Friday, January 24, 2014

Sammie Bosma- "Water Box" Treatment & Thumbnail

"Water Box" Treatment
Sammie Bosma

            My goal for this assignment is to make a digital short that incorporates all the aspects of my log line into an interactive artwork piece. My interactive artwork is essentially a glass box that simulates water and reacts to the user's touch. The "water box" has the consistency of water but still allows the person to stay dry, actually resembles water when fully immersed inside the box, and has an anti-gravity system set up so that the person inside feels totally as if he/she were underwater. This structure will ultimately achieve my goals of creating a simulated body of water that mimic’s all the properties of water but still allows the individual to breath and operate normally. The "water box" will be a key element in the development of the storyline in my digital short.

            The story starts out with a young girl and her mother going on a day trip together to an Art Museum. They walk hand in hand into the museum and start looking at all the works of art until a big, blue, shiny glass box seems to catch the little girl's eye. The curious little girl wanders away from her mother and approaches the structure. As she very carefully touches the shiny box with her index finger, ripples form and begin to expand throughout the entirety of the cubic design. The little girl is confused because she thought her finger was wet but in reality it was still dry. She touches the box again but this time a little harder and notices a fish swimming in the direction of her touch. Excited and intrigued, the girl is now eye to eye with the fish and pauses for a moment to plan out her next move. She then quickly throws her hands forward through the glass box in hopes of catching the fish but in turn realizes that she has the ability to enter into this unknown water world. 

            Upon realizing that she too can enter the structure, she walks into the box and finds herself starting to float as she begins to swim towards the fish. Although the little girl can still breath normally, she feels as though she is underwater because her body feels wet and the view from the inside imitates that of an underwater ocean view. Without hesitation she follows the fish around the box and eventually swims out the other side, finding herself back in the museum. With no time at all she jumps back into the box and navigates around trying to again catch the fish. While the little girl is happily occupied with obtaining her goal of capturing the fish, she swims around the interactive artwork “water box” and doesn’t realize when something hooks the back of her dress. Just as she is approaching the fish and finally grabs hold of what she had been chasing for so long, the large hook removes her from the structure and we see her mother on the other end of the fishing pole. The audience sees the girl’s look go from a big wide smile to a frown when she realizes that the fish was simply a hologram and is no longer in her hands.

            As the disappointed daughter begins to leave the museum with her mother, she passes by the gift shop and sees little fish in fish tanks for sale. The next and final shot in the scene is a view of the giddy little girl holding her new pet fish in his fish tank as a souvenir to always remember her underwater adventure in the art museum.
Storyboard Thumbnail

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