Premise; Concept Drawings and Solidified Story - 'Pitch Black'
From Bogman to Pitch-Black; Idea Development
Despite
having an interesting environment and atmosphere concept for my premise
project, for some time I’ve been stuck on how to push forward and develop these
into a short. Although I never intended to worry about an in-depth narrative,
it still felt as though I was missing a key focal idea that would give the world
and characters a reason to exist, and be explored through.
Initially,
I assumed that it would be enough to just follow the focal character on a short
adventure to find something. This could have worked, but I was struggling to
think of a way it could be compressed into the format of a few minutes and
include enough character and world building. I worried that if the world and
character were not interesting enough to carry the short on their own, the short
would fall flat and be boring, especially because I’ve been trying to tread the
line between bleak and bland with the world design.
I later
came up with the idea of framing the short as a journey, but from the perspective
of a vehicle. I imagined that the main character could hitch a ride on a
strange airboat-bus contraption that would simply take them from one stop to
another. This could give me the opportunity to still explore the environment in
the background, whilst having a more personal interaction inside the vehicle
which would give the short more focus. I thought perhaps I could include a
couple of other passengers on the bus that the main character could interact
with. I also enjoyed the idea of contrasting the harshness and bleakness of the
outside environment with the cosiness of the bus.
However, I
still felt like I hadn’t really hit upon the golden idea that would give my
short the focus I was looking for. Despite the potentially cool environment and
vehicle designs, the heart of the short would likely be in the interactions
between the passengers, which is a type of short I had initially sought out to
avoid, since I wanted the main focus to be on the environment and atmosphere.
Since I was
designing a harsh and bleak environment, I still liked the idea of contrasting
it with a sense of security and cosiness, so I decided to follow that train of
thought a little further. I started thinking about the environment again, and
perhaps having an additional sense of threat that could give a short more
tension, and a reason for the main character to seek shelter. There was always
the idea of monsters of ghouls lurking in the swamp, but I felt that would be
too blunt to compliment the subtly ominous atmosphere I was going for.
I had the
idea that the environment itself could be a part of the threat, and that’s when
I started thinking about the dark, and how I could use it in a unique way to
generate tension and a sense of impending threat. This is how I hit upon my favourite hook/idea so far. I don't have a final name, but for now I’m temporarily dubbing it ‘Pitch Black’;
Pitch Black; Concept
A race of mythical light-creatures inhabit a world in which absolute darkness causes things to cease to
exist. In other words, things only exist when they are lit up/interacting with
light. In this strange reality, pitch-black is not just an optical phenomenon, but also a
physical one. A never ending, all encompassing black void exists everywhere,
and whenever partial shadow falls on a surface or object, the void starts to show
though. If an area becomes pitch black, it becomes physically permeable.
This sounds like a complicated premise, but it’s actually pretty simple when
put shown visually. Imagine a black empty void as practically the same as being
in a pitch black room. If you were to turn on a dim lamp, you’d be able to see
some of the room. But in this other world, the things you could now see would
have come into being as a reaction to the lamp, and in the surrounding
darkness, nothing would exist.
The void
has no floor, so if you were to see a shadow on the ground, and step onto it,
you’d fall straight through the ground, and keep falling forever. This is the
crux of why the darkness in this world is such a serious and omnipresent threat;
the light, or what you can see, is your connection to the physical world; if
you loose sight of the world, you’ll loose your connection to it, and fall into
the abyss.
Along with
being generally ominous, my forest/wood is a great setting for this premise, because
it gives plenty of opportunity to play with shadows. In the day-time, the sun
floods the forest/world with light, and pitch-black becomes rare, so it’s largely
safe.
But as the sun sets, the shadows become deeper, and begin to creep over
the landscape. The shadows of hills and trees become tears in reality which
create networks of bottomless ravines in the land leading into the void. If you’re travelling at this
time of day, you’d better have a light source with you, and a reliable
one at that. As the sun sets behind the horizon, the void spills out and envelops
everything; at this point you’d better have found a light-source to last you
the night; a battery lantern or even a flaming torch won’t do for long.
The
inhabitants of this world are not made from the same matter; I found that if
the characters followed the same rules as their environment I’d run into logical
problems such as whether or not everyone is technically standing on their own
shadow, or that they couldn’t ever fall into the void, because they’d just cease
to exist first, and so on. This is why the characters will probably be simple
looking glowing line-work without a shadow, to make clear that they are not made
of the same matter. In my initial tests, I think this style works well for the characters, provided I can replicate it in 3D.
As for the
story, I think this idea is a good pick because it’s a simple and interesting
enough concept that I can probably explore a very simple narrative and the gimmick
will be interesting enough for at least a few minutes, since there’s quite a
lot you can do with it.
Pitch Black; Story
The story
will follow a lost light-creature who is late home, and racing against the
setting sun. The creatures live in cities and towns that are filled to the brim
with lights 24/7, and never fall into pitch-black, so they’re safe zones. Our
creature can see the bright city in the distance, especially as the landscape
begins to become more and more translucent as the light-level drops. Our
character is carefully but hurriedly walking and shielding a faltering candle lantern, which
is their only lifeline to walk safely over the treacherous terrain, lighting up the shadows as they go.
But
suddenly, they stop dead in their tracks. A deep valley has opened up
as a huge crevice dividing the terrain in two. It will take at least a few minutes to cross to the other side of the valley, but looking at the dying
candle, the creature knows that it could fail at any moment. If the lantern goes
out, the creature’s lifeline will be severed. The creature makes a split decision, and
puts the dying lantern down on the grass before darting back into the thicket and jumping between
patches of light frantically. There is not a lot of time; they have to act fast.
Sticks; the
dry kind that have been lying on the forest floor for some time. There are
usually lots around, but the shadows are making the selection limited. The
creature jumps around furiously searching for and collecting sticks from the
forest floor. With a small bundle of sticks, the creature turns to the lantern
which appears floating atop the small patch of land it is still illuminating,
now surrounded by shadow. But just then, with a gust of wind, the lantern goes
out, and the creature watches in horror as the ground beneath it fades, and it
appears to tumble down into the abyss.
As shadows
encroach on the last patch of light, the creature appears floating on a
solitary grass island with nothing but buzzing emptiness all around. With the
only flame gone, the creature has one last hope; it sets the bundle of sticks down,
and begins to use one of them to attempt to friction-start a fire. As the last
of the sunlight dips behind the horizon, and the creature is all but enveloped
in black, suddenly a small glow of embers lights a tiny patch of ground barely
a meter around the creatures feet.
The creature kneels down and blows on the
embers for dear life. With some effort, one end of the bundle catches, and a warm
glow bathes the nearby surroundings with light. Saved!
The creature
sits by the fire to let it grow for a moment, and breaths a sigh of relief. Then,
carefully picking up the bundle from the bottom and holding it like a torch,
the creature continues onward into the valley, with plenty of light to pave the
way, and not far to go till home.
Logistics
I don’t
really know if this story will fit within a reasonable time-frame for the short;
it’s worth mentioning that I think this will not be a very modelling heavy project,
so I may be able to spend more time on a slightly longer animation.
Otherwise,
there’s numerous ways I can shorten the story, such as cutting out the
kerfuffle with the lantern falling, and having the creature light the bundle in
the lantern with the candle. I don’t think the short would suffer too much,
since it’s really the cool world and premise that counts. Although my initial
designs are in their primitive stages, I've got the concept and story mostly fleshed out in my head, and I think I’m at a point where I can start
story-boarding, and perhaps looking to get an animatic sorted.
The images
below are attempts at demonstrating some of what I’ve described; although I did
struggle a lot since wrapping my head around how to draw the void-shadows was
an added challenge to my already difficult drawing experience. But hopefully
they help to get the point across.
Concept Art
Surviving by the campfire
A low sun elongates the shadows of trees.
Torchlight. The design of the void is not quite yet solidified; for now I'm using static and some particles (it can't just be pitch black, or you wont be able to tell the difference between it and a shadow)
City of lights in the day
City of lights at night (floating in the void).
Bit of a placeholder design to show the concept of the city, would like to do something more rustic/organic such as a wooden tree-house/swamp house city. The closest style and vibe I can match to that of what I want to create is that of Studio Ghibli's 'Spirited Away'.
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