New from the animator and illustrator behind your favorite DreamWorks and Netflix films, the next installment of the Framed series will help creators design a world that comes to life. Framed Environment Design presents the artwork, wisdom, and philosophies behind designing environments for film, animation, graphic novels, and illustration so that they serve a narrative purpose and become part of the story. With informed methodology and special care for the smallest details, environment design can inspire script visualization, making it come alive in meaningful ways--together with the characters--as part of the same actions and emotions. From historical epic to futuristic architecture, and natural environments to fantasy scenarios, in this newest addition to his best-selling Framed series, Mateu-Mestre illuminates the full process in great detail. Starting with the early research stages and thought process all the way to the final design--employing hundreds of carefully created and never-before-seen illustrations and sketches--the reader can not only follow the detailed explanations but actually make sense of them through an incredible array of visual ideas and solutions. Table of Contents:Introduction Chapter 1: General Introduction The Purpose of a Design Reading the Script Visual Research, A Journey of "Archaeological" Discovery General Shape Language Big vs. Small--Organizing Shapes and Distributing the Visual Weight Centers of Attention. A Shot-Composition Philosophy That Also Applies to Location Design How a "Big vs. Small Shapes" Philosophy Works for Environmental Design Period and Geography / Identifying Shapes Creating Mood and Tone through Location Chapter 2: Developing Two Versions of the Same Location (and Why) Setting Up through Visuals the Story Point That We Want to Tell Johnny's Automotive Shop: East Coast Location Getting into Specifics / The Alleyway's Buildings Sidney Walks into the Shop The Second-Floor Office Elevation, Plan, and Profile Views Designing the Props Arianna's Automotive Shop: Mediterranean Location The Interior References and Research Chapter 3: Building up to a Historical Epic An Ancient Egyptian Settlement / Preliminary Research A "Working-Class" Area An Upper-Class Environment Setting up a Location with an Establishing Shot Understanding a Location as a Cinematic Environment Chapter 4: Pushing the Shape Language A Basic Checklist of Some Available Shapes to Play With Straight and Extended vs. Jagged and Compressed Exploring the Language Possibilities of Geometrical Shapes Angular, Cubic Shapes Very Basic Geometry Applied to an Interior A Cinematic Use of This Stylized Location Pushing the Complexity Curved, Round Shapes Curved, Round Interiors Chapter 5: Weather, Lights, Camera, Action! Visualizing an Environment at Every Stage of the Story Weather Comes into Play (A Village Exterior) Pushed and Stylized Lighting Chapter 6: Nature Tells Its Tale Elements of Nature Visual Progression Mountain Country Different Environment Sections for Different Story Moments Scattered Rocks Valley Narrow Canyon Scorpion Desert: The Final Stretch Chapter 7: A Path to Fantasy--The Creative Thought Process: Part 1 Fantasy Loosely Inspired by Reality Further Pushing the Look A Path to Fantasy--Living in that World: Part 2 Getting into the Actual Fabric Developing Interiors Adding Complexity In and Around the Village A Villager's Family Hut Preparing to Design a Throne Room Characters--Stylized Version Throne Chamber's Exterior Camera and Lighting / Cinematic Possibilities A Big, Final Celebration Epilogue Index