Sunday, December 9, 2012

Continuity Project: pre-produduction


These were the storyboards we used before we began filming. We first planned out how we should film with the main concept of doors opening to different realms.



In the first storyboard, we introduce the character, entering the school. We wanted to explain the main concept in the beginning




Here we have the main character trying to comically fit into a tiny door




In this scene, we wanted to show the character getting hungry, and entering a room with a vending machine. But when he puts in a dollar, the dollar disappears as well




Here we want to show the character frustrated with not ending up where he wants to go, and he tries the emergency push-to-talk button to get help.





The final scene is where the character finally ends up where he wants to go. 

Thursday, November 15, 2012

Storyboarding

 

Project - "DOORS"
Members-
     Hammond Liang
     Jason Christensen

Synopsis
This is a storyboard on our final project.
The concept behind the story is that the main character stumbles upon a peculiar tiny door.
The location of the story takes place in various locations at hunter, and the idea behind the door is that by going through this door, you come out in a different location. The main character enters hunter college, searching for something specific. As he goes through doors, he ends up in different locations, but they're not what he expects. The character becomes lost, and frantic as he tries to find ways out. Finally, he ends up in the correct room, containing a laptop. He walks to the laptop, sits down, and finds what he's looking for. After looking through the computer, he leaves, and the camera reveals what he was searching for on the laptop.

Pre-production list:
1. Hunter College


Characters - 1
Hammond Liang
1-646-243-1345
Hammlingu@gmail.com


Props - tiny door, ham sandwich, laptop

Wednesday, November 7, 2012

Creative Statement - MEDP160

As I progress in the things the interest me most, such as in illustration, animation, dancing; or even in picking up things that i have no experience in at all, such as guitar, i find that what motivates me is the experience. To be able to have a chance to learn all these things, i feel, should be a privilege to me, and i should make the most of everything i do. Improving is what  drives me towards learning and doing what it is i do, and the result is being able to share what i've learned with everyone else. 

"Each one teach one". It's the best when someone trying to learn something for you finally gets that "I GOT IT" moment, when they finally learned that windmill(dance move) you were trying to teach them, or when you see their artwork go from scratchy rough drawings to artwork that flows and makes you go "dang he/she got better", and then you have to improve yourself, or else student overtakes the master.

To flow like the water, and not let anything limit you is what makes me run. If you decide to pursue something, go at it without holding yourself back. If you decide you can't run any longer, run the extra three miles. As I look back to my creative statement from last semester, i find that i've seen that many more things, and my views have changed, but my influences have stayed the same. Just like Jackie Chan, running from that exploding chair for his life(because it was actually happening in real life & not cg), run like that exploding chair you were just sitting on really is going to blow up.

Sunday, April 29, 2012

MoMa

My trip to the MoMa for the first time had me looking at lots of interesting artworks, both related to media and film and unrelated. One of the first exhibits I found had three towering shelves, filling up about the size of a classroom. On each shelfwere rows and rows of about 7in. screen old style t.v.'s, the fat ones that you saw more often from the 90's. Playing on each screen was a perspective of an old man, most probably in his house, and the total number of t.v.'s came up to 128 sets. Each t.v. portrayed a different aspect of his life, as he was working, sleeping, eating, meeting with other people, and eating while he was working. It was interesting how he used every single shots to focus on his everyday life, especially since it was during his last years.






The second most interesting Exhibit was a black room, with a screen for one wall. This first thing I saw as i walked in was a close-up shot of an african american man, staring directl; at you. All of a sudden, something comes rushing down. The camera angle then changes, to a long shot. The man is staring off camera, and a building stands behind him. All of a sudden, the wall of the building falls towards the man, and the man is perfectly placed so that he passes through a small window on the wall, all while standing still. The film continues with various angles and shots of the same action, ranging from a high angle shot, close up, etc. It was very random at first, but once you realize what it was, it turns out to be pretty cool.









 

Sunday, March 18, 2012

"We do what we must, because we can."



In a world where most of the visual experiences we encounter are filled with explosive, shiny, eye-catching, colorful, energetic, flashy, and many other desensitizing things. With all these distractions in commercials and ads, sometimes the message can be lost in the many actions going on. With this in mind, i believe that the best kind of design is the simple one, that doesn't try to force feed too many images into the viewers mind; a design that is both memorable and is a sign for whatever it's advertising.


Whenever you see these simple icons, you automatically think "hey these kind of look like those regulation and warning signs you see when you're driving". These icons, taken from the game "Portal", show a great use of design, in being simple and direct. While playing the game, you usually see these icons before you start the level, which either warn of turrets, falling objects, or maybe even hints at a prize at the end of the level.

The aspects of these icons that make them work so well can be seen in the use of contrast, line, shape, space and form. The first most noticeable characteristic of the icon is the contrast of the black and white. The black makes the actions within the box more more noticeable and stand out. Also, the line bordering each icon help differentiate as well as let the viewer know each box stands for a different warning/message, making it easy as well as fast for the view to understand the icon. In a way, the design of the icon looks comedic, but at the same time with the lack of color makes it feel oppressive, which works hand in hand with the story of the game. The main character of "Portal" is stuck in a lab, and like a lab rat must go through several experimental levels testing a portal device, eventually finding a way to escape. The way these icons make the player feel as though they are forced through these "regulations" accomplish what the design was meant to do: warn, instruct, and give off a feeling of regulation following lab-like lifeless environment.

These icons were used for the player to be able to tell what will hurt them, or what they had to do, and let the player waste no time as well as provide something interesting for the player to look at. The black figures, body language of the figures, motion lines of objects in the icon, and the easily recognizable shape of the cake is what makes these designs work so well. In a way, they work like a comic strip, and each box tells a different story.





"We do what we must, because we can."

Tuesday, February 21, 2012

luv (sic)


Luv (sic) is an album cover that feels like how Nujabes' music sounds. If you've listened to his music, you instinctively feel the cover represents his music just right, and it speaks for itself.

What?! Gears that grind?

Everyday, people go through the same cycle as they go about their week - wake up, eat breakfast, go to work, school, come home, have dinner, then go to sleep. Day after day becomes the same thing over and over again. What if, there was something out there that breaks that cycle; something that changes peoples perspectives about certain ideas, or maybe brightens up someones day.

If I can make someone laugh, think, or make their day, then i feel like I've done my job.

My everyday life is my medium. Whether it's a drawing comic strip, drawing something that makes everyone superjealous - inspiring them to draw
something even better than me, leading to an epic drawing battle; then i feel like my work is done. Like my inspiration Jackie Chan, I see nothing as impossible. Jumping through glass onto double decker buses, exploding chairs, and breaking every single bone just to entertain people? Sounds fun.