THE ASK:
I attended a risograph workshop at Matiz Press where we brought in 5-10 sec clips to turn into a two-color risograph animation. I’m obsessed with playing Guitar Hero so I wanted mine to be about that. But the most iconic part about that game is the five colored buttons, so how was I going to portray that through a 2-color print?
The Solution:
I filmed footage of myself playing Guitar Hero with my favorite circular shades reflected in the glasses. When preparing the clip to be a riso sequence, I stylized the footage to have a rugged posterized look and left the buttons blank for me to go in and color with markers and pens after the sequence was printed on two contact sheets.
how:
Risograph Printmaking (bright red and teal ink), Spectrolite, marker and pen coloring, After Effects, Scanning, Adobe Illustrator cropping, Compositing
Process
This footage was recorded back when I played on Hard difficulty. These days, I'm really good at Expert.
One random night when I was still living at home with my parents, I had a cool idea for a shot, so I set up my phone on the TV stand, angled my sunglasses to make sure the game reflected well on them, and started recording.
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Contact sheet before color
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Color tests
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Final contact sheet pg. 2
After testing markers to find the most color-accurate markers in my random assortment of childhood art supplies, I tested out ways how to apply them on the excess copies before coloring the real sequence.
my findings throughout the process
1
Black marker was too overbearing for the center of the front buttons considering how the main print wasn’t even printed in black, just a mix of teal and red. Pencil wound up achieving the most accurate hue to the in-game interface while being light enough to blend well with the colors, not to mention its streaky quality felt more hard rock when animated.
2
I needed to break down the raw reference footage in an image sequence to use as a reference for how to color each frame to capture the minute details that sell the feel of playing the game. Creative risk-taking with some guardrails for quality control!
3
The flames after you hit a note are what makes the game so satisfying and addicting. I initially left the flames alone because I figured that was bright enough to stand out and feel accurate. After scanning the fully colored contact sheets, I found that they needed more oomph to stand out among all that was going on, so I added some yellow highlighter in the spaces meant for the flames to make them pop. The highlighter was a neon hue that was brighter than the yellow I used for the buttons, so there was visual differentiation in their purposes.