Categories
Exploratory Practice

Cinderella’s Dream

This is a project about ‘Autism’ and I was inspired by a fellow student
who has autistic tendencies: but on a deeper level, I think I was
motivated by ‘wanting to change that’.As I wrote in my project proposal,
I like work that focuses on improving relationships between people,
and autistic people are right in the middle of a world where there is a
serious lack of care. I can’t stand this situation.

I want more people to understand this special group and the pain they suffer. Because if you can’t even understand each other, how can you talk about making a difference? It was with this in mind that I created this project: it is called ‘Cinderella’s Dream’.In order to clarify the main idea of the project, it was necessary to carry out research..

Shinbo Akiyuki has been active in the front line of Japanese animation since he joined the industry in the 1980s. His distinctive and bizarre style of animation has always pushed the boundaries of what is possible in commercial animation.
Shinbo started his career as an animator in the 80s and became an animation director in the 90s. But his experience and skill did not allow him to achieve immediate success, and Shinbo experienced a decade
of decline until the release of Magical Girl Lyrical Nanoha, which he directed in 2004.
In terms of performance, Shinbo often uses a different approach to Japanese animation, including a lot of shadows, close-ups of eyes and stills, as well as extreme contrasts and strange, flamboyant colours.
There are also a number of subtle features that link to his work along the way, including crosses, body chains, simple line structures, flocks of birds taking off, megaphones and, more recently, the 45 degree sideways head movement known as the SHAFT angle.
Shinbo’s overall style is to expect the viewer to think about the meaning behind the images as they watch, and therefore sometimes blurs the space between locations and images, so that the viewer does not always receive the message clearly and is entertained by the imagination.

While watching Shinbo’s work, his great control over the image quickly caught my attention: the director clearly knows how to use all sorts of unexpected elements to grab the audience’s attention. In his animations, I could clearly see many scenes and objects projected from reality, which meant that his style of acting was simply challenging the very concept of animation, and it was clear that Shinbo was having fun with it.

There is no doubt that Shinbo’s work has provoked a lot of profound thoughts in me: in the context of the evolving times, will “crossing over” between different fields of animation become a reality?

At a time when 3D animation technology was on the rise, with the emergence of WALL-E, Toy Story and a host of other popular 3D animations around the world, there were predictions that 2D animation would soon be replaced. This is true today, many years later, but the truth is that 2D animation has not died out under the impact of new technologies, but has taken a very different path with the new era of technology, such as 3D-assisted modelling, which is widely used today.

It is therefore entirely possible to merge technologies from different areas of animation, and this is the direction Shinbo is taking, with some success.

If I had to nominate the greatest commercial animation of the 1990s, one of my choices would be Neon Genesis Evangelion, and the director of this work, Hideaki Anno, will undoubtedly be etched in the history of Japanese and world animation, and he is one of my idols.

Both as an animator and as an animation director, Anno’s abilities have been witnessed by the world. A number of senior figures in the animation industry, including Hayao Miyazaki, consider Anno to be a rare talent.

As an original artist, Anno was particularly good at mechanical and special effects work, and less so at characters. The explosive scenes Anno paints have been named “Anno Explosions” by fans of the medium, and are characterised by high velocity blasts of wind, many scattered delicate fragments, shifting fireballs that interact with each other, and weighty clouds of smoke.

He specialises in selfish and ugly psychological depictions, detailed mechanical shapes and bold visual performances. Unexpected camera angles and backlighting are often used. In addition, ephemeral shots of poles, wires, signal lights, barricades, road signs and emergency access are often inserted into the work.

Yet as with many other great animators, Anno’s talents as a director and writer are even better. In my opinion, he has a knack for portraying the darker, more vulnerable parts of the human mind, especially in adolescents.

But this portrayal is not simply straightforward, but is embedded in Anno’s elaborate storyline: a storyline that could be wrapped up in a myriad of rich and magical historical, legendary and religious stories. Only when this seemingly grand veneer is removed can the audience see the figure at the heart of Anno’s story: the figure of a lonely young man.

Anno’s work has had a profound impact on me for a long time, and the animation aspect is just one part of that impact. More than just beautiful graphics, what I see in his work is a philosophy and concern that goes beyond animation.

I can feel in his animation his profound thoughts on a range of heavy topics such as the world, society, country, nation, self and personality, and this is exactly what I want to convey to the audience through animation: I hope that I can one day use animation to convey my thoughts to the world, just like Anno.

For this project, I read and watched a range of autism-related artworks, including but not limited to books, films and music.

They helped me in many ways: my own ideas became clearer as I noted down and reviewed the highlights of each work. But on the other hand, there are limitations to this research: as each work has a different focus, each one provides me with only fragments of inspiration, so it takes me a lot of time to integrate and assimilate them. Not to mention the amount of time I would have to spend viewing the works themselves. It follows that it would probably be difficult for me to choose this type of research again if I did not have sufficient time in the future.

The end result is that I have concentrated my research on the work of the three artists mentioned above. They all specialise in different areas of the animation world, and there are many wonderful and surprising differences in the work that has made them famous, but there is one thing that they all have in common: they are all good at looking at the darker, softer, even crazier, uninhibited side of human nature and expressing it in different ways through their animation.

I think this approach to characterisation was very helpful in creating the “psychologically ill (not just autistic) protagonist” I wanted. A typical example of this is Shinji, the male protagonist of Anno’s hit film Evangelion, who lost his mother and was abandoned by his father when he was a child, and the absence of both parents in his upbringing had a huge negative impact on his personality. His characterisation is different from any previous cheerful, brave male protagonist and has been criticised and loved by many as a result.

Based on the previous research, I started to create characters that fit my story.

This may sound strange, but I have always created characters before stories: I think that an interesting character will run itself through my pen and interpret an interesting story.

In the early stages of character design, I consciously let myself forget about the subject I’m working on at the moment: not because I want to be reckless, but because I want my mind to be as relaxed as possible and come up with the “answer I want most”. Is my protagonist male or female? What stage of life is he/she in? What are the biggest difficulties he/she is facing right now? What does the protagonist of this story want to convey to the audience? In what way do I need to convey the main idea of the story? What kind of character do I need to create for this? I wanted to create a character without the burden of trying to create a character, rather than designing a character with a distinct purpose: I think that would make the character lack a distinct ‘sense of authenticity’.

With this in mind, my initial character designs are often bizarre and illogical. I sketch out simple outlines with lines and fill them in with various ideas to get some prototypes of the character. And with these characters, either cute or weird, I can imagine the roles they will play in my stories, the adventures they will have (or the trials and tribulations they will encounter). From this explosion of inspiration, the one that best fits the theme of the project I need to make will be chosen.

The ‘atmosphere’ conveyed by different styles of drawing varies greatly. Simple, bold lines can give a stronger sense of movement, while delicate lines can enhance the overall finish of a picture. These are the kinds of insights that come from experimenting with different styles of drawing. I think it was the ‘choice’ that was more difficult for me than the amount of time I put into the painting afterwards: I had to go over my ideas, and indeed the theme of the project. I had to ask myself over and over again: what do you want to convey to the audience?And at the end of this reflection was born this character, Ruggiro.

Deciding on the character design for this project was not easy, because I wanted a character that was not a distinctive individual, but a ‘shadow’ that was representative of the majority of young people.I wanted the audience to see something in the character that resembled themselves, or to be able to relate to the traits expressed in the character. I wanted the audience to see in this character a resemblance to themselves, or to be able to relate to the character traits of this character. In other words, I wanted to design a character who is the ‘shadow’ of most modern young people. As such, she looks feminine and fit, but has a masculine expression and posture. She has short, clean-cut hair and dresses in a sexy way. She also has a healthy, optimistic smile on her face, but the headdress she wears on her head has a melancholy look, which is indicative of the darker moods within her.

Initially, when designing the room, I only wanted to make it relatively simple and plain and have a similar look to most people’s bedrooms.However, when I revised it later, I chose to make the room more dirty and grey in order to deepen the feeling of darkness and decadence, and to suggest that the main character is a bit lazy. At the same time, the position of the window was adjusted to take into account the effect of light.And having established that the main subject of the story was the heroine in her early childhood, I again changed the design of her room to make it look more suitable for a young girl from a privileged family.

The change in the colour of the moonlight from light white to blue also came about in the course of designing this scene.It is worth noting that there are a large number of Animatic’s in this project that I did not use due to the constant revision of the Storyboard. Therefore, I have uploaded a portion of the images that I have already finished drawing about the background here as well.

As I mentioned earlier, I think the most important thing to reflect on is my own ‘mindset’.

I believe that my own work is too easily influenced by others, and that often my intentions change and become distorted in the process. This is the reason for the many revisions to the Storyboard in this project. In the weekly workshops, I have to show my progress to the group, but when it is early in the project, there are inevitably many gaps in what I am presenting or parts that are not clear.In such circumstances, it was unrealistic to expect a favourable response from others, which was also the case: most of the advice from students and tutors was “I would have liked to have a clearer understanding of the story”.

This was very good advice, and it was invaluable to me, but I could not help but feel a sense of self-doubt. Whenever I see a Storyboard that has not received a positive review, I feel an overwhelming sense of disgust that urges me to revise or even destroy it and create a new story that is more satisfying to me.The process of discovering and analysing my inner self has undoubtedly taken up a lot of my time, but I don’t regret it for a moment. I think that whether or not this mentality is a good starting point, as long as it inspires me to keep pushing myself to produce better work, then it’s the right thing for me.

Categories
PRINCIPLES OF CHARACTER

Ultimate Creature 

Frankenstein Lives project 

“We wanted to simply tell a dramatic story —— But on a deeper level, we are also trying to create a new and appealing social culture, like Pandora’s Planet.

“Through this simple story, the audience can glimpse a part of this overhead world.”

                                                                   Yuqi Xie (team member)

The beginning of a big project is often full of twists and turns, and the beginning of this Frankenstein project was no exception. Almost as soon as the briefing was over, I reached out to two of my teammates, Sarah and Yuqi, to discuss our collaboration.

Yuqi contributed a lot of whimsical and socially relevant topics to the initial ideas, Sarah’s ideas were more anti-utopian and futuristic. For my part, I’d like to build on my summer project and continue to develop a fantasy story set in modern times.

Although all three of us had different ideas, and we had many arguments in the process, the end result was undoubtedly a good one: we worked together to come up with a theme that we could all relate to. At the same time, the process of arguing with two teammates whose ideas and positions are very different from mine gave me valuable insights.

Idea sketch (Zihui He)

Our team’s exchange of ideas resulted in a vote for Sarah’s idea for the outline of our story (the vote was 3:0:0). However, her story could have been very different in its initial stages. We decided on keywords such as “body modification”, “circus”, “freak show”, etc., and then the detailed story developed on these keywords according to the references we found. The details of the story evolved from there, based on the references we found.

This time we also used Pinterest to collect material from various artists as reference, and we also created a common group on this platform to share the results of our collection with each other.

This brings me to a topic that I would like to focus on in this reflective writing: standardising the management workflow.

Reference board (background)
Reference board (character)
Character design sketch (Yuqi Xie)
Character design (Yuqi Xie)
Modeling (Jiru Chen)

At this stage, we had roughly defined the framework of the story. While Yuqi was drawing the exquisite character designs, I started 3D modelling the backgrounds and scenes using MAYA and Blender, which was one of the main tasks I undertook in the early stages.

 This time we finally decided to use completely 2D graphics, and a 3D model can certainly be a great aid to the original drawing.This was my first attempt at modelling at the behest of a teammate, and I think of it as an experience akin to being commissioned for a job: I needed to build the scene as another creator wanted it in her head. During this process, I learnt the importance of teamwork and communication; initially we took the form of online working sessions, but later realised that this was not a productive way of working.

Modeling (Jiru Chen)

Although I have been modelling with MAYA and Blender for a long time, I think I still have a lot of things that I can continue to improve as well as shortcomings.

 For example, in the process of building the “Circus Stage”, I tried to use the “Fabric” material, which I have never done before, to enhance the realism of the stage, and I also used different shades of light and camera movement around the centre of the stage to try to make the stage more realistic. I also used different colours of light and camera movement around the centre of the stage to try and achieve the effect my team mates were looking for. The “lines” on the model on the left were also an experiment to help define the lines more clearly when drawing in 2D.

Modeling (Jiru Chen)

The second scene, the operating theatre, that we initially settled on for our story, also continues to be initially 3D modelled by me for reference. In this scene, I put more effort and experimented with more complex effects, such as the brick floor material on the ground, the water stain material, the creation of wall stains, the material representation of smooth and rusty metal, and so on. At the same time, the red-green contrasting lighting effect was also confirmed at this stage, and was slightly changed to orange and blue contrast in the following.

However, I must also reflect on the fact that I also made the mistake of being too obsessed with building a detailed model of the scene at this stage, while ignoring the feasibility of converting it into a 2D hand-painted scene. In fact, because the model was too complicated to build, we subsequently deleted many unnecessary objects to achieve the effect of simplifying the scene and highlighting the key characters.

Animatic
Outline (Jiru Chen)

At this stage, I was responsible for some of the action drawing as well as the vast majority of the outlining. Frankly, it’s a bit of a boring job, but I think it’s also an important one, because a good clean up can make the overall quality of the picture much better.

 It was also at this stage that I confirmed with Yuqi, who was in charge of colouring, that we would use the same software for colouring, which saved us a lot of hassle of switching file types and rearranging the order of the animations when we were using different software, and made our work much more efficient.

Effects (Jiru Chen)

This next stage was the most important part of this project that I put the most effort into, as well as being responsible for. After the outlining of the lines, the colouring of the base was done by Yuqi. After that, I was in charge of adding light and shadow effects and other special effects.

How can the inherent colours of the character design be better integrated into the scene and environment? Thinking about this question, I tried different layers, filters, and masks to make the character blend in with the scene more appropriately, and to minimise the sense of dissonance and fragmentation. While applying what I have learnt in the past courses, I have also tried to find tutorials and references from other artists on YouTube and other online platforms to create a sense of ambience that best suits our work.

Effects (Jiru Chen)
Effects (Jiru Chen)

After the lighting effects were completed, I was also responsible for the final camera work, editing and overall effects. I mainly use Adobe After Effects for this stage. Specifically, I need to create some shots that need to be shaped, and I also need to create some special background effects for the movement to make the characters fit better with the picture. And the flickering effect similar to that of old films was also created in this stage using After Effects for overall editing.

If my team mate’s job was to “shape” the animation, my job at this stage was to make it look amazing. During this process, I also looked for references from various platforms to help make our animation look better.

Final Animation

After months of hard work, our group finally managed to work our way through this one. Overall, it was an exhilarating and unforgettably brave endeavour, and I would even describe it as “adventurous”. I would even describe it as “risky”. After all, at the beginning, we never imagined that we would be able to produce a work of this calibre in terms of volume and finish.

Even though the project is now complete, there are so many areas for reflection and self-criticism. I think there are two main points.

Firstly, when deciding on the script in the early stages, our brainstorming sessions did not fully take into account the length of time our project would be allowed to produce and the length of the work cycle. This resulted in us producing a full story that was far more than what could be shown in just one minute of animation, and even more impossible to produce in the limited time available. As a result, we subsequently had to cut and alter a number of shots, including some that we had agreed were essential, in order to present our work within the project’s allotted timeframe. The obvious consequence of this was that our story and footage jumped around and fragmented, making it difficult for first-time viewers to catch all the messages we wanted to convey. Therefore, I think it’s important to take into account the time constraints in the early stages of a project.

Secondly, during the working period, we did not follow the timetable and work assignments strictly to execute our respective plans, and there was a lack of timely and necessary communication. This led to confusion in the post-production process, for example, when we realised that there was missing footage in the editing stage and had to make urgent changes. Similarly, we wasted a lot of time in the post-production phase integrating different work files because we didn’t standardise the software and file formats we used for our work in the early stages.

Of course, apart from these minor problems, I am still very satisfied with this project and find it very rewarding and meaningful. Once again, I would like to thank my teammates, Yuqi and Sarah, without your hard work and co-operation, we would not have been able to complete this project. Thank you again!

Categories
VISUAL NARRATIVE

Living Voices

It was an interesting challenge to create an imaginative story from the recording. Of the recordings provided, the second one was definitely the one that appealed to me the most. It is a conversation between a man with a mature sounding voice and a little girl, and the conversation sounds a bit bizarre to me (I’m not sure I fully understand what they are saying, as it sounds too fantastical).

And why would such a young girl be conversing comfortably with a strange man much older than herself? I was naturally reminded of a classic, Alice’s Adventures in Wonderland. In the story, Alice also goes on a fantastical adventure as a young girl, and I decided to use this story as the basis for a fantasy of my own girl’s amazing story.

        During the research phase, a large number of related entries on Pinterest about Alice in Wonderland again provided an important boost. As an enduring IP, many of the key elements of this work are already evident in these secondary creations, which I was able to easily draw inspiration from.

For example, the fantastic creatures and the deep forest, two elements of the story that appear in many of the illustrations, seem to me to be the most important elements that reflect the fantastic and slightly scary atmosphere of Alice in Wonderland. I have therefore chosen to intentionally include these elements in my subsequent storytelling as well, as a way of enhancing the mood of the ambience in the story.

First, there is the character design of the main character of the story, the little girl in the recording. I have named her Quess, and as the appearance suggests, she is a petite and lovely girl. I have deliberately exaggerated her proportions to reinforce the ‘elf’ feel of her: she does in fact have the pointy ears of an elf, which comes from her half-elf blood.

The recording mentions that she was bought by her mother in a shop for a penny, which sounds rather unbelievable. In the storyline I envisage, the girl was originally an elf who was taken out of the forest by a human hunter and sold in a human city. However, a kind lady bought her and raised her until her death. And in the present, after the death of her mother, the young elf girl returns to the mysterious forest to find her past ……

The second character, who is a fantastic character that I hold in high regard, is the source of the older mature male voice in the recording. I named him Mr. Watson. You can see from the changes in the character artwork that his image went through many revisions before being finalised. This is because I envisaged him as the ’embodiment of the forest’ in the story, the image of nature itself. Mr Watson, who is responsible for guiding our little girl through the story, is incredibly wise and, of course, full of the sophistication that has been honed over time.

Having established these important settings, I gradually tended to make him look cute but playful, with the shape of his eyes revealing a slightly mocking attitude. It is worth mentioning that I deleted several designs of characters with inconspicuous mouths at one point, as the project requirements mentioned that the character needed to have a full mouth structure.

As for the design of the setting, it goes without saying that it is naturally the classic deep, dark and mysterious forest. As the two people in the recording don’t seem to be moving during the conversation, I envisaged them sitting and talking together, and the forest at night was the perfect place for this. To enrich the light and enhance the ambience, I also lit a campfire for them to converse in a warm setting. The environment was re-drawn from real life photographs, and the lighting and colour choices were based on real life images of campfires in the forest.

Categories
VISUAL NARRATIVE

3D Computer Animation: Retro Device

        If I were to imagine an item from a bygone era that didn’t belong in that time, I think the thing I would need most is an ‘air conditioner’. Although the weather in London is still pleasant in late May, in my native China the average temperature is close to 30 degrees Celsius. The heat is unbearable on such a hot summer day, so I imagine it would be great if an air conditioner could be made in ancient East Asia!

        The first modern air conditioner in history was invented by Willis Haviland Carrier in the USA in 1902, just over a hundred years ago, so it is not an easy technology to replicate. In ancient East Asia – to be precise, I have chosen the period around 600-900 AD, during the Tang dynasty in ancient China – it would have been almost impossible to create an air conditioner that worked on modern principles.

         So I had to consider a number of factors, including but not limited to the materials used to make it, the technology, the style and so on, to try to bring back this great modern invention to a time a thousand years ago.

To solve all these complex problems, I needed to consider both the modern principles of how air conditioning works and how to reproduce them in some clever way in ancient East Asia. The former is a matter of practical scientific theory, the latter is a matter of fanciful ideas. For this, I needed a lot of reference material. Luckily, the large number of professional artists on Pinterest is an excellent reference, which makes it much more efficient for me to create reference boards. My main references are industrial objects that combine the techniques of two or more different eras at the same time. “The combination of different eras is, in my opinion, the most important part of the subject to think about.

How do you make an object that could not have existed in that time period? What technology do I need to consider to replace modern science, while at the same time ensuring that the object is as effective as possible? Perhaps the resemblance could be abandoned altogether, as it would deprive my work of its unique properties. Instead, I could have created a product that looked so odd that it would have been impossible to imagine its prototype at first glance! And that’s why I believe the audience will be more than surprised when it functions like its prototype.

With this in mind, I was most taken with the work of the artist named thaigraff nat. You can see that he has combined intelligent robots, a symbol of the future age, with ancient oriental armour to create a group of very handsome and majestic looking warriors. Although the product I wanted to design, the air conditioner, was far from being a soldier, I think I could still learn a lot from it in terms of design concepts.

For example, I appreciate the high level of generalisation of the elements in these pieces. There is a limit to the number of elements an object can hold, and too many complicated elements means too much information, which only makes the design feel redundant to the viewer, so I think it is important to summarise an object in a concise way and with fewer elements. In these works, the decorations of ancient East Asian soldiers are summed up in a clear and concise manner and interpreted stylistically, resulting in an extremely informative yet uncomplicated design.

Entering the Concept sketches stage, most of the designs in the early stages, probably partly influenced by the reference material, have a robotic concept. In fact, given the Brief’s requirement for the final model to have moving parts, most of my designs initially tended to make the ‘ancient air conditioner’ a potentially mobile machine, hence the many designs such as legs and wheels.       

But as I developed it, I realised that it was not important for an air conditioner to be mobile, I could not ignore the concept of the prototype just because I wanted to show the uniqueness of the design, i.e. not to make my final product look like an air conditioner

On top of this, the design has been improved to essentially erase the free movement of the legs. In order to create a new movable part, I started to think about the refrigeration method and also tried to include more period-appropriate elements that symbolise ancient East Asia in the design.

        In the end, I tried to add a rotating fan to the top of the machine, with a large amount of ice to cool it, and this led to the general idea of the ‘Ancient East Asian Air Conditioner’.

Enter the model making phase. The first attempt was to use the ancient Greek architecture that I had used in my project last year with Blender’s own monkey model to try and simulate how my design would look, which eventually put me off using a design that contained a human face directly (which looked a bit scary).

It was also at this stage that I decided to create a simple oriental building to appear as a scene in the background of the final film. Traditional oriental art is all about a sense of atmosphere and it would have been a shame if my final product had to be placed in an empty background..

The most important part of my “Ancient East Asian Air Conditioner”, a fan-like device, has begun to be built. The principle of this machine is to create cold air by means of a fan that rolls up the wind and combines it with the ice cubes in the two fans. A fine fan is therefore the most important part of the design (it needs to be spinning magnificently).

I designed the fan blades in the shape of clouds, which in ancient China signify good luck. I simply built a few rough models of clouds by referring to some of the ancient Chinese paintings or architecture and finally chose one of them as the fan blade for the finished model.

The pattern of the disc at the centre of the fan blade is also based on the testimony of ancient Chinese architectural design, which was the most time-consuming step in the making of this model..

Make ice models and fabric models. As the main important raw material in the operating principle of this machine, a nice, clean, huge block of ice is a must. I followed some tutorials on Youtube and tried to make a material of this ice block to make it look as realistic as possible.

In the meantime, I have tried to model some of the fabrics. The fabrics were not only intended to enrich the background design, but more importantly, I saw them as a concrete means of representing the ‘wind’ in my film. As we all know, wind cannot be seen, so I had to use other means to make the viewer aware that the machine in the film was actually generating ‘wind’, and the curtains blown up by the wind were the perfect choice. The East Asian style decals on the curtains also add to the ambience of the scene.

I also did a simple ambient lighting design to make the whole scene look more beautiful.

Categories
PRODUCTION PRINCIPLE

OUT OF YOUR HEAD

Next Station: HEAVEN

For the OUT OF YOUR HEAD section, our group completed the work Next Station: HEAVEN.
In terms of results, it was a very successful group effort, as evidenced by the rave reviews we received at the screening. But for me, the challenges I experienced during the process were even more valuable, as they gave me a lot of valuable experience.


From the moment the collaboration began, there was constant friction between the four members, and my personal ideas were compromised step by step in the process. Because each member has a certain level of competence, it became almost impossible to unite us in our thinking.

The original character design I was responsible for (not used)

The first kind of conflict is over the type of story. In the preparation stage, some wanted to write a fantasy story, others preferred a love story, and eventually someone had to give up their idea. In fact to this day I still hold a grudge against the story that was eventually adopted, believing that it was not the best choice as it was clearly too complex a storyline for a mere 20 seconds of animation.

Early Animatic

I think animation of different lengths is inherently determinative of its direction, and a 20-second animation should convey a simple and straightforward idea more than an elaborate plot, and in this case we clearly didn’t plan well and chose the wrong direction in the preparation stage, so much so that the final finished product conveyed too much information to the viewer in a short period of time that they couldn’t handle, which is something that must be reflected upon.

Early Camera

In order to improve, I think I must refer more to the artistic expressions of other animated works of the same length at the beginning of the project as a way of refining my completion of the storytelling so that it can be better understood by the audience.

The second conflict came from the group’s inability to make a sensible plan and get it in order. As this was the first time that a team of up to four people had worked together, the group did not initially know what they were good at, nor did they have a proper division of labour and schedule. For example, the character design, after a few changes, was assigned to a member of the team who I now think is not suitable for it, but until she delivered the finished product I mistakenly thought she was very good at it.

3D assistance

Likewise, the team member responsible for the first original painting was overly efficient and overburdened herself with work that didn’t satisfy everyone, which led to a lot of re-coordinated and drastically revised shots later on. We were still discussing the colour scheme of the character designs until the day before the deadline. This chaotic way of working left a deep psychological shadow on me.

3D produced background

I think in order to improve, it is important to clarify the work schedule of each member at the beginning of future group assignments to ensure that members are clear about what they are good at and what they need to accomplish, to reduce the burden and to speed up the work, and more importantly, to produce better animation.

3D production of an air train with mapped figures

The third type of conflict arises from differences in working styles. This problem can be described as an extension of the second type of conflict, that is, the problem of extreme disorder at work. In the early stages, the four of us worked with three different drawing software packages (Photoshop, CSP and Procrate), which made it extremely difficult to pass work projects between members of the group and to make handovers. I had to spend a lot of pointless time converting files to a format I could use before working on an original drawing produced by one of the team, ironically my files were just as difficult for the others to use.

Photography section

In order to improve, I think it is necessary to promote a unified way of working in the next group collaboration and improve the production process in different parts of the process to further increase efficiency and reduce pointless waste of physical and mental energy.

Overall, while this group work was broadly satisfactory in terms of results, the huge number of issues that arose during the process could never be ignored. I think there are very few things that can be done by strong individual ability alone, as we cannot always do the work alone when we enter the animation industry in the future. Having a proper plan and following our respective divisions of labour to get the job done is the right way to work as a team.

Categories
PRODUCTION PRINCIPLE

Stop Motion

Finally, to the ever-surprising Stop Motion section! Frankly, of the first four basic courses, Stop Motion was the one I was least interested in at first, but after finishing this section, I realised how much I had enjoyed it.


Firstly, it was the first time that I actually worked in a group with my classmates to complete a project (Elephant & Castle? That’s not an example I can refer to).

The two-person team was not easy to come by and the process was difficult as we had almost no previous experience with Stop Motion.

But despite this, we tried and challenged many things we would not have thought possible in other forms of animation and ended up with some amazing results.

The project based on the DC hit JOKER is still a bit underdeveloped, but Trip to the Moon has become a project I am proud of. I would venture to say that Stop Motion has been the most enjoyable and surprising part of all four sessions for me.

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PRODUCTION PRINCIPLE

Storyborad

After the intense work of 3D animation, the next part was the relatively easy storyboard, which for me was more challenging than the efficient work because of its demand for wild ideas.

Or rather, the session often requires me to capture a fleeting experience of inspiration: whether it’s remembering a funny story that flashed through my mind or drawing a picture of a stranger I saw on the street.


For me, this session was probably one of the most challenging. I have to admit that the way I’ve always worked has always been the type of thing that needs to be polished over time, and moments of inspiration don’t come very often for me.

But after this two-week session, I think I have honed and improved my skills in this area to a greater or lesser extent.

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PRODUCTION PRINCIPLE

3D Worlds

At the end of the enjoyable 2D animation session, the challenging 3D world launched itself at me.

There is no denying that 3D animation is one of the hottest yet most difficult forms of animation in the world today, and the sheer volume and detail of the work is a deterrent to many. Despite this, I am still very enthusiastic about it.


Prior to the course, I had briefly studied 3D animation using Blender for a while. But working in Maya was a new experience for me and I had to learn it from scratch. I did my best to get to grips with it.

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PRODUCTION PRINCIPLE

Motion Graphics

In terms of timing, 2D was the first course I was exposed to in my first year of BA Animation. In the first week of this course we tried to use AE and PS to create simple animations of a small ball falling and a scarf flying.

As I had previous experience with these software, it was very easy to create.

In the second week, we officially moved on to making our own independent 2D animation.

Based on the four background music tracks that were distributed, we were required to create an animation of around ten seconds. For this project, I chose a lighter piece of music to create an animation similar to a beer advert.


What inspired me a lot was the promotional film for the Gobran Arts Festival and I was impressed by the strong vitality and youthfulness they showed in the film. So I also wanted to make a film that would be energetic and surprising.

The result is “Beer&Beer”. The title is based on a Japanese gay film in which young male lovers often sing this over a beer.