grammaraygirls
G(r)amma Ray Girls
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A short film by Zoë Thompson (ANIM 385 Pitch Project)
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grammaraygirls · 2 years ago
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Research and Development 3
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grammaraygirls · 2 years ago
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Research and Development 2
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grammaraygirls · 2 years ago
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Research and Development 1
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grammaraygirls · 2 years ago
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WORLD/ENVIRONMENT
MADGE'S LIVING ROOM: A small glimpse into the everyday life of the Gamma Girls off-duty.  Although only the TV room, it is filled with tchotchkes and knick-knacks, each with their own story of how they ended up there.  A cozy space, a little cluttered but still homey.
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EVIL WAREHOUSE: Straight out of evil-doers magazine, this is your run of the mill warehouse suited perfectly for the villain of the day.  Complete with labs for mad science, equipped with all the tools needed to create the next big evil invention; a pit full of electric eels with lasers, perfect for slowing down any do-gooders trying to interfere; an extra room for whatever you choose; and finally the largest room complete with a stage and an unnecessarily gaudy staircase beautifully showcasing your crème-dela-crème of villainy, your final form.
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STYLE FRAMES:
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CITY OF OLDSVILLE: A city of elderly, mostly looks like any old city but upon closer inspection it has everything and anything someone with an AARP membership could want.  Stairlifts, large fonts, simple technology, and more, it’s a perfect place for those 65 and older. 
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grammaraygirls · 2 years ago
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CHARACTERS
THE GAMMA GIRLS
Initial concept sketches:
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MADGE
Initial design and sketch exploration:
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Mood board:
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Description:
A funky and spunky lady, she has a large personality fit into her small elderly body.  Her magical item is her wooden spoon as she enjoys cooking and is often in the kitchen experimenting with recipes when she’s not out fighting crime.  She is fun and silly, always looking for a way to find humor in a situation.  While she does enjoy being loud and making others laugh, she also tends to use it as a way to cover up her flaws and her fears.
The original Gamma Girl, she first discovered Gamma powers while researching Uranium’s radioactive properties with her partner in 1897.  Her partner would later go on to use their research to create the anti-aging serum that would lengthen the life span of humans.  Due to her role in expanding the lives of the old, she feels a sense of responsibility – and guilt – towards protecting the people of Oldsville from the crimes of the villains who target them.  Her fatal flaw is her passion, and how that drives her to work, often obsessively, without always thinking of the consequences.  She blames herself for allowing her partner to exploit the work they’ve done and all the problems that the aging population face.
Continued Exploration:
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EUDORA
Initial design and sketch exploration:
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Mood board:
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Description:
Although she seems quiet and reserved, Eudora is the life of the party.  She brings joy to all those around her and is full of fun anecdotes from her past.  As an elderly lady she loves to dress up, collecting jewelry and fun clothes, she always has a way to make even the smallest task seem like a fun adventure.  Her magical item is her bangles – an accessory that goes with every outfit she owns.  She lives with her multiple cats, all of whom have little wardrobes of their own.  When she’s in her Gamma Girl form she takes on the position of leader – she loves doing the little heroic monologues and sparring with the villain of the day through fun little quips.  Because most of her weapons are long distance range she is always tries to keep an eye on the backs of her fellow Gamma Girls.
Eudora was the second Gamma Girl to gain her powers.  She first worked in a dial painting warehouse, but she was asked by Madge to help her with her research of the effects of Radium on the Gamma powers in 1924.  Her main reason for fighting, is her wish to end the suffering of others.  She is extremely empathetic to the plight of others, and this can often lead to self-sacrificial behaviors.  Her fears are often fueled things she’s seen in her past, and she feels that because she’s been given the powers that she has, that she has a responsibility to help and protect the people around her.  This can often lead to her not protecting herself as much as others and not always asking for help when she needs it.
GLADYS
Initial design and sketch exploration:
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Mood board:
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Description:
A bit eccentric, Gladys is a tough cookie with a heart of gold.  She can seem a little callous and off-putting upon first meeting her, but she is just nervous.  Once she relaxes her real personality shines through, she’s a bit of a romantic and is always ready to live life on the edge.  Her magical item is her cane, an important asset for her as she has arthritis in her knees.  In her free time she likes to read and watch movies, she’s also a sucker for bingo, she often drags Eudora and Madge with her to bingo nights at the local community center.
The youngest Gamma Girl, Gladys gained her powers in the 1950’s after accidentally stumbling across an experiment gone awry at the university where she was a student.  Shortly after she was recruited by Madge and Eudora, finally becoming Gamma Girl Plutonium.  Her greatest fear is lacking a purpose, she’s always trying new things and throwing herself into her work because she’s scared of just waiting around for death.  She takes aging the hardest out of the three of them, simply because she doesn’t know what she would do if there came a time when she was no longer need by those around her. 
THE VILLAINS
Initial Concept sketch exploration:
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Geoff Desos
a billionaire whose made his living off of exploiting the aging population.  His latest scheme is selling a hair growth serum that helps with premature/male-pattern balding.  The twist to his product? Its a mind control agent, infecting everyone who uses it with a micro chip that makes them follow his every command.
Identity Thief
A hacker and tech wizard who utilizes technology to trick the elderly to take their Identities and access their banking information. 
Continued Exploration:
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grammaraygirls · 2 years ago
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G(r)amma Ray Girls - Story Beats and Treatment
STORY BEATS:
A news anchor reports on a breaking story
An old woman watches the news from her coach, silhouetted by the light of the TV
The silhouette of a different figure watches multiple screens
They furiously type away at their computer
A graphic of an old man’s ID appears on the screen to their left
‘IDENTITY: STOLEN’ flashes underneath it
An explosion comes from behind
The figure turns in surprise
Three women stand at the hole in the wall created by the explosion
Frightened the figure turns back to their computer
They hit a large button next to their keyboard
Multiple robots emerge from the shadows of the room they stand in
The figure flees the room
The first wave of robots surge forward
The girls break their original formation to charge
A montage of fighting begins
A hammer smashes the body of a robot
Sword slashes appear in another robot
It breaks into pieces
Bladed whips tie around a flying robot before it explodes
A pile of robot parts sit before the compute
The girls run to the next room
They reach the hallway
Beneath them the floor begins to shake
It opens into a pit of water that buzzes with electricity
Thousands of electric eels swarm the water below
A few have laser pointers attached to them, that make marks on the walls surrounding the hall
The girls stand at the door in hesitation
The middle girl perks up – an idea coming to her
She uses her whip cuff links as a grappling hook, lodging into the ceiling
She then swings the other two girls across the pit
They all make it safely to the other side
The last girl brought over’s costume catches one of the lasers
They quickly stomp it out
The girls run to the next room
Its empty with the exception of a small little kid holding a bat
They pause, confused
While looking to each other for confirmation of what to do, a thunk sounds out
One girl squats down holding her knee
The kid hit her with his bat
The girls, exasperated grab the bat from the kid
They use his shirt to hang him from a hook in the room, giving him disappointed looks
The girls move to the next room
The original figure stands atop a large robot
They move it forward revealing the weapons on its body
The girls jump into action
A hit here, a parry there, the scene explodes into smoke
The smoke clears
The girls stand over a beaten villain, resigning to their fate.
The girls leave the villain tied to a telephone poll
As they walk out of sight a large flash appears
Where the three young girls once were, they’re replaced by three old women
They pass a building with a graffitied mural that shows their magical girl personas
STORY TREATMENT:
A dolled-up news anchor sits behind her desk holding papers with the days stories on them.  A ‘breaking news’ banner appears across the bottom of the screen, and the anchor begins to report on an epidemic of stolen identities occurring in the city of Oldsville.  An old CCTV blasts the story into a living room where an old woman sits on her couch, the light of the TV silhouettes her as she listens to the report.  Another silhouette figure sits in front of several screens, all flashing different things, as they furiously type away at their keyboard.  To the left of the figure, the drivers license of an old man appears on the screen.  More scrambled typing occurs, then a graphic flashes below the ID, “IDENTITY: STOLEN.” The figure continues to work, the computer screens are the only source of light in the dark room they sit in.  From behind them, an explosion leaves a large hole in the wall, the figure turns to face it.  From the hole, smoke clears to reveal three girls holding various weapons, they look determined and powerful. The figure scrambles back towards their computer and presses a large red button next to their keyboard, before quickly fleeing the room.  From the shadows, a menagerie of robots appears ready for battle.
The girls break formation to begin their fight.  The first wave of robots surge forward, and the girls begin to fight, swinging hammers and swords and whips.  They manage to create a hefty pile of robot parts when they turn to leave the room.  In the hallway, they stop when the ground begins to shake.   The floor beneath them starts to move, revealing a pit of water that buzzes with electricity.  Electric eels writhe below, a few have lasers strapped to their heads, the beams occasionally coming out of the water to zap at the surrounding walls.  The girls hesitate, wondering what to do, when the middle girl perks up, she has an idea.  She uses her whip cuffs as a grappling hook, launching it into the ceiling, creating a vine like swing.  She swings over with the first girl, swings back, and does the same with the second.  They paused only for a moment to stomp out a small fire started on the costume tail of the second girl, where the eel laser had hit it.  Entering the next room, the girls slow to a stop when faced with their third foe.  A small boy holding a bat stands at the center of the room.  Confused, they exchange glances with each other when a thunk is heard.  The girl with the hammer crouches down with pain, holding her knee.   She glares over at the boy who had smacked the back of her knee with his bat.  Exasperated, they grab the bat from the boy, and hang him by his shirt on a hook on the wall.  They give him matching disappointed looks as he pouts from where hangs.  They move on to the final room.
At the top of a large robot, stands the original figure.  They have hooked themselves up to the robot, controlling it like a jaeger pilot.  It steps forward, arm coming out to reveal the weapons placed on its body.  The girls waste no time, jumping into action, moving with each other in a practiced formation, hitting at the robot.  They hit, parry, and shoot at it, a flurry of action that explodes into dust and smoke.  When it clears, the villain lies defeated, battered, and bruised on the floor, the girls towering over them in victory.  They tie the villain up on a telephone poll, leaving them with the bat boy as guard, before authorities come.  The girls walk away, a successful mission.  When they crest a hill disappearing from sight, a large flash appears in the sky.   Where the three girls once were, now walked three old ladies, chatting casually with each other as they moved through the city.  They pass by a building with a mural painted on it.  It’s of the Gamma Ray Girls, and as the old ladies walk by they match up with their individual alter egos.
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grammaraygirls · 2 years ago
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G(r)amma Ray Girls - Theme and Logline
THEME: There have been a lot of older ladies in my life, and I always enjoyed the time I spent with them, they had a lot of really interesting stories and life lessons to share, so I wanted to tell a story that focused on the beauty of aging and the fun of getting old. I also really enjoy magical girl shows and thought it would be an interesting combination to have their secret identities be old ladies rather then high schoolers or children.
LOGLINE: A trio of radioactive magical girls balance fighting a menagerie of villains targeting the elderly and life as retirees.
CONCEPT WORK:
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