Saturday, 14 December 2019

Study Task 5 - Evaluate

Throughout this module, I was able to learn a lot about the difficulties and benefits of working in a group. Discovering and experiencing difference in opinions, responsibilities and importance of roles and learning how I, as an individual functions within a group.

What went well in the beginning was how we as a group were able to set roles, delegate tasks and keep our work up to date for each set week. In the beginning, it was clear that Cas was going to be our director as she had a clear vision and concept of the project visually and conceptually. Kathryn volunteered to be the producer and she was able to keep our group in check on a weekly basis which made us stay on task and at times above the schedule. In general we did not have a lot of disagreements and were able to come to constant consensus if disagreements arose. The group was able to come to an agreement that we will split ourselves into sub-divisions based on the type of media we were working upon; 2D tradigital and 3D with Maya.

The delegated work are also split evenly, where 3D will be used and explored in more action based scenes in the narrative. And 2D will set the introduction and motive of the character in the narrative.

As I wanted to dive into 3D media in this project, I had the guidance of Khoa to help me with technical aspects of Maya. There were a lot of things I was struggling with technically with Maya, so I worked as a support role and provided assets, character and story concept for the events that happens in the 3D scenes. Through Khoa's constant supervision I gained a lot of Maya knowledge which definitely helped me familiarise myself with the software a lot more during the process. Although my Maya skills still has to improve drastically to help with the process of modelling, texturing and rigging, this project was able to push me to develop the software skills needed for the project.

I learnt that being in a group can help in aspects that may be difficult working alone. Work distribution means I can focus on my part of the project without having to worry about the other parts. Allowing me to focus on the quality of the work at hand without worrying about time as much as it is much more feasible. The roles set also made me learn how important each role plays in a group. The director keeps everything consistent and everyone on the same page so that the outcome of each element we are working on will be unified and uniform. Whereas the producer keeps the work flow consistent and ensures that we are on task.

As a practitioner, not only did I learn about how a group functions with set roles and leaders and how as a group differences win opinions can always be compensated for in some way. But also in general, each person in the group is able to keep check and make the workflow much more efficient and consistent. As for myself, I've learnt that I function well as a support role especially in this group project. Although my skills in the medium that I was working on was lack lustre and inadequate in the beginning, through guidance of teammates I was able to push myself through the hardships and work through them in the end. I also learnt that in the begging, I was able to support the group with concepts of mostly assets, environment and in general how the story will play out.

Learning from this experience, next time I will make sure to improve on my skills further, both 2D and 3D through self practice to ensure that I can support my team even more without being somewhat of a burden during the beginning process of the project constantly seeking for help and guidance in the media I was responsible for.

Study task 3 - Research

2D vs 3D Animation 

Through immersing myself in 3D medium for this group project, I've learnt through experience the hardships of using 3D softwares in comparison with 2D tradigital, as well as the advantages and functionalities which 3D techniques are able to provide. 

Specifically, I've been using the 3D software Maya for this group project. As I was not experienced with it I've been learning a lot through working with it in the group project. Specifically, I've been developing my skills on animation, rendering and camera movements; I also worked a bit on modelling and texturing. 

As 3D Animation is becoming more and more popular in film and animation, the softwares in which 3D animation are produced upon are developing rapidly. With a lot of film industries progressing towards using 3D animation for full films. 

According to Vanhanaa Mahinder (2016), they state, 2D animation provides a cartoonish nature to the audience as it is more abstract and not an imitation of real life. Besides being able to provide nostalgia from the cartoonish vibe, in production conditions, it has costs less in comparison, takes less time to produce, less complicated to produce as it is less software dependant. However, some disadvantages of this practice is that it is less demanded compared to 3D as 3D is on the rising. Moreover 2D animation can be time consuming especially if a studio decides to create cel-based animation; no templates can be reused therefore, studios are giving up on 2D animation. 3D Animation is able to give off a realistic portrayal of environments and characters, moreover models of characters and environments can be reused, saving time and money. In contrary to all the benefits, 3D animation are all currently limited to the software itself. As 3D animation is purely dependant on the functionality and limitation of the software, it is obvious that not everything can be accomplished; therefore it is limited and less feasible. 


In addition to the mentioned benefits, CIIT (2019) College of Arts and Technology stated, 3D animation is a powerful business tool. As study suggests that the brain could process visual sequences 60,000 times faster than texts, this results in visual imagery in promotion being a powerful tool. In 3D Animation standpoint, it is able to appeal universally and making it interesting to the viewers compared to text. Through using animation in advertisements, brand companies are able to engage and connect promoters to the audiences piquing their interest in their products and services. Moreover, it is also able to create individuality and uniqueness, great for standing out amongst other advertisements. As we are in a digital age, 3D animation is great as it can be shared on multiple platforms, gaining more exposure within the multi million users online. According to Dreamgrow (no date), a content making and social information platform, including an animation promotional video on a landing page can increase conversations by 80%. Finally, it is efficient, as 3D animation is able to produce photorealistic products, achieving 100 percent accuracy is easier as errors are easier to spot and find; saving time and money through 3D software technology.


Manhinder, V. (2016) 2D vs 3D Animation - Pros and Cons. Available at: https://medium.com/@vandhana.appiness/2d-vs-3d-animation-pros-and-cons-51daba16a4ec (Accessed 15 December 2019)

CIIT (2019) 3D Animation Benefits: Exploring its Impact to Business and Branding. Available at: https://www.ciit.edu.ph/3d-animation-benefits/  (Accessed 15 December 2019)

Sunday, 8 December 2019

Study Task 9 - Reflective Writing

Chain Diagram of practical process 

Conclusive Image


From the beginning, I was intrigued by the animations of Anime opening songs. How the visuals matched well with the impact and atmosphere of the song whilst not revealing the entire story plot, keeping it ambiguous yet interesting. Diving more in-depth in the realm, I looked into AMVs which was extremely popular for anime fans.  First thought of it as a hobby and personal projects, I then learnt that there was a whole subculture revolving around AMVs; from conventions to contests. With that, I started to look into different AMVs, and the thing in common is that they all tell a story with the marriage of music.

I decided it wanted to look further into AMVs and to breakdown the artistic features and mechanics behind them. Examples that I looked into were both fan made  AMVs as well as some original animated music videos. Both categorises into the same realm however are different in that AMVs are purely composed of existing Anime clips with a song, where as animated music videos are official animations for a particular song; which are mainly featured as music videos for artists as their single. Gathering from both types, I dove further into how those types are different in the terms of the origin of where they are made. Eventually learning that their origin is a significant factor as to how the method of storytelling is varied. Analysis on the method of storytelling, aesthetic and the methodology used in each type of AMV is explored upon on through secondary research, as well as a survey.

The practical work explored upon changing the audio and visual factor. How changing the type of music used and only showing a series of images will affect the effectiveness of storytelling.

As AMVs all use songs, I used music as my audio track instead, and as for the visuals, I made an animatic of a more adventure / fantasy twist on ‘The Red Riding Hood’.

Developing the animatic aesthetic was difficult as I wanted to make it simple yet effective. With that I thought of making the background in the style of a Manga, monotone with directional lines as shading. Using a limited colour palette to depict the protagonist and antagonist, creating a minor yet apparent contrast from the background.   







Through editing the practical, I used various filters on different scenes to depict flashbacks or to set the an ominous atmosphere for the antagonist.  





After completing the practical, I made a questionnaire to see the how people compared the style to the existing ones.

[Survey; https://forms.gle/7kHQRshYNaNpzFmm8]

After conducing the survey, it is apparent that the professionalism of the animatic is a significant flaw. Some believe that the monotone background was dull and doesn’t really bring the characters out. Moreover, it was stated that the flashback sequences did not make a lot of sense and the crow character did not have a purpose. In the contrary, some believe that the simple aesthetic of the visuals with the limited colour palette did help create emphasis the protagonist and antagonist. For some, the simplicity of the visuals did go well with the soundtrack, however some thought it was inadequate and confusing. All in all, through this practical, I’ve learnt that aesthetically, simplicity may work for some, however not all as it maybe confusing at times due to the simplicity; as it lacks detail therefore breaking the narrative. As for the audio aspect, the marriage between the dark / monotone visuals did achieve the ominous atmosphere of the music.

Thursday, 14 November 2019

Study Task 7 - Developing a Rationale [SAP]

Although I'm clear on what I have researched about and what my practical was going to be, looking back at the basis of my topic, I lacked an argument or point that my essay was going to prove. 

With the fact that I had different types of AMVs that I researched in depth about, I did not know how to utilise those facts in conjunction to my essay question. I struggled immensely to make a clear statement for my essay. 

After discussing about it to the course leader, Ben, I got more clear on the path I should take in the following weeks. In this time as I already gathered sufficient information on secondary research, I should gather primary research. Along with clearing my topic, I composed this questionnaire that compares the different types of AMVs and their level of effectiveness in storytelling. 

QUESTION UPDATE: 13/11/19
Essentially, my question that I've settled with for now is "The Effectiveness of Storytelling in AMVs." As a lot of my research is revolved about the different types of AMVs both varying in origin and style, I revolved my essay question around that, making my original practical idea valid. 

However, instead of creating an AMV with the song "Nine Point Eight" by Mili, I will be choosing another song which will have no lyrics. Through that I will compare and contrast the types of AMV within the questionnaire and more from secondary research to see how effective the one I will create compares in the effectiveness of storytelling.

Primary Research:

1) Questionnaire about the effectiveness of storytelling in AMVs


The first part of the questionnaire will focus on how people respond to the different types of animatic. Their interpretation of each AMVs story, and how effective each one is in storytelling is there is one.

The second part of the questionnaire relates mainly to my practical. I chose a song that I would want to work with which has no lyrics. The song that I chose is from a rhythm game Cytus; "The Riddle Story" by Cranky. This song is different in comparison to other music choices in AMVs. Besides the lack of lyrics, the mood and tone shift in this song carries the whole atmosphere of the song which will help in creating a conflict of the story. For now, I will gather keywords that people think of when they hear the song to depict the sort of theme I will want to portray or set to with my visuals.  

Secondary Research:

Animated Music Videos [Projects]
https://cdn.ymaws.com/alumni.uwcsea.edu.sg/resource/resmgr/alumni_publications/one%C2%B0north_dec2013.pdf
- Exploring social issues through animation
- One North [The Alumni Magazine of UWC South East Asia] section written by Brenda Whately
- Project by Shelia Sofian; Truth Has Fallen
- The project aims to focus on the topic of wrongful convictions through animation; painting 20000 frames on glass which took her 10 years to complete
- The project focuses on 3 specific cases of murder of which the convicted murderer did not commit, focusing on the flaws of the United States' justice system

https://web.csulb.edu/divisions/aa/research/newsletter/faculty-research/shimbe-shim.html
- Using Animation to address social issue
- Research paper by California State University Long Beach [By Beomsik Shimbe Shim - Faculty Research - January 2016]
- Originating from Korea, the artist explored various types of social issues through her works of animation. 'The Wonder Hospital' (2010) explores the obsession of superficial beauty in society; human alteration and the booming of plastic surgery especially in Asia countries.
- Her other work 'PGi-13' (2004) introduces another social issue; the education system. It tackles the issue of the education system withering and binding the imagination and potential of the youth.
- Another prominent work of hers include 'Tiny Winter Circle' which represents all the nations on earth through casting along with adding diverse cultural symbolism.

Hatsune Miku [Vocaloids]
https://www.vulture.com/2014/11/hatsune-miku-the-future-of-music.html
- Vulture - Hatsune Miku Is A Piece Of software. She May Also Be The Future Of Music by Lindsey Zoldaz November 19th, 2014
- A little bit about Hastune Miku and theVocaloids; Miku, amongst the Vocaloids is one if not the most popular avatar
- Vocaloids are avatars of a voice-synthesising software, think Siri meets GarageBand
- They are extremely popular in Japan for being hologram avatars
- Hatsune Miku has even opened for artists such as Lady Gaga, collaborated with Pharrell and sung more than 100,000 songs
- Hatsune Miku translates to 'First Sound of the Future' 初音未來
- Miku's voice bank is recorded by the voice actress Saki Fujita, well known for playing Ymir in the Anime Attack on Titan

https://www.reddit.com/r/Vocaloid/comments/2q3vf9/what_is_a_vocaloid_song_that_tells_a_story/
- As I have prior knowledge of the Vocaloids, I am aware of some of their music and messages
- Searching specifically, I was able to find a list of songs from various users from Reddit; an American social news cluster, web content rating and discussion site
- Tokyo Teddy Bear - Kagamine Rin [link - https://www.youtube.com/watch?v=LYto1Vhkixg]
- From the comment section as well as Amino [https://aminoapps.com/c/vocaloid/page/blog/vocaloid-song-discussion-tokyo-teddy-bear/moWf_kuRp5dqeoVapZjBjpg8r3Mk8gd] the fandom of the vocaloids have deduced and broken down the lyrics of the song
- Composed by Neru, a producer whose work mainly consists of the genres of rock, heavy metal or EDM, Neru often uses his lyrics and music to speak to people and allow them to see the world from a different and unique perspective
- The song depicts the protagonist, Rin, running away from home and family due to them being discriminated against; some fans have suggested it was due to abusive parents. Wanting to change and be a better self, however struggling to know why change is needed; torn between the decision, the stuffed bear is used as symbolism that the protagonist is constantly on their last thread but in the end always manages to sew themselves back together.

https://aminoapps.com/c/anime/page/blog/abstract-nonsense-song-analysis/3YtB_uR6aBoG4560a04RYgJQkRMpN
- Another song composed by Neru, Abstract Nonsense
- Analysed by Marusa, an Amibo user on 16th November in 2016
- Abstract Nonsense features a girl named Raku and her life in school
- This song might have connections to the aforementioned 'Tokyo Teddy Bear' as it's both composed by Neru and sung by Kagamine Rin
- The song is about how Raku wants to end her life; however her classmates not having the same thought as Raku results in Raku thinking they have loose screws. Raku sees life as boring, meaningless and tiring, wanting to end it several times. Mentioning how and what she will do to end it, however not being able to ultimately due to her fear of death.
- 'My Guess It Will Rain Tommorrow' refers to her perception of another depressing and boring day.

https://www.wattpad.com/398321301-vocaloid-song-meanings-lost-one%27s-weeping
- Analysis by Wattpad user nekokittyKun

Song;
- World's End Dancehall ft. Hatsune Miku &Megurine Luka
- Composed by Wowaka
- Although upbeat and cheerful, this song is about suicide. The lyrics 'What a gorgeous view we have here!' followed by 'The scenery I see from here' and 'so I'll just crawl on the withered ground.' depicts her view from up above to aftermath of jumping, crawling on the ground.

Song;
- The Lost One's Weeping - Kagamine Rin
- Like 'Abstract Nonsense', it talks about the school life for students; how it is extremely pressuring and competitive, contrary to the fun and learning aspect of education.
- However this can also link to 'Tokyo Teddy Bear' as it also mentions suicide. The lyrics 'Can you loosen the rope on that kid's neck', 'It is fine if we remain like this' and 'It doesn't matter anymore'. Depicting the dark and depressing mind of students who are programmed to only study stripping them from their personality becoming mindless drones.

https://www.reddit.com/r/Vocaloid/comments/9u4its/meaning_of_rolling_girl/
- Analysed by throwvocaloid on December 2018
- Rolling Girl - Hatsune Miku
- Composed by Wowaka
- The term 'rolling' can be seen as spiralling out of control in life, it has also been interpreted as self harming. It can mean spiralling out of control or rolling, going through emotion phases. It can also mean momentum from good happenings in life, however one misfortune and you still roll, having no control without knowing why.
- It's often interpreted as self harm as self harm is like an addiction, once you gain momentum like rolling, it's hard to stop therefore comparisons like these have been made
- The protagonist is described as lonely, it may be due to bullying, however it can also be pure isolation. Miku is depressed, leading to isolation of one self as it encourages and develops the mindset of  'I'm the only one who feels this way'
- The boy depicted in the video with miku might be a representation of her other persona, trying to make things easier for Miku, ending it for her by encouraging her to do so which she rejects. Miku is optimistic about 'rolling' therefore she continues with her life.
- She is then seen with bandages on her face, depicting she has gone through rough patches in her life. Miku eventually gives in and decides to stop 'rolling' as she's desensitised from all there is in life. Thanking the boy and hugging him which brings everything to a halt. Depicting her bliss from ending it all.

Western AMVs
https://genius.com/15709565
- Mr. Fear - SIAMES
- Analysis by Genius, their site allows users to annotate and interpret song lyrics, news stories, sources, poetry and documents
- This song is a personification of fear and anxiety talking to the listener
- Story depicted by two protagonists, an outcast in society due to his deformity of having two eyes instead of one and another outcast that lives in a forest.
- The journey of these two outcasts find each other joining together as one, however suppressed by society as they view those two as abnormal

https://songmeanings.com/songs/wiki/3530822107859549301/
- The Wolf - SIAMES
- The three characters depicted are shown to have their own issues or addictions. The first one is shown to be riding on a motorcycle being addicted to the adrenaline rush. The second is shown to be in a bar, alcohol addict. Finally, the third one is shown to be a cigarette addict. The wolf is shown chasing the three characters as a sign to depict the people to tell them to stop their addictions
- Another interpretation can be those people have personal issues that they're running away from. The three of them meet up banding together to face their problems. No matter how far you run away from, those problems will still reside, the only choice is to face them.

https://www.youtube.com/watch?v=v2H4l9RpkwM
- Breaking The Habit -Linkin Park 
- This song features the story of characters who experiences different types of mental disorder. One is shown to have a suit case full of different drugs; pills and needles illustrating the abuse of drug use. The other is shown to be in an abusive relationship with her pregnant partner. Another girl is shown to have depression and self harm.
- The video explores sensitive themes through the combination of visuals as a reinforcement to the audio message.
-  It depicts the fragility and reality of a broken and corrupt society

https://www.youtube.com/watch?v=fzQ6gRAEoy0
- Porter Robinson - Shelter
- Natural disaster [Apocalypse] occurrence, using technology to save protagonist 
- Technological advancement

Social Research: 
- The Suicidist 1973 The Suicidist (continued) 2003- by Sam Samore
- Page 47;
- Page 48
- Page 50

Storytelling through Music
https://www.centerline.net/blog/the-power-of-music-in-storytelling/
- Centerlnie Digital - The Power of Music in Storytelling - Ashley Wentz feb 13, 2013
The ultimate achievement is that people recall your message as an idea of their own, rather than something that they heard." - Ashley Wentz
- "But in order to trigger this type of reaction, you can’t simply focus on visually presenting the facts, figures and product features; you have to create a deeper connection." -  Ashley Wentz
- "We speak visually, and then translate the tone of each script into corresponding music. It’s the deep understanding of tempo, rhythm, and timing that makes the content we create compelling to the ears, as well as the eyes — enhancing both stories and audience engagement." - Ashley  Wentz

Storytelling through Animation
https://journal.marmosetmusic.com/read/2017/storytelling-through-animated-videos
- Marmoset - Storytelling Through Animated Videos by Sarah Ramler at Demo Duck
“So while live video certainly helps humanize your company, animation with simple characters could help your audience connect with the hero character that your brand is there to help.” - Wistia and Austin Saylor
- Abstract representation; removes association with human emotions therefore emotions can be explored even more in depth as it's not limited by human appearances. 
Davis Guggenheim; director of Malala Yousafzai, which he created using animation for storytelling. It allowed him to depict the world as she remembered it, providing a sense of nostalgia for the viewer to get a better understanding of her world with a better understanding of the challenges that she faced
- Being able to resonate with a character allows the viewers to relate to the problems and solutions that the character goes through
- Example; the video promoting the emotion of depression. The viewers might not  recognise they empathise with the emotion, however due to the character represented having the same alignment of projected feelings, the viewer might connect through that and realise  they too suffer from that condition.
- Jason Carpenter; animation supervisor for the proaction of Malala Yousafzai's documentary states, using animation to tell the story of Malala  allowed him to create a world that is more poetic and impressionistic, reinforcing the story.
- As the world is growing and becoming more multi-sensory, music is significant in a animated video, making it more memorable
- Animate Videos allow one to create an immersive and impactful world; things can be explained simply, characters projecting emotions that are recognisable and relatable. 

Storytelling Through AMV 
https://www.reddit.com/r/amv/comments/8kzx6o/weekly_discussion_3_storytelling_in_amv_with/ 
- Opening a whole new can of worms, I've found a forum which solely discusses  the Art and production behind AMV [Anime Music Videos]
- This forum thread on reddit by u/Zbynasuper in 2018 discusses the concept behind the storytelling in AMVs.

MagicDarkLight:
- Crossovers have become an excuse rather than a mean to tell a good story
- Instead of thinking of what characters would be good for a story, it just feels like people are forcing characters together to create a story and call it a crossover
- Crossovers are less telling a story and more showcasing a technical visual skill
- Storytelling can be more popular when they have a strong link of relativity with the audience
- Ultimately it's down to personal preference

PieAndBeer:
How to tell a story with AMV?
- Rub story in viewers face
-  Show reactions and action, not pure face shots
- Include breathing rooms and speed through bits that are even essential to the original source; essentially sync the feeling to the music rather than to fit every important detail to the source, the goal is to sync emotions to the music to tell the story of the protagonist, rather than to tell the story of the source

How is making a story-driven AMV different from making a AMV without one?
- More of a puzzle than creative endeavour 
- Juggling another item, leaving a gap that can be filled out later 
- Messing with it eventually fills gaps up

How complex should the story ideally be?
- Telling a story is meant to 

EnQuarte

CrackTheSky

https://www.animemusicvideos.org/forum/viewtopic.php?t=128842
- This is a site organisation that is dedicated to Animated Music Videos
- A garden of editors that use preexisting animation and music to achieve storytelling in their own style and fashion

Storytelling in AMV by Sabra Harris
https://www.youtube.com/watch?v=O-rP-Ll8JY0
- AMVs and Transformative Storytelling - Nov 13 2016 YouTube [Analysis by Sabra Harris, BA graduate in Asian Studies; Japanese Culture in the University in South Tennessee and a Masters degree in Folk Lore]
https://scholarsbank.uoregon.edu/xmlui/bitstream/handle/1794/20420/Harris_oregon_0171N_11500.pdf?sequence=1&isAllowed=y [Paper Thesis by Sabra Harris]
- 1981, first documented AMV, was created through analog editing as technology was not as advanced and people did not have access to digital editing nor digital technology and it was also extremely costly
- Analog Editing; two VCR setup, one playing and the other recording; cutting splicing, rewinding, fast forwarding etc. in a linear fashion
- As Technology advanced, people started to use digital editing to play around with storytelling [context from it's source] as it was easier to manipulate contrary to analog editing 
- Iron Chef Competition; people will have 1 hour to edit an AMV; AMV competition held in Anime conventions 
- Some AMV editors believe that Russian and Western styles contrast each other in the way they tell a story though AMVs. Russians want to be novel, new and unique ideas, completely based on the technology they have, build their story not by the origin of the characters and the anime. 
- E.g John the Hellhound by SilentMan the editor, portrays the anime Full Metal Alchemist protagonist, Eric as a cereal killer; which is very subversive. Because in reality the protagonist Edward Eric is a hero of the story, he refuses to be evil, and restrains himself from temptation to save himself from his brother. Creates another layer of storytelling through fans of Full Metal Alchemist and people who have never watched Full Metal Alchemist.
- In the American conventions, AMVs are more core based. It finds and heart of the anime and interpret the essence; fulling bringing out and highlighting the essence of the story. 
- E.g Levity by PieandBeer
- Remix culture; people who only look at the anime for it's original form think that's the only way of presenting the story. However decontextualisation implies that other forms / remixes of it is still applicable as an artistic form that has a transformative quality that still is able to communicate it's message to the audience regardless of the fixed perception of the original context. Self expressive through self interpretation and representation
- E.g A Boy In Funny Red Boots; synced with (Superman) It's not easy by FiveforFighting. Through the lyrics of the song, the editor made a connection between Superman's red cape and Astroboy's red boots; using the connection and music top sync the loneliness of Astroboy and replaced with how he tries to become a superhero and saves society 
- "It becomes a entirely new experience and a new conversation, that's why I think AMVs are Art, because they make that new singular connection"
- It's cathartic, the choices an AMV editor make dictates what they want to say and portray their message, how they want the audience to feel or how they want to feel

AMV vs MAD



Media & Processes:

In this process of making the practical, I will utilise the responses I get from my practical for the choice of music, to create the theme and tone of the visuals. At the moment, my own interpretation of the music is a chase of a girl and a beast; a parody of The Red Riding Hood.

In the following weeks, I will try to develop a mood board and character designs / backgrounds for the AMV I will create for a final questionnaire with my completed AMV to see how it compares to the rest. 

Context: 
As I won't be able to complete a full animation in the amount of time. I have thought of two alternate ways to make my version as close as possible to the originals. Simplify the style and visuals so I will be able to focus on more of the animation bits which I find important or make it fully an 'animatic' with 'moving' visuals which are not fully animated. 


Sunday, 10 November 2019

Study Task 6 - Practical Approaches [SAP]

I will be investigating on the art of storytelling in animated music videos. As I am intrigued in the storytelling aspect of the combination of music and visuals, I want to explore upon this topic more in depth. Specifically, I will research animated music videos that are from artists such as SAIMES, Porter Robinson and Vocaloids. On top of that, I will also be researching videos of AMVs, Anime Music Videos and MADs, Music Anime Dougas. How those two two types of Japanese music anime video types differentiate from each other and how each tells a story through respective techniques. I will also be looking into a thesis on Anime Music Videos and Storytelling by Sabrah Harris whom has a BA on Asian studies in Japanese Culture, and a Masters on Folklore. 

In intend on probably making a questionnaire on how they think AMVs tell a story. How the music and visuals marry together to perform and tell a story. I will want to inquire people who are studying in the Music field, Animation field and people that are in neither fields and see what their opinions are on the topic. Moreover if possible, I would want people to react to my practical of which will be a short animation of an animated music video. From that, my practical response to this would definitely be an animated music video that pairs my visual to a music of my choice. 

Friday, 1 November 2019

Lip Sync Practice

In this session, we talked about lip syncing in Animation. Creating the shape of the lips are the essence of lip syncing and there are various ways that can be accomplished. Creating the shape of the lip for each letter the mouth forms is one way, however that will be too tedious and unnecessary. Instead we will focus on creating the shape of the lips though Phonemes.

Phonemes are the units of sound that distinguishes one word from another. For example, the sound of apple are essentially the A, P, Le and the mouth shapes form those sounds.

By using the 10 different mouth shapes provided and a dialogue from the Matrix, I composed a short of the mouth forming the sounds of the words.

Lip Sync Test (Dialogue from the Matrix)


From this test, I struggled most with the lack of lip shapes from the sample, resulting in awkward mouth shapes that doesn't depict the word and the sound very well. For my own, I will develop my own character lips and try to sync it to the same audio sample with more phonemes so it will look more smooth. 


For my own version, instead of using the sound samples provided, I wanted to do a lip sync based off of an existing character. With that in mind I decided to create a lip-sync using the character called "Lux" from league of legends. 

Lip Sync Animation (Dialogue from League of Legends)

Thursday, 31 October 2019

Group Project Progress Journal

Week 1 [2/10/19]

For the group project, we each had to roll a set of die which will help create a story prompt for the project. For the dices, I decided to go for the theme of mythology. After rolling the set of dices, I got a cloaked entity on a boat, a pair of hero/lovers/brothers and an ogre. The story that I pitched was this; In a full moon, a mysterious entity sails ashore into a near village. It begins to chant cursing the plaguing the village. The two brothers were in bind trying to find a way to cure and save the village from the curse. They learn that an ogre in the mountains had a cure but in order to get there, they would have to climb the harsh mountain in order to reach it.

In the continued session of this module, as a class we voted on each groups best pitch. For my group Khoa's idea was chosen to be made into the animated short. His pitch was "The Raccoon, The Tiger and The Wheel of Eternity". The Raccoon plays as the protagonist, finding his way to a maze tomb where a sacred treasure resides in. The tiger is the 'antagonist' guarding the treasure from anyone greedy enough to enter the labyrinth. Using his wits and agility, the Raccoon was able to bypass the trials, allowing him to obtain the treasure; just to be trapped in the eternal labyrinth as there is no escape to the maze once you enter. 

Week 2 [8/10/19]

After meeting up and talking with the group, we broke down the story to see Khoa's version of the story; since he was the one who came up with it. His vision of the story features the Raccoon being an adventure with the trait of a thief, that goes through a maze to obtain the treasure that is the wheel. However he is faced with the Tiger who is the guardian of the treasure which traps the Raccoon in the wheel forever due to his greed. After getting a brief idea of his vision of the story, we gave ourselves tasks with thinking of concept ideas for the story and character designs and development. 

I started off with character design and the theme that I thought of was more adventure based. As the Raccoon is the protagonist, I decided to think of ideas for the face of the raccoon. 

Character Concept - Raccoon Head Designs


This was somewhat challenging as I would say I'm better at designing monsters and human characters better than animals. I couldn't really come up with the whole entire design of it as all I thought of was the head with just a normal Raccoon's body. Since I was having trouble with the Raccoon, I moved on and designed the Tiger instead. 

Character Concept - Tiger Character Design

As the Tiger was more of a stoic, godly and knowledgable character, I decided that he would be sitting on a throne / cloud overseeing the entire labyrinth; controlling what goes on within it to try and trap the Raccoon. It's design is more on the realistic side, keeping the proportion and overall aesthetic of it the same. However I added an extra layer of fur to depict a fur gown of some sort, diverting from the complete realism. The stripes of the tiger are all vertical are longest closer to the head diminishing in length throughout. Inspired by tribal Avatar, I added some facial stripe designs to make the demeanour more godlike and knowledgable. 

Although character design was not my strongest aspect in the project, I moved on and started to think of the environmental and assess concepts for the story. As Khoa mentioned that the Raccoon will be entering some sort of gate to the labyrinth, I started to think of the designs of the gate itself.

Asset Concept - Gate Designs

I was immersed with the design of the gate. The whole concept of having a Tiger as the stoic god like character got me thinking of the Chinese Culture, hence why the designs of the gate resemble a lot back to it. The first concept of the gate was a Ying and Yang symbol. Dictating the whole concept of balance and good versus evil, how the Raccoon is the evil as he greeds for gold and treasure and how the Tiger is 'good' as he keeps those who are fill with greed away from it. Everything needs a balance. The way the gate reveals the labyrinth is also special as instead of it symbol opening up splitting from the two halves, it rotates open. I envisioned the environment to be ruin city, where everything is constructed from stone with moss covering it. The only exception is the gate which is either made from pure gold as I envisioned the labyrinth inside to be a gold city or made from Jade, fitting the Chinese culture theme. 

The second gate that I designed was more of a generic palace door, with the exception of a labyrinth like decor in the centre of the gate. 

I really liked the idea of the gate spinning open. With that, I designed another gate that is formed from multiple circular plates. The gate will slide open counterclockwise, each eating up the previous plate until there is only one plate left in the bottom; revealing the labyrinth. Besides the spinning gate, I also thought of special effects that could potentially be added on top of the spinning motion of the two gates. 

For the Ying and Yang gate, I decided that after the entrapment of the Raccoon is shown, it could pan out from the labyrinth and showing the gate spin back shutting the Raccoon inside the labyrinth for eternity. On top of that I decided to also add an orange like mirage of the Tiger biting down whilst the gate spins shut; enforcing the entrapment of the Raccoon. For the circular panel gate, I decided a misty figure of a tiger could run along the circular plates as it closes to illustrate the entrapment. 

After presenting ideas with each other later the week, we decided to develop on what happens within the labyrinth. As I had a clear idea of the structure of the entire thing, I made some designs and annotated them structurally. 

Environment Concept - Story within Labyrinth

For what happens within the labyrinth, Khoa suggested that there could be three types of obstacles that could demonstrate three specific traits of the Raccoon. He suggested the following; Strength, Agility and Wittiness. From those traits, I designed possible trials and obstacles the Raccoon could encounter within the Labyrinth. 

To depict strength, the Raccoon could use his strength to push against walls that are supposed to crush him. Alternates include him defeating beasts such as a giant Tortoise and Bull. To illustrate his agile trait, jumping over swinging axes was the idea I thought of. Finally, to depict his witness, trials such as him not being tricked by deciding imagery in a mirror was one. Others include problem solving such as completing a puzzle or a algebraic question.

Environment Concept - Labyrinth Aesthetic and Themes


After thinking about the possible trials for the Raccoon, I started think about the structure for the labyrinth as a whole. Two ideas that came to me was the labyrinth being an entire circular or square maze. However, those concepts were too complicated to depict within the story, therefore I decided to condense the complexity and made it like a large rectangular area. First, the Raccoon will be jumping over some swinging axes, then he will get chased by entities; mummies or creatures depending on the theme, leading him to a mine cart. He will then jump onto it and whilst being on the cart, he will dodge arrows, lasers or elemental projectiles, again depending on the theme before derailing to where the Tiger resides in. The Tiger will allow the Raccoon to pass to obtain the treasure, however it will then revealed to the audience that the Raccoon was allured to the thought of obtaining the treasure that he was actually already imprisoned by the Tiger for eternity. 

For the Runic theme, the exterior and the interior will be made from mossy stones. The enemies that he will face will be mummified and traps such as arrows and fire will project towards him. For the Egyptian theme, the interior will be made from pure gold. He will be chased by mummies and elemental projectiles will be fired towards the Raccoon. 

Solidifying the concept of the story as a whole to the group was great as everyone did understand the concept. With that, I started doing concept arts for the Gate and environment as I was more clear and innovative in that aspect. 

Concept Art - Jade Ying and Yang Gate

As I envisioned the Theme to be more Runic than Egyptian, I worked towards that theme. The Jade texture is shown on the Ying Yang gate plates whilst the wall itself was a mossy stone texture with vines covering it.

Concept Renewal! [9/10/19]

As we were working on our concept art for the story, Cas opposed to the concept of the story as she believed it to be too complicated and non feasible with the time we had. With that said, she decided that the concept of the story would be more retro based. Instead of having a whole adventure with the Raccoon inside the labyrinth, the Raccoon will go into the video game to go through obstacles to obtain the trophy instead. Although we were into the concept art phase, we all liked Cas's idea, so we decided to go with it in the end.

With the renewal of the concept, we began to discuss the new ideas and concept Cas has for her story. 

The main changes that was suggested was a new creative approach towards the story. The story currently is set in an ancient tomb and the Raccoon just approaches it; however with Cas's idea, it adds a backstory to the Raccoon as well as it being able to depict the Raccoon's characteristic. 

Instead of the whole ancient tomb labyrinth setting, it will be an Arcade Retro theme. The Raccoon will be scavenging for rubbish and throwout food near the arcade; eventually stumbling in it. After tumbling climbing into the arcade, he will then be mesmerised by an Arcade game. The Arcade game will be the portal between it and the "Wheel of Eternity" which will be the treasure of the game. He will then travel into the game, where we will be using 3D animation for the environment and possibly the characters. The concept of where the Raccoon gets trapped will still apply just presented with a different theme.

With this change, we began to work towards the new theme and concept with concept art and design. I was tasked with designing the Tiger and the interior story.

Week 3 [14/10/19]

I was was developing some concepts the interior, I thought of the colours that can be implemented within the 3D world. As Cas wanted the story to be of a Retro Arcade theme, she suggested Vice, which allowed me to get insight of what colour schemes she was looking for. I then made a potential colour palette that can be used in the 3D environment. 

Colour Palette - Vice Retro Colour Scheme

Through thinking of concept of how the Raccoon will enter the game, I thought of these portal concepts. 

Asset Concept - Portal Designs


By untiling the colour scheme developed, I created these portal designs. The first design is mainly inspired by the visual of the audio waves in is composed of layers of triangular mosaic patterns. The portal pulses and each layer shifts in a constant rate. The second design is a pulsing oval portal, with glitching rectangular shapes surrounding it. This idea is mainly inspired by Final Boss Veigar, specifically his recall visual from League of Legends.

Developing the design of the tiger, since he will be in a video game setting, I believe making him look like a final boss or a very abstracted vision of a tiger would fit the theme. Since from the previous concept of the story, the most abstract part was the patterns on the Tiger's face. From that I decided to keep those sort of patterns and along with that, the Tiger would only be a giant head entity in the game.

Maintaining the colour scheme, I designed the Tiger keeping the essence of the marks from the previous concept.

Character Design - Tiger Design with Low Poly Effect 


As I envisioned that the tiger is in a game world, I tested the Low Poly effect on half of the painted tiger in Photoshop. Low Poly effect is somewhat a mix of almost being pixelated by instead of squares, it's the composition of triangles. The process was extremely time consuming and the effect did not turn out great in the end. However since the Tiger would be modelled in 3D using Maya, the Low Poly effect might work out in the end. 

Although I was tasked with developing characters and the interior of the game, I thought of an opening scene of the environment of the arcade exterior and made some quick concepts of it.

Environment Concept - Arcade Design 1 

The first background concept is that the Arcade is located in an isolated area. The trash bins also give the Raccoon a bit of character as he's going to scavenge through the bins before stumbling in the arcade. The single street lamp also enforces the arcade being isolated.  

Environment Concept -  Arcade Design 2


The second concept is of the Arcade in the street, located between two shops. The arcade is more 'modern' in this setting and more environmentally filling.

Environment Concept -  Arcade Coloured [Rough]


The concept of the arcade is that it would have a sign on top that hints the theme of Retro  Vice Miami as the colour scheme of the game interior is Vice. Although I wasn't tasked with the Arcade exterior design, my group mates liked the design of the sign, therefore I refined the sign itself for further design inspiration. 

Asset Concept - Arcade Sign Refined


As Kathryn and Cas are focussed on the exterior and mainly the 2D part of the project, Khoa and I will be developing our final ideas with the story of the game interior visuals and concept. As I was thinking of the game interior concepts, I thought of arcade game concepts that can be  implemented as obstacles in the interior. 

Concepts  - Arcade Game Concepts (1)

Concepts - Arcade Game Concepts (2)

By thinking of both mobile games and arcade games, I thought of three different concepts that can be implemented as obstacles for the story. The first one is of the game Crossy Roads, where in the original game, the chicken has to jump to cross each section of the road whilst  avoiding vehicles. The second obstacle are simple blocks are act like Mario Thwops and the final obstacle are platforms that leads the Raccoon to the treasure but obviously will be a trap. 

With the concepts of the game finished, I developed on the Tiger. 

Character Concept - Tiger Designs 


As my aim was to create a floating head final boss concept for the tiger, I thought of  abstract ideas that can also intertwine with the game theme of the environment. All of the designs with the exception of one are composed of shapes that are unified  to form the  shape of the Tiger. The abstractness of the design does give off a 'Final Boss' vibe which works really well with the game concept. I also added a crown on top of the Tiger to signify that he's the boss / ruler of the in game world. 

In the end, the second design, from the top row, was chosen to to be developed upon. However concerning that the design does not look Tiger like and more like a Lion due to the exterior triangles forming like a mane, the colour scheme of the Tiger will be Orange and Black. 


Concept Art - Tiger with the Wheel of Eternity 


For the facial features for the Tiger, I decided to make it the same colour as the pinkish-maroon from Miami Vice scheme as it's similar to a Ruby colour whilst fitting with the colour scheme. I also made the other features the same colour to keep the colour scheme simple and effective. 

I then placed it in a rough background environment that is similar to the one that will be created in Maya to see how it looks. It looks nice as it doesn't completely blend in with the background.

As I know the Tiger will be enraged in one scene; when the Raccoon gets onto the pillars near the treasure, I created an enraged expression of it along with it placed in the game world.

Concept Art - Enraged Tiger Annotated 


This depicts the motion of the enraged Tiger. The shapes of the eyes will change from a octagonal Ruby to more of Teardrop diamond shape; fitting with the Gem theme. The claws will also be facing upward to motion the pillars to arise from the ground. The 'fur' surrounding the face will also expand and spike out to further illustrate aggression. 

Concept Art -  Tiger Raising the Pillars


The pose of the Tiger works well with the environment and the change of the hands do work well with motioning the pillars. 


Week 4 [21/10/19]

For this week, we've been tasked as a group to get the storyboard completed so we can refine the story if necessary for the animatic. I was tasked with the fourth quadrant of the story, which focusses upon what happens with the Raccoon in the game in the end whilst Khoa will be working on the earlier stages of when the Raccoon arrives in the game world; Kathryn and Cas will be working on the first and second part of the story for the storyboard.

Storyboard - 4th Phase



The 9 panels of the storyboard illustrates the scenes of the animation. The Raccoon jumps, reaching for the centre of the wheel. Bars will then expand and trap the Raccoon from within leaving the Raccoon in confusion and shock. The wheel will then start spinning, forcing the Raccoon to run. Whilst this happens, the Tiger will laugh and phase out of the game. We will then zoom out from the game and we will see the Raccoon trapped in the game in the arcade. 

Concept Upgrade! [22/10/19]

After talking with Dotty about our story idea, we got bunch of new details that can be added for the story; like  camera shots and small details like character intentions. One main thing is that there is no intention / motive for the Raccoon to be interested in the Wheel in the first place since it is a treasure. Therefore to depict his love for treasure / gold he will be scavenging for coins instead in an arcade. As I am responsible for designing the wheel, I will have to make it look like or be reminiscent to something valuable. 

Asset Concept - Wheel of Eternity Development


These designs are coins that can potentially be the coins the Raccoon savages for. The designs are separated into different styles. The first one is of the motif of the Tiger, the second  is of the crown on top fo the tiger, and the third is of the Ruby gem as the Tiger's nose; all engraved onto the coin base to make it more interesting and unique. Each variation of the design is also different. 

The Tiger coin has 4 styles. It has a dulled down colour wash on the motif similar to the coin itself, one that is lighter, with the crown shining in comparison. One that is dulled down similar to the first style, difference is that the facial features are rubies and not gold. The last one being similar to the third variation just that the crown is also shining gold. 

The second coin design is the crown embroidered on the coin base and it has four variations. The first one has a dulled gold crown on the coin, the second has the crown with a brighter gold. The third one has a silver coin base with the crown in a similar hue and the final one has the silver base with a shiny crown. The third design is the same concept as the crown however instead of the crown embroidery, it's a Gem.

The silver variations of the coin can be lesser valued coins that the Raccoon can possible scavenge for in the beginning of the story.

As we discussed with Dotty previously, the Raccoon needed a motive to be attracted to the wheel in the first place, so the wheel itself will have to be redesigned. Through designing the coins, I decided to use the Crown coin as the main design for the Wheel. 

Asset Concepts - Wheel of Eternity Designs

I struggled heavily with the design of the wheel due to it having to look like something that should be yearned in the view of the Raccoon yet also being able to function like a trap. The wheel is going to resemble the coin in terms of colour and overall aesthetic. Through trying out different shapes and styles, I decided to go with the top left design. 

Asset Concepts - Wheel of Eternity Design [Final]


The design is a dodecagon with the aesthetic being like a coin and a hamster wheel. The centre is the giant gold coin which the Raccoon will be attracted to, jumping to grab. The gold ridges that resemble the ridges on a coin will extend from the sides attaching to the centre coin trapping the Raccoon. 

Week 5 [28/10/19]

Progressing on with the Animatic, Kathryn composed and split the storyboard into 4 different sections for the group to choose and create the animatic from. I got the 3rd part of the story which depicts the Raccoon running and jumping on the raised pillars, into the wheel itself. 

Rough Animatic of Part 3 - by Kathryn 


I will be completing the animatic by refining the drawings and backgrounds of the shots, timing and adding in sound effects. This will help push the pre production to completion much faster which will be better since we will have more time to animate. 

Besides making the animatic, I also focused on the final production of the Tiger. Through the help of Khoa, he created the Tiger that I designed with Maya. I then used Khoa's completed Tiger model to rig and animate his movements. 

Animation - Enraged Tiger Raising Pillars 


Through using the animation function from Maya, I animated the Model Khoa created in Maya. As I already had the movement concept of the Tiger since the development of it during week 3, I was lucky enough to direct the Tiger's movements and animation. 

In this short clip, it can be seen that the Tiger is enraged portrayed by the change of the eye shapes, as well as the movement of the furs spiking outwards aggressively. The movement of the hand also suggest the command of rising the pillars from the ground. 

Week 6 [4/11/19]

After reviewing the part 2 and part 3 of the animatic, I thought that there should be some changes and discussed it with Khoa; since he and I are working on the scenes that are in the 'game' world. I decided to rearrange and change some of the shots and scenes from the animatic.

Animatic - Changes to the Original Part 3 Animatic


Working on the animatic that was tasked last week, I made a rough animatic separating into different scenes from the animatic. Separating the animatic into 7 scenes, based on the backgrounds, I made a really rough version of the animatic without the scene 5; the shot where the camera slowly pans out as the Raccoon jumps on the pillars following a transition, as that was a bit difficult.

As scene 1 of the animatic will be the animation of the 'Enraged Tiger Rising Pillars' I didn't have to recreate it for the animatic.

Animatic - Scene 2 [ROUGH]

ORIGINAL
- Wide shot of the pixel monsters, rushing towards the Raccoon.

CHANGES - In this scene, I did a close up shot of the Raccoon's feet along with the floor grid flashing, signalling the floor that is going to be raised.

Animatic - Scene 3 [ROUGH]

ORIGINAL
- Medium shot of the Raccoon running and dodging the projectiles from the pixel monsters.

CHANGES - Following up the previous scene, I decided this shot would be a transition shot from the Raccoon's feet to its face to show his expression of shock.

Animatic - Scene 4 [ROUGH]


ORIGINAL
- Close up shot of the Tiger Enraged once again as the Raccoon is able to dodge the projectiles from the pixel monsters.

CHANGES - Rearranged scene 7 of the animatic but removing the pixel monsters. [Medium shot of the Raccoon jumping on the rising pillars]

Animatic - Scene 5 [ROUGH]


ORIGINAL 
- Close up shot of the Tiger's hand motioning the rising of the pillars

CHANGES - Instead of having him rise the pillars again, I think that shot is moved to the start as that alone is all that's needed to signal the rising of the pillars. Wanting to include a dynamic shot, I decided that the Raccoon can jump on the rising pillars as the camera pans back. Finally the Raccoon will be able to jump in front of the camera following a transition.

Animatic - Scene 6 [Rough]


ORIGINAL - Close up shot of Raccoon, signalling of the rising floor plate.

CHANGES - Transition shot from previous scene, jumping closer to the ultimate coin within the wheel.

Animatic - Scene 7 [ROUGH]


ORIGINAL - Medium shot of the Raccoon jumping the pillars and dodging the pixel monsters.

CHANGES - Medium shot of the Raccoon jumping off the last pillar to the ultimate coin. Slow motion shot of the Raccoon as he is mid air to make the scene more dramatic.

From the original animatic that I was tasked with, I changed majority of it by removing or rearrangement. In the animatic that Kathryn created, the first scene depicts the Raccoon in tangle with the pixel monsters. Instead of that taking place, I decided to remove those scenes as those events have passed during part 2 of the animatic. Part 3 of the animatic will purely be focussed on the Raccoon's journey to the wheel through jumping the pillars.

After completing the rough animatic, I composed it together with the new timing of each scene. However, it looks rough and unfinished, so I decided to refine the drawings and backgrounds to make it look more consistent and unified.

Animatic - Final [Without Sound]


After refining each scene by rough animating the Raccoon in each scene, I got a much better result in terms of timing compared to the rough animated that was composed earlier. I refined the background and made it grey, consistent with the 3D background which are uncoloured. Moreover I also made the Raccoon white to make it more visible from the background and other elements within it.

Having the visual aspect of the animatic completed, I worked on the audio section of the Animatic.

As the setting is within the 'game world', it would be extremely fitting for it to have an 8 bit synthetic audio along with 8 bit sound effects. With that in mind, I browsed for various types of 8 bit sound effects that can be utilised for the animatic.

Animatic - Sound Effects (1)


Finding a suitable 8 bit audio for the Tiger was difficult as most 8 bit sounds that I found were all sound effects and none human / creature audio. Eventually, I was able to find an effect that resembles a muffled 8 bit roar of some sort. Along with that I paired three other roars sound effects that I found within the same video to make the roar os a tiger more dynamic. I also added an 8 bit 'eruption' sound effect before the roar to depict the anger of the Tiger and the motion of the spikes that flare outwards.

Animatic - Sound Effects (2)

A sound effects that I added in was an 8 bit buzzing noise that can resemble the flashing of the floor panel to signal the rising of it.

Finding a suiting base 8 bit sound track was somewhat challenging as it had to be an 8 bit soundtrack that provides an adrenaline rush type aspect, mirroring the movements of the Raccoon.

Animatic - Sound Effects (3)

Moving on to the sound effects of the pillar rising, there were a lot of sound effects that has an ascending tone. Finding the correct one to depict the rising pillars was not that difficult as I had a lot to choose from. The sound effect that I went with was an ascending tone with shaky rumble to it. The quirkiness of the sound is able to portray the contrasting motion of the smooth rising of the pillars to the rumbly shake that the sound gives off.

Animatic - Sound Effects (4) 

From the previous sound effect of the rising pillars, I added an effect of it for scene 5 as it also depicts the pillars rising in the background. This time, I used another quirky ascending sound; a more bouncy one to contrast it from the previous sound effect. On top of that I also added in sound effects for each jump the Raccoon makes. To tie into the theme for his love of coins, I decided to add in various coin sound effects as his jumping sound.

Animatic - Sound Effects (5)

For the final scene, the Raccoon jumps into the air and collects the ultimate coin. For this sound effect, I added a sound effect in that was able to both depict the coin collection sound and a 'victory' sound. With the elongated time from the slow motion, the timing of the full sound effect was able to fit in without any issues.

Animatic - Final [With Sound]


With my part of the animatic completed, I will be able to focus on animation. For the final animation, it's discussed that we will be working in pairs, essentially split into 2D and 3D.

For the scenes in the beginning and end, Cas and Kathryn will be working on the backgrounds and Raccoon. As for the events that happen inside the 'game world', Khoa and I will be working on the camera movements and character animation. Since Khoa did all of the 3D modelling and rigging for both the environment and characters, I will be working on the animation part of the pixel monsters, Tiger and I will also try to model the Wheel.


After reviewing the animatic, we agreed on a few changes. Pixel monsters and the Tiger should be included in more scenes. Mainly where the Raccoon is being chased, the pixel monsters will attack by shooting projectiles, then diving at the Raccoon before the pillar rises. The Tiger will try to catch and attack the Raccoon whilst it's jumping on the pillars before reaching the Wheel. On top of that, we thought the transition between the 3D Raccoon to the normal, 2D, Raccoon would be done through using 'barrier' effects. The first barrier would be located at the very first pillar the Raccoon jumps on, forcing the pixel monsters to back off. The second would be surrounding the Wheel, when the Raccoon jumps and makes contact with the barrier, he would change back into his 2D self.

Starting on the model animations, I worked on the animations for the pixel monsters. Khoa and I discussed that each pixel monster should have three actions, idle, attacking or shooting and diving. Each being utilised at different scenes within the 'game world'. The pixel monster were designed by Kathryn and modelled by Khoa and I will be doing majority of the animating. The first monster that I animated was the Octopus pixel monster. 

Animation - Pixel Monster [Octopus] Idle


Animation - Pixel Monster [Octopus] Attack


Animation - Pixel Monster [Octopus] Flying


The animation of these models are not smooth and instead are key frames. Moreover the models are also pixellated as it will be rendered in low quality. This is intended as this ties in better too the theme of a retro arcade game. 

Week 7 [11/11/19]

After a hectic week, as a group we got down time as we were fairly ahead of our schedule. Nonetheless, we had to prepare for a group presentation for Friday and I decide I would make the presentation.

The presentation that we had to do roughly outlines our project's progress. Although I wanted to include all of the preproduction concepts and drawings, I decided it should be separate between the weekly update presentation and concept art book.

In the end I included only the finalised character designs, some 3D gifs of the will be 2D backgrounds of the Arcade, 3D 'game world' backgrounds and some animation gifs of the characters so far. I also created the front cover of the presentation which will also be used as the concept art book cover. However the design could be improved upon as I believe it is still a bit plain and doesn't really encapsulate the story concept.

Presentation - Week 1


With the presentation completed, I worked on more animation tests with the pixel monsters. During the prior week, I've tried to playblast the animations of the Dragon and Hornet monsters in Maya, however all of the playblasts crashed the Maya files and none of the playblasts worked.

However, for some reason, they stopped crashing and I was able to create short gifs of the Animation of each Pixel monster in both ArnoldRender types. The lower I set the ArnoldRender, below 0, the lower quality the render will become. This benefits hugely with the fact that the Pixel Monsters can be pixelated easily.

With each Pixel monster, l've settled with three poses. Attack, Idle and Flight, just like the one I've done with the Octopus model.

Animation - Dragon Attack [-2]



Animation - Dragon Attack [-3]

Animation - Dragon Flight [-2]



Animation - Dragon Flight [-3]


Animation - Dragon Idle [-2]


Animation - Dragon Idle [-3]

Animation - Hornet Attack [-2]

Animation - Hornet Attack [-3]


Animation - Hornet Flight [-2]


Animation - Hornet Flight [-3]



Animation - Hornet Idle [-2]


Animation - Hornet Idle [-3]


Animation - Octopus Attack [-2]


Animation - Octopus Attack [-3]


Animation - Octopus Flight [-2]


Animation - Octopus Flight [-3]


Animation - Octopus Idle [-2]


Animation - Octopus Idle [-3]


Each render of each monster poses are both done in [-2] and [-3]. The style of the render doesn't have a drastic difference, however the subtle pixelated edges of [-3] does give the monsters a stronger sense of it being pixelated compared to the [-2] render. I believe the [-3] render style is better than the [-2] as it's more apparent that it's supposed to be pixelated; all in all fitting better with the theme.

With this week being more of a downtime, I've tasked myself to finish animating the Tiger model by sometime next week, as well as modelling the Wheel itself.

Animation - Tiger Trying to Catch Raccoon



This rough animation is a test of the Tiger that will be in scene 6 part 3 of the animatic. As discussed, the Tiger will appear in this scene, trying to catch the Raccoon before it jumps into the wheel.

The timing of the Tiger's movements is adequate in speed, it fits well within the time of the timed animatic of the scene. The only issue of this animation is the scale of models. The scaling is still a bit off as the Tiger is too huge compared to the rest of the rough background.

Assets - Wheel [Top]



Assets - Wheel [Side]


Assets - Wheel [3/4]


Using maya, I made a rough model of the Wheel without colour and texture. I will be using this model to help me create a finalised version of the model by the end of next week.

Week 8 [18/11/19]

During this week, I focused solely on the wheel itself; from modelling and animating it. From last week's model, although the model itself was true to the final design of the wheel, I tweaked the design more through the use of Maya.

The design changed drastically and I remodelled it to make it resemble more like casino wheel on the inner face of the wheel instead of making it flat. The shape of the bevels also create a slight resemblance of a coin engraved onto the wheel, which worked aesthetically.

Assets - Wheel Remodelled [Top]


Assets - Wheel Remodelled [Side]

Assets - Wheel Remodelled [3/4]


Assets - Wheel Remodelled [Front]


With the help of Khoa, I also added colour and texture for the wheel. The wheel itself has a brownish - gold tint with a slight reflective surface, making it less dull and visually more valuable. Moreover, since I intended the wheel to look like a Casino wheel design wise, I added a jewel on top replacing the giant coin to make the design more coherent. I gave the jewel a reflective texture to it similar to the Tiger's eye texture as it resembles a Ruby.

After modelling, I animated the wheel. As the wheel is static at all times, the only animation that was needed is the closing of the wheel. I might add an idle animation of the wheel spinning in the background just to make it more appealing / attractive.

Animation - Wheel Closing [Front]


Animation - Wheel Closing [3/4]


From the prior design, the coin was supposed to be the centre piece that the bars connect to, however I believe that design wasn't that great as the bar's thickness and the coin's thickness were too different. With this design, I was able to shift and Ruby back in a way that allowed the bars to connect to each other which works better visually.

As we needed  to decide how the Raccoon would move; on fours or two legs, I did a quick animation test on a run cycle of the Raccoon.

Animation - Raccoon Run Cycle [rough]


Although it's rough, the timing could've been better as it seems very stiff. Nonetheless, Raccoon moving on all fours does seem more fitting as in the animatic, the Raccoon does climb, crawl, walk and run on all fours already.

During Friday's session, we got feedback again for our progress. As of now, my part is to finish the Wheel and the movement of the Raccoon once the rig and model is fleshed out. I will have to refine the aesthetic of the Wheel as it looked too dull.

Week 9 [25/11/19]
Working on the wheel, I unfortunately had to remodel and reanimate the wheel as I lost the file. However it didn't take long as I already had the creation process in mind. To make the wheel less dull looking, instead of only adding a Lambert shade texture, I used Ramp Shader instead, which allowed me to control the base colour, highlight, and shadows. With that I made the wheel more 'shiny' looking.

Assets - Wheel Final [Front]


Assets - Wheel Final [Perspective]

With this redesign, the colour is more 'gold' and less brown. The interior is also deeper, allowing more room for the Raccoon to jump into during the scene. After finishing the model, I got into the Animation.

As during the feedback session, it was suggested that the wheel should also close with more force and less 'predictable', I sped up the closing of the bars and made the wheel shake from the force.

Animation - Wheel Closing [Front]



Animation - Wheel Closing [Perspective]


Reviewing the final product, I still believe the wheel tint could be more 'gold'. So I changed the colour once more giving it a darker hue.

Animation - Wheel Closing [Perspective]


Animation - Wheel Closing [Perspective]


With Khoa's advice, instead of having 6 different colours on ramp shader, reduce it down to three so the contrast is more apparent therefore making it more shiny. I also added a 'shake' motion once the bars connect, making more aggressive and forceful.

Working with Khoa's Raccoon Model, Khoa and I discussed that we should divide the animation actions for the character. We agreed that I will be focusing on the different way the Raccoon will jump, whilst he would be focusing on the walk and run cycles.

Animation - Raccoon Low Jump [Perspective]




Animating the Model as a whole was incredible difficult as there are so many aspects of the character that has to move simultaneously. With it doing dynamic movement added on to the difficulty of the task, however I was able to make it easier for myself by working limb by limb; starting off with the torso, head, tail and last the limbs.With one completed, Khoa and I discussed that we should have at least 3 jump cycles that can be cycled through for the animation to make it more interesting. I plan to make three other ones, which is a high jump for longer distances between pillars and a 'slow motion' jump. If I have time, I will try to animate more dynamic ones which includes flips and turns.

Animation - Raccoon High Jump [Perspective]

Animation - Raccoon High Jump [Front]
After working out how to move the model systematically, this jump was much easier to accomplish. Keeping in mind that the Raccoon will leap forward and not on spot, I made his arms reach forward and legs extend backward, giving it the illusion of it leaping forward. The actual movement of the model, on the plane, will be done when imported to the animation environment.
Animation - Raccoon Front Flip [Perspective]


Using the low jump animation, I moved the master control of the model which controls the whole model by itself, allowing me to accomplish this animation easier. The difficulty is moving the master control due to the fact that the distance between the Raccoon and the base is relative, therefore moving the master control also offsets the model.


Animation - Raccoon Horizontal Flip [Side]


Reusing the high jump animation I used the same technique as above; moving the master control of the model to create the horizontal flip. This was even more challenging due to the fact that I will also have to be mindful of where the centre point of the Raccoon is from each frame; therefore I will not only have to think about x and y axis but also the z axis.
Besides having to refine the jump cycles, especially the front and horizontal flips, over the next week, I will finish the 'slow motion' jump which will be used when he jumps and reach for the Wheel.

Animation - Raccoon High Jump V2 [Perspective]

Reviewing the High Jump animation once more, Khoa suggested that the tail should thump downwards after it lands, providing the believability of weight.


Animation - Raccoon Slow Mo. Jump V1 [Perspective]


Moving onto the last jump cycle, the slow-motion jump was the most difficult by far as I tried to recreate the effect of it being slow-motion by scratch. However Matt suggested that I should first complete a normal speed of the jump, then manipulate the Animation graph; using the Region tool to essentially stretch out the timed animation to make it last longer.
The first version of the slow motion jump utilises the same animation as the High Jump. For the final version, I will have to change the max height and the angle of the Raccoon to make the trajectory less arched but more evenly distributed; as this is a long jump rather than a high jump.

Animation - Raccoon Slow Mo. Jump V2 [Perspective]

After refining the jump, it is clear that this is more of a long jump rather than a high jump. The only thing left to do is to slow it down to see if it fits with slow-motion.

Animation - Raccoon Slow Mo. V3 [Perspective]


The slow motion jump eventually worked out way better compared to the first rendition.

After finishing the jump cycles, I worked on the Idle Animation for the Tiger.

Animation - Tiger Idle Animation


After completing my part of the animation, the only thing left to do it to refer all these animations to the background. Next weeks goal is to have the animations be imported into the background. If I have more time, I would then go back to some of the animation cycles to refine them as much as I can before Christmas.

Week 10 [2/12/19]

This week, I encountered a huge technical issue which set back my work. As I was referencing the animations into the backgrounds, the size of the models were different; when I tried to resize it, the model broke and the scaling of the model and model controls did not scale linearly. Therefore this meant that I had to reanimate all the animations through the use of the new model which Khoa created which had scaling done. This also meant that I had to animate the models in the backgrounds as I go through them.

Although this means the previous animations were not usable, the process helped me familiarise myself with the technicalities of the model as well as the movements that I will have to recreate.

Week 11 [9/12/19]
As I plan to animate my part of the project in one Maya file in one go, Khoa suggested that I break them down and animate them scene by scene separately to avoid Maya crashing as even the background alone with all the elements, were a heavy load for Maya to process. Therefore I looked back at the animatic to have a clear breakdown of how many different scenes and therefore background files in Maya I should create.

Using the completed background set created by Khoa, I duplicated 6 different background files each of a different scene.

As this is the last week before the break, I discussed with Khoa about the render settings as I want to try to render my scenes once I complete them. Using the first scene that I completed which was of the Tiger rising his hands to gesture the rising of the pillars, Khoa and I tried to figure out the render specifications.

As we were rendering, we realised that the scene does not come out as the same as shown in the file. The rendered version is a lot higher in colour saturation and it looks really off. After fidgeting with the settings, we got it to look somewhat decent and similar to how it should be visually.

Animation - Scene 1 - Tiger Rising Pillars



Week 12 [16/12/19]

During this week, I started to sort out the different backgrounds for the animations. The main background file has all the elements, set pillars, pillar for the wheel, sky elements, mountain elements and toonlines of the platform and the other background elements. As some scenes did not require all of the elements, I removed them based on the scene to reduce the size of the Maya file so it will take less time to render.

The main components that I have to work on were to remove the pillars and referencing both the Tiger and the Wheel if needed. I worked systematically from the easiest scenes first to the more time consuming ones.

Starting with the second scene; where the Raccoon realises the pillars are going to raise, I removed all the background components, leaving only the toonlines and sky and foreground elements. I also replaced all the place holder pillars from the original file so I can place and change them how I want to in the future scenes.

After completing the backgrounds I worked on the first second and third scene. It was simple as the second scene only shows the Raccoon stepping on the pillar which will rise and the second is a still of the Raccoon jumping on the first section of the rising pillars.

Animation - Scene 2 
[Rough; playblast of the pre-render]

Animation - Scene 3 [Rough; playblast of the pre-render]


The scenes completed were simple so it didn't take much time, as I was also familiar with how the Raccoon would just from working on the previous model, it was easy to get a hang of.

For the following week, I will want to finish animating the fourth and fifth scene of the Raccoon progressing upward to the Wheel.

Week 13 [23/12/19]

Through this week I will finish the fourth and fifth scene as I plan to work a bit on the sixth scene. The fourth scene is one of the more complicated ones as I had the set a camera which panned back like the one in the animatic. I also had to recreate the pillars as the placeholder ones were not the correct dimensions. This scene was difficult to create as the camera made the perspective of the camera made the placement of the pillars through the camera look off even though they weren't.

As I discussed with Khoa beforehand, we wanted to implement more of the Tiger in the scenes as in the animatic, it only appears in minimum scenes either as the background character or a small action scene dedicated to the Tiger. So to add more of the character in the animation, we decided to have him try to interfere with the Raccoon during his progression to the wheel. will finish

After animating the jump sequence of the Raccoon for the fourth scene, I moved onto animating the jump sequence on the fifth scene. I did this so I can get the Raccoon animated first and not be stuck on animating the hands of the Tiger.

The model of the Tiger as a whole is locked, so Khoa created a separate file with only the Tiger's hands. This is specifically for the second scene as the whole Tiger is not required and will not be visible. Khoa also added joints for the hands to make it able to 'claw' and 'grab'.

The fifth scene was easy to animate as it was a static shot; although I still had to fidget with the camera perspective. Although I planned to finish the two scenes ahead of time, I encountered a technical issue which set me back a bit. For next week I will have to finish adding the Tiger into the fourth and fifth scene.

Week 14 [30/12/19]

After animating the Raccoon from both scenes, I animated the movements of the Tiger.

Animating only the hands was easier than the whole of the Raccoon and I got through the fourth scene easily, however the difficulty was thinking of different motions that the Tiger can do as an 'attack'. To help with my struggles, I referenced "Crazy Hand" and "Master Hand" from the game "Super Smash Bros Ultimate". Both characters of that game are bosses which are essentially gloves. The move set of the characters are represented by their names; Master Hand's movements are more elegant and swift, whereas Crazy Hand's movements are more unpredictable, jagged and dramatic. From those references, I implemented a bit of both into the Tiger hand movements; swift however the attacks are forceful.

Animation - Scene 4 [Rough; playblast of the pre-render]

Animation - Scene 5 [Rough; playblast of the pre-render]

As I discussed previously with Khoa, we also wanted to implement a dynamic set of jumps for the Raccoon, such as the flips and long jumps completed with the previous Raccoon model. However I decided not to as the 
dynamic movement of the hands were a good balance to the simple movements of the Raccoon. 

For the last jump, I recycled a jump from the fifth scene and extended the animation to make it slow motion. I also started animating the wheel as it was static throughout the other scenes. In the sixth scene, he jumps into the wheel as it expands so the Raccoon can land in it.

Animation - Scene 6 [Rough; playblast of the pre-render]


After finish animating these scenes, the last scene to animate was the most difficult one for my part of the project. I had to animate the sequence of the Raccoon getting trapped in the wheel and running whilst it slowly pans out to a pixelated form of the game screen.

Week 15 [6/1/20]

Coming back from break, I finished as much as I could however I still did not finish my part of the Animation. Through today, I managed to finish my final scene and most difficult scene for my part of the project. The difficult part was the transition between the zoom out of the 3D medium to the 2D pixel art game screen. Moreover the movements of the Raccoon were new to me as I had to animate him in different poses other than the jumps I've been animating.

Originally, I was animating on the same file as the sixth scene, the slow motion jump, however as I was animating the whole sequence, the scene was extremely long and I decided to split the slow motion jump and the Wheel sequence into different parts of the animation.

After the Raccoon jumps into the wheel, I added a 'victory' jump pose before the whole trap sequence. I decided that I will also be utilising more of the facial features of the Raccoon as this scene will have a lot of close ups of the Raccoon inside the Wheel.

As in the animatic, it didn't have the Wheel rattling after the bars connect, the interaction between the Raccoon and the Wheel would be slightly different. Before having him to realise he has been trapped, he will be tossed around in the Wheel as it closes before having awake to him being trapped.

The difficult part of this animation was to synchronise the timing of the rattle of the Wheel and the tossing of the Raccoon. It was also very difficult as I had to animate every part of his body to make the fall of the Raccoon believable.

As I mentioned before about utilising the facial expressions more in this part of the animation, I used the cheerful expression in the beginning to express his emotions of being happy finally obtaining the Wheel that he wanted. I also had him express his sadness and grief for being trapped in the Wheel after it shuts on him.

After he falls over and awakes to him being trapped, I then animated him tugging on the bar of the Wheel to emphasise that he's been trapped. The transition between him standing then going into a running motion was difficult as it seemed awkward to execute. However after all that, I finished animating the last scene of my animation.

Animation - Scene 7 [Rough; playblast of the pre-render]

To make the scenes more consistent and coherent, Khoa helped me render out the scenes as he had already done so for his part of the animation. Before rendering out the scenes, I gave my scenes out to Khoa so he can check if there were any changes that had to be made or refined. Some minor changes that were made before rendering was the appearance of the Tiger. Instead of having him appearing in the scene, he 'spawns' into the scene, making a connection and reminder that the Raccoon is in a game and the final boss of the game is the Tiger; final bosses always have a dramatic entrance. Another change that was made was the shot of the Raccoon tugging on the bar of the Wheel after he falls from the rattling. In the scene, the face of the Raccoon gets blocked by the bar, to solve that another camera perspective was placed so the facial expressions were visible.

The major changes from the original to the final version was the end. As I struggled with the transition between the 3D medium to 2D pixel art screen, Khoa decided that he will help me and use the special effect that he used in his scene of the Raccoon entering the game and apply that to the Tiger. The effect essentially allows a model to be disassembled or reassembled into and from pixelated bits. After zooming out of the Raccoon running in the wheel, it pans to the Tiger and it dissembles itself and disburses to pixels.

Animation - Part 4 Final [unedited]


My job then is to edit in the sound effects, 
overlay filters for the scenes that are too bright after rendering; specifically scenes that have the Raccoon inside of the Wheel and if possible make a transition between the final bit and the 2D pixel screen.

During the editing process, I could not fit a filter in that would balance out the saturated colours without distorting the background colour elements. Unfortunately I had to leave the colour difference parts out and progressed on with the sound editing. 

Similar with the sound edits I compiled for my part in the animatic, I recycled some sounds of the Tiger and Raccoon jump sounds as much as I could as the final animation is different. In the end, I found new 8 bit sound effects to replace the ones from the animatic as it fits the whole arcade vibe a bit more, it also feels more solid compared to the sounds I used in the animatic. In the end, I rearranged and added in the first scene to the unedited version, along as new sound effects that I gathered during the editing process. All in all this projected helped me grow a lot as an animator and as a person. I learned a lot of things both animation related and as myself, how I am able to function within a group.

Animation - Part 4 Final [Edited]


After Cas and Khoa's editing, they compiled the final version of our group animation, Mystery Arcade.

Animation - Mystery Arcade!


End Of Year Presentations

    This is the presentation for my review of not only the final year, but also my experience as a whole studying animation in Leeds Arts Un...