:: ASSIGNMENT #6 :: ALICIA YEARGIN :: PROFESSOR WHITEHEAD :: ART310, SPRING 2011 Scene Analysis.

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:: ASSIGNMENT #6 :: ALICIA YEARGIN :: PROFESSOR WHITEHEAD :: ART310, SPRING 2011 Scene Analysis Scene Analysis

Transcript of :: ASSIGNMENT #6 :: ALICIA YEARGIN :: PROFESSOR WHITEHEAD :: ART310, SPRING 2011 Scene Analysis.

Page 1: :: ASSIGNMENT #6 :: ALICIA YEARGIN :: PROFESSOR WHITEHEAD :: ART310, SPRING 2011 Scene Analysis.

:: ASSIGNMENT #6

:: ALICIA YEARGIN

:: PROFESSOR WHITEHEAD

:: ART310, SPRING 2011

Scene AnalysisScene Analysis

Page 2: :: ASSIGNMENT #6 :: ALICIA YEARGIN :: PROFESSOR WHITEHEAD :: ART310, SPRING 2011 Scene Analysis.

Mass Effect 2 :: Normandy SR2 Reveal

(Cutscene)

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Introduction

Joker (right) informs Shepard/Player (left) that there is something to see that he will like. They

are at the window, ready to see it.

“Bracing” posture that signals he’s ready for the surprise, which feeds into player’s anticipation

The window lets players know there’s something to look at, but they can’t see what; the size of the window suggests it’s something big.

Characters’ attention is focused on what is beyond the window.

Camera angle is from behind, giving players the same vantage point as their character without revealing what the surprise is.

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Shadow

Cut to dark silhouette of the subject within the unlit, large bay. No details can be seen about it.

Location within such vast interior architecture suggests that this is something huge, expensive, and worthwhile.

Silhouette merely hints at what it could be—a ship, but there are no visible details whatsoever.

Tiny lights/windows give a size reference.

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Light Reveal 1

Lights reveal that the subject is indeed a ship, and gradually lights switch on, illuminating the length of the ship, letting players see the SR2 and Cerberus logos.

Quick reveal of SR2 logo, which is significant to players who’ve played the first Mass Effect.

Reveal of Cerberus logo, reminding players of their current situation.

Light 1Light 2

Light 3

Second SR2 Logo

The series of lights plus the camera movement keep the player’s eyes moving along the length of the ship.

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Light Reveal 2

Camera switches to a side view of the ship, and another series of lights come on, lighting the ship.

The series of lights plus the camera movement keep the player’s eyes moving along the length of the ship again.

Tiny lights/windows give size reference to the room.

Light 2Tiny lights/windows give size reference to the ship.

Light 2 Light 3

Light 1

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Logo Swipe

Camera cuts to the logo and then slides back away from the ship, revealing the backside of it.

SR2 Logo Focus, impresses upon player the quality of the ship, also in case players didn’t catch the first quick glimpse at the logo.

Very shiny, attracts attention, carries the message that this is indeed a high-quality ship

The way the camera zooms out as it moves to the ship’s back gives the player a feeling for its size.

No size reference in this shot.

Space around ship provides size reference

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Full Body Reveal

The camera finally pulls out and around to allow players to see the whole entire body of the ship for the first time.

Massive amount of space around the ship provides size reference for both location and ship.

Light/shiny focus on SR2 logo attracts attention.

Volumetric lighting places focus on ship and sets it in a “reverent” light.

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Reaction

Camera cuts to Joker and Shepard, providing the emotional response to the surprise. Shepard wants to know the name of the

ship.

Shepard is impressed, although it’s a little hard to tell.(Shown through dialog.)

Cutting away from the ship and to the player’s character provides a moment for the player to feel an emotional response right along with Shepard.

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Anticipation for Second Surprise

Camera cuts to the huge doors of the ship bay as they gradually open, revealing the ship.

Player focuses on the ship as it is the one recognizable object in view.

Light and strong contrast brings the player focus here.

At this point, the player knows what he/she is seeing, but he/she doesn’t know why or what to expect. He/she is expecting something though.

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Name Reveal

A single, still camera shot centers on the name of the ship, as this is of extreme significance and importance to the story.

The name Normandy is well lit, centered, in clearly displayed, in clean lettering.

Tiny/windows lights again provide size reference, which is important again to emphasize the size of the ship name.

Key lights

Volumetric background lighting to provide “reverent” lighting.

Lights’ size provide size reference for ship and room.

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Starting Up

Camera swings to the back of the ship, showing that the bay doors are open, and that the void of space awaits outside.

The lighting is at its peak, making no shadows or particular points of interest.

Camera reveals that the doors are open, players can now see the outside.

The camera angle plus the direction of the ship direct the player’s focus to the outside, preparing him/her emotionally that is where they are headed.

Lights coming on shows life coming to the ship, showing that it’s ready to go.

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Movement

Camera switches to the front of the ship as it moves forward out of the ship bay.

Main key light keeps focus on the front of the ship.

Background key lights keep the ship as the focus but do not detract attention from the front of the ship.

SR2 Logo flashes by, and light shines directly on it.

Normandy name flashes by right after.

Shiny engine lights don’t necessarily detract attention, but they look super cool.

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Departed

There is a last lingering shot of the empty bay, expressing that the ship has now left this place.

Huge, empty void.

Low lights, so there’s no real center of attention.

Tiny lights/windows provide size reference for room.

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Coming Out

The ship flies out of the base and disappears into the void.

Bright light provides contrast so the base is visible against the dark void of space.

The fact that the ship is moving keeps it the center of attention since attention is almost always automatically drawn to anything that moves.

Light contrast also works on ship once it reaches the lit area.Light is also slightly volumetric so “reverence” theme is continued.

Ship soars off into the void; ship lights eventually become similar to stars and disappear amongst them.

The ship’s movement is from the light and safety of the base toward the empty, darkness of space.

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The Void

Last shot lingers on the void of space. The ship is nowhere to be seen. The shot impresses upon the player the monumental weight of what is to come for his/her character as the game

unfolds.

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End

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