory in praxis and create our film. In the post-production phase we will determine if any of the audio or visual devices needs to be enhanced through post processing, as well as edit the film. Finally, we will make use of a screening test where we gather data in the form of questionnaires, which we will use to test our hypothesis. We will then conclude and reflect upon our results, which will mark the end of our report. 8. PRE-PRODUCTION 8.1. Theme of the Film Although our film focuses on the characters, this does not mean that plot, mood, style and structure are without importance, but rather that they must aid in the description of the characters. The theme of the film is a science fiction venture into the future, which shows a few soldiers' reactions and decisions when faced against something unknown. The alien entity poses a threat to the group, revealing their true personality, hidden behind their military professionalism. The statement we are trying to make is that humanity will eventually go too far, be it out of curiosity or conquest, and explore things or places that were never meant to be discovered. Some questions the viewer might have were deliberately left unanswered, such as “Why is there a soldier from the same armed force on an unidentified planet?” We are not meant to know. Mankind was never meant to know, and that, ipso facto, emphasizes our statement. The Calling – A CG Short Film 10 8.2. Technological Design Before we begin planning the devices used to mediate the theme, it is important to first plan the style of the film. The choices we make regarding how it should be designed and rendered, directly affects the techniques available for creating the film. Before beginning production we considered the options we had available to the create the film. There was quite a few, and this is the list we created, albeit there may be many more possible: • 3D objects on a 2D background. ◦ Allows detailed characters and quick environments. • 2D objects on a 3D background. ◦ Allows detailed environments and quick characters. • Machinima animation. ◦ Enables use of pre-made assets, could use live animation. • Pre-rendered animation. ◦ Animation rendered along with the scene. • Post processing of animation. ◦ Scene rendered first, animation added as a post-process. • Machinima with post processing. ◦ Use of pre-made assets - enhanced visual quality with filters as post-processes. Instead of using any of the above possibilities right away, we felt we had to investigate which technique would mediate our film in the best way, when factors of quality, The Calling – A CG Short Film 11 difficulty and time were considered. Of course, we could choose the highest possible quality, but we would be unable to finish the film within the timespan. We knew pretty early on that we did not want to animate our characters in full 3D, as none of us had any experience in 3D animation we would probably not be able to convey what we wanted from the characters and it would be very time consuming to do what we wanted to achieve this way. Furthermore we wanted the focus of our work to be on the personalities of our characters, rather than on the technical aspects of the production. Still we wanted to keep our options open and investigate more possibilities for creating our film. We divided the film into facial mimicry, body language, movement and environment as aspects that would have to be portrayed, and considered different approaches to how we could portray these. This was done in order for us to be able to plan the most efficient way to create the film. We considered filming live actors using blue or green screen and then using post processing to superimpose the characters unto a 3D environment. The problem with this idea was our abilities as actors. None of us had any training in the field, and we did not feel confident that we could portray the characters convincingly with our skill level. Machinima would allow us to create a good looking and easily adjusted environment relatively easy. We would use the assets of whatever engine we chose to lighten the workload, but it would impose restrictions on our options concerning camera movement, lighting and rendering, as it was dependent on how the engine and editor worked. Using machinima, we would not have to worry about rendering time, as the film could run in real-time, and could be used with the engine's own character models which we could The Calling – A CG Short Film 12 modify. It could also be used with our own creations, or even none at all so that we could later superimpose them during the editing process. A pre-rendered approach would give us control and freedom over the things that could be restrictive using machinima. We would then be able to control, what kind of rendering technique we wanted, be it radiosity, raytracing or otherwise. The downside to pre-rendering our film would be that we would have to take rendering time into account, as well as some potentially complicated ways of doing things. Editors for game engines are designed to only create levels for that game, and as such only feature tools that were made specifically with that goal in mind. Using a fully-featured 3D program, such as Blender, Maya or 3D Studio Max, do to what we want to do, but could be overly complicated compared to a game editor. For our characters, neither video or 3D animation is a viable solution. Instead, we discussed taking still pictures of ourselves only as reference, and then painting uniforms, expressions and weapons on top of the pictures. We felt more comfortable with this idea, and confident enough in our abilities in this department to say that this is the style we will be going for. We agreed that modelling the environment in 3D were well within our abilities to create satisfactory results, but the question was which method to present it in. We talked about using machinima and a pre-rendered approach, which we felt were the best contenders. After discussing this, we decided that the amount of sacrifices of control we would have to make using machinima, left pre-rendering the film the best solution. To sum up, we want to create 3D environments with 2D animation. We want to use a pre-rendered approach, rendering everything at once. Plans are one thing, but reality another, The Calling – A CG Short Film 13 and we had to change some things after our preliminary test (Fejl: Henvisningskilde ikke fundet Fejl: Henvisningskilde ikke fundet). The feedback we got from our preliminary test changed some of our plans. The participants liked the style we had created in our animatic, using key-frames without any inbetweens. We decided that we would stick more to that style and use less animation, and more of a key-frame-approach where the extreme states or expressions of the characters were represented. As time progressed, we realized that we would not be able to paint everything on the characters as it took a lot longer than we had anticipated. To counter this, we agreed that instead of painting everything, using only the photographs we would take as reference, we would use most of the information already in the pictures. This meant that we would only paint key features that would make them look as soldiers, such as bandoleers and weapons, and keep our faces intact. 8.3. Dramaturgy 8.3.1 Screenplay One of the first steps in creating a film is to write a screenplay, which is the written plan or blueprint of the film. It contains the action, dialogue, describes the surroundings and also goes into detail about the shots, camera angles and transitions used. This will be the foundation on which we will identify the things needed, necessary to turn the screenplay into a motion picture. The screenplay is based upon a short story by Daniel Eskildsen, describing the events at “Colony VIII”. We kept the setting from the short story, but made alterations to the plot so that it featured fewer and more detailed characters, took place on an unidentified planet, but also featured an actual narrative structure. The Calling – A CG Short Film 14 The screenplay describes each scene, shot and spoken word as well as actions taken by the characters. To create the screenplay we used a program called Celtx (Celtx, 2008), which automatically formats the text. Our screenplay (15.1 Screenplay, p. 49) details the story of a small military unit landing on an unidentified planet, sent to investigate the existence of buildings as well as an emergency beacon on the surface. They quickly realize that something is wrong, and are subsequently killed off by an unknown threat. The way the characters die, expresses their weaknesses, as they panic when faced with the unknown. 8.3.2 Narrative Our film will use a simple linear dramatic structure (Illustration 1), in order to put the focus on the characters instead of the plot. The elements that make up any narrative is the exposition, complication, resolution and dénouement (Boggs & Petrie, 2008, p. 54-56). Illustration 1: The dramatic structure of our short film. The Calling – A CG Short Film 15 In our screenplay, these points correspond to the following: • Exposition: A Military unit lands on the surface of an unidentified desert planet with a sandstorm looming over a city. Their mission is to locate a distress call, and must traverse the sandstorm to find it. • Complication: They find a dead body, which from the looks of it is one of their own and has been there for at least 50 years. A scream is heard, and doubt about whether the planet is lifeless arises. • Climax: Two soldiers from the unit is sent back to the ship to establish contact with their superiors, but another scream is heard and contact is unable to be established with the two soldiers. Something else is definitely there. • Resolution: One by one the remaining soldiers are killed by the unknown threat, until only the captain remains. • Dénouement: The captain dies and the planet is once again “lifeless”, inhabited only by the unknown entities – Equilibrium has been restored. 8.3.3 Main Characters The characters are the most important aspect of our film, and so we will use the techniques of characterization (Boggs & Petrie, 2008, p. 59-67) to create believable characters. To avoid confusion with too many characters, only a few of them will be considered important, as these are our main characters. They can all be considered protagonists (Novak, 2005, p. 152-153), and are united against the antagonists, personified by the unknown entities attacking them. Each main character is defined by a Jungian archetype (Novak, 2005, p. 148-155) as well as their internal and external traits (Boggs & Petrie, 2008, p. 62). We base our characters on stereotypes, but their traits are what define them beyond being just flat characters, and give The Calling – A CG Short Film 16 them the breath of life that makes them into round characters (Boggs & Petrie, 2008, p. 6770). Hopefully, this will allow the audience to identify the characters as being important, because they have opinions and have an impact on the situation. The supporting cast does not affect the situation other than being killed, and are merely puppets whose fate is being orchestrated at the whim of the main cast. Originally we intended to have facial hair on the characters, but in order to remove the problem of lip synchronization during speech, the mouths were covered, removing the need for it (8.4.1 Visual Design). The following is our initial internal and external traits of the three main characters. Bold italic words indicate the words that fit the final characters that the audience were subjected to. The Captain Archetype: Hero/Mentor (Novak, 2005, p. 148-149) Stereotype: The leader Character traits: Internal traits External traits Butch Upright Confident Star-rank Calm Clean-shaven Protective Brown Eyes Strategic Darker Caucasian Responsible Proud The Calling – A CG Short Film 17 Damon Archetype: Ally (Novak, 2005, p. 150) Stereotype: War veteran Character traits: Internal traits External traits War experienced Tense "Contrast" to leader Baggy eyes Confident Facial scar Paranoid Gruff Intuitive Blue eyes War fatigued Black hair Tense Worn skin Reserved Mark Archetype: Ally Stereotype: Inexperienced recruit Character traits: Internal traits External traits Edgy Smallest Nervous Barefaced Inexperienced Blue eyes Coward Caucasian Reliant Blonde Naive Resistant/Slow to act The Calling – A CG Short Film 18 8.3.4 Supporting Characters As mentioned, the supporting cast are flat characters that do not affect the situation they are in. They have no dialogue, and only act out the orders given to them by the leader. In our film there are two supporting characters, and they both share the stock characterization of a soldier. They have no internal traits, and their external traits are that of an ordinary soldier. They are called Ethan and Thomas, as their names are necessary in order for the captain to give them commands. We do not see the death of these either, but we do communicate that they are gone. 8.3.5 Enemies The antagonists serve as the opposition to the protagonists, both in the form of challenges and direct engagement. The storm The storm serves as a guardian (Novak, 2005, p. 150), which the hero and his allies must pass through, in order to continue their journey. This conflict marks the transition between the exposition and the complication. When the protagonists has passed the guardian there is no return, as the guardian blocks the path back. The aliens The aliens are the antagonists – they serve as the shadow (Novak, 2005, p. 149): the ultimate evil whose purpose is to destroy the hero and his allies. They will only be shown as silhouettes in the storm, enforcing their archetype within the story. The Calling – A CG Short Film 19 8.4. Visual Design and Cinematography 8.4.1 Visual Design Visual design concerns itself with our choices concerning the general look of the film and why we made said choices. We wanted the film to be set in a dark, sinister universe where good does not always conquer. The planet where our story unfolds should be a perfect example of that; it should be barren and hostile. Basically we want to give the viewer the impression that the soldiers are out of place and not welcome. We decided to keep the colours of the environment in faded shades of grey and light brown, and use the sky and weather to emphasize this effect, using a sky that is cloudy and ominous. To help the viewer understand that the characters were out of place, we kept their colours fairly monochrome, but with a tint of purple, to set them apart from the background. The badge on their uniforms is set to a bright yellow to draw the attention of the viewer, a technique also used in Schindler's List (1993), and to make it easily recognisable when it was shown again on the dead body. Although we are working with animation, we still have to worry about costumes, so we gave the characters things like weapons, bandoleers and uniforms. Some of the characters also had some physical alterations done in Adobe Photoshop, to make them look more like soldiers and less like college students; Their arms and shoulders were widened and t-shirt logos removed. We discussed the use of lip-syncing, be it fully animated lip-syncing, partial lipsyncing or none at all. In the end we decided to go with no lip-syncing, hiding the characters' faces partially with masks. This served two purposes; For one, it provided the soldiers with protection against the storm, but also, potentially, saved us a lot of time. The Calling – A CG Short Film 20 At this point we were already planning on getting our film shown at the cinema in Esbjerg, raising the issue of which screen format to use. We unanimously agreed that our film should be in wide-screen, as it creates a sense of suspense to the viewer (Boggs & Petrie, 2008, p. 93) and which we knew from a meeting with the operator of the cinema would pose no problem with equipment available at the cinema. To create a cinematic movie-like feel, we decided to simulate a rough-grain film stock (Boggs & Petrie, 2008, p. 93-96) to add imperfections to the film and to give it a gritty and dirty look. Our ideas concerning lighting was to make it look natural and believable. This would include a strong and clear directional light in the beginning of the film, when the characters were outside, or at the edge of the storm, and a weaker and more diffuse light that seemed to come from all directions during the middle and end of the film, when the characters were inside the storm. 8.4.2 Cinematography Our choices of camera movement were pretty limited given the nature of our animation. Since our characters were 2D cut outs, we could not move the camera as freely, within a shot, as in an ordinary film. Since we had to cut out the characters from photographs, we had to consider what kind of background the pictures were taken against. We chose a fairly plain, white wall, adjacent to a window that allowed us to take advantage of the natural light, as using a flash would not give us the results we wanted. This meant that we were not only dependent on the time of day the pictures were taken, but also the angle of our shots. If we had moved the camera, the background would The Calling – A CG Short Film 21 change, potentially increasing the amount of time it would take to cut out the characters dramatically, as well as the risk of the lighting affecting the camera differently. 8.5. Sound and Music Initially, our plan was to use an ambient track throughout the whole of the film, to help set the mood and atmosphere, instead of a musical score. During our preliminary test we were then confirmed in our assumption that we had made the right decision. The mood is set from the very beginning, playing the dark ambiance alongside a quote from Nietzsche and a dramatic intro of the title – we make sure to end the film with an ominous track as well. The dialogue was recorded using our own voice “talent” with a program called Audacity (Audacity, 2008), and altered slightly to better fit the characters. Specifically, we adjusted the pitch, while retaining the length of the sounds, (Roads, 1996, p. 440-447) on some of our voices, so that we would sound more masculine and older. For Damon we lowered the pitch with 5%, for the captain 2.5%. We left the kid's voice alone to hopefully help emphasize his inexperience. Even though none of us have ever taken any acting lessons, we tried our best getting into character, since we felt it was very important to create convincing voice acting. The film has 3 voices; Jesper Olsen as the captain, Daniel Eskildsen as Damon and Lasse Bruun Hansen as the kid/Mark. Each of the characters' voices were recorded in an empty room, minimizing the influence of outside sounds. We used a noise removal filter to, as the name might suggest, remove any noise from the sounds. The Calling – A CG Short Film 22 The aliens' cries were created by recording separate screams and growls, and then layering them on top of each other. We aimed to make the sound resemble something otherworldly and demonic. Effects such as footsteps, radio static and uniform sounds, in our experience, require quite a bit of foley work, and will instead be found on the internet. We use Soundsnap.com (Soundsnap, 2008), which provides an excellent, wide-ranging library of sounds, where we find user-created sounds that fit our purposes for the individual shots. To create our weapon sounds, we used a sound owned by Daniel Eskildsen, layered with a laser sound from Soundsnap to make it sound more futuristic. The resulting “Pulse Rifle” sound was then altered by adjusting the echo and pitch. We created a variety of bursts of varying lengths, such as 3-,4-,5-,6- and 7- round bursts. In the end, we ended up using a balanced mix of custom sounds created by ourselves and sound effects that we found on Soundsnap. During the editing process, some of the sound effects, especially those from Soundsnap, were cut short as they often contained longer sounds than we needed. We also use invisible sounds (Boggs & Petrie, 2008, p. 263-264), which are sounds appearing from outside the scene, having no relevance to the world the characters are in, to evoke surprise and tension in the viewer. This is experienced when one of the aliens dashes past the camera. Right before the alien passes by the camera, the only sound heard is the ominous ambiance – and then without warning, as the alien flashes by the screen, it is accompanied by a high pitched tone. The Calling – A CG Short Film 23 8.6. Storyboard and Animatic Storyboards are used as a visual representations of the screenplay (15.1 Screenplay, p.49). It is usually done by using a series of drawings arranged in a chronological order in rows and columns with comments (dialogue, actions, etc.) described beneath or beside each picture. It does not exclude the possibility of having a non-linear film, but the construction of the storyboard is meant to show the flow of the film as the user will experience it. Our storyboard (15.2 Storyboard – Ending B, p.53) was hand-drawn with abbreviated dialogue and actions written beneath each frame. We drew two frames per page, to leave room for the text beneath. To test if the story and characters were consistent and worked as a whole, we decided to make an animatic. An animatic is basically all the frames from the storyboard, cut together into a film, accompanied by sound and dialogue that can be thought of as place holders. One of the upsides of creating an animatic is that you get an idea of the timing of the film, making our work easier when editing the final film. The animatic proved to be a very useful in our preliminary test, since it gave a much better idea of how the film would play out, than showing the actual storyboard would have done. We used the animatic to test whether or not people would understand the story and the characters in their current shape. The animatic inspired us to keep some of the creative style it offered, in the final film, which resulted in us ending up with a moving billboard style. It was not quite “Cut-out”, but were not just the same as the animatic either. The Calling – A CG Short Film 24 9. PRELIMINARY TEST 9.1. How we Test Prior to production, we wished to perform some preliminary tests, which would be small tests with a focus group representing our target group. The purpose of these tests was to validate that our intentions were mediated correctly, and to find any shortcomings before the screening. We wanted to conduct two tests, at different stages of development consisting of a word association test (Benedek & Miner, 2002) and a group discussion, with 3-4 people between the age 18-25. Due to time constraints however, we were only able to perform one of these preliminary tests. 9.2. Focus-Group Test During the preliminary test, we presented our animatic to a focus group consisting of four people between the age 20-25. The main purpose of the first test, was to see if the focus group could understand the storyline, and if it made sense to them. We also asked, if the characters were communicated properly through their actions, and if the focus group could identify with them. We showed the animatic twice, first with ending A and then with B. When they had watched the film with both endings, we asked them to write down a small résumé of the story and read it out loud. We then continued with an open discussion (See appendix CD 1), based on a list of questions about the story (15.4 Preliminary Test Questions, p.76), asking any additional questions we could think of when they were relevant. Lastly we conducted the word association test, but in order to keep the test within a certain time frame, this part was performed as a group instead of individually. Words that The Calling – A CG Short Film 25 were discarded by the group are marked in red, the words they did choose in blue and the top 5 words are marked with green (15.5 Preliminary Test Results, p.77). 9.3. Results 9.3.1 Characters Our four focus-group participants all agreed that the captain was the main protagonist, as he was always in focus and was the last one to die. Most of them (3 out of 4) recognized Mark and Damon as the allies (The last participant of the group could not tell the difference between the characters except for the captain). They described Mark as a rookie who did not want to be a soldier; It was his first mission, the mission was supposed to be simple and the planet was supposed to be lifeless. Damon, to them, was the soldier who had been in the army a long time and on many missions, but had never been anything but a soldier, had never climbed the ranks. The focus group thought that Damon and Mark balanced each other out well. There was also a general consensus that the voice of the captain could have been more authoritative. His two allies were received as intended, as we had hoped. We knew before showing the animatic that the focus group might have trouble distinguishing the characters from each other visually, as the only cues that separated them were their rank and a somewhat common expression for each character. During the preliminary test, we were confirmed in our assumption, making it all the more important that the characters are easily distinguishable from each other when we have to produce the film. 9.3.2 Story The participants agreed, that they did not feel there were any problems plot-wise, in the story. They did not quite understand the timeline of our story – the buildings seemed very old, whereas the body was not nearly as old – which is correct, but they seemed confused. The Calling – A CG Short Film 26 The focus group figured out that the body was a dead soldier, but did not know how exactly he fit in with the other soldiers and the town, although they knew that he did not fit in, and that there was something wrong with him being there (Which was the most important thing we wanted the presence of the dead soldier to communicate). The participants accepted that the kid was with the more experienced soldiers because the planet was supposed to be lifeless, even though he was inexperienced. Some of the participants expressed that they would have liked to have received more background information regarding how the soldiers found the planet and buildings, why they were there, and what their mission was. The participants wanted to know if the soldiers thought the planet was lifeless or not. Although they wanted to know these things, they also reasoned that because it was a short film, too much background information would take focus away from the film. Some even preferred that the viewer did not know everything, yet still knew more than the soldiers. The participants that felt more background information was needed, suggested that we could have a short conversation in the very beginning of the film explaining their mission and what the soldiers knew of the planet. The participants also suggested to have more text in the beginning, which was one of the things we later changed in the final film, phrasing it like a sentence, rather than mission objectives. The test also influenced our visual style, which, at the time, we had not decided upon completely. We received a few comments about the style of the animatic – the facial expressions going from one to another extreme without in-betweens was a cool and unconventional effect and it would be enough to get the message through. The Calling – A CG Short Film 27 10. FILM PRODUCTION 10.1. Environment As planned we created a 3D environment in which the film will play out, allowing us to place cameras in much the same way as reality. The purpose of the environment is to realize the surface of the planet, as we have envisioned in our storyboard, and serve as the background in most of the scenes. 3D models of buildings, roads and the spaceship have been created to add a high level of detail to specific parts of the environment, being primarily the town in which the story is played out. Parts of the town that are not seen in detail are billboards with images of buildings, which gives the impression that the city continues past the models. These billboards use transparency in order to blend together with the sky and the sandstorm. Illustration 2: Smooth shading. The landscape consists of a high polygon mesh (122,500 vertices), and uses a filter within Blender, so that it is subdivided it twice before rendering, thus rendering 490,000 vertices. This level of detail is required since the landscape is very large compared to the 3D models of the spaceship and the town, and decreases the amount of jagged edges visible. The mesh is rendered with smooth shading making it appear smooth around the protrusions which are supposed to look like hills and mountains (Illustration 2). The Calling – A CG Short Film 28 Smooth shading is calculated by the vertex normals in such a way that there appears a smooth transition between their neighbouring faces. (Hill & Kelley, 2007, p. 402-405) The smooth transitions can be achieved by averaging the normals of the neighbouring faces for each vertex, but how Blender does this, is unknown to us; Most likely, is that Blender uses some sort of optimized algorithm for this purpose. To shade the 3D objects, we use Lambert diffusion (Hill & Kelley, 2007, p. 383) and Cook-Torrance specular highlighting, which is the default shading used by Blender, creating smooth diffuse surfaces, and very shiny specular highlights compared to Phong or Gouraud shading (Hill & Kelley, 2007, p. 402-404). Just like Phong, the default shading of Blender has a shininess term, enabling us to give different objects different types of highlights. Texturing have been used extensively, creating details that polygons and shading cannot do alone. Textures are UV mapped to the colour of each texel of the faces, but we also used it in some extent to apply normal and specular maps. The intention is to create an illusion that the models are more detailed using shading with texture information instead of actual polygons (Hill & Kelley, 2007, p. 410). 10.1.1 Sandstorm To create the sandstorm we use “Mist” within Blender, which is a fog with more options. As with normal fog, it will overwrite the shading until objects become fully occluded in the colour of the mist, using the depth buffer for the distance of the pixels. (Hill & Kelley, 2007, p. 406) Unlike real fog however, “Mist” uses quadratic progression. The fog density rising exponentially, creating the effect that the fog becomes a solid wall of obscurity. Another quality of the “Mist”, is that it has a height at which it will dissipate. This allows tops of buildings, mountains, background planes and the sky dome to remain visible, The Calling – A CG Short Film 29 even though everything on the ground is completely obscured. This fits nicely with how we had envisioned the sandstorm. Originally we intended to create the sandstorm using particles and emitters, which is closer to how a sandstorm would behave in reality. A particle controlled sandstorm would work by moving billboards of clouds, in several overlapping layers, creating a directional, but random movement in each shot. We found out that the particle system within Blender proved too cumbersome to create a storm that looked satisfying, and therefore we went with an alternative solution. Instead, we replaced the default colours of the “Mist” with a procedural generated cloud texture, the texture coordinates mapped to a fraction of it, animating it to move along the texture, giving the illusion that the storm is moving. 10.2. Modelling To create the buildings, roads and sidewalks featured in the film, we used Wings3D, partly because some of us already had some experience using it, but also because it features a very minimalistic interface, making it fairly easy to learn. We started with creating the buildings, as we needed quite a lot and it was easy to move them around later. We did not use any sort of architectural guidelines, and opted instead for something that “looked right”. The building models were inspired by buildings we see in our surroundings, but were not limited to any specific location. Since the city is intended to have been abandoned for many years, we thought this would make sense, as they are not supposed to match the futuristic look of the soldiers' weapons or spacecraft. The Calling – A CG Short Film 30 Once enough buildings were made, we rearranged them, and duplicated the existing ones to populate the city. Besides buildings, sidewalks and streets were created using the same operations we used to create buildings; scaling, moving, subdividing, extruding and bevelling. Illustration 3: A composite of our city. From left to right: Wireframe, Shaded (With Textured), Rendered (Without Textures) For the streets and the sidewalks we created UV maps using Wings3D. UV maps are used to map pictures, often seamless textures, unto the faces of the model. UV maps span from 0 to 1 on both x- and y-axis and usually contains all the vertices of the model mapped inside the UV space, with each face, assigned to different sections of the UV map. The faces of the models can overlap inside the UV map without any problems, it simply means that those faces share the same parts of the texture. The Calling – A CG Short Film 31 We made the UV maps for streets and sidewalks because we knew how to get it done relatively quickly. We selected the faces we wanted to texture, and projected along an average normal for all the faces selected, which in the case of the street and pavement meant upwards. Because the street is one object inside wings, and because the texture would become blurred or not very detailed if we simply mapped the entire streets unto one UV map, we split the street into several parts. Once each part were of somewhat equal sizes, we assigned new materials to each section and UV mapped the street per-material. Once the UV maps were created, they were exported as images and imported into Photoshop where we painted the actual texture on top of the UV maps. For the buildings, however, the process, in Wings3D becomes tedious and often with less than perfect results. We instead looked to Blender, as it features cube projection, the specifics of which are unknown to us. In practice, it works by automatically assigning the selected faces with UV coordinates so that all adjacent faces line up texture-wise, creating much more realistic patterns in the building. Once the street and sidewalks had been textured and all the buildings modelled, we exported the models from Wings3D and imported them into the scene in Blender. It was here that the buildings were UV mapped and textured. The textures for the buildings were seamless textures, created without any UV maps as reference, in Photoshop. They can then be tiled to give the impression of large areas of wall with bricks or concrete. The Calling – A CG Short Film 32 10.3. 2D Assets To create the images for our characters in our film, we first went over the storyboard and wrote down what angles, which stances and expressions we wanted of each character. When we took the pictures of the characters however, we found it much easier looking directly at the storyboard, going through it from start to finish, and directing ourselves to stand this or that way and which expression to wear. We split the pictures we had to take into two; On the first day we took all the pictures from a normal perspective, which we used throughout most of the film. On the second day, we took all the pictures that were needed from a frog perspective. As a rule of thumb, we took more pictures than we needed, as some might come out blurred or with closed eyes. We did not worry too much about our expressions, as we could fix most things inside Photoshop, using the “liquify” tool. But we did emphasize the use of wide eyes whenever the situation called for it. Taking all the pictures on the same day for each perspective, we ensured that the lighting conditions would not vary too much. More importantly, however, it ensured us that everyone was standing at the exact same spot and that the distance to the camera was constant. This meant that the quality of all the pictures were relatively uniform. One of the problems we did run into was that between the photo sessions for the normal and frog perspective, some days had passed and we had forgotten to use the same clothes, so there were some continuity problems in that sense. Examples includes using a white T-Shirt on the first day and a dark-coloured or striped one on the next. Luckily, due to the style we had decided on, this could be concealed or obscured somewhat. Once the pictures had been taken, there lay a giant heap of work in front of us, in that each picture that we wanted to use had to be cut out from the background, individually. Batch The Calling – A CG Short Film 33 operations in Photoshop were used to adjust the brightness and contrast and saturation of all the pictures in one go. After the first batch operation, each picture had to be filtered so that everything but the face were reduced to about 3 colours, using the posterize filter in Photoshop and any expression that was a little off was corrected using the liquify tool. Some of the expressions were also altered to add emphasis to an already existing expression, such as fear and sadness. Once all the pictures had gone through these steps, a lot of the pictures were reviewed and those that could be seen as being almost identical were then sorted out, to save time for the step that lay ahead. Once the pictures had been sorted, all pictures had to be painted, so that it looked more like soldiers and less like people in their casual wear. Features and logos on our TShirts were removed, as were the sleeves on most of the characters. Our arms were broadened and bandoleers were painted across our chests to help give the appearance that these were soldiers. On top of that the features of the cardboard cut out of the weapon were simplified, so that it looked less like a cardboard cut out and more like an actual weapon. Once the characters had been painted, they all went through another batch operation where all the pictures were given the same dimensions and a purple gradient was added. Finally, the logo of the military unit was placed, on the characters where they would be visible (Some were partly obscured). In most cased, the logo just had to be moved, but for the pictures where a character would stand at an angle, they had to be rotated or distorted to appear correctly. The Calling – A CG Short Film 34 Illustration 4: From left to right: Basic cutout, Desaturated and adjusted brightness contrast, Posterized, Painted, Purple Gradient, Logo, Outline At this point we had a few problems with getting the characters to appear correctly in Blender, so all the pictures were converted to another format, with an alpha channel. Another problem we discovered just before we started to render, was that because the pictures had been divided amongst the group to be cut out, they had gotten different names, negating any sort of order or chronology in the pictures. Going through and renaming all the pictures so that they matched the scene and shot they were meant for was a larger undertaking than we imagined, but got done. The Calling – A CG Short Film 35 10.4. Rendering Techniques The 3D backgrounds in the film were rendered using only Blender's built-in rasterization rendering engine (Illustration 5), without any shadows and only a very small amount of Radiosity. This is particularly noticeable in the beginning of the film, when the landscape is seen outside the sandstorm: no shadows, and no noticeable colour bleed between the ground and spaceship. Illustration 5: Rasterized render. Illustration 6: Raytraced render using sampled shadows. We originally intended to use Radiosity for lighting instead of local illumination. That would give us the benefit of shadows, and a more true-to-life shading of the surfaces, using global illumination. However, we were unable to make Radiosity perform adequately in Blender, and it was agreed to abandon the technique. The reason for this abandonment is because of the way Radiosity works within Blender. It is calculated through the use of “Patches”, each “Patch” calculating the sum of absorbed illumination from its point of view (Hill & Kelley, 2007, p. 430). We were unable to make Blender capable of subdividing the faces into “Patches” of suitable sizes, which many Radiosity algorithms do automatically to adapt to the detail The Calling – A CG Short Film 36 of each individual object. While it is possible to subdivide the objects manually, this leaves much to be desired – it is impossible to know the degree of detail each face requires for adequate illumination. Another concern is the rendering time, which increases greatly with the growing complexity of objects. After much trial and error, no satisfactory results were obtained, and it was agreed to continue without the technique. A small amount of Radiosity is still used however, as mentioned. The objects have not been subdivided, so the patches are very large, and point light sources are still being used for illumination. Each object does in some degree illuminate each other however, but with so few details that no shadows are created. The reason we did not use Raytracing was to save time, as we agreed that the visual effects it created would be obscured by the “Mist” inside the town (Illustration 6). It can be argued however, that we should have kept the Raytracing rendering for the few scenes outside the town, which would have given the spacecraft shadows, and shaded the desert environment more realistically. The Calling – A CG Short Film 37 10.4.1 Filters To increase the visual quality of the film, we used two filters that are applied after rendering has finished; Depth of field and sharpness. First the rendered image is sharpened (Illustration 8), making corners, especially those with high contrast, more visible, creating a similar effect to black outlines as in our drawn 2D images. Illustration 8: Sharpened. Illustration 7: Depth of Field. After we have sharpened the rendered image, depth of field will be applied, which is an approximation of the phenomenon, as it's an shortcoming of optic camera lenses that 3D computer graphics do not have (Blender Foundation, 2008). It blurs the fore- and background of an image, using a stored z-buffer and the desired focal plane, which is chosen in the editor before rendering. The effect is that the fore- and background will appear increasingly/decreasingly out of focus until it reaches the focal plane, making the characters appear in focus (Illustration 9). The Calling – A CG Short Film 38 10.4.2 Characters We originally intended to animate the 2D characters inside the 3D environment, directly in Blender. However, there were two problems with this. The first is a direct consequence of using depth of field filtering. Since depth of field information from the zbuffer to determine what, and what not, to render. A plane with transparent texturing will still appear as a normal plane in z-buffer, creating artefacts in the transparent areas of the character pictures. In effect, this means the transparent areas, which to the viewer are invisible and should be affected by the depth of field, to the computer appears as an object blocking the way, meaning it isn't affected by depth of field. To solve this, we removed the character cut outs from the z-buffer, so that the environment would be rendered correctly. We then render the environment first, apply the filters, and then superimpose the character unto the final image. No depth of field would be possible on the characters themselves, but that was a minor sacrifice. The second problem was that changing the textures on the billboards was difficult, and were needed as the animation changes during the shots. We thought that since the characters were superimposed after the environment had been rendered, we could just as well superimpose these in the post-production phase with editing tools, yielding the same results. Therefore we only rendered the characters inside the scene in a few specific shots, where they interact with the fog, or the camera is moving. All remaining characters are images applied during the editing process afterwards, where we also added a blurring effect to imitate the original intended depth of field. The Calling – A CG Short Film 39 11. POST-PRODUCTION When the shots had been rendered, our characters were finished and sorted, we imported all of it in Adobe Premiere. We decided to use some of the same sound effects for the film as we did in our animatic, but also to expand on the sound, searching for more sound effects and horror tones. The shots were laid out on the timeline in Premiere chronologically, after which we started cutting the film from the beginning. Since many of our shots were rendered with a few extra frames, we gave ourselves some freedom concerning the timing, being able to extend some shots if we had to. Illustration 9: Editing in Adobe Premiere The timing was kept similar to the animatic, except for the scenes where characters disappeared into the fog or when the captain got up from the ground and turned around, which were sped up so that they felt more natural. The Calling – A CG Short Film 40 We used different ambient sounds during the beginning of the film, specifically something more varied than we did in the animatic. The tracks did not span the entire length of the film, so several ambient sound tracks were used and cross faded in between to add variance. Sound effects were used to emphasize dramatic moments, such as the alien passing by the screen, or the 3 remaining crew members not being able to raise their comrades over the radio. The characters were placed to match the shots in our storyboard, framing them in a similar way. In the storyboard the characters' faces were almost in the centre, but we changed that after looking at numerous stills from other films where it seemed to us that people were framed much higher in a shot. Our characters were now framed with their eyes along the top 1/3 line, so that it matched with what we had observed in other films. Unlike other films, we did not have a lot of footage to be assembled, and throughout the process, we stuck closely to the screenplay and storyboard. All our shots were planned and timed. Having said that, some of the shots that were rendered were confused. Some shots were from the wrong angle, or were not nearly long enough for the shot. Luckily, we only had to re-render one shot that was shot from a wrong angle, where we could not reuse a similar angle. Some shots were reused, and as the film was being edited, they were replaced by previous shots because they were either very similar, or one looked better than the other. Once the film had made the final cut, we added a 5% monochromatic grain to everything except the text in the film. We did this to add a grittier and more dirty look, but also partly to simulate grain found in stock film (The actual celluloid reels). The Calling – A CG Short Film 41 During the film, we make use of a few editing transitions, using a cross dissolve during transitions from outer space unto the planet, from there to where the soldiers are walking and then between outside the storm and into the storm. We do this when the distance traveled is large (From out space unto the planet), or when time has passed between shots (From where the soldiers are standing to when they are walking along, and from venturing into the storm to walking in the city in the storm). We also use a cross dissolve between the two last shots, as it was two very different angles (A close up of the captain and seeing the captain from above) and we wanted a smoother transition than simply cutting between the two. Fade to black and fade from black was used during the opening texts to set a slow pace, but we also used fade to black at the end, to both hide the fate of the captain, though hopefully it was obvious, but also to emphasize the futility of his final struggle. The overall tempo of the film is quite slow, but it does rise and fall. Comparing the beginning and end, the end is running at a faster pace, complementing the dramatic structure. Blender already featured the ability to render in the 16:9 Wide screen format. The dimensions of the files however, were 1:1, which meant the picture looked squished. The film was also rendered in the 16:9 format in Adobe Premiere, but aspect ratio doesn't have anything to do with the dimensions of a film. After adding subtitles to our film, we changed the dimensions to fit the 16:9 format, so the film started with the dimensions of 720x576 (looking squished), and ended up with the dimensions 1024x576, essentially stretching the film, as camera lenses does. The Calling – A CG Short Film 42 12. SCREENING In order to validate our hypothesis, we intend to perform the test in the guise of a film screening to a large audience, and only use a few, but precise questions. We originally planned to ask about 10 in-depth questions, but because there are no tables at the cinema, it would make it difficult for the audience write down their answers. Instead, the questionnaires we used are one page and designed to be quickly filled out by the audience at their seats. The questionnaire contains a word association test for each of the characters, with a picture accompanying each character, in order to test whether the audience understood the same qualities in the characters that we are trying to mediate. Each word, originating from the characterization (Boggs & Petrie, 2008, p. 59), have been reviewed and adjusted so they fit the personality of the characters, we also add six control words that fits none of the characters. The result is 24 words; 3x6 “correct” answers, and 6 “false” ones. The idea is then that the participants mark six words for each character out of the 24 possible, and if we communicated the characters properly, their answers should coincide with the “correct” words for each character. Beside the word association test, we added 3 general questions about the characters. We discussed translating the questionnaire into Danish, since the majority of the audience would most likely be Danes, but we feared that translating the words would destroy their meaning. In the end, we settled with using the original English words in a plain English questionnaire. It was our intention to tell the audience, if they were unsure or incapable of understanding all of the questions or words, that they should not fill out the questionnaire, but we forgot. The Calling – A CG Short Film 43 12.1. Results 12.1.1 Data Gathering A total of 51 questionnaires were gathered after the screening of the film at BioCity Esbjerg. After reviewing each questionnaire, we agreed that 14 of those were not filled out correctly or completely – some audience members did not cross out six words for each character, as was instructed. The spread of the participants age was too great, ranging from 19 to 73, so we narrowed down the results to include only those of age 18 to 30. This age group contained the wast majority of the participants, leaving us with 31 valid questionnaires. We plotted the questionnaires into a spreadsheet, calculating percentages, error margins and standard deviations. The two sections of the questionnaire is separated, being the word association matrix and the three Likert scale questions (Field & Hole, 2003, p. 45). The first section concerns itself with the characters, whereas the second section is of relevance to the characters in general. The word association data can be found in 15.7 Word Association Data, p.79, which displays the percentage of answers for each character, the error margins being the most important. The words in green are the correct words, and the yellow cells contain data which we will look deeper into. We consider an error margin of 30% the maximum, for a word to be considered a success. Error margin values above 30% are less than satisfactory and may indicate ambiguity, and values above 50% are considered invalid. Error margins are marked with green, orange and red in the spreadsheet. The data for the three additional questions can be found in 15.8 Extra Questionnaire Data, p.81, the median and standard deviation are coloured green. The Calling – A CG Short Film 44 12.1.2 Discussion Damon The Captain 100% The Kid 80% Error Succes s 60% 40% 20% Sum Impressionable Dependent Inexperienced Coward Worried Sum Reserved Tense Instinctive Paranoid Defiant Self-reliant Sum Confident Res pons ible Calm Strategic Protective Com manding Nervous 0% Illustration 10: Results for each character from the word association test. As can be seen in Illustration 10, the percentage of success and error have been calculated for each correct word for the characters. The Captain has an average success of 68,28% which is just below the 70%, or above the 30% error margin mentioned earlier, which it needed to be below in order for it to be a certain success with our criteria. The result is less than satisfactory, and even possibly ambiguous. As can be seen in 15.7 Word Association Data, p.79, 87,5% (21 out of 24) of the words were marked, giving the Captain the largest spread of all the characters. None of the incorrect words were chosen more frequently than the correct words however, and all of the incorrect words are less than 50% successful. As the chart (Illustration 10) shows, the participants did not feel the captain was portrayed as confident. It is because of this that we feel the mediation of this character is just less than satisfactory, but not a failure. Damon is the character with the lowest average success of 35,48%, meaning that his character was not mediated successfully in the film. Only 1 of the correct words, but also 3 of the incorrect words were above the error margin threshold (15.7 Word Association Data, p.79). This means that the character communicated to the audience was a character entirely different to the one we envisioned. The audience saw Damon's character as eager, overconfident and cocky, none of which are traits we intended Damon to have. The Calling – A CG Short Film 45 The Kid, or Mark, has an average success of 68,28%, just like the Captain. Unlike the captain however, the spread is only 62,5% (15 out of 24 words marked). Impressionable was one of the correct words which was not mediated, instead paranoid was one of the traits the audience saw in the kid. This means that unlike the Captain, who the kid shared the same success rate with, the kid was mediated worse than the captain. The results for the 3 characters from our word association data indicate that we have only mediated the captain and the kid with some success, while Damon was communicated completely wrong. Considering our hypothesis, we feel that we have indeed validated it, in that even though the intended personalities of the characters were not mediated, we did mediate some personalities, albeit not the ones we wanted. The audience largely agreed upon the same traits for the captain and for the kid. Even though Damon was communicated wrong, the traits that were communicated were also largely agreed upon by the audience. This indicates that a mediation of personalities was successful, despite any shortcomings in our ability to express the personalities we intended for our characters. One interesting result from the word association test, that we are unable to interpret properly as it is beyond the scope of this semester, is that the word “Responsible” for the captain was marked by 80% of the males, but 0% of the females. We think that this particular trait in the captain is understood very differently by males and females, but we are unable to make any proper conclusions. The 3 remaining questions all have a fairly small [Standard Deviation], ranging from (SD 1,5) to (SD 2,48), which means that the results are reliable. The audience found the characters believable (Mdn 4, SD 1,54), which also helps validate our hypothesis. The Calling – A CG Short Film 46 The audience furthermore felt they were able to distinguish between the 3 characters (Mdn 4, SD 2,19), so we believe that the word association data were filled out correctly for each character. It also shows that the audio and visual cues implement to communicate the characters were successful. Overall, the audience did not feel they needed the subtitles, but they did not dislike them either (Mdn 2,5, SD 2,48). It is not possible to for us to interpret this result properly, as it seems the subtitles were tolerated. A few of the participants did feel they require the subtitles however, so they did serve their purpose. 12.1.3 Source of Errors An obvious source of error, which became evident when we had to discard 14 questionnaires, was the difficulty of the words we used in the word association test, as they were not filled out correctly. We believe it might be because the audience were unable to decipher the meaning of some of the words, but we are unable to determine to what degree the audience misunderstood the words (Compared to our understanding of them), or which words were misunderstood. We believe now, that if we had used Danish translations of the words, this confusion could have been minimized, because we would be in control of any loss of meaning caused by this translation. Instead we had given the audience the task of translating, in which we have no control. Lastly our choice of words are perhaps too subtle in their differentiation, and we suspect that too many words have a similar meaning. This makes it possible that the audience would choose a word that may actually be correct with their understanding of the word, while being a word that did not intended as correct. The Calling – A CG Short Film 47 13. CONCLUSION In conclusion the short film was successful in mediating personalities of characters, albeit not necessarily the personalities we intended, as only two characters were somewhat successful in being understood by the audience. The problem was in part due to an erroneous questionnaire, specifically ambiguous words concerning the characters' personalities, but also partly due to lack of experience in the creation of short films. If future opportunities in creating short film were to present themselves, we are confident that we would be able to avoid some of these problems. We have learned that when creating short films, you wish to give the audience the experience you have imagined for yourself, and that you know in detail. The problem will inevitably be that you will have a much deeper understanding of the characters, setting etc., than the audience will ever have, emphasizing the need for film screenings as a process for creating a final film. The Calling – A CG Short Film 48 14. REFERENCES F. S. Hill, Jr. & Stephen M. Kelley, Jr., (2007). Computer Graphics using OpenGL. Depart of Electrical and Computer Engineering, University of Massachusetts. Joseph M. Boggs, Dennis W. Petrie, (2008). The art of watching films. New York, McGrawHill. Field, A., & Hole, G., (2003). How to design and report experiments. Thousand Oaks, California: Sage Publications Inc. Jeannie Novak, (2005). Game Development Essentials. Clifton Park, New York: Thomson Delmar Learning. Kim Adelman, (2004). The Ultimate Filmmaker's Guide To Short Films. Saline, Michigan: McNaughton & Gunn Inc. Benedek, J., & Miner, T. (2002). Product Reaction Cards. Microsoft's Usability Engineers. Retrieved October 23, 2008, from http://www.microsoft.com/usability/publications.mspx Blender Foundation, (2008), Depth Of Field (DOF) Explained. Stichtine Blender Foundation. Retrieved November 27, 2008, from http://wiki.blender.org/index.php/Manual/Depth_Of_Field Lustig, B. (Producer), & Spielberg, S. (Director). (1993). Schindler's List [Motion picture]. Hollywood, CA: Universal Pictures. Soundsnap, (2008). http://www.soundsnap.com. Tera Media & Canfield. Audacity 1.3.6 (Beta), (2008). http://audacity.sourceforge.net/. Audacity. Celtx 1.0, (2008). http://celtx.com/. Celtx. The Calling – A CG Short Film 49 15. APPENDIX 15.1. Screenplay The Calling – A CG Short Film 50 The Calling – A CG Short Film 51 The Calling – A CG Short Film 52 The Calling – A CG Short Film 53 15.2. Storyboard – Ending B The Calling – A CG Short Film 54 The Calling – A CG Short Film 55 The Calling – A CG Short Film 56 The Calling – A CG Short Film 57 The Calling – A CG Short Film 58 The Calling – A CG Short Film 59 The Calling – A CG Short Film 60 The Calling – A CG Short Film 61 The Calling – A CG Short Film 62 The Calling – A CG Short Film 63 The Calling – A CG Short Film 64 The Calling – A CG Short Film 65 The Calling – A CG Short Film 66 The Calling – A CG Short Film 67 The Calling – A CG Short Film 68 The Calling – A CG Short Film 69 The Calling – A CG Short Film 70 The Calling – A CG Short Film 71 The Calling – A CG Short Film 72 15.3. Storyboard – Ending A The Calling – A CG Short Film 73 The Calling – A CG Short Film 74 The Calling – A CG Short Film 75 The Calling – A CG Short Film 76 15.4. Preliminary Test Questions The Calling – A CG Short Film 77 15.5. Preliminary Test Results The Calling – A CG Short Film 78 15.6. Questionnaire The Calling – A CG Short Film 79 15.7. Word Association Data The Calling – A CG Short Film 80 The Calling – A CG Short Film 81 15.8. Extra Questionnaire Data