Master Of Animation, Games & Interactivity
Master Of Animation, Games & Interactivity

These are a series of potential camera angles I might possibly use. For example, rather than showing the witches entire body as she falls into the water, cutting to her face and outstretched hand as she falls backwards is more dramatic and feels more intense. I also decided that the pool sign should be well above eye level so that the witch needs to look up at it, and that the view we see her from should reflect that. The pool building needs to have an imposing vibe and I looked to the opening scene of 12 Angry Men and the courthouse to achieve that effect. The two pool paintings were done to play around with the idea that the pool could stretch to infinity to make the idea of getting to the other side feel impossible. 


I also discovered I had no real sense of how the space was laid out, so I made a map and marked where I wanted certain actions to take place. This means I now have an idea of what needs to be in frame when, what relates to what and in theory how long it should take to move from one area to another.
This is particularly useful as this space does not exist in the real world, and if things do not line up correctly viewers will notice. For example, if a tree can be seen from one angle, but is not in the shot when it should be later on.

About This Work

By Hayley Wilson
Email Hayley Wilson
Published On: 06/06/2021