I took part in inktober in order to develop my character design skills and produce work for my portfolio, i will be going through these and selecting the most appropriate for a character design portfolio.
Wednesday, 1 November 2017
Monday, 8 May 2017
Evaluation
PPP as a module this year has been a lot more involving than first year. In first year I didn’t fully grasp the requirements nor what I should be doing a practitioner trying to get myself out there. With this year’s PPP we were encouraged to get an online presence, contact professionals and contact studios, in order to get us more involved in the industry. In contrast to this I haven’t been pursuing these opportunities as much as I would’ve liked. In the first half of the year I was a lot more proactive in doing all this, however after returning after Christmas I became too bogged down with things such as documentation, which felt like it impacted on my creative work.
Module and concepts were good in general, however organisation and communication could have be better. Communication between tutors of different courses was the main issue, as each course appeared to being told different things.
Steve has been an excellent influence on PPP, being the organiser of MAF he has extensive industry contacts and knows how to communicate with and approach them. This has meant he has been able to assist in the wording of communication and how to get us out into the industry, such as volunteering at festivals. This has been a huge boost, bringing in someone who is constantly networking and the advice that passes onto students.
Lifes a Pitch
For studio brief 3 we were required to come together into groups to form collectives. It was encouraged to be cross course so tried to get some illustrators onboard but they wanted to remain with other illustrators. I found myself teaming up with Luca Bisaci, Natalia Llamas and Rey Curley as we all had a mutual interest in characters and character design.
Discussing this we started to put together our presentation and what our aims are as a collective. We chose to call our selves Dagger Collective, with the tagline 'Sharp minds and Killer ideas' with other murderous puns ensuing within our presentation. Our logo was designed by Luca and i found myself really enjoying doing the regular meet ups to go through what we'd discussed and what we need to work on, so while we may not produce any products it definitely gave me a good feeling of what working within a studio or a collective could be like as i was talking with like minded people.
The work felt very evenly distributed with us all contributing and discussing how we could utilise our skills in the most interesting way. We proposed the idea of having life size cut outs of our characters that people could interact with and get a real feel for.
When we went up to do our presentation I felt it went really well and unlike other group presentations there was a lot more of a calm back and forth rather than a hogging of the spotlight with other people encouraging others to speak up and explain a section of our presentation.
As of right now the Dagger Collective has been left fairly untouched but i think it would be a really good place for us to put our character design sheets and entries into the character design challenge. Because we have not had enough time to make anything for Studio 24 we decided to present our character designs and work on the Collectives Facebook page and push the online presence.
Discussing this we started to put together our presentation and what our aims are as a collective. We chose to call our selves Dagger Collective, with the tagline 'Sharp minds and Killer ideas' with other murderous puns ensuing within our presentation. Our logo was designed by Luca and i found myself really enjoying doing the regular meet ups to go through what we'd discussed and what we need to work on, so while we may not produce any products it definitely gave me a good feeling of what working within a studio or a collective could be like as i was talking with like minded people.
The work felt very evenly distributed with us all contributing and discussing how we could utilise our skills in the most interesting way. We proposed the idea of having life size cut outs of our characters that people could interact with and get a real feel for.
When we went up to do our presentation I felt it went really well and unlike other group presentations there was a lot more of a calm back and forth rather than a hogging of the spotlight with other people encouraging others to speak up and explain a section of our presentation.
As of right now the Dagger Collective has been left fairly untouched but i think it would be a really good place for us to put our character design sheets and entries into the character design challenge. Because we have not had enough time to make anything for Studio 24 we decided to present our character designs and work on the Collectives Facebook page and push the online presence.
Who am I now?
This study task was originally meant to be done at the beginning of the year however I never got round to doing it and now i don't feel i can honestly state how i felt at the beginning of the year. So i have decided to critically evaluate how I view my current state.
Currently I feel I should and could of done more with the PPP year. and the course as a whole. While i have been able to establish my area, my niche if you will, its a big niche. Character Design only requires a few people and a lot of people want to be doing it so to stand out from the crowd I need to be getting better and getting myself out there and constructively speaking I currently feel i did neither. I made a few attempts earlier in the year get out there but then i just stopped my apprehension and nerves got the better of me, i got bogged down by documenting and didn't make anything creative for a while, with the projects i was doing, applied, making my mood ever more down. Looking back on all the work i had done, it felt like there was barely anything. I did a few nice animations but comparing my most recent work with the work I had at the end of first year, theres been no growth as far as skill is concerned. A few new techniques that I've gotten to grips with, maya animating for example but nothing quantifiably another level of improvement. The other factor has been my lack of awareness awards opportunities and ignorance to them, I got lazy. There were so many opportunities literally handed to us over the year and i just ignored them or never followed through with wanting to do it. An example of this is, not putting myself forward for LYFF, because i didnt know, or i didnt think it would be of any benefit for me. I held contempt for it which was the wrong way for me to look at it, I should of done it any way as it could of presented to me a good opportunity to talk and meet professionals on a more natural ground rather than jumping into their faces.
These factors are all down to me and Im very much aware of them now. These mishaps and lack of progress is something I will be aiming to fix over summer and into third year. To start with I am applying for internships and volunteer work to go and visit more festivals and events but its simply a case of hearing back now and applying for more when they become available. I also plan to animate over the summer, not necessarily a short but 11 second clubs with a 3D character and rigs that have been down loaded. Finally i will be working on the preproduction and proposal of a short film to get people on my course to collaborate. Collaboration is something I want to push since we get into groups made up of our friends and not our skill sets meaning were having to do an aspect we don't enjoy lessening the experience. But if a large group of us can work together, working on the areas we like, such as characters, animation, effect, backgrounds etc we'd be able to create something that was clearly everyones project but something that can push all our desired areas of focus up. Im also offering what i can do as character designer and animator to other class mates, for them to essentially use me how they want. Im hoping that all of this will assist in going towards a much more productive and active year.
Currently I feel I should and could of done more with the PPP year. and the course as a whole. While i have been able to establish my area, my niche if you will, its a big niche. Character Design only requires a few people and a lot of people want to be doing it so to stand out from the crowd I need to be getting better and getting myself out there and constructively speaking I currently feel i did neither. I made a few attempts earlier in the year get out there but then i just stopped my apprehension and nerves got the better of me, i got bogged down by documenting and didn't make anything creative for a while, with the projects i was doing, applied, making my mood ever more down. Looking back on all the work i had done, it felt like there was barely anything. I did a few nice animations but comparing my most recent work with the work I had at the end of first year, theres been no growth as far as skill is concerned. A few new techniques that I've gotten to grips with, maya animating for example but nothing quantifiably another level of improvement. The other factor has been my lack of awareness awards opportunities and ignorance to them, I got lazy. There were so many opportunities literally handed to us over the year and i just ignored them or never followed through with wanting to do it. An example of this is, not putting myself forward for LYFF, because i didnt know, or i didnt think it would be of any benefit for me. I held contempt for it which was the wrong way for me to look at it, I should of done it any way as it could of presented to me a good opportunity to talk and meet professionals on a more natural ground rather than jumping into their faces.
These factors are all down to me and Im very much aware of them now. These mishaps and lack of progress is something I will be aiming to fix over summer and into third year. To start with I am applying for internships and volunteer work to go and visit more festivals and events but its simply a case of hearing back now and applying for more when they become available. I also plan to animate over the summer, not necessarily a short but 11 second clubs with a 3D character and rigs that have been down loaded. Finally i will be working on the preproduction and proposal of a short film to get people on my course to collaborate. Collaboration is something I want to push since we get into groups made up of our friends and not our skill sets meaning were having to do an aspect we don't enjoy lessening the experience. But if a large group of us can work together, working on the areas we like, such as characters, animation, effect, backgrounds etc we'd be able to create something that was clearly everyones project but something that can push all our desired areas of focus up. Im also offering what i can do as character designer and animator to other class mates, for them to essentially use me how they want. Im hoping that all of this will assist in going towards a much more productive and active year.
Studio Brief 1 Constructive self criticism and my public self damning, oh and a crap sandwich
I am very much aware that i am very self critical of myself. this was very prevalent when I started to put together this presentation. Looking back on the year I felt like there was so much more I could of done and to complete in all my modules and i wasn't proactive in the latter half of the year. This presentation allowed me to critically get it off my chest. While putting it together i went with a crap sandwich layout, start with somethings good/ok, middle is the bad part the 'crap' if you will and then end on a positive. Lets just say it had a very big filling. However while i was knocking my self I had considered and talked about how I'm going to change this over summer and third year, but i don't want to turn summer into catch up time. Finally I made a point of ending on the note of wanting to collaborate with people and for people to use the skills that i have developed over the past few years, namely character design and character animation.
Sunday, 7 May 2017
Character Design challenge - April

The previous months theme was Game of Thrones, now this was an interesting one because we had to work with preexisting characters. I found myself trying to draw many characters and my drawing of Sansa stark was only really a scribble but out of all the drawings it was the one i was most pleased with so i scanned it into photo shop and started to integrate it with a digital landscape. Christ it looks bad and needs work! but i do like how integrated Sansa Stark became to the scenery especially with the snow building up on her hair and coat. unfortunately when i posted this to the page it never showed up so i never found out what others thought of it.
Character Design Challenge - March
The theme was the Venice masquerade ball. At first I tried to work on this design in illustrator since i was currently working with the software on another brief. But i wasn't liking how the image was looking, the colours were coming out too bold so i tried going back to my traditional mediums such as watercolours. It is very clear i need a lot of practice with water colours in the future if i want it to be one of my go to medias.
Character Design Challenge - February
Maori Warrior was this months challenge but i dint post my entry over concerns that it wasn't accurate enough to the theme and it had become a little bit too fan art-esque of Moana for my liking. Im once again pleased with the look, using the textured lines gave it a much more appealing look rather than having block colours that would of made her appear flat. the thing that pleases me the most about this though is her expression, it looks genuine.

I also had a planned sketch of a warrior scaling a cliff face but resorted to this design when the cliff face was not complying.

I also had a planned sketch of a warrior scaling a cliff face but resorted to this design when the cliff face was not complying.
Character Design Challenge - November
The theme back in November was gladiator and I entered the competition just as a simple distraction and to take a break from the other work that was going on so there wasn't a lot of thought that went into this guys design I just spent around 2 hours drawing him till i was satisfied. The flat cell shaded look is really nice and he looks great with no definitive lines, but rather the usage of shapes, shading and highlight. I made his body a simple square shape for a very basic character design but i think my proudest part is the lighting on his mace.
Japan Trip
The University had an trip for five days to go to japan two would be spent traveling to and from japan leaving us with three days in Japan. First off. THE JET LAG WAS HORRIBLE. I'd return to the hotel in the evening and crash out in my clothes, waking up at times like 1 or 2 in the morning. However ignoring the exhaustion... JAPAN! excuse the fanboying, just releasing my inner weaboo teen self for a moment! I wanted to use this trip as an opportunity to see wether or not I wanted to go again or wether Manga and Anime had created an unrealistic image of the place. Anime and Manga didnt do it justice. When we arrived in Tokyo we were hit with so many sights that were familiar because of the media and incredibly new. We were based in Shinjuku I found myself looking at the area that was used for the Digimon Tamers anime a presentation of the accuracy of the tv show and how surreal the experience became. Going up the government we were able to see Mt Fuji which was incredible. Final piece of fanboying, studio ghibli museum. I god damned near cried when i sat on the cat bus inside! Studio Ghibli was with out a doubt the best part as we got to watch an animation that was only shown there in the world and the entire museum was interactive.
The Japan trip was a trip that for me was an opportunity to truly experience and see another culture, to see another perspective. Their treatment of animation is incredibly different to ours. While ours is normally used only for children, the japanese use characters, manga and anime in almost all their advertisement and graphics. Their culture in the way they treat the environment is starkly different to us as while we were in the city there was only a few instances where a street was messy and there were no cigarette butts or gum on the streets, they also built around the parks, temples and shrines, surrounding these ancient structures with towering skyscrapers.
Below are a few of my sketches from my time in Japan and i most certainly wish to return.




The Japan trip was a trip that for me was an opportunity to truly experience and see another culture, to see another perspective. Their treatment of animation is incredibly different to ours. While ours is normally used only for children, the japanese use characters, manga and anime in almost all their advertisement and graphics. Their culture in the way they treat the environment is starkly different to us as while we were in the city there was only a few instances where a street was messy and there were no cigarette butts or gum on the streets, they also built around the parks, temples and shrines, surrounding these ancient structures with towering skyscrapers.
Below are a few of my sketches from my time in Japan and i most certainly wish to return.




Business Cards
For MAF last year I wanted to have something to hand over to people to attempt to be remembered by them, so i looked at the work I had produced and wondered which would be suitable to use for my cards.
I found a couple of images that i was satisfied with, an inktober drawing and a frame from an unfinished animation. I started to fiddle with the two of them seeing which would look good and what colours and layouts fitted. Colour wise i used effects to make it look tea stained because i do view myself as old fashioned rather than modern I didn't have a set style for things bearing my details.
Below are my variations
I used the bottom two as they were informative and showcased more detail of my character design and portrayal of characters.
I found a couple of images that i was satisfied with, an inktober drawing and a frame from an unfinished animation. I started to fiddle with the two of them seeing which would look good and what colours and layouts fitted. Colour wise i used effects to make it look tea stained because i do view myself as old fashioned rather than modern I didn't have a set style for things bearing my details.
Below are my variations
Applying for Internships and Volunteering
Through out the year I have tried a couple of times to apply for internships. I started by looking at the larger studios like Disney and Pixar and found that they required a CV and portfolio, however I didn't have a CV or an online presence of any degree at the time. So I set about putting together a creative portfolio. I wanted to try and show case what i could do as a character designer and get across who I was to a certain degree. However the deadline for the disney internship was fast approaching so I panicked, I sent my CV off and no work. Not my finest moment. Obviously i didn't get any response back but i did get a bot reply from pixar which i was at least happy to of received. I was told to send it off to other companies and internship programs but i didn't know which companies were doing internships. My issue here is that i don't have a studio i necessarily idolise, theres no one place i know the ins and outs of and I've never really been a fan of a specific company so i wasn't aware of what they do towards finding interns or finding more places, thus i didn't apply for any where else for a while.
Recently I applied for an internship at BlueZoo. They are looking for Maya animators and for this i needed to create an animation showreel showcasing character animation as they specify that they are looking for someone interested in learning more about maya and character animation. The internship covered workshops in acting for animation and on the job, paid experience. It wasn't the fact its paid that interests me its those classes on animated acting that really drew me in and the chance to refine my maya animations. Applicants who have received an interview will here back on the 15th of May, so until then.
Steve also recommended I apply for volunteer work at festivals as they will help to give me the opportunity and the confidence to talk with professionals as they will be who id be responding to and running around for so naturally I'd begin to talk with them. Im now applying and keeping my eye out for festivals and i plan to apply for volunteer work at MAF next year.
Recently I applied for an internship at BlueZoo. They are looking for Maya animators and for this i needed to create an animation showreel showcasing character animation as they specify that they are looking for someone interested in learning more about maya and character animation. The internship covered workshops in acting for animation and on the job, paid experience. It wasn't the fact its paid that interests me its those classes on animated acting that really drew me in and the chance to refine my maya animations. Applicants who have received an interview will here back on the 15th of May, so until then.
Steve also recommended I apply for volunteer work at festivals as they will help to give me the opportunity and the confidence to talk with professionals as they will be who id be responding to and running around for so naturally I'd begin to talk with them. Im now applying and keeping my eye out for festivals and i plan to apply for volunteer work at MAF next year.
Contacting Adam Oliver
After thought bubble I contacted Adam Oliver a few months later. I should of done this sooner but I was too apprehensive and I continued to put it off. Thankfully though he got back to me and I was able to start a small back and forth with him asking very broad and general questions about the animation industry and what its like working for a studio since it is something i would much prefer since it has more stability to me. Below are the emails to and from him.





At this point i didnt feel i had any character designs i could send or any idea of how to send it so fro three months i didnt send anything, once again nervousness and forgetfulness but last week i sent off an email with character designs and i plan to chase it up in the next few days.





At this point i didnt feel i had any character designs i could send or any idea of how to send it so fro three months i didnt send anything, once again nervousness and forgetfulness but last week i sent off an email with character designs and i plan to chase it up in the next few days.
Thought Bubble
While the thought bubble comic book convention was on I took part as a student ambassador for the Leeds College of Art stand advertising the college. It was a bit dead to say the least, since most people had come for the sake of comics and graphic novels, not really looking to find a uni to go to. However we did get a few people and one person was looking for work as a possible visiting lecturer which i passed on to Mike.
While i did some work the most interesting moment was when i was at Luke Pearsons table I over heard some one talking to him about turning his series, 'Hilda' into an animated tv series. Okay so i was earwigging but still. So I started talking to him about Animation and the fact that i was an animation student from leeds college of art. He told me he was Adam Oliver and he worked for Brown Bag Studios as an animator giving me his email and to contact him about any questions i had.
Finally I went to talk with Mike Mignola very briefly getting his autograph which was really cool including a small sketch of the flying fish machines from atlantis. I was just asking him small questions on what it was like when he worked on Atlantis at Disney.
While i did some work the most interesting moment was when i was at Luke Pearsons table I over heard some one talking to him about turning his series, 'Hilda' into an animated tv series. Okay so i was earwigging but still. So I started talking to him about Animation and the fact that i was an animation student from leeds college of art. He told me he was Adam Oliver and he worked for Brown Bag Studios as an animator giving me his email and to contact him about any questions i had.
Finally I went to talk with Mike Mignola very briefly getting his autograph which was really cool including a small sketch of the flying fish machines from atlantis. I was just asking him small questions on what it was like when he worked on Atlantis at Disney.
Golden Wolf Talk - Tom and Henry Purrington
We had a talk with two of Martins old pupils, twins Tom and Henry Purring ton and their work together at Golden Wolf. Their talk covered how their studio works and functions as it is small but active advertisement studio. Their view on the industry appears to be focused on keeping a close knit and fun family of a studio. With mandatory weekend work holidays to places around the globe and activities they want to keep their employees happy and for them to be enjoying life and their jobs. It was a really positive mindset looking back. Work had to be play but in turn play had to be work making sure that the jobs they took on were enjoyable. Speaking of the jobs they said that they didn't mind taking on any kind of job as long as it wasn't pornographic/sexual or cigarettes as these would push their company in a direction they didn't want it going since it would stop them from getting work for children shows and they would get more of that sort of topic and content asked of them restricting their hopes of doing more variety.
Their clients have been very varied from big brand companies like Disney XD and Nike to smaller local chains such as Wawa sandwiches. So its clear that their focus has been on products and shows, this didn't necessarily mean character animation which is my main point of interest rather than effects, products and transitions. However my other interest, hybrid animation, is incredibly prevalent within their work with the usage of base 3D models then with 2D drawn on top to create seamless 2D turn arounds and transitions was incredible i especially liked their guardians of the galaxy ident with the action and overall look. Unfortunately i did not talk with them or ask any questions because at the time there was a lot on my mind and we had a hand in the next day. So to try and reach out to them i have emailed their office with first a thank you to the Purrington Brothers, and secondly questions covering the topic of how to effectively and efficiently use hybrid animation, explains my interest in the topic and how I've used it in the past linking my attempt to the email.

I regret not talking to them but it helped me to realise how I've been feeling recently with myself and my work which i will explain in another blog post.
Their clients have been very varied from big brand companies like Disney XD and Nike to smaller local chains such as Wawa sandwiches. So its clear that their focus has been on products and shows, this didn't necessarily mean character animation which is my main point of interest rather than effects, products and transitions. However my other interest, hybrid animation, is incredibly prevalent within their work with the usage of base 3D models then with 2D drawn on top to create seamless 2D turn arounds and transitions was incredible i especially liked their guardians of the galaxy ident with the action and overall look. Unfortunately i did not talk with them or ask any questions because at the time there was a lot on my mind and we had a hand in the next day. So to try and reach out to them i have emailed their office with first a thank you to the Purrington Brothers, and secondly questions covering the topic of how to effectively and efficiently use hybrid animation, explains my interest in the topic and how I've used it in the past linking my attempt to the email.

I regret not talking to them but it helped me to realise how I've been feeling recently with myself and my work which i will explain in another blog post.
Tuesday, 4 April 2017
Presentation Skills
College had set up for a lecture on presentation skills that wasn't mandatory but required for us to sign up fr it. I feel that personally i lack in presentations as i struggled to articulate myself in public situations and i wanted to help it give me a grounding and capability in arguing and projecting an idea.
The lecturer said that we should communicate in three ways:
The way we say the words should be 38% of message we are getting across
Body language is 55%
And the words actually spoken make up the remaining 7%
the way we convey a message is dictated buy the behaviour we display e.g. if i talk in a more projected and direct voice with gestures referring to the topic rather than an uncertainty with where to put my hands and a silent monotonous voice I'm not going to convey the right message or intent behind the presentation
These factors are further enforced through speed, pitch, and volume to get people to listen to you and to get people interested in what your talking about. And avoid crutch words, such as um, err, okay etc, use pauses when appropriate almost as if your trying to build tension as a story teller. Like a story teller you need to engage with the audience through appropriate eye contact drifting from person to person every so often and not staring into space.
The presentation isn't just held up by the person but the structure of the overall presentation as well has to be prepared and organised.
A good presentation should include:
Introduction
First section
Second Section
Third Section
Conclusion
the introduction and conclusion should be book ended by some common clause to bring us back to the beginning of the presentation so we can recall it all.
What goes into the presentation is dictated by head and heart, a purpose for the presentation and so heart is what should be put forward over head otherwise your presentation will be stale and lifeless as its all been calculated.
The lecturer said that we should communicate in three ways:
The way we say the words should be 38% of message we are getting across
Body language is 55%
And the words actually spoken make up the remaining 7%
the way we convey a message is dictated buy the behaviour we display e.g. if i talk in a more projected and direct voice with gestures referring to the topic rather than an uncertainty with where to put my hands and a silent monotonous voice I'm not going to convey the right message or intent behind the presentation
These factors are further enforced through speed, pitch, and volume to get people to listen to you and to get people interested in what your talking about. And avoid crutch words, such as um, err, okay etc, use pauses when appropriate almost as if your trying to build tension as a story teller. Like a story teller you need to engage with the audience through appropriate eye contact drifting from person to person every so often and not staring into space.
The presentation isn't just held up by the person but the structure of the overall presentation as well has to be prepared and organised.
A good presentation should include:
Introduction
First section
Second Section
Third Section
Conclusion
the introduction and conclusion should be book ended by some common clause to bring us back to the beginning of the presentation so we can recall it all.
What goes into the presentation is dictated by head and heart, a purpose for the presentation and so heart is what should be put forward over head otherwise your presentation will be stale and lifeless as its all been calculated.
Work in my own time with Dan Goodman
While starting my initial work with Applied I was very focused on doing a lot of hand drawn animation and not much character design, so myself and Dan wanted to do some more sort of practice in the areas that we wouldn't be touching in the next few months. Dan wanted to practice his modelling and rigging, making rigs that would be strong and wouldn't fall apart while i wanted to get better at designing characters for 3D and my 3D animating.
I found inspiration in the design of the Faun from Pans labyrinth as its a very interesting creature that had a lot of different textures and extremities making it a really interesting design and something interesting are to begin with, to make a character thats like, an element or a fae characterised.
Taking the Faun as inspiration i created my own horn being that was very reminiscent of the creature and i didn't feel like as a character it had personality or life, it was just very dull and boring as a shape and design.
I found inspiration in the design of the Faun from Pans labyrinth as its a very interesting creature that had a lot of different textures and extremities making it a really interesting design and something interesting are to begin with, to make a character thats like, an element or a fae characterised.
Taking the Faun as inspiration i created my own horn being that was very reminiscent of the creature and i didn't feel like as a character it had personality or life, it was just very dull and boring as a shape and design.
The idea was to get a complex design that dan could be a bit more challenged with so i gave it an extra set of arms along with the horns and flexible ears and tongue. This meant he'd have a complex rig to work on, I did have to look into how a human body could fit two extra arms and decided to put them back to back rather than one on top of the other as i didn't want the body to become elongated but rather for the top half to be a more dome shape.
I did a few alterations and redesigns to the character but i wasn't liking it, the character didnt have any personality to it and was very lifeless. I think this was because of how much detail went into making a humanoid body with a muscle structure to it. Dan however really liked how it looked but i wanted something that had a more interesting silhouette.
Since i was making characters which were akin to elementals i tried a fire elemental based heavily on the lava woman from Moana and the character Moana herself. Dan really liked how she looked and i definitely preferred her to the previous character but she still had that boring silhouette and character design.
Before doing a T-pose for the Lava Lady i tried to do some designs for a new earth creature with a much more cartoony feel but dan said that he wanted to do the lava woman and that what he really wanted was the chance to practice sculpting textures and making strong rigs that won't break.
I did a digital turn around for Dan to use as reference when modelling separating the main body, the lava textures and the dress into three separate layers so he can see the different levels of the character. I also added notes of my thinking that could be done or iterations that needed to be made such as the hair being weighted like heavy lava and dripping when she moves.
Finally as he worked on the model I started doing some character poses and this is when i really started to see the character come to life as i started to draw personality into her as she interacted with the lava and showed different expressions.
Friday, 31 March 2017
David Bunting - Guest Lecturer
The third guest Lecturer we had in was David Bunting who is currently destroying our child hoods with the 3D Bob the Builder.
He mostly talked about how a storyboard artist works in the industry with three main factors that should be considered, Drawing skills, (Clarity and Appeal) Acting and Cinematography. It was all about how a story board has to be clear and informative to tell the other members of the team what is happening.
When he talked about cinematography he explained reasoning behind why you should use a shot, e.g. extreme close up is used to convey the emotion of the character and to tell us what is the character feeling, however this isn't commonly used in animation as the designs are simplified and faces are clear from head shots, both david Bunting and Mike want to see more of these sort of shots because they give a much deeper look into the characters personality. If something is important, focus on it.
Avoid exposition dumps with excessive dialogue, tell it through the acting.
Out of the guest lecturers we had across the month i found David Bunting the most interesting as he gave both an insight into the industry as well as his own personal belief on star telling and how a character and writing drive the emotion of the story which is something i myself strongly agree with.
He mostly talked about how a storyboard artist works in the industry with three main factors that should be considered, Drawing skills, (Clarity and Appeal) Acting and Cinematography. It was all about how a story board has to be clear and informative to tell the other members of the team what is happening.
When he talked about cinematography he explained reasoning behind why you should use a shot, e.g. extreme close up is used to convey the emotion of the character and to tell us what is the character feeling, however this isn't commonly used in animation as the designs are simplified and faces are clear from head shots, both david Bunting and Mike want to see more of these sort of shots because they give a much deeper look into the characters personality. If something is important, focus on it.
Avoid exposition dumps with excessive dialogue, tell it through the acting.
Out of the guest lecturers we had across the month i found David Bunting the most interesting as he gave both an insight into the industry as well as his own personal belief on star telling and how a character and writing drive the emotion of the story which is something i myself strongly agree with.
Reg Issac - Guest Lecturer
We had another guest lecturer in, Reg Issac, who in comparison to Fraser McClean who was a veteran in the industry, has only been in the industry for around 5 years. So he was an example of how our careers could progress after University.
He had worked on Simons Cat as an effect artist and worked as an inbetweener on short films, that we had seen at MAF. This biggest thing he worked on was Ethel and Ernest.
Reg Issac talked about how he was a freelance animator moving from job to job and how he is constantly updating his showreel with each of his jobs. While it didn't really give a massive insight into the industry because he had only been in it for around 5 years it gave a really eye opening view and idea of what we could and can do after graduating to keep doing the things we want to do such as character animation. Reg Issac wanted to do character animation when he signed up for Simons Cat but he couldn't draw the cat on model but he still knew how to do effects such as rain so he was put on that. It came down to who you knew and if you can get to know someone you can get into the industry or at least a chance because he was able to get job after job because he was referred by others.
He had worked on Simons Cat as an effect artist and worked as an inbetweener on short films, that we had seen at MAF. This biggest thing he worked on was Ethel and Ernest.
Reg Issac talked about how he was a freelance animator moving from job to job and how he is constantly updating his showreel with each of his jobs. While it didn't really give a massive insight into the industry because he had only been in it for around 5 years it gave a really eye opening view and idea of what we could and can do after graduating to keep doing the things we want to do such as character animation. Reg Issac wanted to do character animation when he signed up for Simons Cat but he couldn't draw the cat on model but he still knew how to do effects such as rain so he was put on that. It came down to who you knew and if you can get to know someone you can get into the industry or at least a chance because he was able to get job after job because he was referred by others.
Fraser Mclean - Guest Lecturer
A few weeks ago we had fraser Mclean come in to talk to us about working in the industry. He has worked on Roger rabbit, Space jam and Tarzan.
He talked about his earliest time at Disney when he worked on Roger Rabbit doing the in-betweens of the shadows of a background cow character, what was funny was he had no idea at the time of how to in-between so he put the first frame on the bottom and the third on top with the one he's drawing on in-between the two so he had to keep flipping the sheets up to see his drawing and check if it was in the right place until one of the older professionals came over and made sure he knew what he was doing.
the main topic he covered was how to make use of layout and what exactly a layout artist was. covering the areas of how much the artists have to put into the backgrounds and how the camera moves. He showed us the curved perspective backgrounds and extended scenes along with the extensive detail that would go into the mere concept scene sketches, (thus putting us to shame). He also talked about his experiences at the disney archives where he took 10 minutes to start crying and the supervisor he was with said "Well you lasted longer than most."
He was an incredibly relaxed person and was happy to stay afterwards for a few hours to answer questions, although i didn't have anything to ask i listened to my classmates questions.
He talked about his earliest time at Disney when he worked on Roger Rabbit doing the in-betweens of the shadows of a background cow character, what was funny was he had no idea at the time of how to in-between so he put the first frame on the bottom and the third on top with the one he's drawing on in-between the two so he had to keep flipping the sheets up to see his drawing and check if it was in the right place until one of the older professionals came over and made sure he knew what he was doing.
the main topic he covered was how to make use of layout and what exactly a layout artist was. covering the areas of how much the artists have to put into the backgrounds and how the camera moves. He showed us the curved perspective backgrounds and extended scenes along with the extensive detail that would go into the mere concept scene sketches, (thus putting us to shame). He also talked about his experiences at the disney archives where he took 10 minutes to start crying and the supervisor he was with said "Well you lasted longer than most."
He was an incredibly relaxed person and was happy to stay afterwards for a few hours to answer questions, although i didn't have anything to ask i listened to my classmates questions.
Thursday, 30 March 2017
Manchester Animation Festival
This year at MAF i made an effort to be more talkative and attempt to speak with the working professionals and focus on going to see the master classes rather than the short films and student films.
While there I was able to gain the opportunity to meet and talk with Paul Wells. An author on animation script writing and the study of it. I was able to get the opportunity to talk to him for about half an hour on script writing and how to improve my writing skills. as well as Paul Wells I gained the chance to talk to Joanna Quinn briefly as well to talk about how she goes about character design. I was really nervous because of how well known they are but they were both really nice people to talk to and helped me pin down more of an idea of what i want to do with my animations and character.
I was also lucky enough to have my first experience with VR with Blue Zoos VR film. They advertised it as a film rather than a game. It definitely told a story, however I felt it would still be classified as a game because of the base principles between movies and games, the interactivity. I feel the moment you give an audience the capabilities to interact, no matter how planned out you have it, you've made a game. Films aim at being a non interactive medium while games aim to be interactive. I did needless to say really enjoy the VR, it was incredibly surreal and it makes me excited for how it can be used in the future.
Of the masterclasses and documentaries i saw, two stood out for me: The making of Ethel and Ernest, and Floyd Norman an animated life. Ethel and Ernest is a british feature length 2d animated movie based on the book of the same name by Raymond Briggs where the production team went through the process of recreating Briggs unique and textured pencil style. They showed the final scene as well as the progression of the characters ageing and in the final scene shown I found the characters to be incredibly real and hit very close to home as they reminded me of my own grandparents so much. On the animation side of it, it was just pleasing and enjoyable to see 2D animation be used for a full feature length movie. The Floyd Norman documentary covered the life of the Disney animation Veteran and his life as Disneys first person of colour employee. It was really nice to watch the film covering the development of his career and work as well as seeing what his life at Walt Disney studios was like. I just enjoyed for once seeing the studio be presented as a positive place rather than hearing people go on about the corporate side of it but the actual production and animation studio.
Of the short films there was only really one that i found almost hypnotic and haunting in its execution, Stromae - quand c'est? A music video about Cancer and who and when it will strike. Along with its tragic topic the acting of the singer responding to the haunting and twisting vfx was chilling and i just found myself fascinated by it.
Finally i had the opportunity to see the Red Turtle which was a collaborative film between Studio Ghibli animators and dutch animators. The movie was for the most part silent but left a huge impact and left us discussing the film afterwards. There were questions on if the character was experiencing a dream or hallucinating, if it really was a magic giant red turtle that turned into a woman or if he just had sex with a turtle corpse who knows! Personally i agree with the first statement but would like to believe the second, call me a romantic. I loved the simple style and the muted tones left it looking flat but it had perfect perspective and depth with the island and world being rendered beautifully.
Overall i felt i got more out of this years MAF than i did last year which was spent just watching shorts.
While there I was able to gain the opportunity to meet and talk with Paul Wells. An author on animation script writing and the study of it. I was able to get the opportunity to talk to him for about half an hour on script writing and how to improve my writing skills. as well as Paul Wells I gained the chance to talk to Joanna Quinn briefly as well to talk about how she goes about character design. I was really nervous because of how well known they are but they were both really nice people to talk to and helped me pin down more of an idea of what i want to do with my animations and character.
I was also lucky enough to have my first experience with VR with Blue Zoos VR film. They advertised it as a film rather than a game. It definitely told a story, however I felt it would still be classified as a game because of the base principles between movies and games, the interactivity. I feel the moment you give an audience the capabilities to interact, no matter how planned out you have it, you've made a game. Films aim at being a non interactive medium while games aim to be interactive. I did needless to say really enjoy the VR, it was incredibly surreal and it makes me excited for how it can be used in the future.
Of the masterclasses and documentaries i saw, two stood out for me: The making of Ethel and Ernest, and Floyd Norman an animated life. Ethel and Ernest is a british feature length 2d animated movie based on the book of the same name by Raymond Briggs where the production team went through the process of recreating Briggs unique and textured pencil style. They showed the final scene as well as the progression of the characters ageing and in the final scene shown I found the characters to be incredibly real and hit very close to home as they reminded me of my own grandparents so much. On the animation side of it, it was just pleasing and enjoyable to see 2D animation be used for a full feature length movie. The Floyd Norman documentary covered the life of the Disney animation Veteran and his life as Disneys first person of colour employee. It was really nice to watch the film covering the development of his career and work as well as seeing what his life at Walt Disney studios was like. I just enjoyed for once seeing the studio be presented as a positive place rather than hearing people go on about the corporate side of it but the actual production and animation studio.
Of the short films there was only really one that i found almost hypnotic and haunting in its execution, Stromae - quand c'est? A music video about Cancer and who and when it will strike. Along with its tragic topic the acting of the singer responding to the haunting and twisting vfx was chilling and i just found myself fascinated by it.
Finally i had the opportunity to see the Red Turtle which was a collaborative film between Studio Ghibli animators and dutch animators. The movie was for the most part silent but left a huge impact and left us discussing the film afterwards. There were questions on if the character was experiencing a dream or hallucinating, if it really was a magic giant red turtle that turned into a woman or if he just had sex with a turtle corpse who knows! Personally i agree with the first statement but would like to believe the second, call me a romantic. I loved the simple style and the muted tones left it looking flat but it had perfect perspective and depth with the island and world being rendered beautifully.
Overall i felt i got more out of this years MAF than i did last year which was spent just watching shorts.
Sunday, 5 February 2017
SWOT
During class we were required to do a swot analysis test on ourselves and once we had done that we did the analysis for a classmate. The SWOT analysis was interesting and it allowed me to identify certain aspects of myself that i hadn't noticed.


When going through it with my classmate i found i had thought of a lot of similarities to what my classmate had put down especially in the strengths section but they were able to bring my attention to weaknesses i hadn't identified so that i can try to improve on these factors.


When going through it with my classmate i found i had thought of a lot of similarities to what my classmate had put down especially in the strengths section but they were able to bring my attention to weaknesses i hadn't identified so that i can try to improve on these factors.
Thursday, 2 February 2017
OUAN502, Study Task 3, Animation Studio Research
We were required to create a presentation on a studio of our choosing that we wanted to work for. For me this meant walt Disney Animation Studios. As cliche as it sounds. They are one of the best animation studios out there and they create compelling animated movies as well as are constantly trying to develop a new way of animation so i want to be working in a place where new things are happening on a large scale thats moving the entertainment and animation industry.
While doing the research for this task i didn't want to do the usual dull stuff that everyone knows i tried to find things out that were a bit different or might not fall under common knowledge. I was able to do this for the history of disney where i was able to find out some interesting facts about their early dos as well as a possible reason for why they want to own everything nowadays so it felt like it justified their policies a little (still a bit questionable). After this i wanted to focus on my main interest on the studio their newest aesthetics in paper man using the meander software, I would of liked to of talked more about it but i am not a programmer and a lot of information i found used tech jargon which left me feeling confused and bewildered. It was after this point in my presentation that i really fell apart and the content of what i was talking about was incredibly boring because everyone already knew about it. When it came to talking about the contact side of things this was a frustrating point. A large studio such as Disney is not going to be responding to every little student email, so i had to single out people but i didn't know what i should of searched for and this left me fumbling around and uncertain of what i should be doing or even how to get in contact with professionals so by the time i found people to contact it was too late even if they got back to me. Another issue that arose from this was that a lot of the people i found used public platforms such as instagram and twitter where trying to contact them would be lost in a sea of comments making the endeavour pointless. I was able to find a website belonging to an art director and visual development artist. The fact that this person transitioned over from visual development to art director peaked my interest, whats the difference? What can be done? How much control on projects do you get? and what is an art director? i really hope that this animator gets back to me as i would love to interview her and ask her about this area.
Overall i feel disappointed in the presentation. Due to the subject matter being something everyone knew about it left a lot to be desired as there was nothing of intrigue or mystery to the studio for anyone, but it was the studio i want to work for. Im left feeling disappointed in not being more organised with the task I also feel that the requirement to contact the studio became my main down fall with tis task due to the magnitude of the studio as well as nerves thing over. I hope now that I've started emailing and attempting to get in contact with professionals i will be able to go further with the other tasks that require us to interview a professional that works in our desired area.
Here are each of my slides while doing the presentation i tried to avoid having facts on screen and focused only on getting my points across through speaking other wise i feared i would just read off the slide.
While doing the research for this task i didn't want to do the usual dull stuff that everyone knows i tried to find things out that were a bit different or might not fall under common knowledge. I was able to do this for the history of disney where i was able to find out some interesting facts about their early dos as well as a possible reason for why they want to own everything nowadays so it felt like it justified their policies a little (still a bit questionable). After this i wanted to focus on my main interest on the studio their newest aesthetics in paper man using the meander software, I would of liked to of talked more about it but i am not a programmer and a lot of information i found used tech jargon which left me feeling confused and bewildered. It was after this point in my presentation that i really fell apart and the content of what i was talking about was incredibly boring because everyone already knew about it. When it came to talking about the contact side of things this was a frustrating point. A large studio such as Disney is not going to be responding to every little student email, so i had to single out people but i didn't know what i should of searched for and this left me fumbling around and uncertain of what i should be doing or even how to get in contact with professionals so by the time i found people to contact it was too late even if they got back to me. Another issue that arose from this was that a lot of the people i found used public platforms such as instagram and twitter where trying to contact them would be lost in a sea of comments making the endeavour pointless. I was able to find a website belonging to an art director and visual development artist. The fact that this person transitioned over from visual development to art director peaked my interest, whats the difference? What can be done? How much control on projects do you get? and what is an art director? i really hope that this animator gets back to me as i would love to interview her and ask her about this area.
Overall i feel disappointed in the presentation. Due to the subject matter being something everyone knew about it left a lot to be desired as there was nothing of intrigue or mystery to the studio for anyone, but it was the studio i want to work for. Im left feeling disappointed in not being more organised with the task I also feel that the requirement to contact the studio became my main down fall with tis task due to the magnitude of the studio as well as nerves thing over. I hope now that I've started emailing and attempting to get in contact with professionals i will be able to go further with the other tasks that require us to interview a professional that works in our desired area.
Here are each of my slides while doing the presentation i tried to avoid having facts on screen and focused only on getting my points across through speaking other wise i feared i would just read off the slide.
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