I compiled my research, thoughts and ideas for this rotation into a Google Slides document. I recommend downloading and viewing it on your computer, but I have copied the presentation here. Links and GIFs will not work, so if you’re able to, please download the slides below:
I came into this project much more nervous than in previous projects. I knew this would be my first independent film, and I consider myself less of an idea generator than an actual animator. I was incredibly nervous that I could not make something interesting and engaging. However, I was excited to attempt to push the boundaries of what I could animate and how I could tell a story through non-conventional methods.
We were shown previous years’ work at the beginning of the project to set expectations for what we should aim to create. Something I noticed from one of these past works was that there was a piece with an incredibly smooth and well-established style, one that this person has spent years curating. It was extremely well-made and smooth, but I realised then that I wished to avoid this as much as possible. I knew I would be able to experiment with character animation in the next rotation, so attempting to stick to the boundaries of my style would be pointless and would get in the way of me experimenting in other, more interesting ways. One of my goals entering this project was to genuinely try and break past my established style that I have spent so long trying to curate and to try something completely new.
CREATING MY AUDIO
Discovering that I would not be working towards my own audio was daunting initially, but overall, it was incredibly freeing. Not only could I be free to make interesting and unexpected decisions in my audio-creation process, but I could also go into my assigned audio with a completely open mind and work within the limits I was given.
I was immediately drawn to the prompt “Electric Love”, as some of my favourite movies, games, and TV shows are based around robots and androids (I was immediately reminded of the 1984 film Electric Dreams, which I adore!). I felt like I could have a lot of fun exploring sounds in computing, robots, and tech, especially how they influence our daily lives. Other influences included:
Love as a Construct, Portal 2https://www.youtube.com/watch?v=zOD3kMNb1sA&ab_channel=Batistuta.rwm – This song from the 2011 game Portal 2 served as a big inspiration, as well as the entire aesthetic of the game in general. The song has a solid rhythm amongst the chaos, with some droning synths that are calming and interesting. The game revolves around being the sole human in a world of robots, and you get to explore some of the gritty innards of the machines that make the facility you’re stuck in tick. It constantly inspires me as it’s such a fantastic aesthetic with so much to explore.
Daisy Bell, Computer Speech Synthesis by the IBM 7094, 1961 https://www.youtube.com/watch?v=41U78QP8nBk&ab_channel=SlavenRadovic – This immediately stood out to me as the original Electric Love song. This is also an inspiration (but only a minor one, as I can’t make music!) surrounding the idea that robots can feel love, even the silly-sounding ones.
Sourcing my Sound Clips
This was an enjoyable process as my friend Salem and I went around my house recording every single appliance and electrical object we could find. Almost all of the clips I used were sourced from my home, from my telephone to my blender. I also sourced some clips from my dad’s workplace – a printing company with many rhythmic printers, vinyl cutters and construction machines. These were incredibly loud, jarring, and chaotic, inspiring me to lean into the chaos to create a crescendo of noise that takes you by surprise.
Attempt 1 – ‘The Worst Thing I’ve Ever Made’
Inspired by the slow, droning rhythm of ‘Love as a Construct,’ I attempted to create a rudimentary beat to ground my sound effects in Garageband, but this did not work as intended. Rather than feeling beautiful and terrifying, it sounded silly and downright stupid. It was clear that I needed to rethink my approach to making my audio, as I could not rely on any musical elements due to my lack of knowledge in the field. This was a significant step forward, as it lowered my scope of what was appropriate for the brief – it made me realise I couldn’t think so big about what I could make. Unfortunately, I did not save this first version, but it was genuinely the worst thing I’ve made in a while. I do have the original beat from Garageband, though- it’s really that bad.
Attempt 2 – ‘Something Usable’
After the fiasco of my first attempt, I approached the piece with a different mindset. I exclusively used the audio I had sourced with Salem and tried not to think too hard about the order of things and what that could mean for the piece’s story. This way, I could rearrange things in ways I was not initially expecting. I was really drawn to all my sounds coming together to reach a crescendo of sound. I originally intended for the buildup of sounds to be rhythmic. Still, as I worked, I realised the unordered chaos of the sounds made it feel much more vivid and immersive and would allow for more creative freedom for whoever received my audio. I included overlapping beats with some of the tech I recorded, like my dishwasher and telephone. I’m happy with the unedited nature of my sounds, meaning you can single out any sound as you listen. However, it still creates a new experience through all the layering. However, I realised I had accidentally made my audio far too long, very close to the deadline. I did not realise until I had mixed down my tracks—in Adobe Audition, I had been working in beats rather than seconds. So, my piece was 45 beats long, rather than seconds, meaning it was around 1:27. This was incredibly annoying, and I’m frustrated I didn’t notice it sooner, but I was able to shorten my audio. However, the final version felt significantly faster and had less time to sit and ruminate. There also may have been a cut at precisely 45 seconds, so I’m even more frustrated at the rushed conclusion of my sound.
Attempt 3 – ‘A Different Approach’
Since I had created my audio based on my own clips rather early in the project, I decided to experiment with my dad’s software, which has his keyboard hooked up to Cubase, with a library of hundreds of interesting sounds, computer-generated tunes, and ambience. This was a great experience, and I enjoyed coming up with an idea based on the countless sounds there were to source from. I sourced a lot of underwater ambient noise inspired by the ‘In the Beginning’ prompt- a primordial soup. I was also inspired by the PES animation ‘The Deep’, where vintage metallic objects are reimagined as deep-sea creatures. The spooky ambience in this added a lot to the film and was in the back of my mind as I made it. https://www.youtube.com/watch?v=AK18bdUEWSs
I chose against this piece because I didn’t source the audio myself, and there were fewer interesting points to work with, mainly ambient sound. I also made this one far too long, as Cubase, an application for music generation, is also measured in beats.
FINAL AUDIO SUBMISSION
Overall, I am pleased with the quality of my audio, considering I had to halve it due to time constraints. I am still amazed that I or anyone around me noticed the incorrect timing, but it holds up quite well and has much to work with for whoever receives it. There is an intense emotional buildup that leads to an interesting and unexpected conclusion, and considering the discussions we had around audio not necessarily needing to match the sounds you hear, there is much you could do with it. My dad said it reminded him of a Wallace and Gromit-style machine, whirring away to make who-knows-what, whereas Salem said it made her think of a robot making lasagna. There is a lot to work with! I’m proud of myself for picking up Adobe Audition so quickly, but it doesn’t feel nearly as intuitive as some other Adobe products (why can’t you set a definitive clip size?). I’m eager to explore it some more in future projects, as the sound-altering capabilities are exciting.
RECEIVING MY AUDIO
Receiving my audio was daunting at first, but I am incredibly pleased with its quality. It felt inherently linear to me like someone entering a car and switching the stations—I don’t think I’m creative enough to reinvent that entirely! So, I decided to break down what I could hear into sections that I could twist in interesting ways—see my initial notes from the day.
I love the mixed media element of the brief and wanted to make that a main focal point of the story. I wanted to have fun and enjoy making unexpected things in my piece, and soon enough, I was able to cobble together a general idea for the story. I always have a shot that becomes immediately clear to me, and this was the car letting out the smoke that changed the environment around them. This became the focal part of my piece – the world around this character transforming drastically. I soon began experimenting with what styles I could present and how to push my piece’s mixed-media elements.
INSPIRATIONS – I wrote these at the time, rather than after the fact!
Weirdness Bubbles – Gravity Falls
This is a really entertaining sequence in which two characters are forced to traverse through’ weirdness bubbles’ created by the antagonist, Bill Cipher. Each bubble they enter changes the fabric of their reality, turning them into birds, then live-action, then ‘anime’, etc. It’s a really comedic sequence that brings many surprises but keeps the audience engaged.
Richard Gets A Job – The Amazing World of Gumball
Another amusing sequence is when the main character’s lazy, unemployed father gets a job delivering pizza. This destroys the very fabric of the universe and forces the main character’s family to pursue him, but any time they get close, they are transformed into something crazy. For a show that consistently incorporates mixed-media styles, this felt in-universe while still being a crazy departure from the norm.
The most relevant detail shared between these two sequences is that the characters are still and unmoving (and, funnily enough, in a car, just like my piece), and the audience has ample time to appreciate the change in art style around them. It’s not too much information to take in at once, which elevates the whole piece. I should include this in my piece if I want it to be understood by my audience.
Vewn – Twins in Paradise
I am particularly drawn to this piece because there is a sequence within the animation where the main character enters a computer simulation / dream-like state that sets itself apart from the main environment of the world. The coloured lineart and bright yellow sky with floating nonsense are so interesting and visually appealing, and I would love to try to emulate this impression in my piece. Neon colours, nothing makes sense—even less sense than usual.
Also, the backgrounds Vewn draws are inspirational to me as they make so much sense while being completely outlandish. They are also ideal, considering I struggle with realistic backgrounds so often. I recognise I need to learn the rules before breaking them, but due to the short time I have to make this, I need to decide on a style quickly.
MOODBOARD ANIMATIC
This surprisingly useful exercise helped me visualise many ideas I then jumped from. I mainly looked around Pinterest, identifying things that fit my ideal colour scheme and art styles that interested me. I also found helpful references to car interiors and exteriors, which I find complicated to draw.
This also served as a helpful exercise in deciding the art styles I wished to delve into for the radio-switching sequence. While I ended up carrying out different styles from those I showed in my animatic, they were helpful in the initial design and production stages. I want to create something in the unused styles at some point in the future. I would say that choosing to include different styles from the ones in this animatic was a good call, as I simply didn’t have the time to do them justice in the time we were given. However, looking back, I’m not sure I utilised this animatic as much as I should have, particularly in the later stages of production. I often do this in my work, frequently leading to me deviating from my original ideas in my final pieces.
LIVE-ACTION STORYBOARD
I was feeling very uninspired to create my storyboard right off the bat of the Last Night On Earth project, so I enlisted the help of my mum to create a ‘live-action storyboard’, experimenting with some different shot angles. This animatic was invaluable to the creation of my piece as it provided me with heaps of references of the interior and exterior of a car and some tough perspective shots that I simply wouldn’t have been able to draw without a reference. This also directly inspired some of the real-life elements I used in my piece, as being in my mum’s car meant I could figure out ways to film shots that would look interesting and save me a lot of time. While it didn’t capture any of the emotions or expressions I was going for, the actual time between each shot was established, which was a key element to have figured out by this point.
BACKGROUND TEST
Inspired by Vewn’s work, I drew a background that accurately depicted the visual style I was initially drawn to. The audio I picked lent itself to a grey, dingy environment, so I attempted to emulate that. I have always struggled with creating convincing backgrounds, so I worked from an existing image to help ground my art in something real. It was a good experience, but the colours weren’t exactly what I was going for—they felt too real, and I wanted to go for something more whimsical.
However, due to time constraints, I ended up settling for this background. It got the gist of what I wanted to convey, which was good enough considering our strict time constraints. I colour-corrected it to fit the scheme of the piece, but if I had more time, I would have loved to redraw it using the same brush I used for my backgrounds, as it is one of the weaker parts of my project.
CHARACTER DESIGN
I wanted to create a weird-looking character—gender neutral, a little confusing, and not immediately clear what kind of person they are. I wanted to keep the audience slightly on edge throughout the entire piece, so I opted for a character that didn’t immediately make sense or could be attributed to either gender.
After drawing up a few concepts, I showed my work to Sofia, who argued that my character’s shape language was too spiky for the environment they were residing in. While I agree entirely, I had a lot of fun making this design and enjoyed drawing it, and I don’t get the opportunity to animate the characters I like. While I recognise this is a selfish decision – choosing a character I like over making it make sense- but that’s kind of the attitude I’m taking into this entire project. After learning more about the ins and outs of character design from the Lip Sync rotation, I’m now able to realise how little planning went into the creation of this character, and this simply can be attributed to a lack of knowledge and experience. Many elements of this project could have been greatly improved if I had spent more time investing in specific aspects of the piece, but I simply didn’t have the time or knowledge.
Ryan’s ‘Character Sheet’
This was about as much information as I had on paper about Ryan’s design. I wanted to keep their design loose to play around with, making them look a little different every shot. I really wasn’t particularly focused on details or creating a completely perfect design, as I wanted to experiment and have fun with what they could become!
ANIMATIC
After deciding on my overall storyline, I spent a weekend creating an animatic to solidify my ideas and confirm that it was worth pursuing. The process was made significantly easier thanks to the live-action storyboard my mum and I made- since I had already done a lot of the experimenting with angles and shot types, I could focus on the character and emotions they experienced. I wasn’t too worried about continuity as I worked; I was just going for the general story.
The idea of The Horse appeared at this stage. I had already decided upon something weird and unexpected getting into the car (I had used my dog Milo as a precursor for this in my live-action storyboard), but horses are strange, creepy, and unnerving (I was thinking about those horse masks you can get on Amazon), and it would be a fantastic surprise to work in an entirely different style than usual.
While I wasn’t 100% sure about the mixed-media forms I would be using at this stage, I knew I wanted to attempt photobash-type animation, as that felt like the most unexpected form of animation to include in my piece. I also knew I wanted to create some cut-out paper animation, as it had always been something I’d wanted to look into (and I love South Park, so it seemed almost necessary).
PREPPING FOR ANIMATING
Even before animating, I was highly aware that I needed to be able to multitask and handle more than one scene at a time if I ever wanted to get it done. As a result, I decided to create a reference key for the main mixed-media shot, where I would include all of the transformations my character goes through. By creating a reference shot of my character and their background, I could work on the mixed-media frames at university and the more tedious, nitty-gritty work at home and over the holidays. This meant deciding my colour palette for the whole piece – something I did not have the time to do in Out Of Your Head, which caused me lots of stress at the time. I experimented but eventually settled on what I thought was a solid, cohesive look. At the same time, I was already sketching out and lining some other backgrounds, so I was working with a lot at once.
The sketch of my main mixed-media shot compared to some of the colour variations I was deciding on—since I hadn’t received any formal lessons on values, I was shooting entirely in the dark for something good, and I can see now how dim and poorly coloured these are. Still, I tried my best with what knowledge I had, and the shots functioned to tell the story.
BACKGROUNDS
So, while I was animating in mixed media at university, I focused my attention at home on creating the backgrounds to place my animation on. Only when I was almost done with these backgrounds did I realise I had completely miscalculated my timings—and I wrote this at the time:
“I realise (as I am writing this) that I have dedicated far too much of my time to this portion of the project, and I do not have enough time to actually animate anything. Because I struggle with creating backgrounds so much, I really tried to dedicate time to making them look good, but in the process, I neglected other portions of my animation that desperately required attention. I am very disappointed in this fact as I have previously struggled with time management in my work.“
This was a big problem for my workload and contributed to the massive amount of time this project took. Additionally, after receiving classes on colour theory and background design from the Lip-sync rotation, I realised just how weak my backgrounds are in terms of values. If I had known what I know now, I would have created several value sketches to ensure my characters look well-adjusted within the environment. I am really disappointed that I did not give many parts of my work more attention and scrutiny, and I just went with the first idea that came into my head. While I know I didn’t have much time to complete this project, it could have been stronger if I had given some parts more thought in the pre-production stage.
MIXED MEDIA
While working on ToonSquid at home, I could start on my mixed-media frames at university. I didn’t have much time left at this stage, so I immediately came up with the paper puppet I thought would be the most time-consuming mixed-media frame. I had previously produced paper puppets in prior projects (that’s a lotta p’s!), so I was confident in promptly getting it done. I bought construction paper from the university art shop, fabricated a puppet in the lesson, and created the background over the weekend. This was a lengthy process, but it felt intuitive when it was time to animate, and I greatly enjoyed it. It’s a shame I didn’t have more time to animate more of my piece in this style, as I adore working with this medium.
Another form of mixed media that I was immediately drawn to from the beginning was watercolour. Although I have experimented with the medium once or twice before, it’s a skill I’d really like to improve on in the future, so this was an excellent exercise for me.
The process of animating in watercolour was very tedious – using watercolour paper meant I could barely see on the lightbox, and I needed to tape down every piece of paper so they wouldn’t warp too much. The process was a long one and took me around two days to complete, but I am very pleased with the results – I don’t think it’s the most technically impressive piece of watercolour, but it’s obvious it’s a change in media, which is what I was going for.
LIVE ACTION
Inspired by my mum’s acting in my live-action storyboard, I wanted to include a live-action portion as an element of comedy in my piece. This was easier said than done, as the shot I was after was very specific and required a lot of setup and planning.
I was able to get the shot by having my dad and boyfriend hold up lids from plastic storage boxes with hockey shirts over them (as I don’t own a greenscreen) while my mum blindly put her keys into the ignition, wearing a similar coat to the one my character wears. I was in the footwell with the door open so I could bend over and get the shot, and I was recording on my brother’s iPhone as his camera quality is better than mine, and it has a 0.5 zoom lens.
That, alongside some garbage masking, colour correcting, and adding a circular object around a part of the wheel (near the centre) where the silver reflected the green material, I think the shot looks very well integrated, serves its purpose, and adds a level of playfulness to my piece.
OVER THE HOLIDAYS
Over the holidays, I focused my attention on some of the more tedious parts of my animation – the initial sections, like Ryan entering the car and focusing on the keys. At this point in the project, I really tunnel-visioned and started focusing on these pieces of animation as individual works of their own rather than part of a collective whole. This may have been a bad call, as I was not taking the time to consider how the whole piece looks/feels, and I feel it is not as strong as it could be. I was very concerned about how my piece would turn out, and I was struggling to stay motivated and work consistently, so I compiled my thoughts into somewhat of a ramble, which you can read below:
“Something I have been struggling with in this project has been motivating and pushing myself to get started. This elective has felt much more low-pressure than the projects we’ve had in the past. We are encouraged to work at our own pace, and there have not been any formal deadlines for having parts of our piece done by a certain point. Talking to people in the lip-sync rotation has been very eye-opening as they are pushed very strongly to get work done promptly and to specific deadlines. This is something I will keep in mind as I enter the next elective, but it also provides a contrast to the low-pressure feel of this project. As a result, I find it hard to get myself to work to the standard that I have in the past- there doesn’t feel like there’s a looming “threat” to get my work done. Getting work done shouldn’t be a threat, but being held accountable for having things done is really beneficial to me, and I have been struggling without it. I am not able to get my work done for the screening on Friday, which is a disappointment. Usually, I am much better than this, but I haven’t been able to output the same amount of work as usual due to the aforementioned reasons. Maybe I’m just burnt out.”
FINAL SHOT
A few days before the end of the holiday, I experimented with the idea of making my final shot completely live-action to avoid having to animate difficult perspective shifts following a car moving down the road. I figured this was a very out-of-the-box solution to a problem, precisely the vibe I was going for. I made this incredibly shoddy setup with green card and paper and enlisted the help of my boyfriend (again) to push a toy car down a fabricated road. I think this process produced many challenges and was a rabbit hole I ended up jumping down. Still, I had a lot of fun making the set and filming with my new camera- and I’m glad I didn’t just choose the boring option of animating something that could only come out okay.
ADDITIONAL MIXED MEDIA
In an attempt to add even more flair to my piece and really accentuate its weirdness, I scanned some of my jumpers from my wardrobe to act as knitted textures for Ryan’s scarf. This was a super easy addition that I think adds a little extra fun and texture, and it’s got me thinking about what else I can scan with my printer!
I got this shot done very quickly using True Grit Supply’s KolorMarc Studio Marker Photoshop brush pack, which has a fantastic range of super-realistic marker brushes. This was a nice little test of this new pack, and I made it digitally just for time’s sake. At this point in the project, I was already starting on lip-sync, so I ended up cutting a lot of corners. This was also why I used the “animatic” mixed-media in the radio sequence, as I ran out of time. This is something I am terrible with as a whole, and I must improve on for future projects- managing my time and making realistic decisions about how much work I can get done in time.
I wanted to keep the second half of my piece as weird and unexpected as possible, so clay backgrounds felt like an easy way to achieve this. By sculpting my backgrounds (based on the sketches from my animatic) on Plexiglass, I could key out the green and create a nice boil on Dragonframe. I’m really pleased with my ability to make everything seem a little weird and outlandish in this piece – I feel like I won’t get much chance to experiment like this in the future, so I wanted to take advantage of it!
The Photoshop document with my compiled geese, which I then manipulated in After Effects!
The horse and birds were also corner-cutting techniques that meant I didn’t have to animate by hand, but still gave my piece some originality. By sourcing stock images online, cutting them out, and animating them in After Effects, I could quickly create convincing and engaging character animation.
The MS Paint section of my piece was an attempt to make a quick transformation that had some comedic value to it- having Ryan react to the environment around him in a quirky and confused way, I think, added just a little bit more to the overall appeal of the video. I animated the entire thing on MS Paint, and coloured exclusively with the pre-set colour palette, which was a lot easier thanks to the Layers feature in Windows 11, but this still took me a whole day to complete. I am upset that I strayed so far from my original ideas in my moodboard, but I think I did well trying to be efficient and get the video done quickly without sacrificing quality too much.
COMPING
The composition stage of this project produced many unexpected challenges, but I was motivated to find solutions to them as much as I could. I’ve gotten into the routine of making my animatics in After Effects, adding my assets as I make them, and timing them as I go, which means I was constantly able to check my progress and fix mistakes as they appeared. I think this is a very intuitive way of making animations, and I really enjoyed putting all the pieces together as I worked.
Making the cloud of smoke in the final shot work took a lot of fiddling with Alpha masks, and I can now say with confidence that I am a lot more capable of using this feature than I was before. Figuring out the order of overlapping layers took a lot of time, but I am overall very pleased with the result—I hope it’s clear to the audience what is going on!
The green screening process was a difficult one- the wheel shot of the key going in the ignition was surprisingly easy, but the final shot was a nightmare to put together. Not only did I have an extremely crude greenscreen, but there were many colours in my set, some of which showed up almost completely transparent once I applied the Keylight effect. I even tried masking out the shot in Photoshop- which ended up being even more of a waste of time since it didn’t look clean. After LOTS of fiddling with the controls (and help from the official Keylight user manual) I reached an acceptable result. I just masked out areas that had shown up slightly transparent, such as the floor and the chicken’s feather on the right-hand side of the screen.
The background of the final shot took a long time to decide on – arguably, it was just as much work as if I were to animate it conventionally, but I really enjoyed the method I decided upon. Colouring boils with pencils and scanning them was a lot of fun (also quite cathartic, scribbling as much as I wanted to), and I cut everything out on Photoshop to import into After Effects and animate. I could have mapped this so much better onto the background, perhaps utilising the 3D camera feature, but I simply didn’t have enough time, and I felt like my brain had no new capacity for knowledge. I will explore this feature properly over the summer, as I feel like it’s a much more intuitive solution to problems I’ve had during this project.
FINAL THOUGHTS
Due to our short timeframe in this project, the pre-production and research stages went largely undeveloped and would have benefited from more attention early on. I feel as if I rushed into the first idea I had – at least in terms of character design and backgrounds – and I believe my work could have been improved if I had time to consider some of the more foundational aspects of animation. After the knowledge I received in the Lip Sync rotation, I can now see how something like value sketches or considering the ladders of Ryan’s face would have improved the overall visual style of my piece, but this was knowledge I didn’t have at the time. Editing my workflow to invest more time in experimenting and playing has been a great lesson from this project.
I found inspiration from cartoons like The Amazing World of Gumball and Gravity Falls, which I enjoyed as a child for their weird and quirky approach to storytelling and comedy. However, perhaps broadening my research into more experimental forms of mixed-media animation would have made for a more cohesive final product.
One of my goals in this project was to create a narrative that encouraged a lot of experimentation and provoked interesting ways to complete animation that didn’t rely too heavily on my personal style conventions. I performed very well in this – creating a light-hearted and engaging animation that doesn’t attempt to say too much. In the previous tasks assigned to us, I worked hard to tell a story or convey a message, so I wanted to break free from that and make something undeniably weird. This approach to this project meant I could have more fun coming up with bizarre and unexpected solutions to problems, and the lack of rules, overall, improved the visual style of my piece. The actual story adheres very closely to the “narrative” of the audio I was given, but I believe the audio itself was incredibly linear. This allowed me to explore different styles without worrying about not being understood, so I feel I made the right decision in narrowing down my overall story to focus on the interesting visual elements.
I believe that, all things considered, I was very proactive in producing my animation. The hands-off approach to deadlines in this rotation meant I struggled with self-motivation to finish work on time, but I managed to pull myself together and work consistently to get my shots done promptly. The production process was incredibly long – not only working into the Easter holidays but through the next rotation as well – but this could also be attributed to my big idea requiring lots of time and energy. In the future, I should be more reasonable about how much work I can get done in a timeframe and how I can pursue these eccentric ideas without overworking myself. The last shot of my animation was another instance of this—it took a significant amount of my time, and many issues arose in editing and composition. While I was forced to cut many corners due to time and a lack of knowledge, I believe trying this idea taught me a lot about After Effects, and the effort was worth it.
One of my goals in this project was to approach things entirely differently and make something that didn’t look too similar to my style. As my work is more character-based, I attempted to create something unlike anything I’ve made before, and I achieved this very well. I enjoyed this approach to storytelling as I was encouraged to think in unexpected ways and work with mediums in ways I wouldn’t have thought of in traditional character animation. I want to maintain this approach to my work in the future, as it’s so much fun!
However, because I wanted to focus on experimenting in areas of animation I hadn’t done before, the quality of the animation in the first half of the film leaves a lot to be desired. I felt like I wasn’t pushing myself to my usual standard of animation, but this could have been solved with more time and better planning. I’d love to have been able to apply a similar (although not as much, I still enjoy the contrast of the two) amount of weirdness in the first half as in the second half—I even experimented with changing textures in the buildings in the first shot—but I didn’t have the time to give the same amount of attention to both halves.
Overall, I think I did very well in working independently with my ideas for the first time. This project has provided me with many new avenues of animation to explore in my own time and some foundational building blocks in editing and storytelling.
I came into this project with an immense amount of joy and enthusiasm. This was my first ever real group project (not including the stop-motion rotation), and I was extremely eager to start working collaboratively to create something great and to push the boat out in ways I’d never done before.
I was rather nervous about the time limitations we were given – 30 seconds simply did not feel like enough time to convey a convincing story to an audience. So, as a result, as a group, we decided to base our idea generation around conveying a feeling rather than trying to tell a story with a distinct start, middle and end. This, and working with the word cloud provided to us, ultimately helped strengthen the quality of our final film as I believe if we attempted to tell any more of a story, the concept would have been lost on our audience, and there would have been less time to appreciate the animation itself.
Before we began our project, we discussed as a group what we would most like to take from this experience. I made a point to the group that I wanted to avoid making conventional animation as entering the “dream-like state” mentioned previously was something I wanted to attempt to understand, so that helped influence the decisions we made in our idea-generation process. Additionally, we discussed as a group the things we could do to exit our comfort zone- and for me, that was character designing and creating backgrounds. I have always been confident in drawing pre-designed characters but never as confident in making them myself. These goals were kept in the back of my mind throughout the creative process, and I tried to achieve them as much as I could.
I was the one to “assemble” the team, reaching out to people I admired and wanted to work with the most – and had never worked with before. Another important part of this project for me was stepping outside of my comfort zone socially and working with people I wasn’t entirely comfortable with, and this worked out to be a great bonding experience! Aemilia was my first choice as I had seen her art before and admired her style as well as her work ethic- and this was the same for Husna and Sofia. Each of them had such a unique and appealing style that I believed would elevate one another- and this worked out in our favour, with two people (Husna and I) specialising in 2D animation and two people (Aemilia and Sofia) specialising in stop-motion.
IDEA GENERATION
Once we had established what we wished to take away from this experience, we began brainstorming ideas for our film.
Most of the ideas surrounding this film were based on what we wanted to achieve personally rather than what would make for the best story. Ideas around the mediums we wanted to use, the feelings we wished to convey, and how those feelings could relate to our own personal lives. This is where we really solidified the idea that this was not a complex story with intimately detailed characters – rather than a person that the audience could ascribe themselves to.
The idea of materiality came up in this process as well, as Aemilia and Sofia really wanted to create a stop-motion set, so discussions about how we would integrate 2D and 3D together got the ball rolling. I had already done some work in combining 2D animation and 3D live-action footage in my A-Level Media Production coursework, so I was extremely happy to be able to give it another go in a project solely based around animation. For context on what kind of animation I had done before, here’s the aforementioned music video:
This was my biggest animation project before this one and it included animated characters interacting with a real-world environment. I think I did well, considering I was completely making up the technique as I went along, and it turns out I was spot on with my methods! It meant I was already somewhat prepared for the technical elements of this project, and I took on the role of editor as a result.
Ideas surrounding a feeling of being in an unfamiliar environment, feeling uncomfortable in your situation, and then shifting to a state of control and tranquillity kept coming up in our idea generation. We played around with the idea of “coming out of your shell”, perhaps with a character literally emerging from some sort of cocoon. However, it did not feel like there was much to work with in terms of fun animation (and it felt a little obvious), so it was inevitably scrapped.
The idea of a character feeling uncomfortable and overwhelmed in a situation seemed to stick with us, however. Coincidentally, several members of our team brought up the same animation as a point of reference- “HORNY” by Zhangir on Youtube. It follows the story of a jackalope troubled by his horns growing at his best friend. The themes surrounding stress and fear, and that having a physical impact on the protagonist, were extremely inspiring and something we decided we wanted to focus on in our piece.
Jumping off of this idea led us to decide that a main character going from an uncomfortable, unsafe environment to a more comforting and tranquil one would be a fun challenge given the time frame, but it would make for an interesting story and fun visuals. This, paired with the idea of incorporating both 2D and stop-motion animation, lead us to have a stop-motion character in a 2D environment and vice versa. This was the foundational idea of our animation that led us to our research and development of ideas.
RESEARCH AND IDEA DEVELOPMENT
We made the decision to create a Powerpoint to document all of the research we conducted over the course of the project. I believe this was very beneficial in allowing us to keep track of our ideas and bounce off one another easily. Below are some of my points surrounding inspirations from pieces of media I enjoy personally and how they could link to our own project:
In hindsight, it would have been helpful to return to these initial research points, especially in the later stages of character design and composition. However, they still played an important part in the film’s production and were a useful resource to have as a backup in case I was feeling stuck or unsure of where to go next or what our intentions were to be.
We also spent some time looking at previous students’ work on the same project that we could find online and seeing what we thought could be improved and taken into account for our own work. One project that we discussed as a group was “The Girl and the Stars”, posted several years ago.
The animation itself was great, but we agreed as a group that the idea of having clear individual styles stitched together into one piece was not something we personally enjoyed. While, in this case, it worked for the plotline they were going for, we agreed that we would have to split the work up between us between scenes, as well as attempt to create a cohesive art style between us so the film could feel fluid and cohesive, rather than clearly created by four separate people working independently.
I immediately thought it would be good to begin storyboarding and roughing out my ideas, but I was quickly stopped in my tracks by Jess and told to slow down! This was frustrating at first as I was extremely eager to begin illustrating my ideas, but I believe this was a good call, and she suggested we create a character analysis for our main character in order to get to know him better and, therefore, contextualise the decisions he makes in our film. This was actually a very fun process as we came together as a group and had a great time deciding on arbitrary elements of our main character’s personality. You can read his full biography here:
Once we had established who our main character, Hughie, was, I was able to establish a solid logline and synopsis for our film.
“A man is at a house party and is surrounded by people partying hard and enjoying themselves. He is deeply uncomfortable and is slowly reaching his boiling point. It all comes to a peak when someone spills their drink on him, contaminating him with the colours of the party. That’s his last straw, and he barely has time to react to the events before he steps back and stumbles straight into the bathroom. He falls over, and as his vision adjusts to the new environment, he realises that the bathroom is strangely beautiful. The colours are warm and inviting, and the party noises begin to fade away. He collects himself and gets up to look through the window, taking in the colours and shapes of the street outside. He notices a spider/butterfly/something that encourages him to step out of the window- but the camera is cut off before we see the story’s conclusion. The final credits shot is of the bathroom interior, where a party-goer is banging on the door asking to get in, but no one is there.”
We also established a group logline: “A guy at a party gets overstimulated and stumbles into the bathroom for a moment of rest.“
Having these to hand was extremely useful as a reference, keeping us on track and ensuring we constantly maintained the original concept for our piece.
Jane also introduced us to a great animation—Night Club (1983) by Jonathan Hodgson. This had some fantastic stylistic animation that utilised straight-ahead rather than pose-to-pose animation, with a deliberate lack of volume as characters moved. This perfectly encapsulated a lot of the chaos and interpretive movement we were looking for, so it was a great addition to our research. https://www.youtube.com/watch?v=VMen9FVdxPI&t=1s&ab_channel=MarianaVieira
Sound Design Inspiration
While I was in no way capable of being able to produce music and sound design, I still wanted to help Aemilia find some inspiration for her work. I immediately thought of the song “Neuron Activator” from the indie first-person-shooter Cruelty Squad due to how horribly overstimulating it is, and how it makes the audience feel on constant edge. The song itself has a note that constantly sounds like it’s rising in pitch with no end, which is extremely unpleasant and scary to listen to. This was exactly the kind of experience Hughie would be having at this party, thus an excellent source of inspiration for Aemilia.
STORYBOARDING
Due to my and Husna’s similar skills, we decided to storyboard the first and second half of the piece separately so we could cover more ground and make changes more efficiently. I already had a pretty solid understanding of what the first half of the piece would look like, so I was tasked to create a working animatic.
First Animatic Idea
This was a good first draft to illustrate many of my ideas about the scene being overstimulating and our main character sticking out as much as possible. I attempted to set up the bathroom as being a pre-established environment that Hughie made the conscious choice to run to rather than stumbling in by accident. Many of the shots I established here were present in our final film, which was very validating!
I received criticism, however, that there were far too many quick cuts between scenes and that many of them were unnecessary and could be overwhelming for an audience with an already very overstimulating environment. This was very eye-opening to me as I really did not realise that this was such a present element in my work, but it was!
Second Animatic Idea
In this iteration, I tried to experiment with the “slop” (as we had dubbed it throughout the project) – alcohol, vomit, and other toxic substances. My comments at the time were:
“Was playing around with the vomit being pre-established by the guy next to him. Made it a gross green colour, and I love the idea of the drink behaving like acid, something we can add with sound effects? It literally sizzles his skin away; that’s how much he hates it. Had the moment of the guys above him so we could play around with obnoxious facial expressions, like the ones we saw in the film Jane recommended.”
Looking back, I realise how little we utilised the acidic nature of the drink, and that could have had a much larger impact on Hughie as well as other background characters. I believe it was very strong as a concept, but we simply forgot about it in execution, which is a disappointment.
FirstAnimatic Version 2
This version of the animatic tried to focus on more grounded movements between Hughie and the character holding him, with it being a smooth motion from one interaction to another. However, this animatic suffered the same problem as the previous iterations, in there being far too many cuts between actions. The motions and compositions of the shots themselves were solid, but there was simply too much for the audience to digest, as well as there not being an establishing shot for the audience to take in before we were introduced to the main action of the film.
So, as a result, I enlisted the help of Aemilia to create a good establishing shot for the environment of the film. She has a very solid understanding of perspective (although she tried to argue otherwise) and was able to draft up a shot that greatly boosted the readability of the entire film.
In addition to this, on a day when I was not present in class, the group decided to change the ending of the animation, so rather than Hughie leaving the bathroom at the end of the film, he becomes comfortable and acquainted in the bathroom, and the film ends with him in a state of relaxation. While this was a nice idea, I had my concerns about the ending feeling complete, given the very short amount of time we had to work with.
These were Aemilia’s notes on the updated ending, V.S my comments on them:
I was very concerned with this new ending feeling satisfying to the audience, and whether or not it would make sense altogether. The cliffhanger of the original ending, with the interpretation of whether he ended up leaving the room, where he went, etc., felt much more interesting than reaching a state of calm within the bathroom, which I believed may fall flat and feel disappointing. In an attempt to win over my team on the original ending, I drafted up an animatic with the original, intended ending:
Original Ending Animatic
This new idea seemed to sway my teammates, who then agreed that this ending would be more impactful to an audience. However, my piece continued to struggle with the same issues surrounding quick cuts in action that felt too overwhelming for viewers. That, combined with the fact that Husna created a draft for the new ending and was lost on friends and tutors that we showed, we decided to continue with our original idea.
Original Ending Animatic Version 2
More updates on the animatic, with the help of Husna, helped make the shots feel much more seamless, and each shot felt as if it had a purpose. We decided to make the second shot a continuous tracking shot, with a cinematic slow-motion shot to add tension. The story was really taking shape, but there were still issues with the ending feeling cohesive and readable. Discussions with tutors showed us we still had more work to do in making something that felt resolved, with our character making their own decision and sticking with it. We discussed camera angles with Ben and how they influence the way a character is presented, and we came to the conclusion that a low-angle, central shot would make the ending feel cohesive and strong.
At the same time, Aemilia was developing the soundtrack and sound design, which helped make clear what needed to be timed correctly. I am thankful she did the audio when she did as if she didn’t, we would have had nothing to animate from later down the line!
Greenlit Animatic
Husna was able to really amp up the visuals of the second half by including some soft lighting to illustrate how beautiful the bathroom would be. This solidified the visual identity of our piece and, paired with the cliffhanger ending of someone knocking on the bathroom door, made the animatic feel complete and ready to be animated. This was just in time for the deadline and winter holidays and meant we could further plan our piece’s visuals over the break.
CHARACTER DESIGN
My time was almost exclusively taken up by creating the animatic, and therefore, I did not have as much time for character design as I would have liked. However, I was still able to draft up a few ideas of what Hughie could look like based on my own interpretations of his character.
There were lots of conflicting ideas surrounding how Hughie would look, as we all had different interpretations of him. It was a good exercise to be able to draw him out and visualise aspects of his character that we had discussed previously, and utelisign shape language for this process as well. The second pair of drawings used sharp lines vs. curved lines to see if that would influence his meek appearance. It was clear that I was going far too stylised in my work as my style clashed with some of the techniques my teammates used, but it was still a good exercise nonetheless.
Aemilia and I also did some sketches of the girl character, where we also discussed shape language and how that could impact her appearance. We decided a nice mix of curves and sharper lines would come across as feisty and confident but not outright evil or scary.
In hindsight, it would have been nice to have more of a role to play in the character-designing process. It is one element of my art that I believe I could improve, as I feel like I struggle with my characters looking the same and lacking originality. It was a good experience to be able to discuss my ideas with others and receive critiques about my proportions, scale, etc., so I am glad I pushed myself, even if it was only a little.
ENVIRONMENT DESIGN
Since we had decided to do a very even split of 2D environments and stop-motion environments, I decided to develop the party scene further to try and hit some of the marks based on our mood boards and original ideas.
I created a brief colour-pallette test to try and envision how Hughie could look in comparison to his surroundings, trying to make him stand out as much as possible while still not being unattractive in doing so. Having a cohesive palette of purples and blues surrounding Hughie, who does not fit into the same palette, seemed to stick out to me as a great idea.
This test was also very helpful as it opened our eyes to consider using alternative colours for Hughie’s palette, rather than a realistic colour palette. This was something we ended up including in Hughie’s final design, so it was a good springboard for Hughie’s character creation.
I also created an environment based on the sketch Aemilia provided for me in our storyboards, which made me realise that a disco ball would be unfit for a house party environment. A chandelier felt a lot more fitting for this environment, and I was able to develop my ideas about this being a dingy uni house with stains, family photos and other artefacts of human life- compared to a nightclub setting, which felt unfitting compared to the bathroom scene. This change also came about as I showed my extended family my animatic, and they all thought it was a nightclub rather than a house party. Creating this piece helped elevate the overall aesthetics of the scene and allowed me to experiment with lighting and colour palettes.
This was a beneficial experience, but I wish I had more time to develop more of the environment as I felt like I had to rush the backgrounds in the final piece. While less was more in this instance, environment design is something I want to improve as I continue this course.
Husna and I also discussed using gradient maps for our colouring, as keeping our tones consistent between shades would help create a more cohesive piece.
ANIMATION
After the break, it was time for production, which, on my part, went by rather smoothly.
Husna and I decided that it would be best if we divided our shots evenly between us, so we could prioritise both the background animation and the interaction between Hughie and our 2D characters. We decided that Husna’s skills in character animation would be perfect to animate the jock and the girl character, so I was assigned all other scenes in order to keep things even.
We colour-coordinated these shots based on how difficult it would be to animate without Sofia and Aemilia’s stop-motion animation (with the bright green shots being easiest, yellow being difficult but doable, and red being borderline impossible), but Aemilia assured us that she would make something Husna could work with right away. She stuck to this promise, and soon enough, we had lots of animation to work with to ensure Hughie correctly interacted with his surroundings.
Working on Adobe Photoshop for animation was a relatively easy skill to pick up, as I have years of experience in the programme already. I was pleasantly surprised with how simple it was to work with, and it meant I had access to a fantastic array of brushes and tools. Husna and I decided to stick to a brush stroke of around 15 pixels- however, I ended up accidentally straying from this at one point, which negatively impacted the overall visual appearance of our piece – a good lesson in checking my work and not getting too deep into a trance!
At the same time, Aemilia and Sofia were finishing up Hughie’s model, meaning I could have a crack at bringing him to life with his face- and I found this process surprisingly easy as well! I was happy to pick up this job, despite it being a larger one, as my teammates told me they enjoyed how I draw lively expressions on characters.
I started with the montage shot (the quick shots of the guy and girl talking, two guys smoking weed, and two guys shredding it up on the dance floor), which took me much longer than it should have. I was extremely thorough in my animation, which I believe is good practice, as a rule, but was far too much detail for a montage that only appears for a fraction of a second. I felt overwhelmed with the amount I had to do compared to how much I had gotten done, which is when Jess kindly reminded me that it was a bad idea to rough out a scene, line a scene, and then move on to the next. It was much smarter to rough out all of my scenes at once, and then go in for lineart after- meaning I was able to divide my workload to the more important and animation-heavy shots. This was a fantastic piece of advice and helped me with managing my stress about what needed to be done by when.
I also made sure to keep updating my master After Effects document with any new footage that Aemilia would give me so Husna and I had a good idea about what Hughie was doing and how his environment should react. However, this document was not properly organised and very quickly became cluttered, eventually leading to me needing to scrap the whole thing and start fresh at the end of the process. I’m happy I did this – my new document was so much more organised, thanks to Jess, so this was an important lesson for me. Learning how to organise myself in new software will be hard, but it will be more than worth it in the long term and will prepare me for the industry.
The first establishing shot was a lot of animation in a short amount of time, but I managed to make the piece feel as cohesive as possible by having each character move on a 12-frame loop. This meant the audience did not need to take in any new information and meant I could produce high-quality backgrounds relatively quickly. I struggled with the perspective of this shot, and, again, I enlisted Aemilia’s help to create something accurate and believable:
My initial sketch – the perspective was all wrong!Aemilia’s perspective works, trying to make the chandelier look convincing and accurate.Improved sketch, a clearer perspective!
I managed to get pretty speedy at the animating process, taking around 30-45 minutes to complete a simple character loop. I also enlisted the help of Jess to animate the swinging chandelier in After Effects, which was a very rudimentary form of rigging – something I am very eager to get into in the next unit!
As Aemilia finished up with her sections of stop-motion animation, she then had the time to begin animating Hughie’s face. The pair of us came together and decided on an expression sheet for him, including several emotional states to help keep our styles consistent as we both picked up different shots.
I found it very difficult to animate the backgrounds of my shots without Husna’s animation to guide me. In the final days of the project, I had completely finished all of the shots I set out to make and was instead waiting on animations from both Husna and Sofia. Aemilia and I were in a tricky situation where we simply did not have much to do as they both tried to work on their shots, but we received their parts so last minute that we went from having nothing to do to being swamped with post-production.
This was a very fundamental problem with the wellbeing of our group- there was a clear lack of communication surrounding boundaries and what people could get done in a reasonable amount of time. There were an incredible amount of roadblocks as well- several of our team members got extremely ill very quickly. We discussed the importance of pulling your weight in a group environment – or admitting when you simply can’t- yet Aemilia and I ended up picking up a lot of extra work very last minute, which was an immense strain on the pair of us.
In one instance, Sofia provided us with the shot for the bathroom scene, where Hughie notices a fly escaping from the window. The storyboard she was provided prioritised the spiderweb, which took up more than half of the screen. However, the footage she took was completely misaligned and was not accurate to the storyboard whatsoever.
The shot I was given versus the storyboard – it simply would not have looked good if I drew the spiderweb over Hughie, as the priority of the screen would have been completely ruined.
So, in an attempt to be proactive in fixing problems rather than settling for a mediocre shot – I went through each frame and digitally repainted/remastered them so the shot would be more closely aligned with the original storyboard. I am extremely pleased with how well I carried this process out, considering I had never done it before, and several people mentioned that they could not tell it was digitally crafted at all!
This, however, took up a big chunk of the final day of this project and meant I could not focus on some of the other shots I needed to pick up from Husna. Allowing time for ourselves to make mistakes and get parts wrong would have been vital for the success of this project – these issues were absolutely manageable and fixable, but tensions rose as we were so unbelievably close to the deadline.
Due to so much of the 2D and 3D animation being provided so last minute, I was not able to create many of the special effects and colour-correcting that I initially wanted to implement. I was able to somewhat correct the orange overlay that Sofia could not fix in production, but I was stretched completely thin- I had to enlist the help of my partner, who was more confident in colour correction. However, I still feel like it could have used much more attention, and I am extremely disappointed with how little time I had to experiment with the features Adobe After Effects provided.
In the end, the final product was incredibly rushed, especially in the last few hours. Aemilia only had time to work on the sound the day of the deadline, and Husna only managed to get one shot done, which she gave to us only a few hours before the deadline. This was a huge stress on me as I had to do the editing and additional animation that Husna could not complete in time, and I am already a very anxious person – I was fully intending to have all of the work done the day before the deadline, but this just was not the case.
Afterthoughts and Reflections
This exceptionally turbulent project posed many challenges I had never encountered before. Once the project was submitted, we came together as a group to debrief and discuss the successes and issues we had with this project. Below are my thoughts, based on our discussion in said session:
Honouring Original Intents
Looking back at our initial ideas for this project after its completion, many elements of our final piece were not exactly how we originally envisioned.
There was much less experimentation in the 2D animation than we originally intended. We could have experimented with different drawing styles and animation methods; we discussed as a group that having straight-ahead, experimental animation would have made for a more chaotic final piece, but when it came to animating, I worked to what I already knew well and ended up looking more consistent than what I would have liked. It could have been weirder, wackier and more dream-like. While my work was still expressive, it was very standard to what I knew about animation, and this could have been down to the fact that I was tasked with learning a new drawing programme and had never animated to this scale before, so I stuck with what I knew as to not overwhelm myself with new ideas and concepts. This is an issue I must deal with in future projects, as sticking to our brief is more important than feeling comfortable in my work.
While it was not my responsibility, we discussed as a group that Hughie could have been more fleshed out in his character design and transformations during the final film. While there was lots of experimentation on his design initially, his actual production was extremely quick, and it would have been nice to experiment further with his materiality. Aemilia and I incorporated some of the melting-face ideas we had in post-production, and a few shots illustrated this element of Hughie. However, they felt lacklustre- similarly to how conventionally animated the crowds were, Hughie’s design and animation were far too safe and generic. We could have pushed the boat out more and tried something new.
Sticking to our storyboards and creating something visually appealing and believable was an interesting exercise. I believe we nailed many of the boards (my personal favourite is the shot of Hughie escaping the grasp of his jock friend, which was pretty much perfect compared to the boards), but some left a lot to be desired. For instance, the lighting of the second half of the piece (again, while not my responsibility) was very lacklustre compared to our storyboards. I feel we did not capture the same beauty we were going for and may have been too ambitious in the idea generation process. I was willing to make some lighting effects in post-production, yet I simply couldn’t due to time constraints (I will discuss my issues with post-production later), so the final product looks mediocre compared to the storyboards. However, I still think we did well keeping up with our boards, especially when I digitally altered Sofia’s shot to fit the board’s original intent. That was a particularly gruelling lesson in how important it is to stick to the storyboards we created, as they are the foundation of our animation and could not be changed unless necessary.
Animation and Post-Production
Due to time constraints, I did not have time to engage in the stop-motion portion of the piece. While it was established from the beginning that I would be working on 2D, it would have been fantastic to have more creative input on the set, Hughie’s design, and the overall visuals of the film’s second half. Having a 2D artist present on the 3D portions of the film would have helped avoid many of the problems I had to counteract in post-production.
For example, Sofia and Aemilia decided that for the shot when Hughie enters the bathroom from the party, they should shine a purple light through the bathroom door (so the light can reflect off Hughie to add to the transition’s believability) and add a crowd of people in post-production. However, this ended up being a waste of time as the purple light was not nearly as apparent as we would have liked, and I had to mask Hughie out in After-Effects, something that took me a while and left a lot to be desired visually. If I had been present in the studio at the time, I would have been able to point out the issues with masking in post-production, and using a green screen would have been much better for time-saving and organisation.
Additionally, if I had been present when Sofia was filming the scene of Hughie interacting with the fly, I would have been able to let her know that she was not adhering to the storyboards we had created—something I had to fix in post-production that took me a significant amount of time. While I recognise it is not my responsibility to ‘watch over’ everyone else’s work, it would have been nice for this project due to the massive overlap between 2D and 3D animation.
Many elements of the 2D animation left a lot to be desired and highlighted my issues with staying consistent in my work. The lineart of the 2D sections varied greatly between shots- we initially established that we would stick to a pixel size of 15. However, I unknowingly broke that rule in the first shot, and Husna and Aemilia also broke this rule. This is glaringly obvious to me in the final piece and has illustrated how important it is to establish a style guide with specific brushes (both size and texture) to avoid inconsistent animations.
I believe our colour palette was very strong but inconsistent. I was stressed entering the production stage as I was very concerned about our lack of an established art style and colour palette. I did several test shots to demonstrate what our palette could be to stay consistent, but these took up too much time, and I felt the colours were rushed anyway. Jess informed me that I could work on tweaking my colours in After Effects, so I should focus on finishing the animation as soon as possible. While I am grateful for this advice as this kept me on track (and I would have run out of time if I tried putting off animating any more), I ended up doing a lot of random, inconsistent colour correction in post-production that did not follow a particular palette and varied slightly between shots. While this was not a big issue for my audience, I knew that my colour palette was not established from the beginning and added a layer of stress in my already completely rushed post-production stage. Thus, I am eager to enter my next project with a more clearly defined colour palette that I could use across my entire piece – and then colour correct as one entity rather than as I go along.
The colour-grading stage was one of the weakest elements of our piece, and I am deeply frustrated that I did not have the time to experiment more in post-production. I had to enlist the help of my boyfriend, who is much more knowledgeable about colour-grading, to help clear up some of the most critical shots the night before the deadline. I feel like I learned nothing from this process, as I was trying to make it look presentable rather than good. Hughie’s colours in the party scene and the entire second half could have looked much more interesting if I had experimented with colour grading and changing the curves of the footage I was given.
Many other post-production elements were utterly ignored- special effects, lighting, and making the transition between 2D and 3D look as clean as possible were all neglected due to time constraints. This was a profoundly frustrating inevitability, but due to my peers’ sheer lack of animation, I could not focus on the details, making for a mediocre final product. As this was my first time on a group project, as well as working in post-production in After Effects, this was a great lesson in allowing myself enough time to work on the final stages of production and making my boundaries clear to my peers about how much time I need to work.
Organisation
I am very pleased with how we decided to organise our shots so that more than one person could work on a scene simultaneously. This gave us more flexibility in the post-production process, as having everything as separate assets meant we could move elements around as we received more footage from our other members. If we had one person working solely on a scene, our work would look “stitched together” (like an exquisite corpse of animation!) and less professional and seamless overall.
I also believe we were correct in assigning both locations the same amount of time—the pacing felt rather consistent, considering the myriad of problems we had with timing and pacing in our storyboarding process. This also meant we had an equal split of 2D-oriented and stop-motion-oriented work, so the workload was rather evenly split.
It also became clear to us during production that having a more established shot list, outlining each panel from our storyboard, who was doing what, and how much progress we had made on each scene would have been incredibly beneficial. I noticed another team had such a list, and they told me how helpful it was to keep track of each shot and to see how much of their work was completed (they ticked off a board if they had finished it)- it looked very gratifying to be able to tick shots off once they were complete. Considering I was stressed about the progress of my teammates and me, I think having an itemised list of what was done (perhaps with deadlines for when each section should be completed) would have helped our organisation and would have highlighted areas that my teammates were struggling in- thus helping to avoid last-minute animation. This would have also given us a better perspective on how the film would be shot and could have highlighted issues such as the green screen needed for the bathroom transition shot.
So many of the issues in the production of our piece could have been solved by simply organising ourselves better and being more strict with adhering to our deadlines. While I did well in this, there was an apparent lack of initiative to get things done. I was of the attitude that “as long as I get my parts done, it will be okay,” which I now see as an unfair way to view this project. This has been a great experience in illustrating how important it is to work as a team and lift my fellow teammates rather than treat all of our work as separate. I could have been more of a team player and offered help to my teammates much more, as some team members struggled with opening up and asking for help. I am disappointed at this element of our final piece, but it was an important lesson to have to learn.
Our brief for our 2D Animation rotation was to create a 5-second animation between two or more ‘characters’ comprised of basic shapes that illustrate a change in emotion or expression. The brief was intentionally very loose as there were many different possible interpretations of this idea- it could be extremely abstract and dream-like. It could potentially disobey the 12 principles of animation that we learned about in class.
I was initially very concerned about my ability to complete this project as I had never used Blender before and had some nasty expectations of it for its 2D animation features. I, unfortunately, struggle from a very weak attention span, and if the solution to a technical problem is not immediately obvious to me, it becomes extremely frustrating and hard to get myself into a good workflow. I was worried Blender would be too much for me to wrap my head around, but I still attempted to go into the project with a positive mindset despite my preconceptions.
I had already conducted my own independent research on the 12 principles of animation in the past and had been unintentionally incorporating them into my work for years. It was very gratifying to have explanations provided to the many conventions I had seen in animation in the past and to go back to the absolute basics of how things are done, consolidating my knowledge greatly.
For this project, we were tasked with utilising visual and emotional language to convey messages to our audience. We were encouraged to think visually about the emotions that we were starting with and how those can be represented through shapes. This was a very helpful exercise not only for this project but for the future in trying to present ideas that are hard to put into words. I immediately got started in designing my “characters” and planning out how they would interact.
It was a very fun experience sketching out various concepts of differing sizes and shapes of characters, and what that could convey in terms of shape language. I opted against doing something more abstract as I felt I would have been overwhelmed with all of the new information to take in on Blender- so I opted for shapes I could easily replicate and attribute emotions.
I found these shapes fit a fun, playful dynamic contrast (short and tall, slow and fast, etc) and would be easy to work with. I personally enjoy making fun and upbeat animations as it is not only fun to watch but fun to animate. It was clear that my emotional shift would be from downtrodden to happy, so it was simply a case of figuring out how I would achieve that. The larger shape’s appearance lent itself very well to being a sadder-looking character, so I quickly was able to establish the emotions and emotional shift these shapes would go through.
With my shapes chosen, I was able to keyframe out the key movements between my two characters, as seen below.
Once again, I struggled with the time limitations given to me and would need to shave off as many frames as I could as I entered the lineart stage. While I was happy with the movements themselves, I felt as if these shapes were not clear enough indicators of emotional states, and therefore, I decided to play around with the environment to further indicate this idea.
I decided to rely on the gloomy background effects of the second image, as well as sound effects, to further indicate the emotional shift between the characters. In hindsight, this was a bad decision as the emotions should have been communicable from the animation alone. However, due to time restraints, I had to press on with what I had created so far and thus lined and coloured my work.
Blender was extremely beneficial in this process thanks to its ability to recolour lineart and detect gaps when colouring. I was able to separate all of my assets into layers, thus avoiding overlapping issues or visual errors when the characters connected. I was pleasantly surprised with the features that Blender offered for a free programme, so I will be keeping it in the back of my mind for future projects.
This exercise was very helpful to me in realising just how long 2D animation takes. It incentivised me to be efficient with my linework and to not spend too much time on details, as I simply would not have had enough time to complete the whole piece if I had been too particular about my work.
Version 1
Luckily, I was able to wrap my head around Blender relatively quickly and provide this animation for peer review. I received some valuable feedback about my work which I not only took forward in this project, but other pieces as well.
One piece of feedback that I found particularly valuable was that I needed to cut on as the pink character jumped off-screen. The individual frame of the blue character looking up would have been effective if there was more time held on them for the audience to digest the moment, but due to time constrictions, it would have made more sense if the cut was between two shots of the pink character on screen. While I did not think this would make much of a difference at the time, it overall improved the look of my final piece greatly.
A member of my class picked up that I had an issue with the order of my layers meaning the blue character’s lineart was overlapping the pink character. This was an easy fix but helped make the final piece cleaner and more professional. Additionally, there were some minor issues with the volume of the pink character- while this style of animation tends to not pay too much attention to volume and scale, I still wanted the piece to look consistent, so I adjusted some of the volumes of frames accordingly.
Finally, as I had expected, there were issues in understanding the emotional shift between my characters from my peers. This cemented the fact that I had to work on a soundscape and background that would lend to the emotional shift, and I believe it did, in fact, help the final appearance of the project. The concept of the “Potato Audience” became very apparent in this piece as I showed some members of my family, and they did not understand the motion at all, cementing this concept as being very much so true and something to greatly consider in future projects.
Version 2
This is the version seen at the start of this page- it’s worth watching again to see what I changed compared to my first iteration.
The changes I made to this version were small but overall improved the visual appeal and coherence of the piece. The addition of sound effects added character and humour and created a much more cohesive conclusion to the emotional shift, and were relatively quick to add in post-production. The addition of the shadow was done within Blender, which was a challenge to wrap my head around successfully but was worth it in my opinion. It may not have been a necessary addition, but it was a good exercise in trying something new in an unfamiliar software, and I believe it strengthened my understanding of Blender just a little more. The shadow grounded these characters in a real space, which helped make the camera shift and jumping motions feel more believable.
The background may not have helped the emotions feel as obvious in the beginning, but it definitely aided in the end of the piece. I felt I could have been more experimental with the background itself (this was the main issue that my peers fed back to me about) rather than it being a still image, but it felt like a tricky balance to hit to make something interesting without taking away from the main actions. I received feedback from my peers saying that the background could have interacted with the characters more to indicate how they are feeling, which I definitely agree with.
Reflections
I am very pleased with my ability to pick up new software, considering how hard it has proven to be in the past. I believe I paced myself well in trying new things while keeping myself from getting overwhelmed, and I believe I was proactive in my problem-solving when things inevitably went wrong. I felt I was thrown in the deep end a little with the learning curve of Blender, but I am pleasantly surprised with how well I fared and how smooth my animation was as a result.
I think my concept was acceptable but left something to be desired in its transformation. Considering the issues I encountered in the previous rotation with entering a “dream-like state”, I feel like I could have been more experimental with my ideas rather than having these shapes just move around the screen. I have a lot of work to do in thinking outside of the box in conventional animation styles, but I believe this is something I can only improve on with time.
In an ideal world, it would have been great to have the animation loop infinitely, however, that would have meant reworking all of the movement entirely and would not have been attainable given our two-week timeframe. Once again, I ran over the allotted timeframe, which was not a problem, considering this was just an introductory session, but it definitely will become more of an issue later down the line.
However, all things considered, I think my use of design, shape, exaggeration and the 12 principles of animation were good and well-executed to make a simple yet charming piece.
Our brief for our Animatics rotation was to create a 30-second working animatic loosely based on one of the four prompts provided to us. They were:
A group of bank robbers rushes out with bags of cash, ready for their grand escape – only to discover that their getaway car won’t start! Panic follows as they frantically figure out their next move, with the clock ticking and the sirens getting closer.
Two friends meet up for coffee, but when the bill arrives, the real battle begins.
A flight is delayed, and a couple gets into a heated argument with the airline’s customer service.
Whatever you like, so long as it includes some form of transformation.
I was extremely excited to begin this rotation as I have always had an interest in creating storyboards and animatics- I feel like I already have a somewhat solid understanding of how to portray movement and emotion to an audience, as most of my personal art is very character-driven. I enjoy experimenting with different shot types, angles, perspectives and other techniques, as I already have a good foundational understanding of character animation (essentially, I know how to draw characters quickly and confidently, meaning I wouldn’t have to focus on making them look okay!).
However, I was quite nervous about creating my own plotline as I do not have as much experience in this area, and I was worried about creating something boring or obvious. For this reason, I opted to go for one of the pre-set briefs, as I wanted my sequence to feel deliberate and pre-established rather than requiring a lot of context to understand. I also already had a solid understanding of Adobe Animate, a software which works well for creating animatics, so I knew my traditional storyboards would work more as a guide for my digital work.
As I had heard from other groups about this rotation, I went into the experience with a solid idea of what I wanted to create already – the airport brief immediately stood out to me as I would be able to create a high-energy running sequence, which felt like a fun challenge. After sketching out some rough designs for the characters in my piece, I was able to sketch out my ideas on the sticky notes provided to us by Izzy. (I actually had a lot more concept sketches to show, including of the kids and the old lady seen at the end of the piece, but they were unfortunately lost. This, for me, was a lesson in organisation and making sure I document absolutely EVERYTHING, even if I do not end up needing it later on.)
We had discussed ideas around shape language and how that communicates to an audience, so I tried to keep this in mind as I worked. The mother character was largely constructed of triangles, as she was fast, aggressive and rushed. The father character was more loosely based around circular shapes, as he was meant to be a laid-back, pathetic character being dragged along by his wife. The kids were then an amalgamation of the two, taking after their mother and father.
Making these storyboards by hand was a greatly beneficial process as, much like the stop-motion rotation, I was able to physically see my work in front of me rather than on a screen. Moving around shots on the table and discussing with my peers made me realise what shots were missing and what could be improved to help the clarity of my shots. Creating these frames felt very natural and intuitive to me, as I can draw characters quickly, I was able to focus less on the details and more on the general composition and emotion in each frame.
After a quick refresher on Adobe Premiere Pro, I was able to import my frames onto a timeline experiment with timings and see what felt rushed, unfinished, or underdeveloped. This illustrated that my video was much longer than the allowed time and that the changes I wished to make would be much quicker to be made digitally.
I realised several frames needed much more development and did not read to an audience, and it was much more difficult to time things correctly than I initially thought. So, I spent time converting these frames into digital drawings on Adobe Animate so I could create a higher-quality final piece.
I also implemented sound effects, which completely elevated the animatic as a whole. I was able to implement comedic timings and really play on the exaggerated movements and characters(especially in the final scene), and I believe it grounded the piece in reality. I was able to include many scenes I did not realise were necessary (like the cutaway airport board in the last scene and the transition to inside the window in the first scene) to further increase clarity and adhere to the “Potato Audience”! I always made sure to keep this idea in mind and to check with my friends and family if things conveyed well, and what could be improved. This is something I have always held very important in my animations, and I will continue to keep this attitude moving forward- I was always very aware that *I* knew what was going on in my animatic because *I* made it, so that may not be the case for everyone else!
To keep myself organised, I made an itemised list of every sound I would need for this project and kept adding to it as I was animating. I kept my files as organised as I could, and this was very helpful and kept my workflow as efficient as possible.
Version 1
The feedback I received from my peers in Group B was not as beneficial as I hoped it would be – my group was not particularly vocal about any issues or problems they had with the piece as a whole. However, I did receive feedback stating that I could focus on the reveal of the mother character a lot more; rather than her appearing in the car, I could have drawn out her reveal for a lot longer with some more interesting shots. This is something I changed in my most recent iteration, and I believe it greatly improved her presence as being scary and dominant. Amping up the contrast at the beginning of the mother overworking herself and the father slacking off, utilising acting and performance, could further characterise them as being a comedic duo.
I was advised by Izzy that I could try and shorten my animatic in a significant way – 55 seconds was a lot more than my intended timing, which, in a commercial setting, would cause lots of problems for lots of different reasons. After much deliberation on what could be considered “dead weight” to the overall animatic, I realised that I could shave off a lot of time by removing the entire second half of the animatic and changing the catalyst of the big reveal from being a slow, old lady, to a simple aeroplane announcement board. This still maintained the comedic reveal, just in a more streamlined fashion.
Going over the animatic again with fresh eyes was very beneficial as it allowed me to escape the tunnel vision I had been in during production. Going back to shots and realising they could be greatly improved to further enhance the emotion and impact on an audience was extremely revealing, such as in this first shot compared to my remastered version:
This was very eye-opening and proved to be a good lesson in taking time to revisit my work and seeing things from a different perspective. As I have never been in a creative environment like this before, I had previously never thought twice about the composition in my work and simply made what I thought was right- so coming back to this shot and realising how much it needed improving was quite revealing.
Version 2
This is the version seen at the start of this page- it’s worth watching again to see what I changed compared to my first iteration.
Being made to axe such a significant part of my original story was a hard decision to make, but ultimately a very beneficial one. Linking back to the advice Chris gave us about not being precious with our work, I made the decision to remove a part of my piece that I was very attached to personally. While it did not shave down the final time by much, it was a lot of content to rework and a difficult balance to try and maintain the same level of humour and timing as the original. Several corners had to be cut, speeding up the transitions between shots and the time movements took to be completed. This may have proved an issue if I was to animate this completely. However, this was beneficial to the final piece as it got me closer to the initial timing that was required while still being high quality.
Sound design continued to play a big part in this piece- the fast-paced nature of almost all of the movement would be, in my opinion, completely lost without the addition of sound. I, once again, wanted to record my own sound for this piece but did not have the time. I feel like sound design is often underappreciated in animation and is considered something you could quickly do at the last minute, but I know, at least for myself, that is not the case. I would need to dedicate a lot of time to creating something high-quality and to learn the software and processes necessary for good sound design.
Reflections
I believe the idea I chose was far too ambitious for the timeframe we were given. 30 seconds to portray that much information was a struggle, and I ended up not completing the goal I set out to create. However, the animatic itself I believe was of high quality, and the timing issue could be ignored as this was just an introduction to animatics as a whole, but correct timing should be at the forefront of my mind for my next project.
This project was a great experience in trying to look at animation from a larger scope than just making smooth movements. Considering the pacing, composition and emotion of each shot on an intimate level meant I had a greater appreciation for the animation I consume personally, and I was encouraged to go into future projects with the passion to make something great rather than just acceptable. Each storyboard I made had to be deliberate and have a purpose, and I was advised by a friend that “if it doesn’t look good in the storyboard, it definitely won’t look good in animation.” That meant that every frame had to be extremely carefully considered, which was a good exercise for me as I tend to rush through things very quickly.
I am happy with my ability to create cohesive characters within a short time frame, but I am still slightly unsure if all the decisions the characters made read to an audience. My lack of feedback from my class meant I was in the dark on whether things made sense or not, as I have learned I cannot trust my own opinion on my work. I gave it my best go, however, which is all I can do!
If I had more time to work on this piece, it would have been great to include the mother’s anger getting progressively more intense as the journey continued, perhaps encountering hard traffic or the children being annoying. This would have made for a great boiling point to be reached and could even make the audience sympathise with the mother a lot more. I may return to this project in the future to further develop the relationships between these characters and how that, in turn, leads to more comedic moments between them.
Overall, I am pleased with the amount of fun I had on this project and the clean, quality look of the finished piece. Many things are left to be desired with the story, but considering I struggle with telling convincing and compelling stories, I believe I did a good job of making something cohesive and entertaining. I thoroughly enjoyed the process of storyboarding, sound design and character creation, which put me in high spirits for my next rotation!
Our brief for our Stop-Motion rotation was to create a functioning, manipulable cardboard puppet loosely influenced by the traditional Japanese Bunraku theatre puppet, to be controlled by hand via wooden dowels between 2-3 people.
This was the first task I was ever given in this course, so naturally I was extremely excited and motivated to start creating- and it was especially exciting to be working in a group environment. I had never worked creatively with other people before, so I went into the experience with a very open mind and willingness to communicate with my team to produce a great end product. I had also done some reading beforehand so knew the kind of product we were aiming to create, and this research proved very useful in the long run.
After some discussion within our group, we settled on creating a bird, as we agreed its range of motion is much easier to control by 2-3 people compared to some of the other animals we considered, such as a cat – with wings, body, and head to be controlled by hand, and the feet and jaw to be self-standing and able to be manipulated via animation wire. We also decided that the focus of our puppet should be on its’ characterisation and creating humour and emotion through movement – as our skillset would lend itself to a more charming and light-hearted design, rather than a realistic, “serious” one.
We assigned each major limb of the puppet to individuals within our group, and as I had already envisioned how the wings would be controlled, I was naturally assigned to make them. I spent the rest of the lesson creating a small prototype of the wing mechanics, which would be controlled by the “wing bone” and would guide the feathers via some string. (Pictured below)
The final design for the wings was loosely based on this concept – the largest “bone” of the wings was the one to be manipulated by hand, and the rivets between each section meant that when the wing bone was pulled, the rest of the feathers and connecting bones moved with it.
The materials I used (cardboard, cocktail sticks, and string) were extremely beneficial in this process as they were flexible, malleable and surprisingly sturdy as well. The bones could handle a great deal of strain and could be bent quite a significant amount without any sign of breaking. As well as this, I opted to use cardboard with different textures (mainly Amazon boxes, meaning this was a bird from the Amazon!) as I believe this made the wings more visually interesting and played into its “cheap”, cardboard design quite a bit.
The head and jaw of the bird were created by my teammate Gab, who created a makeshift hinge for the lower jaw from a cocktail stick – meaning it could be manipulated without the need for a wooden dowel. This was a good move in terms of streamlining the animation process, making the area less cluttered, and easier to maintain. Our team made the conscious decision to not include a face in our final design as we believe that opened more opportunities for showing his character and emotions in more interesting ways. Relying on facial expressions for conveying character felt like an unjust way to represent his character – we made him extremely posable and able to convey a great deal of emotion from his body movement alone.
His body is comprised of three main sections – the head, the “neck”, and the body. We simply attached these components together with some animation wire and hot glue, meaning he was not fixed at any level and could move freely at any time. This was a very useful decision as during the animation process, we were able to illustrate to one another our ideas for poses easily and quickly. However, him not being able to hold a pose on his own meant someone ALWAYS had to hold him up, which made sense for the brief, but required a great deal of upper arm strength! It also meant that it took a lot of effort to keep him still in between frames, but that was to be expected. We also made the decision to cover his entire body in layers of “feathers” to conceal the three main parts that he was made from, to add volume to his figure and to further characterise him. This was a long process and meant we had to come in for an extra day to film some quick test shots, however, it greatly improved his look and was well worth the time spent. This also gave me some time to further get to know my teammates.
Test Shots
To ensure we were prepared for the week of filming, my teammate Gab and I (as well as some friends from other groups who were interested) came in to film some quick test shots. They were extremely beneficial as they allowed us to get accustomed to using the puppet, and being in the stop-motion space in general.
Test One:
Our first animation test was a quick loop demonstrating our puppet’s wingspan and range of motion. I quickly drafted my idea to ensure everyone was on the same page about the puppet’s movements. I believe this first test was very successful and highlighted the strengths, as well as the limitations of the puppet we created, as well as our creative process.
The puppet itself had a fantastic range of movement that allowed for some striking silhouettes and visual imagery. Controlling the wings, head, and body was a surprisingly easy process, and it allowed us to work effectively as a team (as illustrated above) and discuss ideas quickly and efficiently through the puppet’s movement. However, several times, the wooden dowels controlling the wings, head, and body broke and required some quick-fixing with black duct tape. While this was an issue at the time this was simply the nature of the material that we were working with, so we did our best to combat this wherever possible.
The experience also highlighted several issues with our setup, our puppet and our technique. For example, we did not take enough care in moving around the camera – and we did not take the proper precautions to ensure the camera was secure on the ground. As a result, it is obvious the camera moves around 3 different times in this animation – while it is not noticeable, it was a flaw that we intended to fix for our final animation. We also combatted this issue during filming by utilising the drawing tool to outline the silhouette of the first frame, to then return the puppet to its original position again.
Another minor issue was that our puppet was cut off slightly when he was fully outstretched – something that could have been solved by establishing how high his form would be BEFORE setting up the camera and establishing the framing. This was an issue we fixed in subsequent animations and was, therefore, a good learning experience for us.
Test Two:
This was a much more complex animation that took around an hour to complete, with three of us controlling the puppet and one person taking the frames. All of the issues we encountered in our first test we aimed to avoid in this animation, and we were quite successful in this process.
We only ended up hitting the camera once in this process so the animation was much smoother and cohesive. In addition, we fortified the wooden dowels holding him up with duct tape so we did not encounter any issues of him breaking mid-sequence.
We quickly entered the appropriate roles for this performance, with Gabby taking the role of director as she was able to see the onionskin better than myself, and Salem and Esther holding up the puppet. It was relatively seamless and we worked well as a team in establishing where he would be moving, and we worked entirely spontaneously, without a pre-established plan.
Overall, I am very pleased with this animation and the steps we took to minimize the risks and issues involved in filming.
TRANSFORMATION
Our prompt was to make our puppet go through a “significant transformation” and to explore the idea of materiality with our puppet. Considering the amount of movement and personality able to be expressed with our puppet thanks to its design, I began to explore different transformations that would be striking and visually appealing.
At the same time, in class, we experimented with the technique of replacement animation- which allowed me to think about creating animation from pre-made shapes and moving them around on screen.
I thoroughly enjoyed this method of animation and found it more suited to my skillsets, and I immediately knew that I wanted to incorporate this style of animation within my final project. So, I created some sketches of our puppet being “electrocuted” in a cartoony, slap-stick style shot, inspired by animations like Fantastic Mr Fox. This was a key element for us for our final animation as it allowed for a smooth transition between one transformation and the next, and was visually impressive as well.
After sketching out some ideas and conferring with my teammates we agreed this was a great way to incorporate a smooth transition between transformations as well as look very interesting and striking (no pun intended) as well.
We established a rough outline of what our puppet would be doing and decided between us that the idea of him being in a café, (utilising the café soundscape provided) and accidentally prodding a plug socket and electrocuting himself in the process. We would then modify the puppet to appear charred and burnt and end with him dramatically falling over in a slapstick, cartoony style.
This idea, however, was (according to Chris) “too obvious” of a storyline, and not a significant enough transformation. It was clear we were thinking too much about the story and the gag rather than exploring the concept of materiality – so we changed our approach and tried to think of ways we could change and reinvent him.
Personally, I struggled a lot with trying to get into the “dream-like” state that Chris was discussing regarding shooting our stop-motion puppets. I am a very literal person- I like visual humour in pieces of media, and I also enjoy cartoons like Tom and Jerry for their visual gags as well. It took a great deal of effort to take myself out of this mindset and into a dream-like state to explore different transformations for this task, and in hindsight, I could argue the transformations our puppet ended up going through were still very literal and linear – but the important thing is that I tried my best!
After receiving feedback from Chris, we began to brainstorm different, more abstract transformations our puppet could go through, with less regard for HOW he transforms and more for what.
The first idea that stuck out the most was the idea of shuffling all of the limbs in the bird’s body, inspired by Gravity Falls’ Bill Cipher, the epitome of weird and abstract. A sketch of this concept can be seen in the top left-hand side of the left image.
Part of my inspiration for these transformations was something discussed in Ainslie Henderson’s Stems stop-motion piece, as he discusses the “inherent sadness” there is to stop-motion puppets, as they exist to fill a single role and nothing else. This was a concept I wished to capture in our animation, as not only did our puppet look extremely sad in general, but I felt the same feeling as we began to sculpt and capture our footage. His existence was forced upon by us, and he was being contorted and destroyed beyond repair for the sake of our amusement. We were playing God, and after discussing this concept with my teammates, we decided to make that a key element in our final piece. The catalyst for the transformations would be brought upon by a human via the technique of pixilation, as a cruel yet funny piece that provokes thought about this puppet and the place he has in the world.
Our second idea for a transformation was to break down our puppet into his most basic shapes – circles, triangles, and squares. The thought process behind this was to try and turn him into something so abstract he was barely recognisable as a bird so we could then transform him into something entirely new and different. I sketched out the idea and established his basic shapes so I could then rearrange them into a new animal- and a bunny stood out as being the most attainable based on the shapes we were working with.
This meant we could use the Rostrum camera for the second half of our shooting, which was significantly easier and allowed for a lot more movement, and time to discuss ideas during filming. The shapes being on a flat plane was not only convenient but allowed for more delicate changes between frames, and meant we were not limited by time in any way.
Once our idea had been greenlit by Chris, we were able to begin filming. Throughout this process, essentially all of the work was divided between myself and my teammate Gabby, as we had a third member (and a fourth, but he was moved to a different class on the first day!), but she did not attend any the meetups we organised to film. Having this much work divided between us was a challenge, but we were lucky enough to receive a lot of help from our friends, so this project would have been impossible without them!
Working on the top-down rostrum camera was by far the most fun part of the experience, as it was the joys of stop-motion without nearly as much physical exertion. By the end of the process, we were all exhausted from hunching over a table for several hours at a time, and I ended up suffering some bad back problems as a result. Making sure we had time for breaks and to look after ourselves was a hard lesson to learn but definitely a necessary one.
Reflections
This project was a fantastic introduction to the course as a whole and gave me insights into various skills and animation processes.
In terms of the puppet itself – I believe, given the circumstances, I worked very well in my team, both as a leader and as a team player. At the beginning of the project, it was difficult to get my teammates motivated to work together (I think this was because we had never spoken before, and it was our first day of university!), so I attempted to get the ball rolling, which was a scary thing to have to do, but overall very beneficial to the final project itself. I believe we made some smart decisions in how we decided to approach this project by making allowances for ourselves being new to the medium and focusing on movement that was attainable yet still visually appealing. Keeping our scope small by making a puppet that could be very easily controlled while still experimenting and pushing the boat out with the more high-concept wings meant we didn’t overwork ourselves but still managed to create something great rather than good.
It was a disappointment to have a member of our team not give the same energy and enthusiasm that Gabby and I put into the project, but that only motivated us further to create something good despite the odds being against us. Gabby and I worked fantastically as a team, and I felt like we were on the same page about so much of our puppet’s construction and animation. Working on the multiplane camera with her was an extremely satisfying experience as we were able to discuss ideas on the fly that overall improved the production as a whole. Having additional help from Esther and Salem was also motivating, as being a part of a creative group driven by passion and a love for animating was very rewarding.
Exploring the concept of materiality was very interesting and rather cathartic for me. Chris’ first piece of advice to our group was to not be ‘precious’ about our art, making us rip up some of our own drawings in an attempt to prove this point. While this was a tough pill to swallow, I realise now how beneficial this was to our process, considering our puppet was made from cardboard. It was very cathartic to be able to rip him apart, be rough with his construction, to not focus on details, but rather on the bigger picture. Cardboard as a medium was extremely durable and created a very interesting visual appeal, but meant I was forced out of my comfort zone to create something new and different. As I had never done stop-motion animation before, being able to be physical with the puppet and see it in real life rather than a screen gave me a greater understanding of weight, exaggeration and consistency which I am very grateful for.
Getting into the ‘dreamlike state’ that Chris was aiming for was something I struggled with greatly. I find it extremely difficult to be abstract with my ideas (something I found challenging in my later work, too) as my mind simply is not wired in that kind of way. It was interesting to try a new perspective in creating art, but ultimately, I still feel like we were too linear and obvious in our approach, and, as a result, I will try to approach my next project with a more open mind.
One thing I would change given a chance is the lighting and editing of the second half of the piece – as I had never even set up a camera before this, it took so long to get the camera and lights to look presentable, but it still left a lot to be desired. The lights we ended up using were battery-powered and, as a result, slowly ran out of charge as we were filming, which was a disappointment and meant the piece progressively got darker as we worked. I attempted to counteract this in post-production (as well as attempting some colour correction) but my lack of knowledge on the subject meant the final piece looked unprofessional and strange. I also think the setup of this part of the film was very rushed as we had a very limited amount of time to work, and, as a result, the backdrop looks messy and unpolished.
I also would have loved to have been able to record my own sound effects, specifically for some cardboard rustling. The sounds I used took a long time to find online and were not exactly what I was looking for, but due to time restraints, I simply could not record my own. For future projects, I would love to be able to do this myself, so it will be in the front of my mind for my next piece.
Overall, I am pleased with my ability to jump into a completely new project with enthusiasm, and the positive momentum that working on this piece provided me served me well in my future projects. I believe that considering I had never performed any of the techniques we worked on in this project (stop-motion, pixelation, puppet-making, filming on a set, etc), the end product was clear and visually appealing, as well as very informative on many of the processes that come with stop-motion animating as a whole.
The transition from living in a small town, barely finding reasons to have to leave the house, to suddenly having to commute over 40 miles on a collection of buses, tubes, and trains means I’ve gone from seeing the same handful of faces, to thousands of strangers I will most likely never see more than once in my life. For me, this was terrifying at first- as an outwardly queer individual who has experienced targeted hate from the public before, I worried for my safety in these environments. And while this fear has never truly subsided, I have taken to finding the glimpses of humanity wherever I can in the faces I see before me every day – for my own sake. This piece aims to articulate the feeling I hold very dear to me: that we are all individuals with rich and expansive pasts, histories that are not apparent on first glance. I attempted to mimic the styles and processes that these iconic characters were originally produced with, to encapsulate the differences between each one of them. Stop-motion, paper puppet animation, traditional hand-drawn animation, and digital animation are all compiled together to create a weird, eye-catching final product. Without knowing who they are, they are simply faces in a crowd, but each one of them is so rich in history and the culmination of years of hard work and dedication. I encourage you to ask why these characters are here, who you recognise, and if perceiving them as more than a face in the crowd may add to your appreciation of them in general. I find a certain beauty in taking the train every morning – so much life converges together at a single point, so normalised in its routine that no one seems to pay it any mind; the absurdity of how thousands of people from drastically different walks of life, no matter who they are or what they believe, come together with a common goal of getting from one place to another. People are so entirely self-absorbed in their own lives, living embodiments of the choices they’ve made and the traits that make them who they are, that viewing just glimpses of these people as they pass by from station to station fills me with a certain joy. I wish I could document every time I got to witness these moments, but I know that’s impossible. This is the next best thing!’
Afterthoughts:
Overall, I am very happy with the piece as a chance to exert myself– I pushed the boat out in a myriad of different ways for this project, and doing so came with many positives, as well as several drawbacks.
I am proud of my ability to get a significant amount of animation done in a small timeframe – each animated character took several hours to complete which meant several full days’ worth of animating. While I can see in hindsight that taking the time to make each animated character at least somewhat truthful to its original style was somewhat of a wasted effort (since the digital colouring essentially made most of the characters look digitally drawn, rather than drawn and inked on paper), it was a wonderful experience to be able to use some of the methods of animation I had been hoping to use since the beginning of my course.
I am dissatisfied with the corners I had to cut for the sake of time – for example, I had originally intended to have the foreground crowd that splits up the loop to be fully animated and coloured – with characters such as Betty Boop and some of my own personal favourites- but I simply did not have the time. Additionally, I am disappointed with how rushed the foley is, as I had many ideas for sounds I could have added – but I did not have the time to compile them. This is an issue of planning and overworking myself in certain areas. However, I will be finishing this project in my own time as I have grown quite attached to it.
I am able to recognise that I overworked myself in the creation of this project- and there was a lot of unnecessary stress involved. This project felt like an incredibly big deal to me – it was finally a chance to put the skills I had learned to the test – and while in hindsight I realise that may not have been the case, I am still happy with my ability to self-motivate and create a cohesive end-product within a short timeframe.
I am extremely pleased with my ability to learn Adobe After Effects – all the animation was composited in this software, and it was my first time ever using it. After Effects has always been a programme I have been interested in from afar, but too afraid to try- and I am overjoyed that I was finally able to break into it with the help from tutors and tutorials. I will undoubtedly be using the skills I have learned for future projects, and I am pleasantly surprised at some of the features it provides me as an animator.
Short storyboard for movie sequence, loose thumbnail style, for given prompt
What is a Storyboard and Purpose?
Communicating with your team your ideas and what you wish to achieve with your animation
Place to figure out things like timing, composition
A loose style drawing
Goal is to communicate the story and idea, emotion
Relatively cheap to produce, therefore a blueprint for movies, TV shows, video games, commercials
Planning (budget, equipment, actors, production design etc)
Communication with production team (Cinematography, VFX, Sound etc)
A place to figure out the compositions and all elements visible within the frame
Animatic
Storyboard on a timeline
Place to edit shots sequentially
Place to add sound, music, dialogue, voiceover
Visual literacy and composition
3 Main Elements:
Story point
Answer the question of what the purpose of the shot or a scene, and why? Why did the character enter the scene? Why is the character afraid? Why did the bank explode?
Each panel needs to have a specific reason why it’s drawn and answer the question of what story point the image reveals.
Emotional response
Goal in any piece of art, especially with added dimension of time
Pictures need to be designed to move an audience and engage with the story
How do you draw something and convey emotion with it without words?
Through expression, body language, shapes, composition – everything should work towards this idea
Composition
The frame, big shapes, lines, the design of the shapes, focal point, rule of thirds, depth, perspective, foreground, md, bgd, contrast, overlapping forms, change in size
Diagonals feel more active than either verticals or horizontals
Asymmetry gives sense of chaos and disorder
Asymmetry adds dynamic
Rule of Thirds – a way of creating an interesting composition square. Subject always sits in the intersection of lines. Common in cinema and photography.
Design of shapes
Circles, ovals, and curves evoke feelings of friendliness, fun, and happiness.
Squares, rectangles, and right angles evoke feelings of formality and order.
Triangles create feelings of aggression and dynamism – danger, something about to happen? Anticipation?
Focal point – where do we want our audience to look?
Leading lines
Primary focal point
Secondary focal point – two different characters for example
Tertiary focal point – possible but less likely
Depth
Deep space
Objects that may obscure the foreground
Dynamic poses
Perspective
Determines vanishing point, where camera field of vision disappears
Grids determine what point of view the camera is, necessary even if you’re not good with perspective
Just fake it!
Contrast
You can juxtapose different objects and elements in shape, colour, value, size and almost any attribute you can think of.
Big vs. small
Triangular shape vs. circular shape
Dark vs. Light
Sharp focus vs. Soft focus
Moving vs. still
Foreground, middle-ground, Background – can use shading to establish this idea
Always want shapes coming at the camera for dynamism
Staging
Flat and even staging. Both characters compete in the composition for visual importance.
A better alternative. One character is bigger and more important in the frame.
Never have two objects with equal importance in the frame.
Emphasize emotion in staging.
Cinematography
Shot choices – why do you use them?
Extreme wide – to establish the setting and environment
Wide / long shot
Medium shot – to establish characters, dialogue, gesture as well as facial expressions
Closeup – To focus on emotions of what the character in question is going through – also important elements and objects
Extreme closeup – More emotion and stressful scenarios, intimacy
Over the shoulder – ¾ shot mainly used conversationally, switch back and forth for dialogue
Point of View – From the character’s perspective, looking through character’s eyes
Reaction shots – Other people in a scene, establishes how an audience is meant to think, makes it more real
High angle – Camera looking down on a scene
Birdseye view / Arial shot – Establishing shot but can fly through a scene
Overhead shot – interesting composition, fun way to create variety in storyboards
Warm eye view / low angle – Makes character feel more powerful
Dutch angle – received camera to be a little tilted to the side so our horizon is twisted / diagonal
180 degrees line – your camera must be on one side of the line – so characters talking don’t switch sides at any point
Floorplans helpful in establishing movement when there are more complicated action-packed shots
Blocking – involves decided where people are placed in relation to one another, will they move, where the camera is positioned, how other background elements move around them
Drawing for Storyboards
Simplification of the drawing
Using silhouettes and symbols
Using stick figures
Using grid
Overlapping forms, symbols, outlines
Characters, situation, gesture – using references is helpful for these elements
Persepolin marjane satrapi
Left to right – change direction means it goes from right to left instead
Aim for ¾ perspective rather than profile
Rotation assignment
A group of bank robbers rushes out with bags of cash, ready for their grand escape – only to discover that their getaway car won’t start! Panic follows as they frantically figure out their next move, with the clock ticking and the sirens getting closer.
Two friends meet up for coffee, but when the bill arrives, the real battle begins.
A flight is delayed, and a couple gets into a heated argument with the airline’s customer service.
Make whatever!
By Friday- have all of your frames ready to put on a timeline