Parallax: towards version 2

Or, “how the sausage is made”.

So remember that show pitch I made to show to Nickelodeon at SPX? They didn’t take it, but I’ve been continuing to work on it, with a lot of help from Nick – to the point where the front page of the pitch now has both our names.

We’ve been hanging out and figuring out things about the characters and the world. It’s starting to become fairly strange and very much its own thing; hopefully soon it’ll be in shape to toss a new version of the pitch by my friend who works in Nickelodeon’s development department and has offered to pass it around there.

Recently I decided we had enough textual revision for me to start fooling with a theoretical intro for the show. Or rather for a pair of intros, since there’s one for each side. I spent a morning watching cartoon intros on YouTube, and ultimately decided to start by borrowing the shot sequence from the “Real Ghostbusters” cartoon from the 80s. It’s a pretty efficient minute-long sequence that nicely introduces the team, gives you a tiny hint about their personality, tells you what they battle against, and that they are pretty confident in their job.

I rendered this down to its bones – just a quick list of shots described in the most generic terms possible – and started drawing versions of each shot that fit Parallax. And as I did this, I had to make some visual decisions I’d been putting off. Namely, what everyone’s spaceships looked like. And what each side’s logo looked like, since I wanted to swipe the way the Ghostbusters intro filled the screen with the logo like three times. That’s a nice piece of sigil work right there.

But mostly the spaceships. I’d been putting off the spaceships. I do not love drawing spaceships and didn’t really know where to start. It needed doing, though, so I finally sat down and came up with a good way for the two sides’ battle craft to combine: the Federacracy’s fighters would just happen to be the right size and shape to be carried around by the Union’s mechs. Which are faster-moving and more maneuverable, but lightly-armed.

This choice cascaded into other things: I wanted the Federacracy’s ships to be better-armored than the bigger Union mechs, but I also wanted them to be light enough to be carried around, so I ended up deciding that their Lucky Ancient Technology Find was great force-field technology. Which then gave me some inspiration for their logo.

I also figured out things like explicitly codifying the Union’s spooky take on VR – every ship/planet/etc they own seems to be much larger on the inside than the outside, because a large percentage of the people there are actually simulations being run by the local AI, in a sprawling virtual world. Conveniently these people are referred to as “ghosts” who live in the “ghost halls” of the ship, and can’t be seen by non-Union folks without the standard augmented reality implants they all have, so they come off as Creepy People Who Talk To Ghosts We Can’t See. And that gave rise to a plot idea about a Union “ghost ship”, drifting between stars in power-conservation mode with the whole crew living as ghosts. Who then become fitful holo projections, then half-finished “zombies” crawling out of the respawn tanks when the Federacracy crew finds them and digs through what they think is a dead hulk looking for intelligence/a mcguffin/Ancient artifacts/whatever.

We’ve got a nice little list of A- and B-plots that we’re in the process of winnowing and shuffling into about a dozen episodes. Turn those into a couple paragraphs apiece outlining each episode, and I think I’ve got a pitch. There’s still some art to do – I’m redrawing all the character portraits now that I’ve redesigned the uniforms, and taking a second design pass on at least the Union crew – but I feel like that’s not a ton of work. I could be wrong on that. We’ll see.

 

Anyway. The rest of this post is a bunch of the sketchbook pages I filled up while thinking up all this nonsense. Enjoy this glimpse into the process of designing a whole world.

 

Next: design Union mechs (which is coming along), do a round of work on the Federacracy characters who are not already Just Perfect (Olivia and the Baron were designed back around 2003, and I really just can’t improve on them, I’ve tried), do nice drawings of the revised cast in their revised uniforms, (possibly in ZBrush, which I am attempting to learn this week) make at least one decent picture of each capital ship and a drawing of the fighting craft, and of course hammer on that list of a dozen episodes and that list of plot ideas until it feels like there is some flow between them all and a decent balance of standalone/arc-y stories, and turn those into nice tasty little paragraph summaries. Then it’s ready to start pitching to the various Sausage Factories as a tasty new kind of sausage they could hire me to make.

  1. Just a few intros you might not have looked at/considered…

    Dungeons & Dragons – The intro is pretty solid, and gives all the information that you really need to know right up front. Which is good, because it has no pilot episode.

    Pirates of Dark Water – Kinda rides on D&D’s coat-tail, and would be the best HB show ever done till the 2000’s. It highlights a lot of scenes from the first few episodes.

    Macross Frontier (Go find a music video of Lion or Triangular). It’s the second most recent incarnation of Macross, and it’s all about girls floating and fighting over a guy, and Space ships flying about fighting monsters. It probably applies to your interests.

    Buck Rogers in the 25th Century – Pretty much the essential kinda stuff. The show may not hold up well, but the Intro is solid.

    Firefly – It’s go that stuff.

    Three Musketeers (BBC) – Probably not what you are looking for, but it kinda gets across what the show is about in an abstract way, and is just a pleasure to watch, anyway.

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