A Quote by Luc Besson

That's the storyboard that we have in the beginning [of Valerian]. It's an easy shot. It's just a spaceship coming in. That's the first layout. On the first layout, we see the timing of the shot and the speed. It starts to get some shadows, and we see that everything is moving in the back.
I've always liked a formal layout and informal planting," she explained. "First get the structure right, like the bones in a face, then plant it like a crowded shoe. If you have a strong layout, you can let the plants seed themselves all over the place. Haphazard, unexpected... I like to be surprised by a garden.
When I came into the NBA, coaches wanted you to shoot a midrange shot or two before you shot your 3 - you know, to get an 'easy one' first.
Every shot feels like the first shot of the day. If I'm on the range hitting shot after shot, I can hit them just as good as I did when I was 30. But out on the course, your body changes between shots. You get out of the cart, and you've got this 170-yard 5-iron over a bunker, and it goes about 138.
What I try to do is find a weakness in my opponent. A way that I can hit you. One good, clean shot. Try to time it. If I can get it and the shot is there, if I find that shot in the first round and they go down, they go down. I'm prepared for anything, not just to get first round knockouts. If they're there, I'm not gonna resist to take them.
The first time I came to the Comedy Festival some nutcase shot a bunch of people in Tasmania. I thought, 'Oh, that's just Tasmania.' The second time I came, some nut shot up Columbine High School. Now I'm here again, and another nut just shot up a high school in Minnesota. If you can't see the connection between me playing the Comedy Festival and mass murder, you're no good at conspiracy theories.
It's weird - on almost every film I've worked on, the first sequence we storyboard ends up being the first sequence that goes into animation, and ends up being almost shot-for-shot the same.
You look at the inner cities and you see bad education, no jobs, no safety. You walk to the grocery store with your child and you get shot. You walk outside to look and see what's happening, and you get shot. In Chicago 3,000 people have been shot since January 1st. I am not going to let that happen.
I changed the layout of comic books in general. When I came in, layout design wasn't really part of what you did. It was all just panels, panels, panels. So when I came in, I thought, 'Nah, let's change that,' and I designed the page.
With each of those projects I wasn't thinking about how the layout would really affect the story I was working on - it wasn't the content that was affecting the layout, it was, how I wanted to draw at that point in time.
In going for the last shot of the game most people wait too long to take the shot. Give yourself a chance to get the first shot and tap the ball in. Your players are normally inside the defense.
The time to hurry is in between shots. It's not over the shot. It's timing how people walk. You have to add that to the equation. If you've got somebody walking slow and they get up to the shot and take their 20 seconds, what's the aggregate time for them to hit that shot in between shots? That's what really matters. It's not the shot at hand.
First of all, I'm a performer, so people really want to see my performance in different styles and genres. We tried to do hip-hop and EDM, and very energetic performances through 'Camo,' 'Nega Dola,' and 'One Shot, Two Shot.'
There is no recipe for good layout, what must be maintained is a feeling of change and contrast. A layout man should be simple with good photographs. He should perform acrobatics when the pictures are bad.
He knows all the golf lingo. You know? You hit your ball, he's like "there's a golf shot. That's a golf shot." Well of course it's a golf shot; I just hit a golf ball. You don't see Gretzky skating around going "there's a hockey shot, that's a hockey shot."
With each of those projects I wasnt thinking about how the layout would really affect the story I was working on - it wasnt the content that was affecting the layout, it was, how I wanted to draw at that point in time.
Nick Cardy's work helped define some of the things we see in comics today and take for granted. He broke out of the mold in terms of covers and layout and created a truly interactive experience for the reader that directly points back to his time with the Eisner studio.
This site uses cookies to ensure you get the best experience. More info...
Got it!