Final Major Project: Animation Process

2D animation, Animation, Editing, Film, Film Studies, Final Major Project, U6_U12

Using the storyboard as a reference, I started animating my animation in Clip Studio Paint EX. The Japanese drawing program was originally intended to be used for illustration purposes, but released an English version and upgraded the functions to poster design, comic work and most recently – animation. Click on the images to read the descriptions.

Once the film was finished, I uploaded it onto YouTube and Vimeo.


Final Major Project: ‘ROLL’ Animation Storyboard

2D animation, Animation, design, Final Major Project, Research, U6_U12, Visual Studies

Final Major Project: Initial Ideas and Development

2D animation, Animation, Final Major Project, Research, U6_U12

The idea for my final major project animation stemmed from a number of things, but the majority of inspiration comes from my friends and family and the funny incidents that have happened in my life. I also took this as a chance to add some subtle comedic commentary on the modern day, starving student’s experience with self finance.

One of the more profoundly bizarre books that I grew up with was called The Runaway Pancake, originally a Norwegian folktale that probably got translated and illustrated into the form of an English children’s book that I read in nursery. The story was about, well, a pancake that didn’t want to be eaten and ran away from the family that was about to eat it. I loved the story so much, I took it home and read it again and again. It was such a weird story, but clearly back then I must have thought the idea of having to chase your meal as it ran away was incredible. When I was coming up with ideas for the plot of my animation, I thought that basing my animation off of a fairy tale or something similar would be a good, simple baseline to work off of. I must have been hungry at the time, because The Runaway Pancake was strangely the first to come in mind.

Numerous scenes are based off of various events that I’ve been through such as my parent’s wedding, which inspired the brief interruption scene where sushi boy can be seen barging through a couple’s wedding. This didn’t actually happen in reality, but the thought always crossed my mind as rather humourous. The same went for the majority of the other scenes. The people featured throughout the short are mostly based off of my peers and family. The eye bags and messy black hair on sushi boy was taken somewhat from my older brother who would occasionally fill me in on his experiences with living off of dirt cheap snacks in university. And pizza girl’s design and background was based off of one of my good friends who wore glasses and loved history. And the pizza? That came from another friend of mine who ordered me pizza when I was feeling ill a couple of times. I wanted to take this opportunity to make an animation and sort of pay homage to all my friends and family for their support over the years with some wacky, cartoony fun.

The idea to use the William Tell Overture as the main music was decided when I was thinking about what kind of music I could use for a short and comedic sketch. I knew I wanted it to be film with no dialogue; partially because I didn’t want to spend too much time on the sound when the main frame of the work was the animation and also partially because I was hooked on the silent-type comedy that I saw in really classic cartoon shows like Tom & Jerry. I grew up watching the Hanna Barbera show and it had a huge influence on me. Slapstick comedy like that was just silly and wonderfully over-exaggerated so I wanted to go for something like that. And seeing as how instrumental music and classical music played a big part in the Golden Age of animation, I decided to try out something classical. I have a soft spot for classical music myself, having been taught the violin and messing around with my brother’s piano growing up. We didn’t have an alarm clock when I was in primary school, so my mother would use a huge stereo radio and play classical music on max volume every morning to wake me up. Suffice to say it’s been well integrated into my sense of being.

I went back to the town I grew up in to use as a reference for the setting of my animation. I knew that the start would be in a sushi restaurant. But as the sushi would roll away, it needed a setting to essentially roll through. That’s when I took the high street as an inspiration. Spending a day out was quite nostalgic and I had a lot of fun taking photos and looking for ideas.

3D Animated Game Trailer Process

3D, 3D Animation, 3D Design, Animation, Camera, Cinema4D, Computer, design, Digital Art, U8_U52

I drew up a final design and imported it into Cinema 4D to use as a basis for my model. I used the Spline tool to create the separate parts of my character and then lathed, extruded and manually edited (via points and edges,) the parts until they were right. I then rigged, weight painted and animated the scenes.


Lumi’s final character turnaround.

After I (painstakingly) rendered, edited and re-rendered all of the scenes it was time to put it all together in After Effects! I imported all of the files and started compositing the shots accordingly, using my storyboard and the chosen audio as my base.


3D Animated Game Trailer Moodboard and Idea Development

3D, 3D Animation, 3D Design, Animation, design, Research, U8_U52

For my 3D animated trailer project, I decided to create a character based game trailer for a game that I’ve had in mind for a long time. I’ve created moodboards and researched many existing game trailers in seek of inspiration and ideas to help develop my trailer.


The first sketch I ever drew of Lightbulb Girl which eventually became the basis for my character Lumi.

The idea for my game stemmed from a drawing that I made last year of a character called ‘Lightbulb Girl’. She was named that mainly because of the light bulbs on her head. This design came into mind after I discovered a popular art trend online for ‘object-head characters’ – humanoid characters who had their heads replaced with objects, commonly electronic. I was in Amsterdam at the time when I drew Lightbulb Girl, and as I was visiting the various art exhibitions there I noticed a lot of modern exhibits where utilising light and digital displays. I saw some really interesting shapes and forms not just at museums, but at cafés and shops too. Twisting wires and huge light bulbs and occasionally the odd ceiling fan. These were the main elements I took to create Lightbulb Girl.

What inspired me to turn ‘Lightbulb Girl’ – the character – into ‘Lumi Lightbringer’ – the character with a game – was the simple, singular idea of her ceiling fan-inspired propeller skirt. I thought it would be great fun in a game as a flying element! So with that in mind, I developed a world around her which could be used for a game.

Development was going fine for the most part, but I was lacking a certain mood, a tone. Without a tone to go by, I couldn’t come up with a fitting colour scheme for Lumi and everything halted because of that. So I decided to create a mood board to help brings things together. I took the character designs and minimalism from the game Journey and the atmosphere and lighting from the game Ori and The Blind Forest. Thrown in with some electronics and light inspired objects, interesting geometric forms and another ceiling fan (for good measure,) I eventually watered down the main elements that help inspired my animation.


My moodboard.

I eventually settled on an orange and blue colour scheme for the entire project. I liked how the character in Journey contrasted really well against the environment, and also the lighting in Ori and The Blind Forest so I tried to emulate that contrast with this colour scheme. The majority of Lumi is coloured in rather plain, muted colours except for her propeller skirt and visors which are neon orange. The environment that she interacts in is all blue, so she really stands out nicely.

Neo-Noir Film Trailer: Visual Development

design, Digital Art, Editing, Film, Film Studies, Film Trailer, Neo Noir, U66

This post will be updated with conceptual art and various visual designs such as costumes and storyboards for my group’s upcoming Neo-Noir film trailer.