Livber case study

Livber: Smoke and Mirrors · articy:draft, paper, Miro

I prepared storyboards for Livber’s art team.

In Livber the script lived in articy:draft and the pictures started on paper. A shared Miro board joined the two: every storyboard frame sits next to the articy IDs of the lines it covers, so the art team could go from a sketch to the exact nodes, and back.

The whole Livber Miro board: Acts 1, 2 and 3 as three wide black frames side by side, each packed with articy maps, sketches and references; below them the Act 2 dungeon map and the Act 3 flow; on the left, scene lists and early storyboard sheets.
The whole Livber board. Acts 1 to 3 run left to right. Under them sit the Act 2 dungeon map and the Act 3 flow, and on the left the scene lists and early storyboard sheets. Click to open it at 16,000 pixels wide and zoom in.

The scene flow provides the storyboard’s structure.

Each scene is a flow fragment in articy. This is the first scene of Act 1, At the door: the opening narration, the player’s first choices, and Yel at the door. The green bars along the bottom are frame comments, one per storyboard frame.

The At the door flow in articy:draft: the opening narration branching into many short exchanges that rejoin before Yel and the door, with green frame comments along the bottom.
Act 1, At the door, exported from the articy project. Node text is the Turkish source script.

More scenes, and all three acts, are on the articy:draft page.

I sketched the frames on paper.

Each act started on grid paper: a list of its scenes, then thumbnails of every frame with the cuts and camera moves between them.

Three pages of hand-drawn storyboard on grid paper: the Act 1 scene list, thumbnail sketches of frames one to nine with cuts and arrows, and handwritten notes for Frame 1.
Act 1 on paper: the scene list, thumbnails with cuts, and the first notes for Frame 1.

The frames were then written up for the art team, with camera, staging, mood and sound for each one. Read the Act 1 storyboard, set as a shooting script, with each sketch beside its text.

I connected each frame to its scene IDs in Miro.

Every section of an act gets its own block on the board, built the same way each time:

  • The articy map of the section sits at the top, with each storyboard frame boxed and numbered on it (FR1, FR2 and so on).
  • Under the map, every frame is listed with the articy ID of its first line, its sketch and its storyboard text.
  • Renders and references from the level sit beside the map, so the art team sees the space the frame happens in.

From any sketch the team can find the exact nodes in articy, and from any node they can see what the scene should look like.

The At the door section on the Miro board: the articy map with frames FR1 to FR3 boxed, renders of the house on the cliff, and frames 1 to 3 listed with their articy IDs, pencil sketches and storyboard text.
Act 1, At the door, the same scene as the articy flow above. Frame 1 starts at articy ID 0487, the first line of the game.

Where a frame has variations, each one gets its own entry and its own IDs. In Dining main, Frame 6 has four, and the Porph flashback is planned as a frame of its own.

The Dining main section on the Miro board: a render of the dining table, the articy map with frame 6 and its variations 6.1 to 6.4 boxed, and a list of frames with articy IDs, including the Porph flashback.
Act 1, Dining main: Frame 6 and its variations 6.1 to 6.4, each with its own articy IDs.

Each board section contains the material for that scene.

Each act has its own frame on the board, and each frame is built from the same blocks: an articy map with its frames boxed, the frame list with articy IDs and sketches, and renders from the level. Click any frame to open it at full resolution.

The flow maps show how the scenes connect.

Under the act frames, two maps show the order of play: the rooms of the Act 2 dungeon, and the routes of Act 3. Every card carries the articy IDs of its scene.

The overview follows the story across its three acts.

Before the sections were blocked out, the whole story was laid out as a flow that matches articy:draft: chapters as columns, player choices as red cards, team notes pinned beside the scenes they question.

Miro board with the story flow of Acts 1 to 3 laid out as colored chapter columns, plus written act summaries and the Act 2 dungeon map.
Acts 1 to 3 on the Miro board. Red cards are player choices. Below them: act summaries and the dungeon map for Act 2.

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