KILLING STALKING UPDATE #OO6
In this post I'll be taking you through the process of mechanical development for the locations in Episode .O1
Episode .O1 will only feature chapter 1, all the other episodes feature 3 chapters each and are 1 hour long. Based on a read-through with the intention of scene timing, dialogue length and camera shot transitions, Episode .O1 works out at around 20 minutes long . Now I need to begin building the Episode.
I start with Location Listing, then Asset Listing & Character Listing. In the first Episode there will be 14 LOCATIONS and 24 separate scenes within that. I've named them conventionally for the sake of organisation within the game engine in which it's being made.
▶ WHITE SPACE
▶ BUM BEDROOM (FALSE)
▶ TRAIN CARRIAGE
▶ TRAIN STATION
▶ CORNER SHOPS
▶ SANGWOO HOUSE
﹂ SANGWOO STREET
﹂ FRONT GARDEN
▶ BLACK SPACE
▶ BUM HOUSE
▶ ARMY BASE
﹂ ARMY FIELD
﹂ ARMY HALL
﹂ ARMY ROOM
▶ STREET 01
▶ TOWN WEST
Now that I've got every 3D space listed that will appear in the episode, I list every asset that will be needed for each scene. I can't miss a single thing, I have to study each panel from chapter 1 of the manhwa and note every piece of furniture, every object, every piece of litter (trash), every human, every environmental detail (trees / wildlife / foliage) and every visual FX that will be needed to compose the scene. I won't list that here because there are over 600 objects.
I've got everything written down in front of me now, it makes the process of compiling the scene much easier. Now is the long and tedious process of hand modelling all 600+ assets and placing them into an empty 3D space to re-create the environments in the manhwa. Luckily in the 3D industry there are ways to relieve the pressure of working as a 1 man team, with model packs, model collections and importing pre-made models from previous projects, this means I won't have to spend a year making everything. Although it's not a magic wand that makes the job easy, it makes it easier, and that's what I look for in every aspect of doing this alone. I don't have floor plans or measurements so I use the height of Sangu and the height of the average door as a reference for guesstimating the sizes of the walls, furniture, ceilings ect.
I'm a visualist, diagrams really help me to grasp what I'm working on, so I draw out the episode as a timeline with the Locations and the order in which they come into each scene.
With the preparation sorted, I begin building each scene. WHITE SPACE is first, this is easy, just a white skydome in a 3D scene. Next is BUM BEDROOM (FALSE), This is when we see Bum as a girl on a computer looking at Sangu's social media profile, but we're led to believe Bum is a female at this point, and based on his later appearances in his flat (apartment) there's a high chance he never had a computer, and the 'bedroom' we see him in doesn't look anything like the flat he lived in in the beginning. So I'm safe to assume this was a false vision. I need to model this 'bedroom' of Bums but I can't use it again in later episodes for anything since it's not the same room.
In the manhwa there are scenes that only appear once or for a single panel, for the animated series I'll still need to recreate the entire scene for the shot. Even if it's only going to be in a shot for a few seconds or in a short flashback. Blocking-out a scene is the process of defining what the environment is with basic primitives like cubes and cylinders, no texture or colour, to block-out a location will take me a full day depending on the size of the location and how much solid reference imagery I've got available from the manhwa.
Next up is the Train Carriage! I already made a start on this a couple weeks ago so at this point it's just fine tuning and creating Korean signs / fake advertising / stickers.
Once all of the LOCATIONS are complete, I then start to worry about the CHARACTERS, and that's a whole other post!
More updates to come!