The creation of the Scorpion, part 1

Prototype One

The initial concept for the Scorpion wasn’t much to look at. Built by art director Matt Evans out of MDF and wire, it had no legs, cardboard pictures for claws, and a paper clip where the stinger should be. But it established the basic proportions of the beast, and that was enough to get started with.

Cardboard Scorpion mecha mockup
Sculpture by Matt Evans

We knew we wanted the Scorpion to ride like a motorcycle—a monstrous, eight-legged motorcycle. We’d given the Rider a cruiser riding position and an exposed chopper-style engine. We just needed someone who could fill in the details and bring the Scorpion to life.

The pencil stage

Concept artist Dermot Walshe had a whole section of motorcycle art in his portfolio, so we knew he’d be a good fit. Indeed, his take on the Scorpion was a marvel of exhaust pipes, chain gears and springs.

Scorpion mecha concept art
Artwork by Dermot Walshe

He even whipped up an animated “harpoon” attack for the battle scenes!

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But something was off. Even with the multitude of leg designs that Dermot provided, the Scorpion just didn’t seem aggressive enough. We decided to make some adjustments…

Continued in part 2…

Meet the competition

They may not do much besides mill around in the background, but the rival mechanic/pilots in the Tournament are crucial in setting the film’s tone during the opening scenes.

Concept artist Sergey Popov really nails the look, with this imposing trio of opponents:

Rival mecha pilots
Artwork by Sergey Popov

Mecha-flea!

From the list of “mecha I would not want to encounter in a dark alley”…

mecha-flea!
Model by Magne Lauritson

Mecha-flea is based on this lovely painting:

Mecha-flea concept painting
Concept art by Vincent Morin

The road to the medina, part 1

Here at Ottoman headquarters, we’re quite fond of the work that’s gone into crafting the “medina” environment—if you scroll up, it’s right there behind the logo. But it is, in the end, just a low-poly mockup of the real thing. The final version is still quite a ways away.

The earliest prototypes

The initial designs for the medina were drawn up by Dimitri Avramoglou back in 2008. His concepts were later converted into a blocky 3D model which we’ve been using for pre-visualization and tests. As you can see in the image below, the medina features buildings only where the camera can see them.

Overhead view of the low-poly medina
3D model by Gavin Reed
Architectural upgrades

Now that we’re nearing the end of our pre-vis phase, the medina is due for an overhaul. The first step: a library of detailed building designs with which to populate the medina. Some of Tom Woode’s concepts are shown below.

Tom Woode's medina building concepts
Artwork by Tom Woode

To ensure that these new buildings are laid out as realistically as possible, art director Matt Evans is developing a heavily researched map of the walled city for the modelers to build upon, complete with streets, archways and marketplaces.

Matt Evans' hand-drawn medina map
Artwork by Matt Evans

It’s an impressive start to what is sure to be a massive undertaking.

The Scarab’s new shoes

I don’t normally like to post unfinished work here, but these new Scarab mecha “shin guard” designs by Sandi Dolšak are too eye-catching not to share. Although loosely based on the 2D concept art, Sandi has added an extra toe, surface plating and some aggressive-looking toe protectors.

This model is really shaping up nicely.

Scarab foot armor
3D model by Michael Marcondes and Sandi Dolšak

The maquette

Project art director Matt Evans brings us this incredible clay maquette of the Scorpion Rider. The sculpture will be used as a reference for some reshaping work to the arms and other areas of the existing model.

The Scorpion Rider - maquette
Maquette by Matt Evans

Storyboarding complete!

Having received the last batch of revisions this morning, the storyboards for The Ottoman are finally finished. The recruitment process for storyboard artists began over a year ago, and it eventually took five people to produce the over 700 panels that depict the events of the short film. (Thanks once again to Davin Cheng, Victor Lopez, David Ward, Vincent Morin and Ian Cherry.)

Below, in no particular order, are a few of my favorite panels from the collection.

storyboard panel by Victor Lopez
storyboard panel by Vincent Morin
storyboard panel by Ian Cherry
storyboard panel by Ian Cherry
storyboard panel by Vincent Morin

The Ottoman’s wife

The Ottoman’s wife is the latest addition to the Concept Art gallery, the last of the four main characters to be added. Putting together a plausible Arabic steampunk ensemble was tough—corsets are right out, and goggles make her look like a pilot. In the end we went with a Moroccan-style djellaba, updated with some utility pockets and hoodie drawstrings.

The Ottoman's wife
Artwork by David Ward

There’s also an indoor outfit in the works, but the hair is proving difficult to model.

On directing: live-action vs. animation

As a director with a film background, I’m constantly struck, while working on this project, by how differently live-action and animated films are made. Here’s the distinction as I see it:

Live-Action Film

1. Work out the performances
2. Shoot it
3. Edit

Animation

1. Edit
2. Shoot it
3. Work out the performances

This is admittedly a subjective view. After all, there are plenty of live-action directors who plan their films around the cinematography and shoehorn the actors in later. But filmmaking as I know it is about creating performances, capturing them, refining them and assembling the results for maximum impact. So I definitely find myself struggling with the topsy-turvy world of animation production.

In animation, working out the timing of shots is the first thing you do. Even before you have final characters to shoot or final sets to shoot them on, you’re expected to time your storyboards and lock down your shots. You’ve effectively edited your entire animation together before you have any footage at all. From there, you work out blocking and camera angles, and only then can you begin to work on the animated performances, carefully customized to your previously chosen camera angles, and even to your previously determined shot lengths.

Of course, there are perfectly good reasons why these two workflows differ so much. In live-action, performance is a fluid, mutable thing. If a director expects to capture the best of what the actors are capable of delivering, that director has to be willing to rethink the film’s shot plan—or even the script—based on what happens in the moments between the lines. In animation, the audio track that drives an animated character’s performance is recorded and timed long before an animator even sits down to start working. Moreover, while it’s considered perfectly reasonable to shoot twelve takes of an actor’s performance and use only one, it’s a tremendous waste of resources for an animator to spend time animating anything that ends up on the cutting-room floor.

The resulting gap between the two approaches is substantial, and there’s no easy way to get the best of both worlds. The solution I’ve put together on this project is a hybrid approach that runs like this:

Live-Action-Style Animation

1. Storyboards / Animatics
2. Rough animation using low-res proxies (pre-visualization)
3. Edit
4. Performance (final animation)

It’s not the most efficient system in the world, as it effectively requires you to animate the film twice, once before the cut and once after. Even then, it’s less than ideal—most of the acting is still added after the timing is already locked down, which means there’s not much room to shape the flow of the film around the performances. But it’s the best method I’ve been able to come up with, given my preferred way of directing and the constraints of working with an entirely internet-based team.

Rhino-beetle mecha

Justin Oaksford brings us this wonderful rhino-beetle mecha design. I’m really looking forward to seeing it recreated in 3D, although our modeler probably isn’t.

Concept art by Justin Oaksford
Concept art by Justin Oaksford