This is actually what I had as of late. Ignore the ramblings in between sentences here and there (that's just me transferring information for myself to look back on later)
"Inside a capital ship, whether it be an Orion, Hecate or the likes, possibly new mixing different aspects of each... regardless. Starts off with the classic, "Pilots Attend"
where you're in a briefing room, getting you right into the action. Briefing continues, detailing a patrol of say... the nebula? Or perhaps some random expanse of space. One would be interesting
to do as you've got all this cloud, adds to the eerie sensation. The other easier to do, and less render time in the end. Question being how would you obtain it? Look into it regardless
as it would add to the animation. Characters within the briefing, should they be primarily human, or add Vasudans as well? Easier to remodel humans, less time consuming.
However, taking a model that already exists and redoing it... not always the best of plans. Then again, you're starting off right? Makes sense to. Moving on, we've got our briefing
with whomever inside, dressed in their normal pilot outfits listening to the commanding officer as he details the investigation of an unusual amount of activity within a sector.
Midway during his discussion, the alarms sound off. This forces the camera outside of the briefing room, into the hallway where it will quickly move into the Hangar. During this time
credits will roll as it would, incorporating the environment with text. How long, and how much would it go through? Or perhaps credits should just be text over the picture, thus not breaking
the panning. This will also make it spend less time as you can use credits during the briefing as well. To reduce issues when it comes to voicing, focus on the display, not the people.
Look into the faces of the ones listening, not the one speaking. However, you will need to put him in there eventually, so you will have to learn it. Peter's a good resource, ask him
about it. Or even have him rig if you don't have the time. He may or may not aid you, and it'd be good to see how others do it so you can learn from it. Back to the hallway, it'll pan through
going through the environment, possibly having scrambling people running about. Think about making things pretty well the same throughout. Afterall, what ship doesn't share the same
design throughout it's core? Take a look at Halo interiors, Killzone interiors, Resistance interiors, and definitely Dead Space. Excellent ship stuff, but varied enough to be interesting
Now remember, the focus is on the thing as a whole. As for hangar, you could either go Death Star, or more in game stuff. In game gives it more authenticity to the game, and easier
to do. However, it's not original. Then again, what is anymore? Afterall, you're basing this off a game, and reference from. Idea, work on recreating ships from the game, but
the enemy encountered is of original design. That way, you can easily recreate (in your own image of course, not exact copies) while providing original thought. This will also cut down
time too. When you arrive at the hangar, you can see ships already taking off. Instead of waiting around in the hangar watching someone get ready, just jump right into the action.
Camera switches to a ship taking off (model undetermined), same camera angle as laser shots, right off the side. Somebody will say "BSG" but, since you never watched it...
It goes through the take off area, and out into the abyss. As soon as the pilot gets out, the ship in front of him gets obliterated by beam fire forcing a quick maneuver by the followed.
When the pilot looks towards where the beam came from, it reveals this massive ship. Camera switches position to enemy hangar, as you see endless amounts of vessels pour out of it
It switches to inside the cockpit, where command pops up on the HUD describing the objectives to the pilots. It ends with the classic "Godspeed". This then prompts chatter amongst
pilots, using Delta 1, Delta 2, and the likes for commands. It ends with "Here we go", camera switches to overhead view showing the two opposing forces as they are about to collide.
Beam fire is seen firing from both the enemy, and the Orion destroyer. Missiles start to fly, along with cannon fire. Camera switches again to our focus, same pilot. This time, side view fixed.
He flies left and right dodging fire. He flies off away from us, followed by enemy vessel. "You've got a bogey on your tail!" Pilot attempts evasive to no avail. Decides to fly along the hull of the
massive juggernaut, swerving in and out of obstacles. A friendly ship flies over and takes out the tailing vessel, shortly after getting destroyed by a swarm of missiles.
VFX - Here's a tough one. You'll need to learn explosions, and more in depth stuff. A beam fires and the camera changes showing it in full force. We switch to the helm of the ship
detailing grim outcomes. The captain orders the immediate evacuation. We then see escape pods being fired from the ship. It goes back to the pilot we've been following, comm chatter
going about. An order comes in for him to protect the escape pods, along with the rest of his wing. They break off from the main battle group followed by a enemies.
Two of the formation break off to engage, while the rest cover the escape pods. Beam fire is seen hitting the ship again. A few moments pass, and explosions are seen rippling throughout
the hull. The comm erupts telling everyone to disengage and get the hell out of there. A massive shockwave erupts, and the enemy leaves. A few errant vessels remain behind still engaging
terran forces. The terrans defeat the remaining few, and regroup alongside the last couple escape pods. They go into formation, and one of the pilots activate the distress beacon."
Ideas, crits, changes are appreciated