6 cell intro animation - Kenny Alexander...

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6 cell intro animation Long Shot - Dolly zoom, as marked above encapsulated in red (zoom begins far left and far right zooming inward very slowly until the red box boundary). Space Background(black) starts, colourful glowing planets as seen above, glowing borders and Electronic and vibrant fonts (Courier) to be the primary font. Music: spacey/twilight background music to set the scene for the intro animation. Twinkle sounds, swish sounds for the planets dropping into place from 0%(invisible) to 100% the size it is as seen above. The contrast is bright and primary and secondary colours will be used. cut away from shot. Close Up Shot - with secondary object in the background. the close up shot is an intimate shot, it provides a magnified view of the object or action. The ship is flying fast (arrows) in space, large planet to the left and 4 other smaller(due to distance) planets on the left. The light is only found from the ship and the planets and stars. Futuristic space sound in all scenes. cut away from shot. Extreme Wide Shot or Extreme Long Shot showing the track on the planet below. Teacher Websites (2014 ), "This type of shot features the subject far from the camera and as a result we see the area and environment around the subject. In fact, in the extreme wide shot, the subject can be barely seen." Half of the ship can be seen in this scene, moving in a right direction, descending in a clockwise motion. Setting the scene by illustrating the track just enough for the player to be intrigued/curious by what lays below. A silhouette of the track can be seen along with bright contrasting lights, giving off the illusion that SpaceRace is the event of the millennium. Duration: 3-4 seconds Duration: 2-3 seconds Duration: 3-4 seconds

Transcript of 6 cell intro animation - Kenny Alexander...

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6 cell intro animation

Long Shot - Dolly zoom, as marked above encapsulated in red (zoom begins far left and far right zooming inward very slowly until the red box boundary). Space Background(black) starts, colourful glowing planets as seen above, glowing borders and Electronic and vibrant fonts (Courier) to be the primary font. Music: spacey/twilight background music to set the scene for the intro animation. Twinkle sounds, swish sounds for the planets dropping into place from 0%(invisible) to 100% the size it is as seen above. The contrast is bright and primary and secondary colours will be used. cut away from shot.

Close Up Shot - with secondary object in the background. the close up shot is an intimate shot, it provides a magnified view of the object or action. The ship is flying fast (arrows) in space, large planet to the left and 4 other smaller(due to distance) planets on the left. The light is only found from the ship and the planets and stars. Futuristic space sound in all scenes. cut away from shot.

Extreme Wide Shot or Extreme Long Shot showing the track on the planet below. Teacher Websites (2014 ), "This type of shot features the subject far from the camera and as a result we see the area and environment around the subject. In fact, in the extreme wide shot, the subject can be barely seen." Half of the ship can be seen in this scene, moving in a right direction, descending in a clockwise motion. Setting the scene by illustrating the track just enough for the player to be intrigued/curious by what lays below. A silhouette of the track can be seen along with bright contrasting lights, giving off the illusion that SpaceRace is the event of the millennium.

Duration: 3-4 seconds Duration: 2-3 seconds Duration: 3-4 seconds

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6 cell animation continued

Cut in, pan right, tilt up shot. the ship moving in the right direction. flames roaring. background under the track is moving, the ship is moving fast, giving off an illusion of fun and exciting. lighting effects (flashing different colours, keeping with the theme of the design)

Cut in. Extreme Close up Shot Teacher Websites (2014 ), "These are great shots to use for added suspense or to basically draw your audience closer to a specific feature or detail in a shot or scene". Engine sounds, roars, Light makes sounds when colour changes (beep), Crowds cheering. Background moving right, while close up of vehicles sways as if giving the effect of motion.

Cut in medium shot. SPACERACE title animates down into position. Background has spacey, electrified effects. The yellow black circle in middle, pops up and ship flies in. "Let's play!" animates upward direction

Duration: 2-3 seconds Duration: 3-4 seconds Duration: 3-5 seconds Total possible duration for intro: 16 sec- 23 sec

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The consequences of hitting side of track

The car makes a "Thump" sound when it hits the side of the track and bounces off. In the early stage of the game, the track has boundaries but as the player gets further in the game, the track becomes more dangerous. Red dots also appear when the vehicle collides with an object. no damage is sustained. i can create a damage by initiating a var as an int, (similar to the speed var) but this is a simple game and i wont penalise the player for hitting obstacles.

Player can fall off the track and as seen above which makes it more challenging to play. The player loses a life when they fall off the track. One life is removed and the player can continue if he has lives remaining but if the player does not have any more lives, game over. Similar to when the player collides with a coin, when the player dies, the player hears a distinct tune.

If the player goes off the track, the motion of the vehicle will be greatly affected(up to 80%). reversing sometimes is the best option instead of going through the grass/rough terrain. The down button and the left button would allow the player to reverse

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Movement in the game(user input and associated movement of the vehicle)

The up and right arrow is pressed in order to move the ship forward and to the left, keeping the ship on the track.

At the start of the race, the player cannot accelerate until the race begins...by holding the up arrow, the player can accelerate.

The down arrow will allow the player to reverse when they get into situations that they can't move forward.

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The game ending due to time running out

When the clock is running out, a warning message in red bright font pops up, flashing, warning the driver that they have 5 seconds left...the timer counts down as seen (3seconds on top).

Ship explodes when time runs out. one life is subtracted from the "lives remaining" area above. (not previously seen but the lives are always apparent. The "lives" are hidden on other storyboards due to saving space.

The player is then sent to the end screen and the score is added up and a message appears wishing the player better luck next time. Then the player is given 3 options to move forward. 1, go back home button on the bottom left. 2, quit button in the middle and 3, play again on the bottom right.

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Level ending when player completes required amount of laps

Feedback message appears, flashing 5 times in the centre of the top middle stage, flashing 2 laps remaining(out of three) when the ship/vehicle crosses the starting/finish line.

Upon winning, another message appears letting the player know that they won. "YOU WIN" appears flashing for 5 times before the game/scene ends and the player is sent to the next scene.

Next scene is the congratulations screen. Score, is added. Time remaining is added to the score. each lap completed is worth 500 pts which is added to the final score. The player is given a link on the bottom right to continue onto the next race.

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A vehicle collecting an object to gain more time

The ship approaching a coin on the track, set randomly. the close up shows a 50 points coin, therefore 50 points will be added when the ship collides with the coin.

The ship collides with the coin and the coin animates up, makes a twinkle sound giving two types of obvious feedback. the score will be updated accordingly right away.

The ship collides with the coin and the coin animates up, makes a twinkle sound giving two types of obvious feedback. the time will be updated accordingly right away. the animated coin last approx 3-4 seconds, giving ample time for the player to see and appreciate the animated icons.