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This article originally appeared in the Videomaker
Magazine April, 2002 issue. Pages 71-74
Reprinted with permission from Videomaker Magazine,
Chico CA., Videomaker Inc. All Rights Reserved
Call: (800) 284-3226 for subscription information
For this and other articles visit us at www.videomaker.com
©2005 Videomaker Magazine. Reproduction of
this article for any use other than personal is prohibited.
------------------------------------------------------------------------
Storyboards
and Shot Lists
by
Jim Stinson
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|
| Some
DVDs (Shrek and
The Matrix, for example) now include
sample storyboards—shot-by-shot sketches
drawn to visualize the action of key sequences
as bonus material. As you study these slick drawings,
you'll notice that most frames are remarkably
close to the actual shots they predict. Back in
Hollywood's glory days, most directors (with Hitchcock
a notable exception) rarely worked with storyboards;
today, however, they're everywhere. Should you
be using them too? That's what we're here to discover.
We'll start with a look at what storyboards do. |
A
bit of pre-planning saves you time and money and
communicates your vision to clients and crew |
 |
|
Storyboards
Visualize
Basically,
your pre-designed storyboards in pencil or marker
predict what shots will look like. Why not just
invent shots as you actually shoot? Here are three
reasons.
First,
storyboards let you test complicated setups cheaply
on paper instead of expensively on location. Suppose
your script says, "She unrolls the treasure
map before her and she gasps as she sees where
the gold is buried." But when you draw a
high-angle insert of the unfolding map, you realize
there's no way to get "she" into the
frame (Figure 1a). So you try a new angle: over
her shoulder (Figure 1b). By moving the camcorder
to center her face and refocusing as she turns
into profile, you can get both her relation to
the map and her reaction to it; and you haven't
wasted half an hour on a setup you'd eventually
discard.
Secondly,
you can check your coverage of a sequence and
preplan your video camera angles for variety,
continuity and rhythm. Suppose you sketch three
shots of the male talent digging up the treasure
chest (Figure 2a). Hmmm: though the sketches are
from different viewpoints, they're all neutral-height
medium shots and are too repetitive. OK, substitute
a point-of-view (POV) closeup of the emerging
chest (Figure 2b) and change the last shot to
a low-angle closeup of his greedy expression as
he reacts to the chest (Figure 2c). In 10 minutes
of doodling, you've improved a sequence from ho-hum
to dynamic.
Finally,
storyboarding is essential for planning special
effects. Say you want to establish a "pirate
ship" by compositing stock footage of a three-master
riding off-shore with our hero in the foreground
(Figure 3). A sketch will guide your placement
of the camera and the actor so that he'll relate
properly to the scene. |
Storyboard
Vision
So
far, you've been created storyboards for your
own use, but storyboards also communicate your
vision to others. Verbalizing image ideas is always
chancy, so it's better to show what you have in
mind visually.
In
the professional world, storyboards are essential
for communicating with clients, first to pitch
concepts and then to preview the live action.
Never forget that visual imagination is like a
sense of humor: many people lack it, but no one
will ever admit it. The client may nod and smile
as you verbalize your vision, but yelp, "You
never said you'd do that!" upon seeing the
footage, even if that was precisely what you promised.
Prevent that scenario — put that promise
in sketches instead of words.
Incidentally,
you should have a professional artist draw storyboards
for clients. Even though you were hired to shoot,
not draw, your amateur scribbles will likely cast
doubts on your professionalism. (Hey, whoever
said it was fair?) If you don't have a client
to impress, don't worry about the quality of your
thumbnail sketches. As long as they communicate
to yourself and your crew, they do the job. There
are two ways to do storyboarding nowadays, either
draw them on paper or build them on a computer.
Paper
and Pencil
To
make a board from scratch, draw between six and
12 rectangles on a virtual sheet of paper (any
word processor or paint program'll do it for you).
Make the horizontal/vertical ratio 4 to 3 (4:3)
for conventional video or 16:9 for wide screen.
Leave enough space to write under each frame.
Some people pre-print "Frame #," "action,"
"audio," etc., but you don't have to
be that formal. Print out a large quantity of
these blank boards.
Using
simple lines and stick-figure subjects, sketch
each setup in a frame, observing just a few conventions.
Indicate subject movement with arrows in the frame.
Show zooms by sketching the wide-angle position,
drawing a box around the telephoto position within
it and adding diagonal arrows to show whether
the movement is in or out. For pans or tilts between
two distinct compositions, show each one as a
separate frame, with an arrow between frames to
link them. |
 |
Storyboards
let you test setups
on paper instead of on location. |
 |
 |
 |
 |
 |
 |
| The
notes that are written below each frame should
contain some or all of the following:
Frame
number
Sequence
("27") or sequence and shot ("27B)
Action ("John runs past;
then he exits frame right")
Camera
instructions: ("No pan")
Dialogue:
("JOHN: Come back here with that map!")
Other audio: ("SFX: bullet
ricochet")
Visual
effects: ("Use bluescreen for the
ship composite")

|
Computer
Boards
If
you're deft with a mouse (or are fortunate enough
to own a pad and stylus), you can sketch boards
directly on your screen. Perhaps the easiest way
to do this is with the draw tools in Corel Presentations
or Microsoft PowerPoint. This approach makes frames
easy to add, insert, delete or modify.
A
second method is to make individual sketches in
the draw/paint software you favor, then use a
graphics organizer to print them as sequential
thumbnails. The ThumbsPlus software lets you add
extensive notes under each image.
A
third route is a publishing package like Adobe
PageMaker. You can build a template page of blank
frames, then either draw in each one or import
an outside graphic or even location photo.
This
brings us to commercial storyboard packages. They
can make wonderful organizers for production planning,
because you can import digital photos and write
extensive commentaries. However, they can be cranky
and limited in drawing the shots of your particular
show. Though they might seem to allow non-artists
to build presentation-quality boards, the skill
needed to customize their generic components is
substantial. |
Shot
Lists
Think
of a shot list as the writing on a storyboard,
without the pictures. Though simple lists of shots
don't let you pre-test potential setups, they
do allow you to systematically verify that you
are covering every angle you need.
Often
shot lists are just quick and dirty notes that
help you remember everything you need in a particular
sequence. You can also cull a shot list from a
fully-written script if you separate the video
into separate columns (or separate paragraphs).
Just
build a word processor macro that will strip out
everything but the scene number as well as any
of the visual descriptions.
On
the other hand, a shot list built in a database
program (such as File Maker Pro) can be one of
the most versatile production tools in your kit.
Design a database using some or all of the fields
that are suggested in the sidebar, using each
shot as a separate record.
By
creating report forms with different fields and
sorts, you can build a working document that can
be used for everyone in your production, from
the director to the wardrobe person. |
|
Storyboard
Software
Commercial
software is available for storyboarding but it
suffers from problems that are somewhat difficult
to overcome.
Most
packages work by supplying a pre-drawn set of
backgrounds, a grab bag of props (guns, flower
pots, cars), and a repertory of characters. By
selecting, placing, rotating and scaling these
components, you can make very professional looking
frames.
The
trouble is, they can almost never illustrate your
video. The script may say, "The old duchess
sweeps into the palace banquet hall." but
the software inventory lacks both an old woman
(let alone a duchess) and a palace hall; and the
drawing tools for building same are rudimentary,
to put it kindly.
True,
you can import custom backgrounds from programs
like Bryce and characters from 3D modeling software,
but expect to spend at least an hour per frame
building these hybrid images. Do the math on a
three-page board of 12 frames each and decide
if this method is really time-effective for your
project.
On
the other hand, these packages can be useful in
production planning if you import digital stills
from location scouting and make notes in the fields
provided.
Bottom
line: Storyboard packages have their uses, but
don't expect them to draw what you can't draw
for yourself. |
| This
article originally appeared in the Videomaker
Magazine April, 2002 issue. Pages 71-74
Reprinted with permission from Videomaker Magazine,
Chico CA., Videomaker Inc. All Rights Reserved
Call: (800) 284-3226 for subscription information
For this and other articles visit us at www.videomaker.com
©2005 Videomaker Magazine. Reproduction
of this article for any use other than personal
is prohibited.
|
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