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There are many things you can do within a given panel to help focus or direct the eye to the important information. A simple way to achieve this is through contrast. Contrast can exist in many forms, and below we look at how contrast within a specific design element (shape, space, value) can create a focal point.
I got a bit 'wordy' on the tip sheet above. I think the most important thing to take away from the sewer-rat example above is realizing that even though panel 1 and 3 are the exact same compositions, the shading can either greatly enhance (1) or greatly distract (3) from the important information. This holds true of the other design principles as well. Thinking about these principles while you are boarding can help in creating clear and easy to read compositions. 




Conceptually, it is a good.
Laying down your grid is something that's been pounded into my head by almost every feature board artist I've ever worked with. It'll help clarify your depth, and can be used as a guide for incorporating mid/forground elements (illustrated in Step 5.)
By pushing the depth, bringing one character closer and pushing one further away, you can create a much more engaging composition, as well as utlizing the real estate of the panel more effectively.
The important information in the above panel is the charatcers, so everything else in the composition should support that. Keeping that in mind, we can use mountain ranges in the background to help lead the eye to the character.
Populating the mid-ground can help in a few ways:
I did a quick shade pass over the panel using each object's relative position in the composition, how close/far away it is from us, and shaded accordingly.
With storyboarding it is just a matter of getting sequences under your belt, the more you board, the better you get, plain and simple. Don't be discouraged if you don't see immediate improvement. It takes time for these principles to become second nature, the most important thing is that you are aware of them and how they can affect your work.
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-Hat
-Hood Hat
He has crafted, with Pokemon in particular, a style that is beautifully minimalistic yet complex at the same time, specifically in the anatomy, which contains brilliant subtleties all while maintaining the overall appeal. The hierarchy of details in his designs is unmatched. He has an uncanny ability in understanding where high volume areas of detail, as well as low volume areas, need to be in order to suggest types of fabric/skin/fur all without drawing attention to itself and distracting from the overall harmony of the design.






Below is the clip, the first 35 seconds is the stuff I boarded. The animation team did an amazing job matching and enhancing the poses and shots I boarded.
Some 1 and 2 minute gesture drawings;
Random sketch book page;
A couple caricatures I did for and of some dudes at the studio;
