Will Anderson reflects on their initial plans and proposal for an animation project. They feel prepared to write their proposal based on their previous work and initial plans. Their mood boards and influences helped inform their proposal by providing rough ideas for techniques and features to include. Mind maps allowed them to explore potential features like colors, themes, and accompanying work. To improve, they would add more images to mood boards and ensure mind maps are created in Bubbl.us for clearer exporting. They believe they have enough knowledge to proceed but note further research is needed. Throughout developing their idea, character designs have changed to be more appealing while complementing personalities.
This document provides a treatment for a factual project creating an underground music magazine called "EXPOSE" discussing the downsides of the music industry. The magazine will include articles on issues like the damaging effects of the industry, record labels, women in music, and an interview with an independent artist. The purpose is to educate readers on challenges in the industry beyond its glamorous public perception. The target audience is music enthusiasts aged 18-25. Visual materials will come from stock sites and social media, with images edited into an original style. The magazine structure includes sections on record labels, independent artists, women in music, streaming services, and social media's impact. As graphic design is the specialism, creating a print fanzine
The document provides details on the development of an idea for a book about media in York. It includes mood boards and experiments with layouts, covers, and double page spreads. The key topics that will be covered in the book are the Aesthetica Short Film Festival and bringing awareness to media opportunities for 16-25 year olds in York. A production schedule is proposed that will see the cover and double page spreads completed over 4 weeks, with an advertisement page added if finished early. Photos will be taken by the author in York to feature and research is presented on safety and equipment needs.
Factual Development and Planning Pro FormaShaniceYates
The document provides details on the planning and production schedule for a fanzine project. It includes inspiration sources for cover design, interview layout, and page layouts from DIY magazines. The content outline describes 12 pages covering topics like record labels, interviews with independent artists, women in the music industry, and how streaming services impact the industry. A production schedule is then provided, with tasks outlined over two weeks that include writing articles, designing covers and pages, and assembling the final digital fanzine.
Here are three potential courses I could take after college to further my career in photography:
1. BA (Hons) Photography at University of South Wales. This course covers documentary, fashion and studio photography as well as video. It has a strong emphasis on developing a professional portfolio. The entry requirements are 112 UCAS points plus a photography portfolio. This course would help me gain the technical skills and experience needed to become a professional photographer.
2. Foundation Diploma in Art and Design at Leeds Arts University. This one-year course develops skills across art and design disciplines through projects and workshops. It does not have set entry requirements but looks for motivation and potential. The multi-disciplinary approach and focus on developing a portfolio would help
The document provides details on the development of ideas for a book project about media in York. It includes mood boards exploring cover design concepts featuring photos taken in York. The proposed book will summarize the Aesthetica Short Film Festival and discuss how the target audience of 16-25 year olds can get more involved in media. The first double page spread will introduce the film festival while the second will discuss increasing media opportunities in York. If extra time allows, an additional advertisement page may be included. Photos will be taken in York over the weekend to feature in the book.
The document is a proposal for an animation project targeted towards teenagers and young adults. It outlines the target audience as 15-25 year olds due to the style of animation and story. The project will include diverse characters of both sexes and backgrounds to appeal to a wide demographic. A short animated opening, posters, concept art, and box art will be created. The schedule outlines 8 weeks of production including animating, creating still art, and weekly reflections, with the 9th week dedicated to evaluation.
This proposal outlines a project to create a poetry book/fanzine interpreting the work of poet Rupi Kaur. The student will research Kaur's background and poetry, as well as designers like David Carson for inspiration. Experiments will include typography and different styles. Feedback will be gathered through surveys. The book will pair Kaur's poems with the student's original illustrations to explore personal interpretation and typography styles, while representing the poet's views. Progress will be tracked through an ongoing reflection diary to improve skills and meet deadlines.
The student evaluated their production process for a 1990s fashion magazine FMP. Their strengths included thorough research of existing magazine covers and a rave flyer, which helped them understand conventions and informed their own designs. Their planning was detailed and helped ensure they could adapt to any issues. Weaknesses included neglecting research of other magazine elements beyond covers. Their time management was good for production but poor for research, limiting detail. Overall the experience helped them learn to better balance research across elements and manage time more efficiently.
This document provides a treatment for a factual project creating an underground music magazine called "EXPOSE" discussing the downsides of the music industry. The magazine will include articles on issues like the damaging effects of the industry, record labels, women in music, and an interview with an independent artist. The purpose is to educate readers on challenges in the industry beyond its glamorous public perception. The target audience is music enthusiasts aged 18-25. Visual materials will come from stock sites and social media, with images edited into an original style. The magazine structure includes sections on record labels, independent artists, women in music, streaming services, and social media's impact. As graphic design is the specialism, creating a print fanzine
The document provides details on the development of an idea for a book about media in York. It includes mood boards and experiments with layouts, covers, and double page spreads. The key topics that will be covered in the book are the Aesthetica Short Film Festival and bringing awareness to media opportunities for 16-25 year olds in York. A production schedule is proposed that will see the cover and double page spreads completed over 4 weeks, with an advertisement page added if finished early. Photos will be taken by the author in York to feature and research is presented on safety and equipment needs.
Factual Development and Planning Pro FormaShaniceYates
The document provides details on the planning and production schedule for a fanzine project. It includes inspiration sources for cover design, interview layout, and page layouts from DIY magazines. The content outline describes 12 pages covering topics like record labels, interviews with independent artists, women in the music industry, and how streaming services impact the industry. A production schedule is then provided, with tasks outlined over two weeks that include writing articles, designing covers and pages, and assembling the final digital fanzine.
Here are three potential courses I could take after college to further my career in photography:
1. BA (Hons) Photography at University of South Wales. This course covers documentary, fashion and studio photography as well as video. It has a strong emphasis on developing a professional portfolio. The entry requirements are 112 UCAS points plus a photography portfolio. This course would help me gain the technical skills and experience needed to become a professional photographer.
2. Foundation Diploma in Art and Design at Leeds Arts University. This one-year course develops skills across art and design disciplines through projects and workshops. It does not have set entry requirements but looks for motivation and potential. The multi-disciplinary approach and focus on developing a portfolio would help
The document provides details on the development of ideas for a book project about media in York. It includes mood boards exploring cover design concepts featuring photos taken in York. The proposed book will summarize the Aesthetica Short Film Festival and discuss how the target audience of 16-25 year olds can get more involved in media. The first double page spread will introduce the film festival while the second will discuss increasing media opportunities in York. If extra time allows, an additional advertisement page may be included. Photos will be taken in York over the weekend to feature in the book.
The document is a proposal for an animation project targeted towards teenagers and young adults. It outlines the target audience as 15-25 year olds due to the style of animation and story. The project will include diverse characters of both sexes and backgrounds to appeal to a wide demographic. A short animated opening, posters, concept art, and box art will be created. The schedule outlines 8 weeks of production including animating, creating still art, and weekly reflections, with the 9th week dedicated to evaluation.
This proposal outlines a project to create a poetry book/fanzine interpreting the work of poet Rupi Kaur. The student will research Kaur's background and poetry, as well as designers like David Carson for inspiration. Experiments will include typography and different styles. Feedback will be gathered through surveys. The book will pair Kaur's poems with the student's original illustrations to explore personal interpretation and typography styles, while representing the poet's views. Progress will be tracked through an ongoing reflection diary to improve skills and meet deadlines.
The student evaluated their production process for a 1990s fashion magazine FMP. Their strengths included thorough research of existing magazine covers and a rave flyer, which helped them understand conventions and informed their own designs. Their planning was detailed and helped ensure they could adapt to any issues. Weaknesses included neglecting research of other magazine elements beyond covers. Their time management was good for production but poor for research, limiting detail. Overall the experience helped them learn to better balance research across elements and manage time more efficiently.
This unit introduces students to career opportunities and professional practices in the creative media industry. Students will research roles, complete assignments to develop skills, and maintain a production journal and end-of-year review to track their progress. The unit focuses on understanding career progression, evaluating working methods, and developing organizational skills needed for professional practice. Assessment involves sector guides, practitioner profiles, production logs, and self-evaluations to demonstrate knowledge of the industry and growth over the academic year.
This unit introduces students to various career roles and opportunities within the creative media production industry. Students will research options and plan their own career development. Assessment involves assignments documenting their process and progress over the year. Tasks include creating an illustrated guide to their chosen media sector, researching a notable practitioner, and developing a five-year career plan. Students will also log their process for a music video project and provide an end-of-year review reflecting on their work and growth, creating goals for next year.
Hype Williams is a renowned music video and film director known for shaping hip-hop visuals. He started in graffiti and worked his way up in the industry, directing videos for major artists like Jay-Z, Missy Elliot, and Tupac. Williams won several awards for his innovative videos in the 1990s-2000s and is credited with establishing the stylish aesthetic of hip-hop videos today. He has since expanded to films while continuing to direct iconic music videos for artists like Kanye West.
This evaluation form provides guidance for evaluating creative media projects at Level 3. It recommends using appropriate terminology, staying concise and focusing on key points, evaluating statements, and focusing on work judgements rather than process. The document outlines sections for project overview, research, development, outcomes, personal response, evaluation, and analysis. It provides a framework to critically reflect on successes and challenges, and rate the overall quality of the completed project.
This proposal outlines a project for a video game called "Location Change: On An Island" targeted towards teenagers ages 13-17. The project will include creating a film synopsis, logo, magazine cover, advertisements, menu screen, character design, cut scene, and sound design for the game. Production will utilize Adobe Photoshop and recording sounds with a phone. The schedule allocates 1-2 weeks for planning, research, and initial work, followed by 4-5 weeks for production tasks like creating posters, the menu screen, and level design. Work will be evaluated through peer and self-review to identify strengths and areas for improvement.
This unit introduces students to career opportunities and professional practices in the creative media industry. Students will research job roles, complete assignments exploring sectors of interest and practitioners, and create a five year career plan. Assessments include a sector guide, research file, process log, and end of year review reflecting on skills and goals. The review will include an action plan for further development.
Antony Zenzele Sibanda proposes creating a music video, album cover, and promotional poster about diversity and toxicity in youth culture. They will write an original song, film and edit the music video using skills learned from previous projects. Research will include music video techniques, album cover design, and marketing strategies. Evaluation will assess strengths, weaknesses, audience appeal, and areas for future improvement. The goal is to showcase different youth cultures and highlight conflicts between groups through visualizing the song's lyrics.
The document summarizes the research the student conducted for their film poster project. They researched existing artists like Saul Bass and Andrew Sebastian Kwan to understand different styles. A survey of the target audience (ages 16-24) provided insights into preferred genres, styles, and techniques. Time management strategies like a production schedule and completing diaries in tutorials helped the student stay on track to create 6-7 posters and finish on time. While the schedule provided structure, the student found it limiting and was able to complete an extra poster by having some free time at the end.
This document provides an overview of the initial ideas for a factual project creating a magazine about the negative effects of social media. The magazine will address topics like cyberbullying, revenge porn, catfishing, and doxing. Potential people to interview include social media influencers, police, and helplines. Advantages of the project include gaining knowledge and raising awareness, while disadvantages could include difficulty finding interviews. Research will include breaking down fanzines and examining existing fanzines and magazines for layout inspiration.
The document provides background information on existing fashion and youth culture magazines including i-D, Dazed, and Mitchell Bradshaw's photobook. It discusses the target audiences, styles, and content of these publications. Research findings note that many successful magazines utilize minimalist designs, impactful photography over long-form articles, and feature trends and subjects relevant to their young audiences. This information will influence the design and content of the student's own magazine to effectively engage their target readership.
Joshua Brownsword proposes creating a children's book that maps the solar system and provides information about each planet. The book will include details about planetary history and moons. Brownsword will research graphic design principles, children's books, fonts, and planetary facts. He will experiment with techniques and create page layouts before production. Evaluation will include weekly self-reviews, peer feedback, and a final evaluation comparing his view to others'. The project will culminate in a 5-minute presentation.
The document provides details about creating print advertisements for a music tour. It includes mood boards, hand drawn drafts, and plans for a poster and magazine advertisement. Key points:
- The mood boards provided inspiration for font styles, bold images, and using prominent colors.
- Hand drawn drafts were created as guides for the digital versions, placing the artist name and image centrally to catch the eye.
- Colors like blue were chosen to represent the happy, free feeling of the music genre.
- Production plans included proofreading, identifying photo hazards, and using Photoshop with tools like gradients and shapes.
- Special guest artists like Coasts and Coldplay were mentioned to appeal to
This document outlines the unit introduction to professional practice and the tasks involved. Students will research career opportunities and skills needed in the creative media industry. They will create an illustrated sector guide, practitioner research file, and five-year plan. Additionally, students will complete a music video process log and end of year review reflecting on their skills, teamwork, and goals for further development. The tasks aim to help students investigate options and progress in their chosen field.
The document is a proposal for an animation project titled "Golden Way" aimed at teenagers and young adults. It discusses the target audience and rationale for choosing this demographic. Character designs will appeal to both males and females. The project will not focus on any specific social class or ideology. It will appeal to those interested in animation, adventure stories, and include diverse characters with varying backgrounds and abilities. A schedule is provided outlining weekly tasks from initial research and planning to production, evaluation, and development.
The document is a proposal for an animation project. It outlines that the target audience is teenagers and young adults aged 15-25. Both male and female characters will be included to appeal to both sexes. The project will incorporate animation and still art, including character designs, posters, and box art. A schedule is provided that breaks the project into weekly tasks over 10 weeks, including research, experiments, production, evaluation, and development.
Factual development and planning pro forma (1)LloydGoddard3
The document outlines the planning and production schedule for creating a fanzine about graffiti artists in York. It includes gathering inspiration from mood boards and research. The fanzine will have interviews and messages from two local graffiti artists, along with photos edited to have a "cut and stick" scrapbook aesthetic. A four week production schedule is outlined, including shooting interviews and photos, laying out pages in Photoshop and InDesign, and printing and sharing the finished fanzine both physically and digitally.
Olly Taylor proposes a documentary web series pilot episode about breakdancing and its impact on culture and people's lives. The target audience is 16-20 years old. Olly has skills in editing, filming, and documentary making from previous projects and will use these skills to create a visually appealing, informative documentary that appeals to a wide audience. Olly will research breakdancing, documentaries, and filmmaking techniques to improve the professionalism and quality of the work. Progress will be evaluated through weekly forms, feedback from peers and teachers, and self-reflection.
The document provides information about pre-production for different types of projects. It discusses that pre-production is important for organizing a project before production begins. It lists common paperwork and tasks involved in pre-production for print, moving image, video games, and audio projects, which can include risk assessments, schedules, budgets, storyboards, scripts, and equipment lists. The document emphasizes creating a thorough production schedule as part of pre-production.
The document discusses the evaluation of a final major project focused on movie advertisements. It summarizes the key sections of research, planning, production, and evaluation.
For research, the author analyzed DVD covers, posters, and social media posts for movies to understand effective design layouts and features for their target audience. Planning involved creating mood boards, style sheets, and layout plans. Production entailed a photoshoot and creating a movie poster and DVD cover adhering to the layout plans.
In evaluation, the author reflects on strengths like thorough research, clear layout plans, and effective time management. Areas for improvement include conducting wider audience surveys, expanding pre-production planning, and including additional production elements like merchandise and social media
The document provides an evaluation of the author's final major project on creating advertisements for a horror film. Some key points:
- The author conducted thorough research on film advertisements including analyzing DVD covers, posters, and social media posts to understand effective design techniques.
- Surveys and audience interviews helped the author determine that their target audience preferred horror and comedy genres. This inspired them to create a horror advertisement.
- Planning elements like mood boards, style sheets, and layout plans helped the author develop ideas and concepts.
- Time management was a strength though some deadlines were missed, requiring reworking of research and planning.
- Technical skills in photo editing were demonstrated by adding cracks, ghosts, and
The document is a proposal for an animation project targeted towards teenagers and young adults. It discusses researching the target audience and including diverse characters of both sexes and various backgrounds. Experiments will be conducted with animation styles, character designs, and audio. A schedule is provided outlining the pre-production, production, and evaluation phases across 10 weeks. The project will include a short opening animation, posters, concept art, and box art created in Adobe Photoshop and Premiere.
The document provides a template for evaluating a graphic narrative project. It prompts the student to provide specific details about their work by giving both written and visual examples to explain their project. It asks the student to find areas of their work to praise and areas that could be improved. The student is asked to compare their initial plans and intentions to their final product. They are also prompted to evaluate how well they constructed images, used text, and ensured their product was suitable for their intended audience.
This unit introduces students to career opportunities and professional practices in the creative media industry. Students will research roles, complete assignments to develop skills, and maintain a production journal and end-of-year review to track their progress. The unit focuses on understanding career progression, evaluating working methods, and developing organizational skills needed for professional practice. Assessment involves sector guides, practitioner profiles, production logs, and self-evaluations to demonstrate knowledge of the industry and growth over the academic year.
This unit introduces students to various career roles and opportunities within the creative media production industry. Students will research options and plan their own career development. Assessment involves assignments documenting their process and progress over the year. Tasks include creating an illustrated guide to their chosen media sector, researching a notable practitioner, and developing a five-year career plan. Students will also log their process for a music video project and provide an end-of-year review reflecting on their work and growth, creating goals for next year.
Hype Williams is a renowned music video and film director known for shaping hip-hop visuals. He started in graffiti and worked his way up in the industry, directing videos for major artists like Jay-Z, Missy Elliot, and Tupac. Williams won several awards for his innovative videos in the 1990s-2000s and is credited with establishing the stylish aesthetic of hip-hop videos today. He has since expanded to films while continuing to direct iconic music videos for artists like Kanye West.
This evaluation form provides guidance for evaluating creative media projects at Level 3. It recommends using appropriate terminology, staying concise and focusing on key points, evaluating statements, and focusing on work judgements rather than process. The document outlines sections for project overview, research, development, outcomes, personal response, evaluation, and analysis. It provides a framework to critically reflect on successes and challenges, and rate the overall quality of the completed project.
This proposal outlines a project for a video game called "Location Change: On An Island" targeted towards teenagers ages 13-17. The project will include creating a film synopsis, logo, magazine cover, advertisements, menu screen, character design, cut scene, and sound design for the game. Production will utilize Adobe Photoshop and recording sounds with a phone. The schedule allocates 1-2 weeks for planning, research, and initial work, followed by 4-5 weeks for production tasks like creating posters, the menu screen, and level design. Work will be evaluated through peer and self-review to identify strengths and areas for improvement.
This unit introduces students to career opportunities and professional practices in the creative media industry. Students will research job roles, complete assignments exploring sectors of interest and practitioners, and create a five year career plan. Assessments include a sector guide, research file, process log, and end of year review reflecting on skills and goals. The review will include an action plan for further development.
Antony Zenzele Sibanda proposes creating a music video, album cover, and promotional poster about diversity and toxicity in youth culture. They will write an original song, film and edit the music video using skills learned from previous projects. Research will include music video techniques, album cover design, and marketing strategies. Evaluation will assess strengths, weaknesses, audience appeal, and areas for future improvement. The goal is to showcase different youth cultures and highlight conflicts between groups through visualizing the song's lyrics.
The document summarizes the research the student conducted for their film poster project. They researched existing artists like Saul Bass and Andrew Sebastian Kwan to understand different styles. A survey of the target audience (ages 16-24) provided insights into preferred genres, styles, and techniques. Time management strategies like a production schedule and completing diaries in tutorials helped the student stay on track to create 6-7 posters and finish on time. While the schedule provided structure, the student found it limiting and was able to complete an extra poster by having some free time at the end.
This document provides an overview of the initial ideas for a factual project creating a magazine about the negative effects of social media. The magazine will address topics like cyberbullying, revenge porn, catfishing, and doxing. Potential people to interview include social media influencers, police, and helplines. Advantages of the project include gaining knowledge and raising awareness, while disadvantages could include difficulty finding interviews. Research will include breaking down fanzines and examining existing fanzines and magazines for layout inspiration.
The document provides background information on existing fashion and youth culture magazines including i-D, Dazed, and Mitchell Bradshaw's photobook. It discusses the target audiences, styles, and content of these publications. Research findings note that many successful magazines utilize minimalist designs, impactful photography over long-form articles, and feature trends and subjects relevant to their young audiences. This information will influence the design and content of the student's own magazine to effectively engage their target readership.
Joshua Brownsword proposes creating a children's book that maps the solar system and provides information about each planet. The book will include details about planetary history and moons. Brownsword will research graphic design principles, children's books, fonts, and planetary facts. He will experiment with techniques and create page layouts before production. Evaluation will include weekly self-reviews, peer feedback, and a final evaluation comparing his view to others'. The project will culminate in a 5-minute presentation.
The document provides details about creating print advertisements for a music tour. It includes mood boards, hand drawn drafts, and plans for a poster and magazine advertisement. Key points:
- The mood boards provided inspiration for font styles, bold images, and using prominent colors.
- Hand drawn drafts were created as guides for the digital versions, placing the artist name and image centrally to catch the eye.
- Colors like blue were chosen to represent the happy, free feeling of the music genre.
- Production plans included proofreading, identifying photo hazards, and using Photoshop with tools like gradients and shapes.
- Special guest artists like Coasts and Coldplay were mentioned to appeal to
This document outlines the unit introduction to professional practice and the tasks involved. Students will research career opportunities and skills needed in the creative media industry. They will create an illustrated sector guide, practitioner research file, and five-year plan. Additionally, students will complete a music video process log and end of year review reflecting on their skills, teamwork, and goals for further development. The tasks aim to help students investigate options and progress in their chosen field.
The document is a proposal for an animation project titled "Golden Way" aimed at teenagers and young adults. It discusses the target audience and rationale for choosing this demographic. Character designs will appeal to both males and females. The project will not focus on any specific social class or ideology. It will appeal to those interested in animation, adventure stories, and include diverse characters with varying backgrounds and abilities. A schedule is provided outlining weekly tasks from initial research and planning to production, evaluation, and development.
The document is a proposal for an animation project. It outlines that the target audience is teenagers and young adults aged 15-25. Both male and female characters will be included to appeal to both sexes. The project will incorporate animation and still art, including character designs, posters, and box art. A schedule is provided that breaks the project into weekly tasks over 10 weeks, including research, experiments, production, evaluation, and development.
Factual development and planning pro forma (1)LloydGoddard3
The document outlines the planning and production schedule for creating a fanzine about graffiti artists in York. It includes gathering inspiration from mood boards and research. The fanzine will have interviews and messages from two local graffiti artists, along with photos edited to have a "cut and stick" scrapbook aesthetic. A four week production schedule is outlined, including shooting interviews and photos, laying out pages in Photoshop and InDesign, and printing and sharing the finished fanzine both physically and digitally.
Olly Taylor proposes a documentary web series pilot episode about breakdancing and its impact on culture and people's lives. The target audience is 16-20 years old. Olly has skills in editing, filming, and documentary making from previous projects and will use these skills to create a visually appealing, informative documentary that appeals to a wide audience. Olly will research breakdancing, documentaries, and filmmaking techniques to improve the professionalism and quality of the work. Progress will be evaluated through weekly forms, feedback from peers and teachers, and self-reflection.
The document provides information about pre-production for different types of projects. It discusses that pre-production is important for organizing a project before production begins. It lists common paperwork and tasks involved in pre-production for print, moving image, video games, and audio projects, which can include risk assessments, schedules, budgets, storyboards, scripts, and equipment lists. The document emphasizes creating a thorough production schedule as part of pre-production.
The document discusses the evaluation of a final major project focused on movie advertisements. It summarizes the key sections of research, planning, production, and evaluation.
For research, the author analyzed DVD covers, posters, and social media posts for movies to understand effective design layouts and features for their target audience. Planning involved creating mood boards, style sheets, and layout plans. Production entailed a photoshoot and creating a movie poster and DVD cover adhering to the layout plans.
In evaluation, the author reflects on strengths like thorough research, clear layout plans, and effective time management. Areas for improvement include conducting wider audience surveys, expanding pre-production planning, and including additional production elements like merchandise and social media
The document provides an evaluation of the author's final major project on creating advertisements for a horror film. Some key points:
- The author conducted thorough research on film advertisements including analyzing DVD covers, posters, and social media posts to understand effective design techniques.
- Surveys and audience interviews helped the author determine that their target audience preferred horror and comedy genres. This inspired them to create a horror advertisement.
- Planning elements like mood boards, style sheets, and layout plans helped the author develop ideas and concepts.
- Time management was a strength though some deadlines were missed, requiring reworking of research and planning.
- Technical skills in photo editing were demonstrated by adding cracks, ghosts, and
The document is a proposal for an animation project targeted towards teenagers and young adults. It discusses researching the target audience and including diverse characters of both sexes and various backgrounds. Experiments will be conducted with animation styles, character designs, and audio. A schedule is provided outlining the pre-production, production, and evaluation phases across 10 weeks. The project will include a short opening animation, posters, concept art, and box art created in Adobe Photoshop and Premiere.
The document provides a template for evaluating a graphic narrative project. It prompts the student to provide specific details about their work by giving both written and visual examples to explain their project. It asks the student to find areas of their work to praise and areas that could be improved. The student is asked to compare their initial plans and intentions to their final product. They are also prompted to evaluate how well they constructed images, used text, and ensured their product was suitable for their intended audience.
The document provides guidance for evaluating a graphic narrative project. It prompts the creator to praise strong elements of their work and identify areas for improvement. The creator should compare their final product to initial plans and storyboards. They are asked to consider how well images were constructed, how text anchors the visuals, and whether the content is suitable for the intended audience. The creator is also prompted to discuss techniques used and their likes/dislikes regarding the final product and content inclusion.
This document provides a self-evaluation of the author's final major project. For research, the author's strengths included conducting in-depth target audience research and primary research through surveys and interviews. Weaknesses included not researching production timelines of similar projects or conducting more detailed audience profiling. For planning, strengths were creating storyboards and a shot list, but weaknesses included unrealistic planning and lack of alternative plans or a detailed production schedule. For time management, strengths were meeting deadlines, but weaknesses included an unrealistic initial plan that led to changes. Overall, the author is happy with the completed project but identifies areas for improvement in future projects.
This document provides a self-evaluation of the author's final major project. For research, the author's strengths included conducting in-depth target audience research and primary research through surveys and interviews. Weaknesses included not researching production timelines of similar projects or including more detailed audience profiling. For planning, strengths were creating storyboards and a shot list, but weaknesses included unrealistic planning and lack of contingency planning. For time management, strengths were meeting deadlines, but weaknesses included an unrealistic initial plan that led to changes. Overall, the author is happy with the completed project but identifies areas for improvement in future planning and project management.
Matthew Burniston conducted research for his production process evaluation project in several ways. He looked at scenes and titles from popular crime dramas to learn from other artists. He also did secondary research on television platforms and genres. For primary research, he surveyed classmates about their interests and associations to incorporate local elements. Time management was a strength as he focused on coursework, but became more distracted later. Technical qualities between his work and influences were compared, such as use of color palettes and double exposure effects. Aesthetic qualities of his poster included blended images and strong shadows adding mystery.
This document summarizes the student's research process for their Final Major Project (FMP) concepting a tour for the artist The Weeknd. In the first few weeks, the student conducted contextual research on graphic designers to inspire their design style. They then wrote a contextual statement and proposal outlining their project concept. Subsequent weeks involved researching existing tour products, the artist's discography and brand aesthetic, and potential production issues. The goal of the research was to develop expertise on the artist to create a cohesive tour experience consistent with their latest album release.
Amy Watson completed a print project evaluation for her college. In her research, she found common factors across different fashion magazine products and referenced them appropriately. Her research helped inspire her own product with colors and effects. However, finding popular magazines online proved difficult. For planning, she documented all her brainstorming ideas but could have planned more contingencies. Her time management was good but she could have added more to her article. Technically, her magazine had pastel colors and a unique title but she could have included more star quotes. Strengths included following her design plans, but writing the article was challenging. She believes her magazine appeals to audiences through its colors and context as promised.
The document summarizes the student's research for their graphic design project. They researched various design theories like Gestalt theory, grid theory, the Golden Ratio, and color theory. Color theory proved most useful. They also analyzed existing horror film products like posters and logos to understand effective design elements. Primary research included an online survey to identify the target audience's preferences, and interviews to understand their views on horror films. Secondary research provided context on the horror genre and demographics of the local area where the products may be viewed. In total, the research informed planning and design of the student's horror film poster to best appeal to the target audience.
This evaluation summarizes a student's music industry fanzine project for a college course. The student conducted research on fanzines and music magazines to plan their fanzine. They created articles on topics like major labels vs independent artists and interviewed an independent artist. While the project faced challenges like losing work, the student learned from mistakes. In the end, the fanzine achieved the goal of informing others about the music industry and was deemed a satisfactory success due to its consistent theme and layout. The student provided critical feedback on areas for improvement in managing time and adding more creative elements.
The document summarizes the student's research for an animation project on wildlife conservation. It includes:
1) An analysis of existing zoo/conservation videos which provided inspiration for animation techniques and popular animal choices.
2) Research on the target audience in York including demographics, interest in volunteering, and gender ratios to make the video appealing.
3) An online survey distributed to relevant subreddits and friends to gather information on favorite animals and conservation interests.
4) Interviews conducted that reinforced survey results while allowing follow-up questions.
5) Research on animal enclosure types and production software to inform the animation process.
In under 3 sentences, this summary efficiently outlines the key
Sophie Barber created a magazine as a media product that uses some conventions of real magazines. The front cover uses the magazine title at the top with a large image like real magazines. However, the front image is black and white rather than bright colors typically used on magazine covers. The contents page layout is more random rather than straight like real magazines. Sophie learned new skills using software like Fireworks and techniques like camera angles and lighting when creating the images for the magazine. Overall, the process helped Sophie learn about using conventions in layout and design as well as targeting audiences.
Sophie Barber created a magazine as a media product that uses some conventions of real magazines. The front cover uses the magazine title at the top with a large image like real magazines. However, the front image is black and white rather than bright colors typically used on magazine covers. The contents page layout is more random rather than straight like real magazines. Sophie learned new skills using software like Fireworks and techniques like camera angles while constructing the magazine product. She reflected that using brighter colors and better content could improve attracting the target 16-24 year old audience interested in new music.
The document provides an evaluation of the student's Final Media Project (FMP). Key strengths identified include managing to identify inspirations, analyzing animation techniques, and finding reliable sources. Weaknesses included difficulty identifying the best theory and techniques to use. The student conducted contextual research on animators, surveys of audiences, and experiments. Their proposal discussed the concept and audience in detail. Storyboards, style sheets, and production went well though some scenes could have been smoother. Overall the student felt they managed their time well and completed the project on time.
The document provides an evaluation of the author's research, planning, and execution of a campaign to challenge stigma surrounding rape culture. Regarding research, the author looked at other organizations' work to gain ideas and inspiration, and conducted a survey to understand their target audience. For planning, the author created a timeline but did not stick to it closely. Mock-ups and mind maps helped in planning final pieces. The campaign purpose was to challenge stigma and raise awareness, and the author's work fits this purpose well. While the target audience was primarily 16+, content was appropriate and professional without being patronizing. Messaging clearly communicated the stigma surrounding rape culture through direct, simple visuals and text.
This document outlines a proposal for an indie music magazine. It will target young adults aged 16-18 from middle-class backgrounds who enjoy indie music festivals and bands. Research will include learning about the target audience's music preferences and conducting surveys to get reader opinions. The magazine will discuss how music has changed over time, give reviews of bands and festivals, and provide event details to help readers attend. Skills learned making an advergame will aid designing appealing magazine covers from scratch in Photoshop. Ongoing self-evaluation of time management, research, and planning will help the creator continuously improve their work and skills.
The document discusses the student's research process for a horror film project targeting 16-24 year olds. The student researched the popularity of the horror genre with this age group as well as the best platform (YouTube) to reach the target audience. Research on existing horror films and gender preferences informed decisions about the student's film style and content. The student felt the research provided useful evidence and insights but could have been improved by researching more existing products and practical testing of ideas.
Will Anderson reflects on the first week of planning and producing his animation project. He created the beginning of a fight sequence showing characters' looks and abilities. He drew rough outlines, added color and shading, and finished one shot. Future shots will involve punching and a character with a flying plane. Careful planning of layers and motion helped capture momentum. Overall, he is happy with his progress but will add more movement.
Similar to Fmp production reflection finished (20)
Week 1 of the FMP involved conducting context research through exploring video game theories and interviewing game developers. This helped reinforce decisions around creating a 2D animated trailer for a hypothetical Metroidvania game. While library resources on game design were limited, online research sources provided useful information. A proposal and schedule were created to plan the project. Further research is still needed on the target audience, existing games, and video game trailers to help make an authentic and appealing final product.
The document provides an evaluation of the author's FMP proposal, research, problem solving, pre-production, and experiments. Some key points:
- The proposal outlined the project well and ensured a strict schedule was kept. More detail on additional planned works like an art book could have been included.
- Research into video game creators and theories provided useful insights. Audience research from a survey of 200 people informed how to tailor the production.
- Problem solving prepared the author for potential issues, though the assessment changes were not fully anticipated.
- Pre-production included character, enemy, and environment designs with a consistent style. More experimental layouts for the art book and box art could have been done.
The document contains a student's grades for their first year in an animation program, which were all D's. It also includes areas the student needs to develop, such as research, pre-production, production, reflection, and evaluation. For each area, the student outlines how they will improve, such as using online research, maintaining consistent art style, experimenting with fonts, recording production tools used, and evaluating individual animations and designs.
Week 1 of the FMP involved conducting context research and developing a pre-proposal. The student researched theories of videogame design through books and interviews. This reinforced decisions about creating a 2D animated trailer for a Metroidvania game. The student also created a proposal outlining the project plan and a schedule. While library resources on videogames were limited, researching design concepts provided useful insights. The student recognizes a need to further examine target audiences, existing products, and trailers to develop an authentic final animation.
Will Anderson plans to create an animated videogame trailer for their FMP project. The trailer will be in the style of a Metroidvania game and focus on platforming and ability upgrades. Anderson will emphasize different game locations, enemies, and character development through new abilities. They will create concept art in Photoshop and animate the trailer using Photoshop and After Effects. Additional works may include an art book and merchandise to further develop the game world. Anderson intends to storyboard, keep a production diary, and gather feedback to evaluate their progress.
Will Anderson plans to create an animated videogame trailer for their FMP project. The trailer will be in the style of a Metroidvania game and focus on platforming and ability upgrades. Anderson will create concept art in Photoshop and animate the trailer using Photoshop and After Effects. Additional works may include an art book with more concept art and lore. Anderson has scheduled time for production, peer feedback, and evaluation. Equipment includes a laptop, graphics tablet, memory sticks, and creative software like Photoshop and After Effects.
Will Anderson is producing an animation and lore book for a video game as part of a practical project. He identifies several potential problems that could arise including technical issues with software or hardware, loss of files, and time constraints. To address these problems, he plans backup equipment and multiple file storage locations. He will also experiment with techniques to improve his abilities and has saved money to pay for commissions. By considering possible issues in advance, he aims to reduce their impact on his production.
Will Anderson plans to create an animated trailer and art/lore book for a videogame inspired by his own ideas in the Metroidvania genre. He will research target audiences through online surveys on forums like Reddit and LinkedIn. He will also analyze existing Metroidvania games from 1994 to 2015 to understand gameplay, art styles, characters and levels. Anderson sent a survey focused on the Metroidvania genre to forums like r/Metroidvania and received 209 responses. The survey found the genre most appeals to males aged 25-40 and that Hollow Knight and Castlevania: Symphony of the Night were the most popular titles. Anderson will take inspiration primarily from Hollow Knight and the Metroid series for his project
This document discusses level design theory and practices, as well as two game designers - Hideo Kojima and Ari Gibson. Regarding level design, it summarizes that levels often reflect game mechanics, pushing players in certain directions. It also discusses the challenges of open-world games where players can reach areas in different orders. The document then briefly profiles Kojima's background and influence from his father and the Cold War, as well as Gibson's experience with 2D animation and founding Team Cherry to create Hollow Knight.
This document outlines the proposed plan for an animated trailer for an original Metroidvania-style video game. It begins by establishing the target audience as males aged 25-40 based on survey results, noting their preference for titles like Castlevania: Symphony of the Night and Super Metroid. The animation will reflect the gameplay and aesthetics of these influential games. Areas, enemies, and the player character will share a cohesive art style. Over 16 weeks, the plan involves research, pre-production such as character/area design, production of animations and editing in After Effects, and evaluation of the final product and process.
Year 1 of the client's FMP (Final Major Project) received poor grades across research, pre-production, production, and evaluation. Areas identified for development included improving research methods, considering artistic style more in pre-production, and developing text usage and placement. The client plans to conduct additional online research, discuss artistic themes and consistency, experiment with different fonts, record production tools and methods, and evaluate individual animations and designs.
The student will create a 2D animated trailer for a hypothetical Metroidvania-style video game they designed. They chose this project to try a different style than their previous FMP. The game's settings, creatures, and buildings were initially created by the student as a hobby, giving them a personal connection. Influences include the Castlevania, Metroid, Bloodstained, and Ori games as well as Hollow Knight trailers. The student aims to excite viewers about the game's world and authentically portray the Metroidvania genre. The trailer will use a mix of digital drawing and effects animation to set unique tones for different areas and show the scale and interconnectivity of the world. It will have an
The document outlines plans for an art gallery project focused on a painting called "Saint Luke Painting the Virgin Mary". The project group will create educational videos and host workshops about the painting and exhibition. They aim to attract art and history students to the gallery through a free event, as the gallery's costs normally prevent many students from visiting. The exhibition explores how artists develop their craft and convey meaning through their works. It features the focal painting and compares older and modern pieces that take inspiration from it.
The document summarizes the key aspects of the author's pre-production and production process for creating a parallax animation. In pre-production, the author researched existing parallax animations, developed plans and aims, created storyboards and contingency plans. In production, the author cut images into layers in Photoshop, then animated the layers in After Effects over three shots, utilizing techniques like scaling, rotating and moving layers. The author reflected on their process daily to improve efficiency and reinforce creative decisions.
The document provides a summary of the artist's work over the first three days of production on their animation gallery project. On day one, they spent the entire day cutting out images from St. Luke Painting the Virgin and Child using Photoshop tools in order to separate the characters and fill in the backgrounds. On day two, they continued working on this painting as well as beginning work on Rembrandt's Studio by cutting out characters and objects to use in the animation. By day three, they had finished preparing the images from both paintings for animation by separating layers and filling in backgrounds.
The document provides details about an animation project for a local art gallery. The animation will be 20-30 seconds and utilize parallax animation techniques. It will feature movements of figures in paintings from the gallery. The goal is to introduce the gallery's collection to a young adult audience. The artist will use Adobe After Effects to create the animation, learning the software through online tutorials. Transitions between shots and comedic movements of figures are planned to keep the audience engaged. A schedule is provided to complete cutting up painting images, animating shots, and editing the full animation over 5 weeks.
The document provides a weekly reflection from a student animator on their progress creating an animation project over 3 weeks. In week 1, the student created animations of a fox running, a lizard emerging from a log, and began planning additional shots. They were happy with establishing the visual style and movement of the fox shot. In week 2, they completed animations of an owl landing on a glove and a bird eating a berry, focusing on refining the drawings and smooth movement. In week 3, they began sketching an animation of penguins by the water while experimenting with moving the camera perspective. The reflections indicate the student is making steady progress establishing shots and refining their animation skills through trial and error.
This document discusses the planning for a client project focusing on a wildlife preservation in York. The client initially felt unsure about the project topic but decided to focus on wildlife as they wanted to practice drawing animals. They also wanted to create an animation using new software. Through research, the client found inspiration for animation styles and learned about the animals found in York wildlife preservations. The client's past animation experience will help them create a high quality piece. They will use a drawing tablet and animation software. Mind maps were created to explore concepts for the animation techniques, information to include, and how to make the animation interesting.
Will Anderson is creating an animated video to advertise zoos in York aimed at young adults aged 16-24. He has researched the target demographic in York and what appeals to young adults. He visited several wildlife conservation areas and zoos to take photos and footage of different animals. He found that larger zoos provided more variety, including larger predators. His research also looked at existing zoo advertisement videos and what techniques they used to appeal to audiences. He found techniques like using fast-paced music, drone shots, quick cuts between animals, and animation helped engage viewers. His animation will focus on showing animals in their habitats to appeal to people's interest in conservation while entertaining the young adult demographic.
William Anderson is applying to university to study animation and screenwriting. In his GCSEs, he achieved good grades across a range of subjects to keep his options open, though none directly relate to his desired field. His current study involves using software like Adobe Photoshop, Audition, and Premiere to create animations and edit audio/video. He enjoys animation and wants to refine his skills to bring his own stories and characters to life. His goal is to direct his own animated series, so he is looking for a university program with a sandwich year to gain industry experience and connections.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
How to Manage Your Lost Opportunities in Odoo 17 CRMCeline George
Odoo 17 CRM allows us to track why we lose sales opportunities with "Lost Reasons." This helps analyze our sales process and identify areas for improvement. Here's how to configure lost reasons in Odoo 17 CRM
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
2. Week 1 – Initial Plans + ProposalHow do you feel about writing your proposal?
I feel comfortable and prepared to write my proposal, as my initial plans as well as my own previous work have allowed me to fully look through my potential ideas, as well as
any limitations and issues I may face along the way. Additionally, I am excited to be fully planning out a project of my own ideas, as I feel like I am finally bringing my work to
life.
How did your mood board and influences inform your proposal?
My mood boards provided a rough idea of what techniques and features I could include in my production. By looking these over, I could use my proposal to go into more
depth about how doable they would be. Additionally, I was able to create a schedule for my work, outlining what I would be doing each week whilst going into detail about
each task. By looking over my influences, I was able to create my own ideas inspired by the different works and creators. This will allow me to create an original product that
utilises different techniques that multiple real life products use to appeal to their target demographics.
On top of creating mood boards, I also created mind maps so that I could explore different potential features that I could include in my project. This included colours, themes,
movements and also what other work I could do to accompany my animation e.g. still art. I found these mind maps useful for coming up with a definite idea for my
production.
What could you do to improve this work?
To improve my initial plans, I would add more images to my Creators mood board to make it more visually appealing, although I would make sure not to add too much as to
not make the text appear unimportant. Furthermore, I would ensure that I created all my mind maps using Bubbl.us, as unlike other mind-map website, Bubble.us allows you
to export your work, allowing for clearer images. To improve my Proposal I would add more statistical information to back up my claims about my target audience. Whilst this
is present in my Research slide, by adding some extra detail to my Proposal I would be able to further ensure that what I am stating is correct. Additionally, I would add more
research about the audio behind different openings, as this would help with both creating the intended tone as well as syncing the music up with the visuals.
Do you think you have enough knowledge to proceed?
I believe I do, as I have plenty of my own previous work that I can use for reference and inspiration when creating my project on top of all the existent products and techniques
I have looked into through my Initial Plans. I believe that I have a good knowledge and plans regarding colour, backgrounds, character design, and –thanks to my previous work
with audio; sound mixing/editing.
What further research do you need to do?
Has your idea developed as you have worked on it? If so, how?
Throughout the creation of my own characters, their designs have gone through many changes in order to create appealing looks that complement the characters’
personalities. Additionally, the decision to add extra products such as posters and box-art has come up as I have researched existing products.
3. Week 2 & 3 - Research
• Focused on research, these weeks allowed me to obtain information on existing products, target audiences, the culture of my animation’s setting as well as what tools I would be using
and why. Most of my research was made up of primary research, which comprised of looking into existing products myself as well as real life inspirations. I also created a survey which I
sent out to multiple groups of people.
• What have I learned from my primary research?
• My primary researched taught me how colour is used in posters. One way it is used is to show the difference between characters. This can portray many things, for example in the Aladdin
poster the blue at the top of the page is used to show the magic of the genie in comparison to the yellows below. These yellows show the theme of wealth in the story. I also learned how
positioning is important to display different things. Again in the Aladdin poster, we see that the antagonist is positioned over the two main humans, showing his power over them.
• My research on animations taught me how important colour design is. The second opening Battle Tendency shows how bright colours can be used to set the tone for a show as well as to
immediately grab the viewer’s attention. Both of the opening animations show how interesting cuts can be used to keep the motion of an animation going, and the action scenes in both
of them showed me how music can be used to emphasise these more pumped-up moments. The trailer showed me how an emphasis on including small details about the story and
characters can help to flesh out a short animation and make the viewer more interested.
• My survey showed me how different people reacted to animation. I learned that animation is enjoyed roughly evenly by both males and females and that my target demographic would
be people in the 16-25 age range. I was able to gather information about how much time people spend with animation as well as their favourite type and in what context they like to see
it. This information backed up my reasoning for creating my animation is the style I wanted to.
• The information I gathered on the culture of Japan allowed me to gain an understanding of the country in which my story is set. Looking at the clothes trends there allowed me to
incorporate aspects of them into my character designs to make them more authentic, and smaller details such as the popular foods gives me more options as to what I can include in my
production. By learning about the architecture, I can make it obvious to the viewer as to where my story is set.
• What have I learned from my secondary research?
• My secondary research taught me about how existing animations have appealed to their target demographics as well as what aspects of these I can incorporate into my own work to
appeal to mine. The variety of shows that I looked at gave me lots of information of multiple target groups, and so I was able to learn that people in my target age range of 16-25 enjoy
action and more detailed artstyles, the style of show I want to create an opening for will appeal to both males and females and so I should have my opening reflect this, and people of
various social classes could enjoy my work.
• What other research could I have conducted to support my project?
• I could have created additionally surveys in order to increase the reliability of my research. Additionally, this would have allowed me to gather info from different groups and compare my
results between surveys. Extra questions could have been asked in these surveys to gather additional information.
• Has my research changed how I will approach my project?
• My research has helped to give me ideas of what I can change to better appeal to my target demographic. This includes what sequences I will include in my animation and when to have
them occur e.g. how many action scenes I will have and what music I will have accompanying them. My character designs have remained largely the same, although the general colours
used in my animation have been directly influenced by the animations that I researched.
• Which aspect of your research do you think is the most successful so far?
• The primary research I conducted on animations has influenced a lot of what I plan to do. The colours used in the Battle Tendency opening have influenced many of my background
designs that I plan to use, the way the visuals in the Again opening change depending on the music and how the audio reflects the visuals has influenced when I will have the action in my
animation. The Golden Wind trailer inspired me to display different aspects and abilities of my characters. Overall, I have found that everything in this section plays an important part in
influencing my work, whilst other sections, although still useful, don’t have quite as much impact. For example, my research on my target demographic has been useful for seeing what
general themes to include in my animation, but I already has a good idea of what I wanted to make, and a lot of these things happened to already appeal to this demographic, likely due
to me being in said demographic myself.
4. Week 4 & 5 – Pre-Production
• This largely entailed of creating character designs that I would potentially use in my animation. In order
to show my understanding of how different factors of a design are used, I created some slides to
demonstrate how shapes and colours are used in design. These slides go into depth about how colours
and shapes on their own portray different factors as well as how combining multiple shapes and colours
can create different meanings within just a single or even multiple characters.
• What has worked well in your planning?
I believe that I have successfully shown off the different character designs I have created whilst also explaining
why I have included certain feature in them and what their intended meaning is. On each page which displays
a design, I showed the important colours that were used in their designs alongside them and added text
explaining what this means in this design and why I used it. To make sure I could go further in depth into my
designs, I added extra slides after them which explain further what choices I made.
I was also able to create a continency plan and a health & safety assessment, both of which allowed me to be
more organised and prepared for when the time came to being my production. Furthermore, I outlined the
resources that I would be needing to create my project as well as why I needed them. This included both
software, such as Adobe Photoshop, and hardware, such as a graphics tablet. Below the table I labelled how I
was going to ensure that I have all these things as well as what skills and techniques I have learned in my time
working with them. This slide is useful for ensuring that I will be fully prepared for when I need to begin
animating.
I made sure to include planning regarding the side projects that I intended to work on alongside my main
animation. These visually show what I intend to create whilst the accompanying text weighs the pros and cons
of creating something in this style as well as why I chose these certain things.
The storyboard I created, although simple, helped to give me a rough idea of what I intent to include in my
animation. Whilst some changes may occur, the general idea will remain the same. This storyboard focuses on
the basic look the different segments in the animation as well as the movements I intend to use.
5. Week 4 & 5 – Pre-Production
• What things have you still got to work on?
I still need to further refine my storyboard, as
although it shows what I intend to do
movement-wise, it doesn’t show any time
stamps or colour. A way to solve this problem
whilst also adding more to what I have already
created would be to create an animatic, which
would more accurately and clearly portray the
time stamps I intend to use.
Additionally, there were some character design
explanations that I feel I could add more detail
to. Furthermore, there may be some characters
that I end up including in my final piece that I
didn’t display here. To fix this, I can add their
designs and details about them into my pre-
production in the time provided to improve on
previous work.
6. Week 4 & 5 – Pre-Production
• Have you got a production schedule? How useful do you think it will
be?
I created a production schedule which outlines what I intend to do in each week
of my production. This schedule divides the time I have into either producing or
editing. This will ensure that I have plenty of time to do both. Furthermore, I have
taken into consideration that I may finish with time left over. I have included that I
will use this time to create additional work e.g. posters to accompany my main
animation.
I made sure to add small details to my schedule to ensure that I add small details
that will make my product more professional e.g. smooth transitions. These small
details will make the final piece much better when added together.
This schedule, in conjunction with my contingency planning, ensures that I will be
able to complete my work even in the event of issues arising. This is done to
detailing what I will do to prevent and counteract these actions and well as
showing that I fully intend to spend time outside of college working on my project
so that I can have it done in time to the highest quality.
7. Week 4 & 5 – Pre-Production
• How often, if at all, will you review
your planning production?
I fully intend to refer back to my initial
plans, proposal, experiments and pre-
production when conducting my
practical work. This will ensure that I
stick to what I intended to create in the
first place whilst also ensuring that my
work reflects what influenced it e.g.
clothes designs.
It will be especially important to refer
back to my character designs and
storyboard, as these will be the basic
building blocks of my production.
Consistency in designs and movements
is imperative to create an appealing
animation.
8. Week 4 & 5 – Pre-Production
• Has anything gone wrong because of poor planning before? Is anything
likely to go wrong now?
I have previously had issues with meeting deadlines for smaller work within
the production e.g. finishing a certain piece of an animation. This is due to
creating weak and flexible schedules. I have counteracted this by created a
far more detailed schedule within my proposal and pre-production to
ensure that I finish each piece of the production within a deadline.
In my music video project, I wasn’t able to start getting footage until quite
late due to my poor planning. In order to avoid this issue, I made sure to
begin production as soon as possible. Due to having all the resources
required already prepared, I had no issue with beginning whenever I
wanted this time round. This is thanks to my Resources slide found in my
pre-production, which lists and explains what I will need.
As previously mentioned, the combination of my contingency planning,
schedule and health& safety risk assessment ensure that I am prepared for
any counterable issue that may arise. By ensuring that I can work from
home, I counteracted the threat of not being able to get into college. The
only issue that may arise is if I somehow got extremely ill, which I have no
signs of.
9. Week 4 & 5 – Pre-Production
• What have you learned during the planning stages of this
work?
I have learned that due to my extended time with my own work,
I have a baseline of already having a good idea of what I intend
to create. Furthermore, I have learned how important it is to
have a strong and detailed schedule as well as contingency plan,
as these will allow me to finish my work in the allotted time by
simply following what I intend to do.
10. Week 5 – Production Experiments
• What did I create?
• I created 5 experiments each exploring different techniques
that I could incorporate into my own work. Each of these
have relevance to my project and how allowed to to greatly
expands the animations that I can utilise.
• How will these help?
• The first animation allowed me to experiment with showing
smaller movements e.g. movements in hands. This will
allow me to add more detail to my animation and give the
viewer a better understanding of how the movements work.
• My second experiment allowed me to try out using hatched
lines and blur to show motion. These can be used in a
variety of ways, ranging from spinning motions to punches
and more. I plan to include a lot of these types of
movements in my animation and so this practice will greatly
help.
• My third experiment allowed me to try incorporating colour
into my animations. I plan to have colour play an important
and always present role in my animation so it is vital that I
learned how to do this.
• My final two experiment allowed me to practice drawing
settings. This includes perspective drawing as well as adding
texture. It is important that I know how to do this as I want
to include setting shots and backgrounds in my animation
which will need to look good.
• How would I improve on my experiments?
• Creating more experiments is always useful, as it would
allow me to further refine my techniques as well as discover
new potential ways of doing thins. This would broaden the
horizon for my project and allow to create things that
further appeal to my target audience.
11. Daily Reflection – Week 1 Day 1
I began my production by deciding on a sequence
that I would focus my attention on. I decided that
this beginning sequence would be of characters
performing some combative actions with give an
initial impression of their looks and abilities. The
reason for starting here was that the movements
that I had planned here were some of the more
complex ones I indented to include, so by
beginning here I would be able to put all my
energy into ensuring they were as good as
possible. Additionally, this sequence takes place
somewhere in the middle of the animation, so by
beginning here I have a middle point already
decided on, making it easier to structure what I
create next.
I started this sequence by drawing a rough outline of the frames in the first shot of this sequence. This sketch allowed me to create a more refined
outline now that I had an idea of the frame for the images. I made sure to run the animation through whenever I added a new frame to check for
any inconsistencies or choppy animation. Once I had finished the defined outlines for the frames in the shot and I was happy with the look of the
animation, I added the basic colour to the images. By referring back to my pre-production, I was able to ensure that the colour theory in these
shots was consistent with what I had planned. Once I had finished the base colour, I decided on the location of a hypothetical light source and
added shading based on it. Adding shading not only makes the images look better, but also gives a better idea of motion as the shadows move with
the character, thus changing shape against the light. By working not only in college but also at home, I was able to finish an entire shot with all the
detail I intended to include. This included a background, which I added on once I had finished animating the character completely. As a means of
transitioning between the shot before this one to this, I added a part of the figure that I plan to use in the previous one to show a connection
between the two. Aditionally, this allows for a smooth transition that feels natural with what is occuring on screen.
The white here is used to show the
bullet’s momentum whilst also
acting as remnants of smoke left
from the gun’s barrel
The movement of the smoke and
lighting around the bullet over the
sequence show the suddenness and
power of the gun’s shot
12. Daily Reflection – Week 1 Days 2&3
• Today I began work on the second shot in the
sequence, which consisted of a character
punching towards the camera. This
animation worked very differently to the
previous one, as it required far more layers
to be involved in each frame. This was due to
the fists having to be drawn on separate
layers to the main body. My reason for doing
this was so I could add a blur effect to these
fist layers, which gave a better sense of
momentum than simply drawing motion
lines around the fists.
• For the basic drawing of the main body and
fists, I followed the same outline as in the
previous animation in day 1. To ensure that it
felt like the whole body was involved with
the punching movement, I made sure to have
the body move with each frame. I not only
made the general body move, but also
changed the positioning of the features on it
to give the impression of the arms moving at
different angles.
Whilst I found this shot particularly time consuming to create, I feel happy with the results.
The frames runs smoothly and naturally into one another and the character’s design is
recognisable in each frame. An issue that I ran into was that adding the blur effect to the fist
layers look a while to render, leading to me being forced to stop working on the animation at
regular intervals. However, I decided to take this time to rest my eyes and walk around in
order to not cause any minor injuries.
The fists are each created on separate layers to
allow me to blur each of them to different
amounts. This prevents each fist from looking
too similar whilst showing the different speeds
and motions of each independent fist.
The strong shadows used in
the drawing help to make it
more aesthetically pleasing.
Additionally, they help to
make certain features of the
drawing, such as the face,
stand out more to the
viewer.
13. Daily Reflection – Week 1 Day 4• The next animation that I planned to make
would involve two separate entities moving at
the same time. An issue that can arise in doing
this is that if the same layers are used to draw
both entities, they could appear to be moving
at the exact same rate, which in this scenario
would make the animation feel unpolished. To
avoid this, I used separate layers to animate the
different things. I first created all the
animations needed for the character, which
mainly consists of their clothes and hair moving
in the wind. I named these layers Frame 1,
Frame 2 etc. To animate the focus of this shot,
which is the plane flying around the person, I
created a separate group of layers that I would
name Plane 1, Plane 2 etc. This prevented any
confusion from arising if I ever needed to go
back and edit certain layers.
• Another challenge that I faced was making the
plane have a sense of powerful momentum.
Due to there not really being any background
to compare the object’s movement to, I had to
come p with another way to show its speed. To
do this, I added lighting and smoke behind its
engines which would alter in shape and size to
show how fast it was going in certain moments.
Furthermore, I included less frames once the
plane had flown past the person in order to
give it a sense of suddenly increasing in speed.
Here, the smoke and lighting changes appearance to show
the different stages of flight the plane is in. The way that
they disperse after the first frame show how this is a
sudden burst of speed.
Overall, I am happy with how this shot turned out. I feel that each
shot I have done so far has had its own unique feature which I
believe keeps the animation feeling fresh and interesting. The
background used is fitting to the character whilst not making it
difficult to make out the person’s design. An improvement that I
would make would be to add extra movement to the character’s
animation, as it appears a little too idle compared to the plane. A
way of doing this would be to add more movement to the hair.
By having the plane fly around the
character, it adds an extra dimension to the
animation, making it feel more realistic.
14. Daily Reflection – Week 2 Day 1
• I wanted my next shot to have an interesting
transition from the previous shot. This would
need to be well animated whilst making sense
in the context of the characters. I decided that
a good way of doing this would be to involve
metallic clackers and rotating spheres, things
with are representative of their respective
characters. I wanted the clackers to clash
together, covering most of the screen. This
would allow me to make a change in the
background which wouldn’t appear too
jarring. As the clackers bounce off each other,
then transform into rotating spheres. This,
alongside the changed background, give a
clear idea that the focus is changing to a
different character. Upon these spheres
appearing, pink lighting is shown. This lighting
moves independently to the rest of the
animation. I added this lighting in as a
representation of what these spheres do as
well as acting as a way of showing a clear
difference between the spheres and the
clackers. The character themselves moves
onto the screen from below before
disappearing off to the right. The lighting and
spheres still act in this time.
As the drawing of the character involved in this shot is a close-up
of their face, I decided to add extra detail to improve the quality
of the artwork. I am happy with how this entire shot turned out,
and I enjoy the transition between the previous shot and this
one. If I have enough time, I will add similar transitions to the
other shots in this sequence to ensure it is as fluid as possible.
Shading is used to make the hair appear to move with
the spinning motion of the spheres. This helps to give
an idea of how the spheres are moving as well as to
show the character’s connection to them.
The grittier darker pink around the spheres move with
each frame, showing the spinning motion of the balls. This
also helps to show a greater different between the balls
and the clackers previously seen.
15. Daily Reflection – Week 2 Day 2 & 3For this part of the sequence, I actually remade the animation
completely on the second day of working on it. This was because
although I was happy with the actual animation, I wanted to change
the character’s design in order to make it look better. This mainly
entailed ensuring that the character looked more similar from
different perspectives. Additionally, I made slight changes to their
design, so making these changes was necessary to keep the look
consistent with the design in my pre-production. Similar to the
punching animation I previously created, this shot utlisises a fist
travelling towards the screen. However, this time round the there
was a visual representation of the fist being attached to the body,
whilst the previous punching animation simply showed them as
separate entities. This meant that I had a direct method of showing
the motion of the fist instead of having to add a significant amount
of blur as I did before. I also utilised the technique used in the
shooting animation for showing a sudden burst of speed – the
smoke/shockwave ring. Although its presence is only brief, I found it
very useful in my shooting animation for representing the bullet’s
path of flight. In order to have it seem less powerful that a bullet
being fired, I shortened the duration that I would use the
shockwave when adding it to this animation. I am happy with how
the fist’s motion turned out, although I would have added more
blur to it If I were to improve it, as I think a slight amount would
have made it seem more authentic.
As a way of transitioning to the next shot, I added an opening zipper when the fist makes impact with the screen. This
opens to reveal the background that I plan to use in the next shot. I had trouble finding a good duration for this bit of
animation, as I wanted it to be quick enough for it not to take away from the fast motion of the sequence whilst not
occurring so fast that it’s barely noticeable. I believe that I found a duration that works well in this situation, although the
end of the unzipping animation seems a bit too quick compared to the first part of it. A solution to this would be to add
additional frames to the last part of the unzipping, as I could always speed up the animation in adobe premiere if need be.
Here is an example of the slight change in character design.
Although the changes aren’t too major, it is important to keep
the character designs consistent with what I created in the pre-
production.
The shockwave and blur used to show motion in the
animation. I added the blur behind the fist as a wy
to show where it had previously been. To improve
on this, I would slightly blur the fist itself to
represent air resistance acting on it.
One of the outlines used in my animation. The
heavy use of black in the air creates a strong
contrast between the blue hair and the
background.
One of the frames of the opening
zipper. The green background will act
as the background for the next shot,
and the unzipping transition acts as a
smooth way to cut between shots.
16. Daily Reflection – Week 2 Day 4
• Starting with a close-up, I put a lot of emphasis on the
artwork in the early frames of this shot. I incorporated a
falling motion by having the character move away from
the screen whilst turning slowly and showing the air
resistance on their clothes. Creating this blowing effect
involved duplicating the layers and making slight changes
to the look of the clothes to indicate movement.
• The design of the character is consistent with their
concept art, and I was able to draw them at different
angles whilst still having it resemble the character’s look.
• An issue I ran into with this shot was that it wasn’t long
enough to fill in the required time. As a placeholder, I
added in some additional frames where not much
movement in going on. If I have enough time, I will go
back to this shot and add in proper frames to improve
the quality of the animation.
• To improve on this work, I would definitely spend more
time on the frames at the end if I had enough time to.
This would prevent a drop in quality from occuring in the
opening and would keep up the fast paced momentum.
The colours used are very vibrant
to make the look of the shot more
appealing
It is this frame that is only slightly
changed in the placeholder frames added
at the end. Whilst the artwork is good and
in previous frames where more change
were added the frames flowed well, the
quick extra frames added do not maintain
this quality.
17. Daily Reflection – Week 3 Day 1
This week began the creation of a new sequence, one that I
had been eager to do since I had planned it out in my
storyboard. This sequence involved two people facing off
against each other, allowing me to create some interesting
movements. I followed the same creation outline as I had
for my previous sequence, beginning with the general
sketch of what I wanted to create.
I divided this sequence into two main bits, the first of which
I made today. This involved the main antagonist and his
ability charging towards the ‘camera’. In order to display
the intense motion of this movement, I added in some pink
lighting once I had finished the main drawing. This gave a
sense of direction as well as power in the movement.
Furthermore, the use of pink for this lighting provides
strong contrast with the black and yellow of the ability’s
design, making it stand out amongst the colours. I used a
faded brush with a lower opacity for the lighting so that it
didn’t completely block out the main aspect of the
animation. Additionally, this weaker opacity makes it seem
more like it is actually lighting instead of a physical object. I
plan to add powerful SFX to make this animation even more
bombastic.
Inspired by my previous cuts, I made sure to have the
screen get split in two in this shot to allow for a smooth
transition to the next part of the sequence.
18. Daily Reflection – Week 3 Day 2• Today I finished up the sequence I started yesterday. I continued from
after the cutting transition, drawing out the outlines for the rest of
the frames. These consisted of another person attacking back at the
previous person. I wanted to create a more graceful motion for this
character’s ability compared to the previous one’s more bombastic
summon. To do this, I created a smooth twisting animation. This
worked to show the more threatening demeanor of the previous
person. This animation concludes with a rush of punches towards the
left. To capture the motion of these punches, I used the same
technique that I had used in my previous punching frame in week 1,
drawing out the fists of separate layers to the body and blurring them
to different amounts. I made sure that the body moved slightly in
each frame to prevent the animation from feeling static.
• I’m very happy with how this sequence turned out, as the frames run
into each other very smoothly whilst capturing the powerful
movements and actions occurring. An improvement that I intend to
make towards the end of the project is to refine the outlines of these
drawings to make them more solid. This will raise the quality of the
artwork whilst making the piece feel more authentic.
The cutting motion works well
as a transition whilst still
keeping up the high paced
momentum of the sequence
The overlapping characters help
to give depth to the sequence.
The blue lighting looks
appealing and works well
to show the line of action
The lighting in conjunction with the
blurred fist give an idea of the speed of
the movement.
19. Daily Reflection – Week 3 Day 3
• Today I started on the animations following the sequence I just created. This would
include both a ‘character’ performing an action as well as a setting shot. This first
shot showed a character clapping their hands together whilst a wave of water
comes out towards the screen. This acts as a way of displaying the character’s
ability to make things run in parallel, as rain has ben brought together.
• I wanted to have the clapping work in tune with the lyrics. In the time of this shot,
only two lyrics are said – ‘Don’t care’. In order to sync up the visuals and audio, I
had it so that on the ‘Don’t’, the character’s arms separate, and on the ‘care’ they
clap together.
• To make the transition between this shot and the next less jarring, I had the water
move outwards towards the screen. This worked as a transition as I plan for the
next shot to have rain, so the use of having water cover up the screen makes the
inclusion of more water feel less out of place.
• The next shot is a setting shot, showing the rain in a part of the city in which a
particular part of the story takes place. This shot was particularly time-consuming to
make given its short duration and lack of complex animations. This was due to me
ensuring that the setting looked good art-wise. This involved adding more in depth
shading to the buildings as well as ensuring the perspective remained consistent
throughout the piece. Additionally, I made sure to include more minute details such
as the hands on clocks to make the image feel as authentic as possible.
• I constantly referred back to my mood boards when creating this piece in order to
ensure the drawing had a Japanese look. I decided that it would be better to use my
city references mainly due to the setting being illustrated being a city. Therefore, I
used my images of places like Tokyo for reference, giving the image a more modern
look. However, I made sure to look at both my modern and traditional images to
ensure the image still had a Japanese feel, which I made by including popular
Japanese colours such as red.
• To make the rain animation, I simply drew a few frames of white lines moving down
the screen. Different lines moved different amounts and different speeds, which
made the rain feel more realistic. I then simply replayed these frames multiple
times, as this was the only animation occurring which prevented anything from
repeating when it shouldn't’t have.
• Whilst these two shots are very different in what they are, I feel that they run well
into one another and don’t feel out of place. I am happy with the visual quality of
each both in terms of art-work and animation. An improvement would be to add
more detail to the background of the first animation to fill up the screen more.
Additionally, this could have ben used to make the water stand out more.
The hatched lines in the
outline of the hands help
to give a sense of sudden
movement.
The water works well to
set the tone of the text
shot
A layer of low opacity dark blue is added over the
image to make the setting darker and fit better
with the blue of the water in the previous shot.
20. Daily Reflection – Week 3 Day 4• I began the next shot of my animation, which involves chains rising up from a puddle. To create a
smooth transition between this shot and the previous, I added a zoom in animation to one of the
puddles on the ground in the last shot. Creating this animation involved using a similar technique
to animating the rain in the previous shot. After creating the initial animations showing the chains
beginning to rise and move direction, I created 3 frames of them simply moving upwards. I was
then able to repeat these frames for a couple of seconds to give the impression of the chains
quickly moving. I then created separate layers which had two more sets of chains on them. These
were coloured differently from the previous chains to make them stand out more. Whilst also
moving upwards, the chains here cross over. This made them more difficult to animate than the
previous chains, as I had to ensure that the overlapping worked properly.
• The move tool was extremely useful for this animation, as being able to move the chains slightly
upwards after duplicating the layer and then drawing in the rest of the chain below allowed me to
save a lot of time on drawing. Additionally, this ensured that the line of movement was as
consistent as possible between frames.
• To improve on this animation I would add more movement to the water as compared to the chains
they appear extremely static. A way of having it move at different rates to the chains would be to
create two completely separate animations and then overlap them on Premiere.
• The next animation that I created involved a close-up of a character’s face which moved upwards
as his ability comes out and swipes at the screen, transitioning to the next shot. This animation was
very different to create compared to the other, as although the beginning uses the technique that I
had been using for all the other frames, this animation has a period of just showing lighting. This
meant that there was no ink outline to this part of the drawing. To create this lighting I used a
similar technique to what I used on day 1 of this week, using a faded brush and a white-ish yellow
to create a layer of light colour over the image and darker background. By adding more yellows
and oranges to the brush, I was able to create stronger and weaker lighting in different parts of the
animation. Additionally, to reflect the ability's colour design, I made sure to add pink lighting
towards the middle of this set of frames. These colours eventually begin to form the look of the
ability, until the image becomes more defined and an ink outline is added.
• I am happy with how this lighting effect turned out, as I believe that it works as a smooth way of
not only showing the summoning of the ability, but also as a way of transitioning to the next shot.
To improve on this animation I would improve the shading on the image when it becomes more
detailed and gains an outline, as this would work as a means making sure the viewer could tell that
this is no longer just lighting and is now a physical entity.
The less detailed
outlines help to
show the speed
of the chains and
give them an
unsettling feel
I plan to have
these second
sets of chains
appear in sync
with the lyrics in
the song to give
a more
bombastic
effect
21. Daily Reflection – Week 3 day 5
• Today I created the chronologically last shot of my animation.
This shot included a hand reaching up and crushing a ball and
then pulling down to the person, followed by the camera
moving upwards and outwards as the character’s ability is
summoned. This is one of the longer shots of my animation,
and so I decided to split it up into four different sections. The
first section involved the hand reaching up to the ball. This
animation was mostly easy to create, as the upwards motion of
the arm is simple to make. Animating the hand opening and
closing was slightly more complicated as I had to take each
finger’s movements into consideration and how the rest of the
hand would change shape with these movements. However, I
didn’t find this too difficult to create as the angle I used means
only the back of the hand is visible. Meaning there was less of
the fingers to animate in some frames. Additionally, I found
that by adding smaller lines to the fingers and back of the hand
I could give more realistic textures which helped to portray
how the hand is moving. This also helped to display smaller
movements, such as how the muscles and bones in the hand
would move. To create the crushing movement, I had the
fingers quickly close in around the ball in an animation much
faster than the hand opening. I then had the ball split into
smaller parts which I then continued to move outwards via the
move tool. By doing this and adding in extra broken parts of
the ball, I was able to create an effect of the ball exploding as
of sorts. Additionally to make this movement seem to be in
slow motion, I created a large number of frames. This allowed
me to have the animation take up more time whilst still
remaining smooth.
The pink lighting in
the first few
frames sets the
colour scheme for
the rest of the
sequence. The pink
becomes more
dominant on the
screen throughout
the animation
showing its
importance and
influence on the
character. Hatched
lines and blurred
colours are used to
show the motion
of the arm moving
downwards.
22. Daily Reflection – Week 3 Day 6
• On this day I went back and created an animation that occurs earlier on in the project.
This animation portrays a different character clutching his head before shattering
glass. When initially creating this animation, I had a moving background where the
colours would change about the screen. However, I found this made the animation
look choppier, and so I decided to take it out and instead focus on the character. The
animation begins with a close-up to capture the confusion on the character’s face as
his hair blows in the wind. To create this blowing effect, I used a fan to see how
hairstyles of different lengths would move in conjunction with wind. I used longer hair
as a reference for this and tried incorporate the movements into this hairstlye. To
make the face as consistent as possible as the camera moves outwards, I duplicated
the layer via the duplication tool in Photoshop and made it smaller. I then filled in the
missing areas and repeated this step for multiple frames. This ensured that none of
these frames would appear out of place. Using this tool also helped to save time to I
could focus on other parts of the animation.
• The next part of the sequence focuses on the character’s gestures and the camera
movement. To make the animation feel as distorted and unnatural as possible, I had
the camera move in unpredictable ways, zooming in and out at regular intervals. To do
this effect, I simply drew the character to fill different proportions of the page for each
frame. The character then turns to the camera and slashes at it. To make the impact
noticeable, I included a frame of bright white/yellow. I then followed this with many
frames of glass shattering. To make the glass look like it is shattering towards the
viewer and away from the person, had the larger glass appear to get ‘thinner’ to show
it gradually turning to be facing the camera side-on and then back around to portray a
full 360 degree rotation. Additionally, I had the light reflect off the glass in different
ways to further show how the glass is spinning as well as to make the piece feel more
authentic. I made sure to include a huge number of frames in this sequence to make
the shattering as smooth as possible.
• Overall I am very happy with how this sequence turned out. The character movement
is smooth and portrays the confusion and unnaturalness that I wanted it to. The
shattering glass is extremely smooth and includes lots of detail to make it feel as
realistic as possible. Additionally, by having the glass shatter towards the screen the
viewer really feels the impact of the glass shattering. I found the duplicate tool very
useful for this animation as it helped to keep consistency in both the character’s
movements as well as the shattering glass. These duplicates mainly acted as a baseline
for me to create a new image.
• A way to improve this animation would be to have a slight glint on the screen
throughout the sequence to show that there is supposed to be glass there. This makes
the shattering make more sense.
A close-up showing the
character’s confusion. I made
sure to make the artwork here
more refined as any low quality
will be more noticeable here.
The lighting on the glass changes between shots,
showing which way the glass shards are facing at
different times.
23. Daily Reflection – Week 3 Day 7I created the shot following the previous one today, which consisted of a character
getting dragged into a doorway by back arms. The animation here is possibly the best in
my project, being smooth without diminishing the quality of the art too much.
Additionally, I feel that I was able to fully capture the emotion on the character’s face in
this shot. The black arms in the background share the same colour as the arms of the
black and yellow design found in the animation on week 3 day 1. This shared colour
shows how it is the character who has this ability that is causing this character so feel so
trapped. To ensure these colours were the exact same, I used the eyedropper tool. This
tool has been incredibly useful throughout the animating process for ensuring that
designs use the same colours in different frames.
To create the texture on the walls, I used a custom brush I downloaded called the Maple
Leaf brush. By switching up the opacity and size of my brush, I was able to create an
interesting pattern on the walls. These not only make them more visually appealing, but
the use of a brush that I haven’t used elsewhere makes these walls appear more out of
place and unnatural, which I wanted them to be. As the shot zooms outwards, the wall
gets smaller showing a cluster of colours around it. These colours were also made with a
custom brush called splatter. This also gave this area a unique and out of place feel like
the walls. The bright colours contrast with the darker background to create an
aesthetically pleasing view. Additionally, these colours are made up of the colour
schemes of the main cast, showing how they are all effected by the previously
mentioned character with the black arms.
I am extremely happy with how the first half of this animation turned out, as the
animation is some of the best I have created. The movements were interested and
complicated and thus I am even happier with how smooth it turned out. I had a lot of fun
animation this shot in particular and capturing the character’s panic on their face was an
interesting challenge for me. However, I believe I succeeded in doing so. An
improvement would be to add more frames to the second half of the animation, as the
lower smoothness really shows against the higher quality of the first half of the
animation.
I made sure this
close-up was had
higher quality art as
any low quality
would be more
noticeable here.
The panic on
the character’s
face sets the
tone for the
shot.
The walls
slamming shut
emphasise the
threatening
nature of the
scene.
To create the
zooming out
effect, I used the
duplicate tool and
shrinked the
drawing of the
walls for each
frame.
24. Daily Reflection – Week 4 Day 1• This next section consists of many still shots that quickly appear and disappear on
the screen. I decided to do this as this section of the opening would have quick
drum beats, and I wanted these shots to be timed with each beat. As these were
still shots, I was able to put more emphasis on the quality of the drawings, even if
they were only going to be noticeable to half a second or so. I used my own work
that I had done previous to this project as reference for drawing the characters in
these shots. These mainly consist of head shots, so poses weren’t too important of
a factor in drawing these.
• To create the shading for these images I used a faded brush in conjunction with
the quick select tool. This tool would select an entire area of one colour that I
would be able to edit, allowing me to shade without worry of going over the other
colours. Additionally, this allowed me to greatly increase the brush size and colour
on just the edges of the selected area. Due to the brush being faded, this would
create a very gradual shading effect around in the selected area. I added to this by
using cross-hatch shading, a method which involves using a very small brush to
created dashed line in shaded areas, with the lines crossing over each other more
depending on how dark the area was supposed to be. Combined with the gradual
colour shading, this allowed the images to look very detailed. I made sure to have
the source of light be consistent in these images.
• To add more movement to this sequence, I had silhouetted versions of the images
appear for an incredibly short amount of time before the more detailed images.
This prevented the sequence from appearing too static. To create this silhouettes, I
simply duplicated the layers for the characters and used the bucket tool to alter
the colours. For each character I chose a colour that reflected them and had this
colour be used for the outline of the images. I then replaced the colours with a jet
black for each design.
• Overall I am happy with how this sequence turned out, as I believe the quality of
the art is good and adding the silhouetted frames makes the sequence not appear
static. I have compared the sequence with the section of the song that I intent
them to occur at and they sync up perfectly with the drum beats.
• To improve on this sequence I would add more interesting and dynamic poses for
each character to act as a quick way of showing off their personalities. I believe
that this would only have been possible if I had had more time, so I still feel happy
with what I have currently. The bucket tool made creating this sequence far easier
than it would have been without it.
One example of a
silhouette changing to
become the coloured
design. This maintains a
sense of movement in
the animation.
25. Daily Reflection – Week 4 Day 1
• Continuing this day I started on creating the next sequence of my animation. I had been
particularly excited to make this part of the animation as the high octane action alongside the
more bombastic part of the music I plan to use make this sequence one of the most fun parts
of my animation to create. The beginning comprises of the main antagonist back away from
the camera to reveal his ability, which bombastically appears from the bottom of the screen
and charges towards the right, swiping across the screen with its arm. In order to fully display
the speed and intensity of this moment, I used a mix of speed lines and lighting. The speed
lines become more numerous and intense along the duration of the animation. Additionally,
the lighting follows the movement of the ability, travelling upwards and outwards towards the
right of the screen. One moment of the lighting forms a ring which the ability breaks through,
resembling a sonic boom and further emphasising the fast action of the shot. As I Have done
throughout the entire animation, I used a faded brush to create the lighting in this scene. This
lighting was created on a separate layer to everything else so I could compare the scene with
and without it to see how successful I was in emphasising the action.
• The ability cuts the screen into thirds, revealing the next shot of the protagonist revealing his
own ability. The previous transitions that I used inspired me to add a more interesting one in
here too instead of just having a simple jump cut. This transition is not only more interesting,
but the way the screen opens up to the next shot causes the viewer’s eyes to follow the action
from the left of the screen with the first shot to the right with the second one, which then
turns it back round to the middle. This causes the viewer to feel that the entire screen is being
involved in the action, and the fact that their eyes are travelling in simple lines makes the
action easy to follow whilst still using interesting movements. This is possibly the moment I am
most proud of in my animation, as the actual quality of the animation is high and the transition
allows for an interesting cut as well as making the visuals more fun and understandable to the
viewer.
• The actual animation in this second shot is of a high quality like in the previous one, with the
movements this time being far more graceful rather than bombastic. This will give the viewer
an immediate idea of the difference between the two abilities and characters.
• I am overall very happy with how this sequence turned out, with it being my favourite part of
my animation. It works well as a means of appealing to the action demographic of my opening
whilst also displaying good animation.
• An improvement for this sequence would be to add more detail to the background, as the
amount of detail in the characters makes the difference between the two more obvious.
The lighting works well to put an
emphasis on the motions of the
characters.
The blue lighting
again shows the
line of action
whilst having a
clear different
from the yellow
lighting shown
earlier.
This transition
maintains the
flow of the
action and
causes the
viewer’s eyes
to naturally
follow it.
26. Daily Reflection – Week 4 Day 2• Today I was able to create two shots filling up approximately 5 seconds of the opening. The
first shot had a character clapping their hands together with a wave of water emitting from
them. The shot begins with a close-up of one of the character’s eyes, which I used a high
saturation of green to make stand out. As the camera begins to pan out, the face surrounding
the eyes remains encased in shadows by the hands, exaggerating the bright colours of the
eyes. I was able to do this by using a much darker shade of pink in this area, with the brighter
pinks elsewhere emphasising the shadows in this section.
• To show the water quickly moving outwards from the hands, I decide to use a smaller number
of frames. This made the movement of the wave more sudden, and the factor of it moving out
towards the screen makes the viewer feel the impact of it more. This whole shot was quiet
quick to make, with the animations used being rather simple to a lot of the other movements
that I had created. This allowed me to begin another animation.
• The second animation of the day was a setting shot of a part of a city. The only animation
involved in this shot is the rain, which was rather simple to make. The main thing that I had to
focus on was creating the actual setting itself. The perspective used for this drawing is
extremely important, as if it is inconsistent at any point of the drawing it will make the setting
look to be drawn at the wrong angles and out of place. Ensuring that this perspective was
consistent made drawing the setting take quite a while to do. Additionally, I wanted the setting
to have a similar amount of detail as the characters did, which meant using both colour
shading as well as cross-hatch shading. Due to the drawing taking up so much space, this was a
lengthy process.
• My method for creating this shot was to create a layer which decided on a point that I would
use as the base for the perspective. I then drew lines out from this point which I could use as
guidelines. I lowered the opacity of the whole layer and then began to sketch out my setting
on a different layer. I was able to use these guidelines to angle the buildings properly to fit the
planned perspective. I then created another layer to create a smoother outline for the image
with a less sketchy look. This was a quick process as the perspective had already been drawn
out. I followed this up by adding the colours and shading to the image using a separate layer.
Although this whole process was very time consuming, I am happy with how the setting looks
as the perspective is consistent and the look of the setting fits with the artstyle of the
character designs.
• I then had to start on the actual animation of the shot. This was much easier to make than the
setting, as it only consisted of rain which I found was easy to create. The main thing I had to do
was use a small white brush to create angled dashed on the screen. Between frames, I moved
different drops of the rain at different amounts and drew more in to ensure the rain looked
realistic. I then added in ripples to the ground to show the rain making impact with it.
• I am happy with how these animations turned out as although they are simple, they work to
slow the action down after the highly action orientated previous sequence. Additionally, the
shots work well to transition the visuals into the more watery theme I want the following shots
to have. I added in a zoom in to a puddle in the second animation to act as a transition to the
next shot which I feel will work better than simply using a jump cut.
• An improvement would be to improve the look of the ripples on the ground, as I feel the
circles uses are a bit too thick. This especially goes for the ripples in the distance which appear
out of proportion to the rest of the image.
A crisp outline emphasises the bright colours
of the design
The dashed lines in the outline of the hands
help to emphasise the motion.
27. Daily Reflection – Week 4 Day 3
• The following shot focuses on the themes of chains and again utilise water. The
animation begins with chains rising up from water, which I create by drawing out
the first few layers manually. I made sure to leave to outlines of these chains
more sketch-like to show the speed of the chains in the complete animation of
this shot. I proceeded to create 3 layers showing the chains quickly moving
upwards after they have fully emerged from the puddle and then repeated these
layers to give the impression of the chains constantly moving. This is similar to
the technique I used for the rain in the previous shot. Later into the shot two
more sets of chains emerge from the bottom of the screen. These chains are
coloured differently from the others in order to make them easier to see. They
move diagonally instead of straight up, adding an extra dimension of movement
to the animation. By repeating frames, I was able to create this animation in a
much shorter time than if I had created each frame individually, allowing me to
spend my time on other frames and ensuring they still looked good.
• I then created the next shot which involved the protagonist bringing out his
ability. This shot begins with a close-up of the character’s face, so I made sure it
was properly detailed and shaded in order for it to look good. For the immediate
effect of the ability beginning to come out, I didn’t bother creating an outline and
instead used lighting. This made the animation more unique within the opening
and allowed me to put more focus on the colours. I used bright yellows and pinks
to reflect the ability’s design and had it slowly begin to resemble the shape of
said ability throughout the course of the animation. As the ability becomes more
clear, it begins to gain more of an outline until it fully becomes the ability’s
design. It then swipes across the screen, transitioning to the next shot.
• I am happy with how both of these animations turned out. The first one was
rather easy to make, allowing me to use a simple trick to shorten the amount of
time I had to spend on it. On the other hand, the second animation forced me to
fully detail each frame manually, as I had for the rest of my project. Whilst this
took more time to make than the first shot, I am very happy with how fluid it is
and how well the colours transition into the design. To improve on the first shot,
I would add more movement to the water to show how the chains are affecting
it. For the second shot, I would give the background a darker colour to make the
lighting stand out more.
The clear difference in colour makes all
the sets of chains distinguishable
28. Daily Reflection – Week 4 Day 5
• This animation had the protagonist reaching upwards to crush an object, releasing
pink lighting that travels down his arm as it pulls down. I made sure to spend
extra time detailing the hand, as I wanted to make the smaller movements more
noticeable to ensure it always felt like there was movement. I decided to use a lot
of black in the arm’s design to make the lighting stand out more. The art in this
shot was quiet simple to make as I simply followed the same formula as I had for
my other shots, but this time only had to really focus on the arm instead of a
whole body. This allowed me to spend more time making frames for when the
ball is crushed. Extra frames allowed me to have the shards fly out in slow motion
whilst not lowering the quality of the animation.
• To animate the arm pulling downwards, I simply duplicated the layer and moved
each one closer towards the bottom right each time I duplicated. This made
animating this shot much quicker do whilst ensuring the arm looked consistent
between shots.
• The close-up shot that follows would be more noticeable if any lower quality was
there. This meant I had to spend extra time making the face look good. This
included adding smaller details to the eyes to show the muscles in the eye as well
as light reflecting off them. I used my traditional shading technique of colour and
cross-hatch to ensure the lights and darks were distinct. The line-work in this
close-up has an emphasis on not being sketchy as to make it look more refined.
Starting with this shot, the following few have a pink overlay to them. I did this to
convey the feeling that the pink lighting from before is affecting the character.
Additionally, this keeps a consistent tone between these shots.
• The following shot involved using more or less the same technique as the
previous one, having a more detailed close-up which quickly pans out to a
medium shot. I included speed lines in this zoom out to convey a sense of power
and to keep the action feeling high. To create the zooming out effect, I simply
duplicated the frames and shrank them consecutively. Each time I had to add
more length to the lines of action.
• Although these shots use a lot of duplicated frames that have been slightly
edited, they aren’t very noticeable due to the fast pace of the shots as well as the
fact that these duplications work well with the nature of the animation occurring
to keep the look consistent. To improve on this sequence I would add more detail
to the backgrounds to establish a setting to this action, or colours that bring out
the lighting even more to make it more noticeable.
29. Daily Reflection – Week 4 Day 6
• Today I finished creating the animation for my production. I created some final frames in
order to give the opening a gradual ending. This involved 4 quick shots displaying the title
over the course of them. To add the title to these shots, I grabbed the psd file I had saved of
it and dragged it into these frames. I then made duplicates of the layer and cut the text up
into third, which I then split across the first 3 shots. I did this so that there would be more of
a buildup to showing the title card whilst giving each shot a sense of motion. I was able to
split the text up using the lasso tool. I couldn’t just delete some of the text using the Text
option as the layer had been rasterized to allow for me to edit it whilst creating it.
• The backgrounds used in the first three shots reflecting three characters who act as driving
forces in the story. The first shot shares the colour scheme of the character present in the
mirror shattering sequence earlier. To create this background, I used the bucket tool to fill a
layer in green and then worked on a separate layer to create the purple ‘scales’. To save
time, I created a smaller section of this pattern and then duplicated said section to fill the
screen. I then filled in the gaps manually.
• The second shot was much simpler to make, having a much easier to draw golden diamond
pattern. Within these diamonds are colour-only versions of the antagonist’s abiltiy’s face. I
duplicated the first of these and added them into each diamond. I was able to keep the
background white as this colour scheme reflected the antagonist’s design.
• The third of these shots had a blue background covered in pink butterfly motifs. I used real
life butterflies as reference for these, and similar to the faces in the last shot didn’t bother
with a black outline. I again created on and then duplicated it over the screen. Using the
quick select tool I was able to add shading and textures to both the motifs and the
background. The colours used here reflect the protagonist’s colour scheme.
• Creating the final shot was very time consuming. There are a lot of small details involved such
as each part of the zipper around the butterfly which had me constantly zooming in to
different areas to make them as accurate as possible. Creating the flowers surrounding the
main motif took a long time as well, as I needed to make them work in the perspective of the
image whilst also looking different from one another. However, I feel very happy with the
results of this shot, as the colours work well to grab the viewer’s attention whilst having
additional meaning to them – namedly all the colours used for the flowers reflecting the
colour schemes of the main cast. The shading used in this shot adds extra texture to the
images and makes the screen feel less flat.
• I am overall very happy with this final sequence, as there are a lot of smaller details that the
viewer can notice and the artwork is of good quality. These shots also work to calm down the
high speed pace in the previous shots and gives the animation a fitting ending to stop it from
finishing too abruptly.
• An improvement to these shots would be to add more shading to the flowers and the vines,
as this would make them fit in more with everything else that is shaded in the shot.
The darker shading
added makes the title
stand out more
Each of the
characters are
represented in the
colour schemes and
symbols used.
30. Daily Reflection – Week 4 Day 7
• Today I started on editing in the audio for my project. For the backing track, I was able
to convert the audio from a song on Youtube where the owner had given permission for
use. I then used Adobe Premiere to edit all my clips together and put this song in over
them. Editing the clips together was an easy process, as I already had a god idea of
when I wanted specific cuts to happening in time with the audio. As I had created the
animation in individual sequences, it was easy for me to move different parts around
when needed. I editing the song down, cutting out certain bits that I didn’t wish to use.
I then ensured that the song’s duration was equal to the duration of the animations and
set out to begin on my SFX.
• I was able to create SFX for water and a rattling noise by using water in a sink and a
keychain respectively. I recorded these using my phone whilst ensuring that there was
no background noise to disrupt the audio. Many of my SFX required me to obtain them
online. I was able to download royalty free SFX off of some websites whilst cutting
down and mixing audio from elsewhere on my own.
• To ensure that the audio synced up properly with the music, I added the raw SFX into
the project is the area they would roughly be used. I then moved and cut the audio
down to fit exactly with the moment it was supposed to work with. This was a quick
process to do as I had obtained these audio clips with specific moments in mind for
each one. Once I had added all the clips in I began work on editing the audio levels. I
was able to edit each SFX individually, which was useful as each one had a different
base volume. I needed to ensure that my SFX were noticeable whilst not making the
music hard to hear. After multiple attempts I was able to reach this point with each SFX.
Additionally, for some of my SFX I wanted to convey the movement of the source of the
sound. I was able to do this through keyframing, a process which allowed me to choose
how much of the audio would be present in each headphone. This makes the viewer
feel much more a part of what is occuring.For the sequence in which the protagonist
and antagonist go at each other, I added in SFX tailored to each one to convey a more
bombastic nature and a more graceful one respectively. This helped to emphasise the
power of the antagonist whilst also showing the differences between the two
characters’ natures.
• I am overall happy with how my audio turned out, as the process for editing it in was
simply and painless. The biggest issue I had was editing the sound levels, which I feel I
successfully managed to do. To improve on this audio I would ensure that I could add in
more SFX of my own creation, as I was forced to use many online SFX.
The entire finished project. By
using different layers to the
backing track and the sfx I was
able to easily make edits.