Jinko
Jinko
Jinko
Jinko
Jinko
A mixed media fantasy adventure open world RPG
A mixed media fantasy adventure open world RPG
A mixed media fantasy adventure open world RPG
A mixed media fantasy adventure open world RPG
This campaign is closed
Jinko
A mixed media fantasy adventure open world RPG
A mixed media fantasy adventure open world RPG
A mixed media fantasy adventure open world RPG
A mixed media fantasy adventure open world RPG
A mixed media fantasy adventure open world RPG
The goal of crowdfunding Jinko is to create an incredibly impressive trailer in order to pitch to big league producers and gaming companies.
Once we have a like minded Gaming company on board that's where the real fun begins.
The story of Jinko breaks into 7 acts, each with its own genre of gameplay and unique design. As the story unfolds new characters rise and join your team, each offering a set of skills that Jinko can use and further develop. The opportunity for exploration is huge. From the densely populated Rat City through to the tribes of the impure there is no shortage of hidden secrets.
THE STYLE
The animation style combines CGI, 2-D, stop-motion and puppetry. The story is not time specific. Design style blends familiar but distorted reality with total fantasy. Jinko’s journey unfolds in two contrasting worlds, each with multiple locations ranging from grand scale to the intimate.
THE FEATURE
Story synopses and draft beats already exist making Jinko ideal for an animated feature at 110 minutes. This has primarily been created to explore the greater depths of the gameplay and feed into the cut scene potential. The story breaks into five acts with a prologue and epilogue. Each act is constructed chapter style, with transitions that create the ability for believable leaps in time and location as needed.
The protagonist is Jinko—an orphaned sea gypsy in search of her origin and an escape from the demons that plague her from within. The player shares Jinko’s experiences at the ages of 5, 8 and 15 years old. Intelligent and canny from the outset, she further develops her special abilities in order to face her darkest challenge.
The antagonist is a vicious carnivorous Witch, at war with a crazed puppet Queen. In a futile battle of vanity and greed they threaten to destroy the subterranean paradise—a beautiful, but dangerous place at the centre of a world where lakes of molten opal lap at the edges of crystalline volcanoes, coral forests and upside-down, contorted glacial valleys.
Jinko can’t allow this unique world to suffer the fate of the one she has come from. She will challenge the Witch and the Queen under pirate law. Snakes and ladders, winner takes all! In resolving the conflict Jinko discovers this underground Eden is where she rightfully belongs.
(1) STORY and SCRIPT (teaser)
Confirm relevant story revisions and conform to final pass on teaser script. Prep for voice record.
(2) PRODUCTION DESIGN (teaser)
Finalise character design from early development conformed to recent research. Lead, secondary and incidental characters. Prep for storyboard needs first.
Complete ‘above’ and ‘below’ world locations. Hero beats first, transitional second. Transitional pieces are for time distance and scale. Establish schematics and light direction, identify special conditions.
(3) ART DIRECTION (teaser)
Produce character color-all (take 01). Detail the hero locations and confirm additional light direction/atmospherics/FX (take 01).
(4) STORYBOARD/COLOR SCRIPT (teaser)
Plot the character beats, construct the stage, create the cinematic language and broad-stroke color for palette and light direction.
(5) VOICE RECORD/EDIT/MUSIC/FX (teaser)
Edit to beats and identify points of additional performance required and/or desired.
(6) ADDITIONAL POSING/REVISE BOARD (teaser take 02/03)
Key poses to enhance performance and establish additional character ticks.
(7) FINAL MUSIC-FX-EDIT
Production ready.
There are four different designs which is our way of somewhat individualising the email you receive. A small gesture to express our genuine thanks.
$10.00 THE UNSUNG HEROES
The support cast are a rich and varied mob, largely crafted on the fly while illustrating story-point. At other times they're created ahead of time to build a look and feel for a sequence. Whatever the point of origin, these guys are an all-important part of the production.
(below are examples of art available)
$25.00 THE STARS
The lead characters are created in exactly the same way as the other cast with the exception that their deeper secrets are explored and their personalities exposed. A lot more posing, a lot more expression, a lot more attention to costume. All the things that feed into creating a believable, engaging character.
(below are examples of art available)
Drawing mug-shots of uniform size that go on the wall is an integral part of the character development and I have a bunch of these. I’ll keep the copies, you can have the originals.
These are from the 'all sorts' basket. Character art, notes, locations, ideas. All of it is relevant as part of the organic nature of design and will feed into the final product.
$2400.00 THE DETAILS ARE SKETCHY
I have quite a number of sketch books surrounding the JINKO project but this one that contains the very first, complete story outline in pictures and notes, all hand-done in ink and pencil. The notes have an inbuilt security system in that they are largely unreadable. (after all it was only me that had to read them! )Though the story has developed into a very different space, the early designs for characters, locations and set ups remain largely intact. The outline wraps up just past halfway with the rest of the book containing random notes and designs. Some are more significant than others, but they all have the energy of the story.
This book has travelled first class, been lost on a Hong Kong ferry and worked in more cafes than a hyperactive barista. It is very special to me for many reasons and as much as I don’t want to let it go, I think it has a special value in contributing to the further development of JINKO.
Deane Taylor is an award winning animation veteran who has worked on over 400 hours of television, ranging from The Flintstones through to Ren and Stimpy, Cow and Chicken and Figaro Pho. His most notable achievement was that of Art Director on Tim Burton’s Oscar nominated classic animated feature The Nightmare Before Christmas, which he regards as the most personally satisfying project of his career.
Jinko has been in development for around ten years using a ‘slow cooker’ approach, according to Taylor.
‘For many years, I’ve wanted to tell Jinko’s story. Its appeal to me is in its ability to entertain while having a strong conscience. The story is about the futility of greed, and in deciding how best to illustrate this I’ve chosen animation. The language will be a carefully orchestrated blend of cinema and theatre, with a richly caricatured style which highlights the folly of the theme.’
The strategy in building Jinko’s story was to treat it as a film first and a game second. Regardless of the final product being one or the other, story is the critical factor and the film process is the most appropriate way to tell that.
The basic framework is a trilogy. Jinko’s journey takes us through her early life in a decayed and dying world followed by her years in captivity and, finally, to her discovery of a magical hidden paradise.
A five-act structure allows elements to unfold in an episodic chapter style, which easily adapts to the needs of gameplay.
Game development – Eddy Taylor
Eddy Taylor trained at NIDA in Sydney and holds a Bachelor of Dramatic Arts.
He has worked on a number of features including Pirates of the Caribbean, Australia, Gods of Egypt, Unbroken, and the Wolverine films. Eddy is involved with Jinko’s story development and gameplay design. Unencumbered by the shackles of tradition, he brings fresh angles to the process.
‘I’ve watched this project develop over the last ten years and have found myself lost within Deane’s mind. There's an endless labyrinth of stories to be told—far too many stories for a feature film. When I joined this project two years ago I opened Deane’s eyes to the possibilities of the game industry. I believe this direction offers the opportunity for the player to truly immerse themselves in the world of Jinko.’
Crew – Industry heavy weights
The multifaceted nature of this project means it is an epic production requiring vigilant management and a well-calculated rollout. It’s a matter of control and containment while allowing organic growth. Too often good ideas don’t make it into the final product, usually because of oversight. For that reason the focus will be targeted on the pre-production elements and storyboard. This is the foundation for everything and time will be spent to honour the work already created.