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Evaluation
Your name
Production Process Evaluation
Production Process Evaluation
Secondary Research
• Weaknesses
• The weaknesses of my secondary research include my initial lack of depth when looking over
the posters. Whilst I gathered detail about the surface features such as the colour schemes and
character positioning, I didn’t look much into the target audience of each individual product
and how the posters adhere towards them. Additionally, as the main focus of my project is the
animation, I felt less inclined to spend so much time researching still art. I have since added to
these slides, looking at each individual target audience and comparing them to my own.
• Another aspect of my secondary research that was lacking is the amount of time spent
researching openings of different styles of animation. By not doing this, I limited the amount of
inspiration I could get as well as not been able to see what different features work better for
different types of animation. Whilst I did look at a CGI opening, I focused more on the colour
usage rather than the fact that it was a different type of visual.
• An issue I had whilst conducting secondary audience research was that I was unable to get
much information off YouGov due to how specific the things that I had researched were. This
resulted in me mainly having to rely on primary research, which whilst useful meant that I
couldn’t compare my research to other’s as much as I would have liked to. Not being able to do
this meant that I couldn’t check for any common themes as accurately.
Secondary Research
• Weaknesses
• Whilst this section had a lot of information about 2D animated shows, there is little to do with other types of
animation or even shows that aren’t animated. Researching these would have allowed me to compare what
audiences tend to enjoy these different styles. This, in turn, would have allowed me to mix ideas from each to
allow my work to appeal to audiences to enjoy different aspects of the different types of shows.
• Strengths
• My slides are set out in organised ways, divided into three separate section. This makes looking back on my
secondary research easy as I am able to quickly find specific details. These sections talk about what trends and
features exist, how they relate to my target audience and how I will incorporate this into my own work. This
provides a detailed layout of how I will conduct the rest of my work, allowing me to move onto the next steps with
a strong idea of what I need to do in mind. Additionally, by linking the observation to my own work, I ensure that
my product will appeal to the audience.
• Overall
• I overall feel very happy with my secondary research, and the layout of the slides as well as the information I have
gathered allow me to quickly refer back to it when creating my actual production. Additionally, there is no
information gathered that is unimportant, allowing me to focus on improving my production.
• Least Favourite Part – I spent a lot of time attempting to use YouGov for certain parts of my research, which due
to how specific it was yielded no results. This resulted in some time being wasted.
• Favourite Part – Linking my research back to my product made me feel confident that I would be able to have my
project appeal to my target audience whilst still feeling unique.
Primary Research - Interviews
• Weaknesses
• The main issue with my interviews was the lack of them compared to my survey.
By conducting more interviews, I not only would be able to check for patterns
between them, but would be able to do more comparisons between them and
the survey as well. Whilst my questions were more detailed than what I had in
my survey, I feel that if I had taken the opportunity to go even more in depth
with them I would have been able to gather more important data. This data
would have given me a greater idea as to what my audience would have wanted
as well as how my product would have compared to other work that the
interviewees already watch. Furthermore, a potential weakness of the
interviews being face-to-face is that people might have felt pressured to answer
a question without having time to think, or may have felt inclined to not answer
with their true thoughts due to me being there. This could have potentially lead
to some false results.
• Strengths
• My interviews were able to into greater detail when asking questions than my
survey was. This allowed me to obtain more useful information about people’s
views as well as follow up question to push for more detailed answers.
Furthermore, by interviewing people face-to-face they can feel that they can
answer with more detail without me pushing them to at all. This not only leads
people to answer more naturally, but also allows me to see how passionate
people are about what they’re talking about, which can give greater detail about
their opinions.
• I ensured that all of my questions were open ended to allow for and entice
people to answer in greater detail. The questions I asked were all relevant to
what I needed to find out, and so no time was wasted on pointless questions.
Primary Research – Interview Analysis
• My analysis makes connections back the the outline that I
created, providing support for the decisions that I made in
it. I discuss the benefits and weaknesses of conducting a
face-to-face interview rather than an online survey and
compare the results I obtained to how people in the
person’s demographic are expected to answer.
• I was able to expand upon what I had learned from the
interviewee too see how well my idea would appeal to
this person. I found that it most likely would appeal well
and what factors would do this. I also learnt about what
things I would need to include in my animation e.g. areas
of action in order to keep my viewer interested.
• To improve on my analysis, I would need to have more
interviews as discussed in the previous slide. This would
allow me to compare the different results to see how
people within the same demographic answered differently
as well as to see how different demographics had different
mindsets.
Primary Research - Survey
• Weaknesses
• The groups that I sent my survey out to were mostly filled with people of a similar age,
something I only found out after I had conducted it. This meant my results covered a smaller
demographic than it could have, meaning my results could have been much different.
Although this was unavoidable, the fact that the survey was done online means that people
could very easily choose not to do the survey, limiting the number of results that I would
acquire. Additionally, some people may have answered jokingly, which could have potentially
given false results.
• Strengths
• Thanks to my time spent doing GCSE Statistics, I was able to construct a survey that would get
as many answers out of people as possible. This was done by ensuring the questions were
direct and to the point as well as mostly close-ended. By doing this, people didn’t get bored of
answering the questions and thus would be more likely to fully finish the survey. Another
positive was how I structured the questions, as I made sure that answer boxes didn’t overlap.
This prevented any confusion when people answered the questions as well as preventing
confusion on my end when comparing the results.
• All of the questions in the survey were directly relevant to what I needed to find out about
my target audience. This prevented any unimportant details from filling up space or time.
Additionally, a surplus of questions could have enticed people to stop answering the survey,
so avoiding this allowed for me to get more results.
By sending the survey out to multiple different groups (friends, Animation Subreddit and Survey
Subreddit) I was able to get results from people with varying experience with animation. This
prevented my results from all being from people with similar backgrounds. An improvement on this
would be to send it out to groups with people of predominantly different age demographics.
Primary Research - Survey
• Another positive of my survey was that it didn’t take too
much time to create. This allowed me to spend more time
on other parts of my research, thus gaining a deeper and
more widespread understandings of my audience and
other works. Additionally, people were quick to reply to me
survey, and so the day after I sent it out I was able to look
over my results. To do this, I layed out images of each
question’s answers in both bar chart and text form and
created short questions and how the results answered
them. This allowed me to condense all my thoughts on the
surveys to look back on later, meaning this evaluation could
be done more efficiently.
• By laying the results out this way, it was easier to check for
any outlier results. For the one that I did see, I was easily
able to ignore it when comparing my results, thus
preventing the information I gathered from being false.
• Overall
• Overall, I am happy with how my survey went. I was able to
gather a good amount of information in a short amount of
time with questions that were accurate to what I needed to
learn whilst not putting people off answering. To improve
on this in the future, I would ensure that I send the survey
out to a wider number of people, as this would not only
allow my data to be more reliable, but would also ensure I
get answers from a larger variety of demographics.
Primary Research – Survey Summary
• Weaknesses
• Whilst I go into detail about each individual section of
the survey, I don’t give an overall pros/cons list of how
useful I felt it was or how well I felt it was set out. This
results in a limited reflection of the structure of the
survey itself. However, in my planning of the survey I
cover many of these points, although being able to
evaluate how useful and successful these were would
have helped me to improve on my surveys in the future.
• Strengths
• I make sure to talk about how my results will effect my
own work to ensure that I tailor what I create to appeal
to my target demographic. I look over how my Survey
Outline was able to ensure that the questions in my
survey worked well and were relevant.
• Improvements
• I would conduct additional surveys to improve the
reliablity of my results and to also get information from
more demographics to see what similarities and
differences there are between them.
Planning – Initial Reaction
• Weakness
• Whilst I go into plenty of detail about my feelings, to believe that talking more about my actual
initial reaction would have allowed me to show how I felt about the project more. Whilst I talk
about overall why I feel excited about working on the project, it would have been better if I
talked about what specifically got me excited to work on the project. This could have included
bringing certain characters to life, being able to try different animations etc. It would have been
better if I had gotten someone to look over my initial reaction from an outside perspective to
see if what I was saying made sense to ensure that I had presented my thoughts properly.
• Stregths
• When it comes to feelings, my initial reactions goes into plenty of detail. I talk about how
excited I am to bring my own work to life and show my passione for the project. I made sure to
not only talk about the production, but also how I felt about the written work. I go into detail
about how I have improved from my previous work and how I plan to ensure that I get a higher
grade in this final project. I believe that it is important to create a connection between my
previous work and this project, as the different influences I have gotten and techniques that I
have learned have all played a part in my FMP.
• Additionally, by getting my thoughts down into words, it helps me to focus on what I need to do
to ensure this project is the best that it can be. It sets the mood and standard for the rest of the
FMP, so by having an initial reaction that accurately details my thoughts I am able to show them
throughout the rest of my work.
• Overall
• I feel that my initial reaction is strong in terms of showing how I feel about working on the
project and what steps I have –and will – take to ensure it is as good as possible. However, as
previously mentioned, talking more about my actual initial reaction would have allowed me to
set the groundwork for my project more solidly. Additionally, I found it quite difficult to talk
about what I planned to do, as the work is very personal to me and so I sometimes felt anxious
typing about it. However, I have since gotten over this and feel that writing my feelings and
initial reaction was a good way of getting me to be more open about my work.
Planning – Potential Ideas
• Weaknesses
• My potential ideas included creating a mind map detailing what I planned to do in my project. A
major issue that I ran into with this mind map was that I already had a good idea of what I wanted
to create, which lead to me limiting myself when brainstorming. By coming up with more ideas I
could have come across additional features that I may decide would work well in my production. I
could have added more depth to certain sections of the mindmap, such as the colours section. This
would have allowed me to come up with potential ideas of crossing over different ideas, e.g.
mixing colours with particular movements. Adding a section that talked more about techniques
would have also been useful, as I could have discussed potential transitions and edits, thus giving
me a greater idea of what I want to actually put into my animation.
• Another improvement would have been to create additional mind maps that went into more
detail about specific things e.g. specific characters. This would have given me a better idea of the
smaller features of my animation, thus meaning I wouldn’t have had to recreate as many frames as
I had to. I could have also added some mind maps for the rest of my written work, as although I go
into detail about them in my schedule, a mind map would have made the process of making said
schedule easier.
• Strengths
My mind map contains a lot of information about the different movements that I could have potentially
used in my animation. I go into detail about why I would choose to add these as well as the specific details
about them. I also talk about the overall look of what I plan to create, including the art style, animation
type and colour schemes. By doing this, I was able to ensure that what I created was consistent in how it
looked. This mind map allowed me to see what I had to look into further. By colour coding the map, I was
able to ensure each section was clear to see, allowing me to refer back to specific parts of it more easily.
Additionally, by separating the different sections of the mind map onto different slides, I was able to more
easily annotate and discuss them as well as keeping the image quality high.
Overall
I was initially unsure of how I felt about my potential ideas, as although my main mind map went into a
good amount of detail about my plans, I lacked further maps to discuss more in depth topics. However, I
have since fixed this issue, creating mind maps that discuss each character’s design as well as the design
of the setting. This allowed me to be more prepared for when the time came to animate, ensuring my
drawings were consistent it their look and feel whilst preventing me from arriving at a point where I was
unsure of what to do. My favourite part of creating my potential ideas was writing down what thoughts I
had been thinking for a while, as this not only allowed me to refine them, but also get a feeling of
legitimising my work.
Planning – Mood Boards
Weaknesses
I found it difficult to gather images for my Creators moodboard, as I felt like it would be pointless to fill it up
with different pictures of the creators themselves. Whilst I fixed this issue later, this left the board feeling
unnaturally barren for a while, slowing down my progress.
The pictures on my mood boards could sometimes appear a bit cluttered, especially when there was a large
number of varying colours involved. This made it slightly difficult to look back on some of the images
afterwards.
Whilst my analysis’ go into plenty of detail about each mood board, I feel that an improvement on this would
be to cross-reference the mood boards more often. This would have allowed me to compare the different
images on the boards and see how I could have weaved different ideas together.
Strengths
My mood boards are filled with various images that helped me to gain an understanding of what I wanted to
create. My first mood board was about the backgrounds and structures that I could use. These were good as
a way of immediately setting an overall tone and look for the project. Furthermore, the colour backgrounds
board was useful for seeing what colour schemes worked well together in terms of multiple colours in a
background, colours compared to the characters and transitioning between shots and their backgrounds. By
looking at creators that influenced me, I was able to ensure that my work took inspiration from them without
being too similar.
My character mood boards were extremely helpful for detailing not only how my character’s would look, but
also for giving a visual representation of their personalities and roles in the story. Additionally, they helped
me to develop their designs to better work with each other and the overall look of the animation.
Overall
Once I had ensured that all of my mood boards gave as much inspiration as possible, I was very happy with
them. The wide variety of themes and topics that they covered ensured that I was able to go into each stage
of my pre-production not having to worry about being unsure of what I was doing. Although it may be slightly
difficult to make out certain features, I am able to look back on them still to compare my final product to
them, which has overall stayed similar to what I had planned out.
My least favourite part of creating the mood boards was having to fill in the creators board, as I wasn’t
initially sure of what to fill the page with
My favourite part was creating the boards for the character designs, as they felt like a big step in bringing my
characters to life.
Planning – Resources, Contingency
Planning and Health & Safety
• Resources
• Weaknesses
• My list for hardware doesn’t go into specific detail about what computers I would be using.
This would have being helpful for planning out what work I would need to do on what device.
For example, my home computer doesn’t have any Microsoft products on it, so I would need
my laptop or college MAC to do the written work. Furthermore, I could have gone more in
depth about the type of graphics tablet that I would be using, as there is a wide variety of
brands and types. Doing this would have allowed me to evaluate the specific pros and cons of
my graphics tablet in particular. Additionally, it would have been beneficial to mention why I
wasn’t using particular thins in my project, as this would have further reinforced my reasons
for using the other products.
• Strengths
• I go into great depth about how I plan to utilise each resource mentioned, explaining what
experience I have had with them and how this affect my ability to work on my final product. I
made sure to mention how I plan to use each resource in conjunction with one another, listing
the various ways that the hardware and software can strengthen one-another. I label the
importance of each resource, showing why it is important that I use each one in my project,
linking back to my previous experiences with them and how my skills have grown over the
course of the year. I explain how my previous experience with animating and using my
graphics tablet in my own time have allowed me to learn new techniques that will benefit me
in my FMP.
• Overall
• I am happy with how my resources slide turned out, as I was able to label the different things
that I would need to work on my project and explained how I would use them with each other.
To improve on it, I would go into more depth about the different computers that I would be
using as this would have allowed me to be more prepared for switching between them when it
came to making the production.
• Least Favourite Part – The slide’s aesthetic. Due to it being more about the gritty details
behind the creative work, it felt less interesting compared to creating character designs,
colour schemes etc.
• Favourite Part – Listing the ways I would use the different resources together. This was my
favourite part as it made me feel more prepared for creating the actual animation.
Planning – Resources, Contingency
Planning and Health & Safety
• Contingency Planning
• Weaknesses
• Similar to my Resources slide, I didn’t go into detail about the issue of having to use
different computers. By not mentioning this, I didn’t come up with a written plan to
counter the issue. Furthermore, I didn’t mention the potential issue of not being
able to transfer data via my memory stick, an issue that I had towards the end of my
project. This was because I had the memory stick in mind as a solution to not being
able to email my work, and so didn’t think of it as a potential problem. To fix this
issue, I would ensure that I had a second backup plan in case my memory stick didn’t
work, even if this was just ensuring I had enough time after finishing the work to
transfer it via another person.
• Strengths
• I mentioned a variety of potential issues, making sure to include issues that could
occur both at college and at home. This ensured that I was prepared for a range of
issues that could occur at various times during the project. The solutions that I came
up with were all realistic and provided effective means of allowing me to continue
with my work should the issue arise. Additionally, I included examples of how I
would prevent issues from occuring in the first place, meaning I had to spend less
time on fixing problems and therefore could focus more on my work.
• Overall
• I feel that my contingency planning worked well as a means of preventing and
solving issues that could arise throughout my project. Whilst I am lacking in talking
about the different computers and memory stick issues, I still covered plenty of
areas where I could have ran into problems were it not for this slide. An overall
improvement would be to simply continue to list potential issues as this would only
make my work more secure.
• Least Favourite Part – As the list is comprised of talking about the wide range of
potential issues that could arise, it felt slightly demoralizing to create.
• Favourite Part – Countering my least favourite part, the fact that I had come up with
preventions and solutions to these issues made me feel more secure in my work.
Planning – Resources, Contingency
Planning and Health & Safety
• Health & Safety
• Weaknesses
• Although the likelihood of it happening is extremely slim, I didn’t cover the potential issue of damaging my
hand. This would have been a major issue, as being able to control the tablet pen properly is what ensures
the visuals are appealing and understandable. My lack of planning for this would have left me helpless
should the issue have arisen. To improve on this slide I would have not only brought up with potential
problem, but also ensure that I list any possible issue that could have happened, even if they are unlikely.
• Strengths
• All the potential issues that I did list were relevent to my specific work and important factors to take into
account. The solutions that I came up with are doable and don’t interrupt my work flow much. This slide
allowed me to work on my project whilst feeling secure that I could counteract any health issues that came
up. Additioanlly, there were many factors that I came up with preventions for, meaning I could dedicate
more time to refining my work instead of cleaning up any accidents that could have occurred.
• Overall
• I feel that my Health & Safety slide covered the more realistic issues in a good amount of depth, delivering
efficient and effective solutions and preventions that would have allowed me to focus more on my work.
The only issue is the lack of planning for more serious problems, the result of which would have left me in
the dark should these issues have occurred.
• Least Favourite Part – It was difficult to think up some of the potential issues, as many are things that you
think of and deal with subconsciously. This resulted in my having to come back to this slide and adding extra
issues to it at later dates.
• Favourite Part – Knowing that I was fully prepared for the issues that may have occured., and thus feeling
for secure in my schedule.
Planning Proposal
• Weaknesses
• I had an initial issue with my bibliography not being layed out correctly. Whilst I was
able to go back and fix this, the issue resulted in slowing down my work pace. Due to
the limitations of words allowed for planning the evaluation and production reflection, I
feel that I wasn’t able to go into as much depth as I would have liked to.
• Strengths
• The production schedule I created goes into great depth about the outline of my
project, organising different parts of the FMP into strict but realistic deadlines.
Furthermore, by creating the skeletons for the upcoming powerpoints as planned in my
proposal, I was able to have an immediate guideline for what I need to discuss. For
example, the structure for this Evaluation powerpoint was created during the proposal.
• I was able to look into my target demographic in depth, ensuring that I mentioned the
different ages, social classes, etc. I made sure to spend an extended length of time on
this as to make it as accurate and useful as possible. Unlike the evaluation planning, this
section had no word limit, which made writing detail much easier.
• The word limits in the other sections (barring Evaluation) were manageable, as they
were big enough for me to be able to say what I wanted to say and explain the
reasoning for them in depth. To ensure that the text fit in the word limit, I simply typed
as much as I felt I needed to and then condensed it down to fit in the word limit. This
worked well to allow me to not limit what I said too much whilst staying in the limit.
• Overall
• Overall I am very happy with how my proposal turned out as the production schedule
has been extremely helpful when working on further powerpoints. Additionally, the
details about my target demographic helped me to plan everything else about my
project, ensuring that the features of my work appeal to this audience. If I were to
improve on anything, I would add additional information about my audience, as whilst I
had plenty it would be even better to include information about various other features
to ensure as much accuracy as possible.
Time Management
• Thanks to my schedule, I was able to manage my time very well. The
deadlines that I set were strict, but achievable. This ensured that my work
didn’t overlap and thus allowing me to finish my project with time left to
look over my past work and make any improvements that I needed to make.
My schedule was a great improvement on the ones I had created in my
previous projects, and so I felt confident throughout my FMP that I would be
able to finish my project to a good quality.
• My production went smoothly as well due to the fact that I had planned
each week out, making sure to include details of what I would be focusing
my time on. This ensured that each section of my production had time
dedicated to getting it finished to a high quality, as well as allowing me to
have time to spend on additional practical work, such as posters. This
worked well as a means of ensuring I had time to push my grade up in my
production whilst not taking time away from working on the other parts of
the project.
• I was able to list a realistic number of products that I could create, which
meant I didn’t feel rushed to finish any part of my production to move onto
the next bit. This ensured that the quality of my work was as high as I could
make it.
• I overall feel very happy with how I planned out my time, as I was able to
securely finish all the work that I set out to do whilst being able to spend
time improving on previous powerpoints in the project. An improvement
would be to go into more detail about what I wanted to spend each day on,
as this would have ensured that each shot for a sequence in my animation
was focused on for an amount of time.
Planning - Experiments
My experiments feature a wide range of techniques that I was able to incorporate into my final piece thanks to
me practicing them here. The analysis’ that I have of each experiment were useful for looking back on, as I was
able to see what I could use each technique I had practiced later. I felt much more comfortable working with
Photoshop and my drawing tablet after I had created these experiments, which allowed me to focus more of my
time in my production on creating instead of learning.
My first experiment allowed me to practice more intricate movements, which was useful when it came to
animating hands and emotions. I learned how small details could be used to paint a much bigger picture when
they were added together.
My second animation experiment worked well to allow me to test out how sketchy lines could be used to
portray quick motion and unnatural movements. This would prove useful when it came to animating punches
and sudden movements.
The third animation was useful for seeing how colour could work in moving images. I was able to experiment
with how shadows would move with the character.
The final two animations proved useful for when I created animations featuring the setting of the story, as it was
much easier to do perspective drawings after these practices.
A weakness of my experiments what that I hadn’t spent time practicing overlapping different animations on
premiere. This could have allowed me to feature a wider range of motions happening at the same time.
Audience Appeal
• The point of this slide is to see how my final products adhered to my target audience. This will involve comparing my
final piece to real works as well as what I mentioned in my planning.
• 1. Appeals to males and females – My research dictated that my target audience is mostly gender neutral. To appeal to
this audience, I use a wide variation of colours to show that the work isn’t super specific to a certain range of colours,
ensuring neither gender feels like the animation isnt for them. Additionally, the cast having a mostly equal proportion
of males to females ensures that both males and females feel represented and able to identify with people. My
research on the Again animated opening uses this idea, featuring a cast filled with both males and females.
• 2. Appeals to teens – young adults – My research suggests that my target audience is people aged roughly 16-25. My
animation includes a lot of action, a genre which is very popular with this age demographic. Additionally, my featured
cast mainly involves people in this age range, making people feel like they can see themselves in the story. My research
on the Bloody Stream opening displays action in a similar way, having fast paced movements take the foreground in the
animation.
• 3. Appeals to people interested in animation – My survey tells me that the majority of people willing to watch a new
animated show are people who have already regularly experienced animation as a whole. This means that to appeal to
the audience what I create will need to be unique whilst still being recognisable to a genre. My project does this by
having an art-style that isn’t very common in animation whilst having visuals that focus on the themes of the story,
making the animations less applicable to any random show. Furthermore, there are plently of shots involving combat,
character designs and setting shots which give the viewer an instant idea of what kind of genre this show is. Everything
researched I my animation research section puts an emphasis on character designs to give an immediate idea as to
each character’s personality.
• Each of these sections shows that my own project shares many similarities with these existing animations, utilizing
many of the same techniques to appeal to my target audience. However, the details more specific to my story featured
in my animation keep it unique and allow it to hold up on its own.
Aesthetic Qualities – Animation
Sequence 1
• This first sequence acts as the title card for my animation. I initially had a
much simpler title card simply made by overlaying two pieces of text at
different sizes and colours. This had a very underwhelming look,
especially compared to the accompanying visuals. I felt that as the first
thing that you would see, the title card should look impressive and give
and reflect the style of the rest of the animation.
• To create a superior title card, I looked online for any fonts that would fit
the style of the project. I decided on a cartoon font and downloaded it
into my Photoshop font library. I then created a piece of text using this
font and altered size of the different words to ensure they were properly
proportioned. This included altering the size of the second word, ‘Way’,
to fit better with the size of the first word, ‘Golden’. I coloured the text
in pink and yellow, two colours than have a prominent role in my
animation. I then looked online for an image of treebark and overlaid it
with the text. By altering the gradient overlay I was able to have this
treebark texture take the pink and yellow colours. Additionally, the
darkness of the bark gave the text a grittier texture, which fits better
with my art-style. I added a drop shadow in order to make the text stand
out more from the background and increased the bevel & emboss of the
text to make it bounce out more from the page, immediately grabbing
the viewer’s attention.
• I am glad that I made these changes as the title card is now much more
eye-grabbing and of higher quality and so doesn’t make the production
feel cheaper or less detailed. A further improvement would be to
experiment more with different bark textures, as this would have
potential given me a texture that looked even better with the colours.
Additionally, I could have mixed textures together to experiment with
different looks.
Aesthetic Qualities – Animation
Sequence 1
• The visuals that accompany my title card involve a night sky with rain clouds moving across it. The colour of this night sky sets
the time for the rest of the rest of the animation as well as what colour will be consistently used as the colour of the sky. This
prevents the sky from looking different between sequences and thus prevents people from getting confused by when things
are supposed to be happening. Additionally, the use of rain clouds gives context to the rain that occurs later on in the
animation. To animate the clouds, I created some on a different layer than others. This allowed me to have background clouds
stay in place whilst those in the foreground moved across the screen. I had them move from left to right, and in order to have
this be as smooth as possible used the tweening tool. Although I decided not to use this tool in other parts of my animation,
this tool was extremely useful here. By having 1 frame where my clouds were at the far left of the screen and one where they
were at the far right, I was able to fill in the gaps inbetween by using the tweening tool. This allowed me to select a substantial
number of frames to go inbetween the first and last, and the tool would automatically place the moving clouds at
corresponding locations on the screen to create a smooth sliding effect.
• In order to have the title card still stand out, I made sure that the background was made of darker colours. As previously
mentioned, the night sky is made from a dark blue which really helps the title to pop out. Additionally, the clouds being rain
clouds gives good reason for greys to be used. These not only give an immediate idea as to what type of clouds they are, but
also help to make the brighter yellows and pinks of the title card grab the viewer’s attention. The moon and stars in the
background, although light yellow, don’t take away from the title card as their saturation is far less and they take up much less
of the screen.
• I am overall very happy with the look of this whole first sequence. The animation of the clouds, although simple, work well to
give the screen a sense of movement without distracting the viewer’s attention away from the title card. The colours work well
to contrast eachother and the title card isn’t difficult to see. Additionally, the bright yellow and pink of the text and the dark
blue of the background actually make up the colour scheme of the protagonist, as seen in Character Design 1. A way to
improve on this first sequence would be to add more different tones of dark blue to the night sky, as this would give in a
greater sense of depth and texture.
Aesthetic Qualities – Animation
Sequence 2
This sequence involves the camera flying through a city street and upwards to a
light. In order to get an understanding of how I would make this shot, I looked at
videos of drones flying through areas. I was able to study how the area around the
drone would distort and ‘move’ as the drone flew at different angles as well as
what speed I should have the camera fly at in order to allow the viewer to make
out what the environment looks like whilst not making the flight feel too slow. The
artwork here is deliberately sketchy in order to give a feeling of speed. By using the
eyedropper tool, I was able to ensure that the night sky used the exact same colour
as the one in sequence 1. The city itself is mainly made up of varying greys. I did
this in order to have the light sources stand out even more, which will play an
important part towards the end of this sequence. In order to make the light
sources look like they are actually emitting light rather than a solid substance, I
used a faded brush of relatively large size and low opacity. This allowed me to
repeatedly go over an area and create an effect of the middle of the light being
stronger than the outside, giving the impression of it fading off. I really like how
this effect turned out, as I believe that all the light sources are recognisable as
being light sources and the colours used really stand out from the darker greys and
blues in the environment. Towards the end of the animation, the camera turns
upwards and flight up the side of a building. This part of the animation was a
challenge to create, as working out how the distort the look of the buildings
around to fit the perspective required multiple tries. I constantly referred back to
the drone videos, and so was eventually able to create an accurate and smooth
looking turning effect. As it flies upwards, the drone goes towards a light. This
works as a smooth transition to the next shot. In order to give an impression of
how bright this light is, I had it cover the screen with a fainter yellow and overlaid it
with brighter streaks of different tone of yellow. I decided to add in some pink to
the later frames of this light in order to mirror the colour scheme of the character
design used in the next shot. This worked well to make the transition even
smoother.
Overall, I am happy with how this sequence turned out. The sketchy outline really
helps to give the animation a sense of speed whilst the perspective of the drawings
is accurate to how it would be in real life. Additionally, this sequence acts well as
an establishing shot of where a lot of this story will take place. The eyedropper tool
proved useful again for maintaining colour schemes through both the frames
within this sequence as well as between this sequence and the last.
A way to improve this animation would be to add more detail to the colours used
in the setting, as little to no shading was utilised. This was done to conserve time,
as this sequence had many frames in order to fill the 6.7 seconds it needed to.
However, this lack of shading is noticeable on second viewings, so spending more
time on it would allow people to still enjoy the look after watching it once.
Additionally, shading would have worked to better show the shining of the lights.
Aesthetic Qualities – Animation
Sequence 3 – Shot 1
• This sequence had characters showing off their abilities. This acts as a way to not only show off the character’s designs, but also to add a sense of
fast paced action to the animation, giving the viewer an understanding of the genre that it is in. The first shot of this sequence involved a fast and
repeating punching animation. As stated in the previous slide, the bright yellows and pinks used at the end of the last sequence work well as a way
of transitioning to this shot given the character’s pink and yellow colour scheme. The animation for the punching is very smooth and the speed and
power of each punch is shown to the viewer via the dashed lines of action around the fists as well as the blurred effect given to each fist. This was
done by accessing the Blur Gallery on Photoshop which allowed me to add altering levels of blur to entire layers. To ensure each fist had is own
level of blur as well as to keep the main body of the character unblurred, I had each fist be on its own layer. This worked extremely well to also
give the animation a sense of depth, as the fists appear to be infront of the body as intended. To have this punching animation fill the required
time without decreasing the quality and speed of the animation, I used the Cut tool on premier to split up the animation into the wind up of the
punching, the punching itself and the final punch. I then duplicated the middle punching section to fill the required amount of time. The way that
this section was animated allowed for it to be repeated without it looking jarring. Additionally, the speed of the punches stops the repeated frames
from being noticeable. The final punch in this shot is bigger than the rest, and I am extremely happy with how it shows its greater power and
impact. I gave it a much bigger wind up and added extra frames to show the fist actually making impact with the screen.
• Overall I am extremely happy with the look of this animation. You can really feel the speed and power of each punch, and there are enough frames
to allow for the animation to be smooth. I had experimented with the Blur Gallery before in my Experimentations, and it proved very useful here
to give a sense of the fists’ motions. To improve on this animation, I would tidy up the outline of the main body, as there are some sections where
there are bits of black ink left on their own where they should have been erased. This was due to me changing parts of the design to better fit what
was shown in my Pre-Production. Fixing this would allow the viewer to simply enjoy the animation rather than getting distracted by these little
missed details.
Aesthetic Qualities – Animation
Sequence 3 – Shot 2• In order to make the cut to this shot as smooth as possible, I had the character from the previous shot appear in
the bottom right of the first frame with a pose indicating it is at the end of a punching motion. This, in turn with
the fist covering the screen and he bright light at the end of the previous shot provided an extremely smooth
transition that fits with the context of what is occuring on screen.
• The character in this animation appears from the left of the screen, bring a revolver down from his chest as he
moves into the centre. The artwork in this animation is of good quality considering the lack of time each frame
is on screen for. As with the previous shot, I made sure that the character was properly and consistently shade
to improve the look of the shot.
• As he moves into the centre of the screen, the character brings his gun up and shoots it. To show the recoil of
this, I had the character move back slightly as the gun is fired. This detail was extremely useful for multiple
reasons. Firstly, It acted as a means of ensuring there wall always movement going on in the shot. Secondly, it
gave a sense of realism to the animation and helped to show the power of the gun shooting. Thirdly, It gave me
a good way to have the character move off screen whilst still having context with what was occuring. Due to the
recoil of the gun firing pushing him back, the character could smoothly follow the line of motion downwards
and off the screen whilst the camera focuses on the bullet fired. I am very happy of how the gun looks, as it was
directly inspired by many revolves found in the real world. I made sure to add many smaller details to it to show
the different sections and compartments of it. Through multiple attempts I was able to have the character’s
fingers wrap around the gun in a realistic way. The smoke and flash that appears from the gun’s barrel works
well to again show the power and suddenness of the gun firing. To create the smoke effect, I used a brush of
lower opacity and overlapped different shades of grey. For the lighting, I used a faded yellow brush and had
streaks of it emitting from around where the bullet was fired. I love how these details add to the authenticity of
the shot, and whilst they are very noticeable don’t take too much attention away from the bullet itself.
• The camera then follows the bullet as it flies through the air. In order to keep a sense of movement in the
animation as well as to make the bullet’s movement as realistic as possible, I included drawing to show the
bullet spinning. Aesthetically, this worked really well to prevent the screen from appearing too static, and the
shading on the bullet really helps to emphasise this spinning motion. On a technicality level, creating this
spinning motion wasn’t top hard to do, as I simply duplicated the layers used for the first bullet in this short
area of the shot and changed how the shading on it was positioned to portray its rotation. Towards the end of
the shot, the bullet flies closer to the screen. This makes the flight path feel more dynamic whilst also acting as
a way to transition to the next shot in the sequence.
• This animation was extremely fun to make and I am very happy with the results. The quality of the art is high
with smaller details like the textures on the gun and the shading on the character making the piece enjoyable to
look at. The way the bullet spins and moves towards the camera allows for the viewer to constantly feel a sense
of action and keeps them interested.
To improve on this shot I would add lighting to the character to portray the flash of the gun’s barrel . This would
emphasise the act of the gun releasing the bullet whilst making the character look even better at this moment.
Aesthetic Qualities – Animation
Sequence 3 – Shot 3
• The artwork in this animation is slightly less detailed than the the art found in the previous two shots.
The character featured here has his clothes blow in the wind to provide the shot with a constant sense of
movement. However, the quality of this animation is weaker and far more simple than the animation
found in the previous shots. This is because the focus of this shot is on the plane that flies past the
character. I’m very happy with how I was able to capture the angle of the plane’s flight in each frame as
well as how I maintained perspective with it an different locations on the screen. The colours on the
plane reflect the colours found on the character’s clothes, showing a connection between the two. I was
able to have the character still undergo the animation of his clothes whilst the plane flew past him,
adding an extra layer of movement to the shot. To capture the plane suddenly blasting off into the
distance, I added smoke and bright lighting to its rear engines towards the end of the animation.
Additionally, I increased the speed of its flight at the end by including less frames. This gave it much more
speed compared to how it was earlier in this shot. I was able to have the smoke emitted from the plane
disperse at it flies away, making it more realistic.
• As the focus was on the place in this shot, I spent a lot more time making sure it looked good over
focusing on the character. This resulted in a gap in quality between the two. I feel that the shot spends
too much time focused on the character before the plan appears on screen. This also results in the plane
appearing and disappearing very quickly. To improve on this, I would cut more of the earlier part of the
shot and slow down the later frames. Due to the number of frames used for the plane, slowing it down
slightly wouldn’t diminish the quality of the animation. Additionally, simply spending more time on
shading the character and adding more movements to his body (e.g. hair moving) would greatly improve
the look of the shot.
Aesthetic Qualities – Animation
Sequence 3 – Shot 4
In order to have a smooth transition from the previous shot to this one, I had two clackers hit eachother and cover most of the screen in doing so. The
clackers are a piece of equipment used by the character in the previous shot, and so have context in being used here. As the clackers bounce off of
eachother, they transform into pink spheres that spin outwards away from eachother. These spheres work in context as they are a part of the character
in this shot’s ability. I added pink lighting as a way of showing the difference between these and the duller clackers from before. As I have with all my
lighting, I used a faded brush in order to show that the lighting isn’t a physical entity. When the clackers turn into the spheres, the background also
changes to be slightly different. The clackers act as a way to cover up most of the background during this change and thus make it less jarring, and the
similar colours used for the background further emphasise this. I like how this transition looks as it makes sense in the context of the animation whilst
acting as a smooth way to jump to this shot whilst still being unique from the other transitions used.
After this transition, the focal point character for this shot arises from the bottom of the screen. I was able to animate their hair to have it move
realistically with the motion of the character. Additionally, I had is curve around where it meets with the spheres to demonstrate their effect on things
that they touch. By adding extra frames towards the end of this shot, I was able to have the character stay on screen longer before disappearing off to
the left. The extra frames made this final movement slower than when the character first appeared, which I was happy with as I wanted them to not
disappear off screen too quickly and not be noticeable.
I am very happy with how this character looks in comparison to their concept art in my Pre-Production. The face structure and the colours used are all
very similar to how the character was intended to look, and I was able to maintain this look through the different frames. The Eyedropper tool was used
again here to maintain consistency in the colours used.
To improve on this shot, I would add extra frames to the rotation of the spheres. This would allow me to make their movement more obvious and
maintain the high speed intensity of this entire sequence.
Aesthetic Qualities – Animation
Sequence 3 – Shot 5
• I had the character of this animation move about the screen a lot . This also
included having them cover different amounts of the screen at different times to
show the camera moving about them. For this shot, I had to go over a lot of the
frames and recreate the look of the character slightly to make them more
closely resemble their concept art. I am glad that I decided to make this
improvement, as although it caused this shot to take up more time to make than
it should have, the improved resemblance made it easier for me to have their
design be consistent. Additionally, I was able to take this time to improve the
details of the character, adding in more shading and folds in clothes.
• To create the fist shooting forward animation, I looked back at what I did in the
first shot of this sequence. The techniques of using blur as well as lines of action
would transition well to this shot, and so I decided to utilise them. The fist being
connected to the body helped to show the motion, as its extension between
shots was a good indicator of the speed and direction of the fist’s flight. Again
similar to the first shot, I ended this by having the fist entirely cover the screen.
Whilst I initially intended to have this be the end of the transition to the next
shot, I found that the sudden jump from tanned skin colour to green was too
jarring. I instead decided to add frames showing the fist unzipping to reveal the
green background of the next shot. The use of a zipper worked well in context
with the shot, as one had been included before with the fist shooting outwards.
Additionally, the unzipping motion allowed for the reveal of the green to be
more gradual and feel less out of place. The look of this unzipping effect is good,
with the zipper moving and opening up in realistic ways. I am very happy with
this addition to the shot as the animation is still smooth whilst it allows for the
next shot to not feel out of place.
• The overall shot looks good both in artwork and colour. The background doesn’t
make the screen appear cluttered and the smooth animation allows for the
motion of the fist to feel real. An improvement to this animation would be to
add more detail to the hair, as it is difficult to make out any details in the jet
black section of it.
Aesthetic Qualities – Animation
Sequence 3 – Shot 6
• This final shot has a character falling downwards away from the screen. This is portrayed by having each frame
show their body covering a smaller proportion of the screen each time. For the earlier shots, which involved
much closer images of the character, I put an emphasis on the quality of the artwork as any low quality would
be more noticeable here. I feel that I succeeded in doing this, and am happy with the shading and smaller
details found in these earlier frames. As the character falls further away, I found that I needed to constantly
have areas of their design blowing in the air resistance both to make the piece more realistic and also to
ensure that there was always movement going on. I decided that the character’s skirt would be the best way
to show this due to the looser properties of different areas of it. I was able to repeat the style of this blowing
animation throughout the shot to show constant movement.
• Whilst I am extremely happy with the earlier parts of the shot, the later parts definitely decrease in animation
quality. This occurred because I had made the animation far too short for the amount of time that It needed
to fill, and I didn’t have much time to create a fix. I instead decided to reuse some of the blowing animations I
had already created and repeat them, leading to the animation quality greatly decreasing.
• An obvious improvement to this overall piece would be to ensure that I had enough detailed frames to fill in
the time I needed to. I could also add more movement to the character’s hair to further emphasise the air
resistance acting on them.
Aesthetic Qualities – Animation
Sequence 4
This sequence would spend a lot more time focused on one character than the other shots I had
created, and so I knew that I needed to ensure that there was a sufficient number of frame to keep
the animation smooth. Creating this animation was quite tedious, as the amount of time spent on
frames that looks similar made the task quite overbearing. However, by working on it at regular
intervals, I was able to complete it whilst maintaining a good level of quality.
The earlier frames consist of a close-up of the character’s face with their hair blowing in the wind. To
capture this concept, I made sure to animate strands of hair moving in different ways to keep the
animation interesting. This blowing animation is accompanied by a confused and panicked look on the
character’s face. I feel that I did a good job in showing this emotion, as the face really gives a look of
something being off. I was able to do this by adding areas of black of emphasise how the face was
scrunched up in different parts. Lots of these were created around the eyes, which make the
character appear tired and somewhat dazed by what is going on. As the animation continues, the
character moves about the screen at different distances and begins to clutch their head. The art here
is less detailed than the close-ups, but this is acceptable and not too noticeable due to the quick
transition between frames and the far off view of the character. I went over these frames once I had
finished the animation to improve their look. This included making the outlines less sketchy. I am very
glad that I decided to do this as any low quality would be more noticeable in this sequence due to it
focusing on one character in one setting for a long time.
Later in the animation the character regains their composure and slashes at the screen. I feel that I did
a good job in showing this change in attitude as the look on the character’s face is much more
confident. Additionally, the frame sat this section are far more detailed than the ones where the
character is further away. As previously mentioned, I did this as any lower quality would be more
noticeable as the character covers more of the screen. I utilised the aforementioned technique of
having the fist/hand cover the screen to show its impact, and I additionally added in an extra frame
showing the arm moving towards the screen to make this animation smoother and to give a better
idea of the slashing motion of the hand. The cut to white next shows the slashing impact of the hand,
and is followed by glass shattering outwards towards the screen. To capture this, I used a small white
brush with a slightly faded opacity. This allowed me to create cracks in the screen of different
opacities to show how much broken glass was there as well as the angle of the shards. An even fainter
brush was used to show the reflecting light on these shards, which changed between frames to show
how it was rotating towards the screen. Creating these frames was very time consuming but I feel was
definitely worth it. The animation is both interesting and smooth thanks to me being able to use real
life videos of shattering glass as reference. I intentionally created a huge number of frames for this
glass in order to have it fill the time required whilst still being as smooth as possible.
To improve on this sequence I would add more frames off different looks to the middle section, as
many of the frames here are reused ones from other parts of the sequence that have been slightly
altered. Whilst they are only on screen for a short amount of time, they are potentially noticeable and
thus will lower the quality of the animation overall.
Aesthetic Qualities – Animation
Sequence 5
• Animating this sequence was quite complicated, as there was a lot of constant movement
from different parts of the screen. I had to portray the movement of the character
desperately flailing, the arms dragging her away and even the walls closing in on them. It
took me a while to ensure these frames were consistent in their looks and that there
were no points where the animation seemed to jump about, but I am extremely happy
with the results. The animation is incredibly smooth whilst still consisting of detailed
artwork. I feel that I did a good job in capturing the emotion on the character’s face and
the desperation of their movements. I was able to show the impact of the walls shutting
by having it occur in time with the music as well as by having smoke appear from the
crack in the centre upon impact.
• I was able to download and utilise a custom Maple Leaf brush to give the walls texture.
This brush is very aesthetically pleasing, and by using different colours of different
opacities I was able to capture the shading and textures of the wall.
• The next section of the sequence doesn’t look as good animation-wise. The frames aren’t
as smooth and the movements of the wall have it appear to jump around a bit. This
section was added in to pan out the runtime of this sequence, and so the result was a bit
rushed. One positive quality is that the darker background works well to bring out and
put focus on the brighter coloured wall.
• This sequence ends with quick shots of some minor characters. I was able to spend more
time on the look of these due to needing less frames, and so I was able to make them
look very aesthetically pleasing. The shading both in terms of colour and cross-hatching is
far more detailed here than in some other parts of my animation, but due to the short
duration of these frames they don’t look out of place. I feel that my decision to add in
additional frames showing the silhouettes of the characters was a good one as this keeps
the fast paced action of the animation up and prevents the frames from appearing too
static.
• The obvious improvement to this sequence is to spend more time on creating the second
half of the wall section, as if this section was smoother then the entire sequence could
have been the best in the entire animation. I would also spend a bit more time adding
shading to the earlier frames, as some of them are missing smaller details.
Aesthetic Qualities – Sequence 6
• The animations in this sequence are quite complicated, but I feel that I succeeded in making them work. The animation begins
with a more bombastic summoning of an ability, demonstrating its power and intimidation factor. The colour design of this
ability contrasts well with the character’s, making it easy to distinguish both of them. The shading here is of good quality and
is consistent throughout all the frames. I was able to use lighting and lines of action to successfully demonstrate the speed and
motion of the ability travelling towards the right, and the cutting motion it does acts as a smooth and interesting way of
transitioning to the next shot in the sequence.
• This next shot begins with the ability shown in the aforementioned shot splitting the screen into three. The top and bottom
thirds show the previous frames splitting apart to reveal the next character in the central third. Like the character in the last
shot, this one also also has a lot of detail in their artwork and the cooler colours in their design contrast well with the warmer
ones found in the design of his ability, which we see come out in the next couple of frames. As both it and the character move
outwards towards the screen as the middle third now begins to cover the whole screen, the ability swipes around. The
animation for this particular part of the sequence is especially smooth, and I was able to emphasise the motion via the blue
lighting found around its hand. This lighting can be seen shining onto the head of the design in the upcoming frames, a small
detail which really helps to make the look of the animation here stand out. The following punching animations, although in a
different direction to the previous ones, utilise the blur gallery again to emphasise their speed. The entire animation of this
second half of the sequence is farm more graceful than the first, showing the difference between both the characters as well
as their abilities.
• I am extremely happy with how this sequence turned out, and personally believe it is the best sequence in the entire
animation. Both the art and the animation are of high quality and the addition of smaller details keeps the animation flowing
quickly. The transition between the two shots makes the action flow smoothly from left to right, and then back to the centre.
This allows the viewer’s eyes to naturally follow the action without feeling overwhelmed. An improvement would be to add
more detail to the background. Different colours could be used for each half of the sequence to further show the difference
between the two characters.
Aesthetic Qualities – Sequence 7
• This next shot had a focus on the colour design and the shading of the character. The shot begins with
bright green eyes which acts as heavy contrast to the darker pink caused by the shadows of the hands
covering the face. This makes the eyes stand out more, causing the viewer’s attention to be focused on
them, which brings their attention to the centre of the screen when the camera pans out. This worked
well to force the attention to be on the area where the hands clap together. This makes the viewer look at
the area which the water is emitted from, meaning they can fully see if grow in size. The outline here is
very defined, making the colours within the image stand out even more. The greens found throughout
the image are all strongly saturated, making the image immediately different from the colours found in
the previous frames. The animation is very quick, which syncs well with the audio but causes the
animation to go by very quickly. To fix this issue, I would add more frames onto the end and push back
the next shot which doesn’t particularly sync up with any moments in the song aside from when it cuts
out.
• The second shot in the sequence involves rain falling over a part of a city. The artwork of the city is good,
with the 1-point perspective remaining consistent through all points of the image. The shading is detailed
and is made with a constant source of light in mind. Smaller details, such as the hands on the clocks,
make the scene feel more authentic and add more life to the city. The animation for the rain itself,
although simple, looks good and the ripples created when the drops hit the ground add an extra layer of
realism. Having the raindrops fall at different times and be different sizes makes the shot feel constantly
in action. To improve on this shot, I would change the look of the bricks in the road on the bottom right,
as they appear to be facing straight up instead of laid along the road. Additionally, the ripples in the
distance appear to be too large given the size of the raindrops, and so decreasing the size of these would
make the rain look more authentic.
Aesthetic Qualities – Sequence 8
• The chains featured in this scene fit with one of the planned themes that I intended to include from my
mind-maps, that being the theme of fate. The animation for these chains looks good as they rise out of
the water and the sketchy outlines work well to portray their speed. The second chains that rise up are
coloured differently from the first, making each set of chains easy to make out on the screen. The timing
of the second chains appearing syncs up well with the lyrics, and I am happy with how this shot works to
fill in the time. Additionally, the water at the bottom of the screen keeps the flow of the entire
animation consistent, as the zooming in on a puddle in the previous shot leads to this one. An
improvement would be to add movement to the water to show how the chains moving is affecting it.
• The second shot has the protagonist summon his ability. The quality of the art in the close-up of the
character is good, with detailed shading and refined outlines. The eyes in the design have a lot of detail
added to them to show the source of light in the shot as well as to bring a sense of life to them. The
animation for the ability coming out is very smooth and the lack of outlines helps to put the viewer’s
focus on the colours, which are accurate to those used in the design of the ability. The different
saturations and tones of the colours help to show the general look of the design as it forms whilst still
allowing the rest of the screen to have light emitting from it. The addition of the black outline is gradual
and works well to show the design taking a more physical form. Having it swipe across the screen to
transition to the next shot allows the momentum of the animation to continue and works to be more
interesting than a simple jump cut. To improve on this shot I would make the background darker so the
lighting stands out more.
Aesthetic Qualities – Sequence 9
• The hand rising up to crush the ball is a simple animation, but the perspective of the drawing
works well to position the viewer as below where the hand is reaching, portraying what it is going
towards in a more powerful light. The movement of the hand when crushing the ball includes
small details that show how the hand is moving. This includes the movements of the fingers, but
there are also lines that show how the muscles in the back of the hand move with the grabbing
motion. These small details make the movement look far more authentic and smooth. The
crushing of the ball sends shards outwards, which are animated in slow motion to put emphasis on
the crushing action. The movement of the shards is smooth, allowing for the slow motion to still
look good. The pink lighting that appears after this travels down the arm, and the use of a faded
brush makes in instantly recognisable as lighting instead of a solid entity. A way to improve this
lighting would be to show it glowing on the arm as it travels down, as this would make it much
more realistic and would help to improve the look of the drawing.
• As the arm pulls downwards the lighting continues to travel down it. The movement of the arm is
smooth and it forces the viewer’s eyes to travel down towards the bottom right hand of the
screen. This works well to immediately put the viewer’s attention of the character’s face as he
appears in the next shot. Due to the nature of this shot, I was able to put a lot more detail into the
character’s face as well as his ability’s. The pink overlay that I put on this image helps to show how
the pink lighting has reached him fully. The small amount of movement here keeps the animation
from feeling static in this split second and puts more emphasis on the quick movement in the next
shot.
• The following shot quickly pulls the viewer’s attention upwards. A brief frames shows the
character’s emotion in his face, which works well to quickly display the impact of the moment. As
the ability arises from the character, speed lines are added to give the shot a more action-packed
feel and helps to emphasise the small zooming out that occurs. The pink overlay is still present
here, which helps to create a connection between the pink lighting and this design. The chains on
the design are well shaded, with each link having light shining off them. The use of jet black for the
body underneath the chains and pink exterior helps to put the emphasis on those parts.
• This overall sequence works well as a climax to all the action. The pink acts as a constant factor
that connects each shot, each of which cuts in time with the audio. There is never a moment of no
movement, which keeps the action moving at all times and doesn’t allow the viewer to relax until
the next sequence. An improvement would be to add more frames onto the final shot at the end
in order to extend the duration, as I was forced to cut a bit of the music out in order to have this
shot and the next sequence fit in properly.
Aesthetic Qualities – Sequence 10
• This final sequence calms down the high paced action, using four shots each cut in time with the music. The first
three shots show a different part of the title card, the first two splitting up the first word Golden with the third
having the word Way. This makes the showing off the title card more dynamic and makes seeing it feel more
exciting. Each background for these first three shots reflects a different character. The first reflects the colour
scheme of the character shown in the glass shattering sequence. The second has the colour scheme of the main
antagonist and features the face of his ability multiple times. The third has the colour scheme of the protagonist
and features multiple butterflies, the motif for the character. These shots show the viewer the importance of
these three characters and how they act as driving factors for three different sides the conflict. Simple jump cuts
work well here to allow for fast paced transitions between the shots whilst putting more emphasis on the building
up of the title card. The final shot shows the full title, this time accompanied by a butterfly motif filled with
symbols representing the characters in the main cast, showing how each effects the protagonist. The flowers
around the outside have colour schemes made up of the characters in the main cast. These smaller details add a
lot more life to this final shot and give a feeling of unity to the main group. The bright colours also make the shot
more appealing, and act as a nice change from the more dreary blue images present in the last few sequences.
• I feel very happy with how this last sequence turned out. The emphasis on what is in the still shots allowed me to
portray a lot more meaning in the smaller details as discussed above. The flowers help to fill the page in whilst
reflecting the protagonist’s ability and the use of the main cast’s colour scheme shows their importance
throughout the story.
• An improvement to these shots would be to add a little more movement in the final shot. Something small light
some lighting being shown reflecting off the zippers around the butterfly would stop the image feeling so static
whilst still calming down the action.
Aesthetic Qualities – Overall
Animation Production• The artwork in my finished animation, although less detailed than my still art, looks good and worked well as a way of
allowing myself plenty of time to create enough frames for the animation to run smoothly without taking out too much
detail.
• The movements that I used were creative and interesting, utilising not only the 2D environment but also 3D. This gave
the animation a sense of depth and made the movement have more impact to them. The character designs are unique,
being of my own creation. They work well with the animations and have features on them that move realistically e.g.
clothes moving and folding as they would in real life. This made the movements more authentic and realistic and added
an extra layer of detail to them.
• I wanted my animations to have deeper meanings to reflect the story instead of just being surface level. I did this by
having set themes to explore in the opening. For example, the chains represent being trapped by fate or destiny, whilst
a character breaks through them. Whilst this is aesthetically pleasing and it times well with the audio, the meaning of
breaking away from fate and creating your own path gives the visuals a greater meaning. I personally enjoy having
smaller details in openings, as they make the animation seem more unique to that story instead of just filling in tick
boxes for what an opening should be.
• An important factor of animating is ensuring the designs of characters are consistent between shots and frame. I feel
that my animation succeeds in this thanks to me referring back to my character designs and mood boards in my
planning. For some shots I recreated certain parts to make them more accurate to the character’s design. This ensured
that my animations properly reflected the looks that I had created through my research and planning.
• The colour schemes used throughout the opening are consistent, such as how the sky is always the same shade of blue.
The changes in the focal colours in different sequences help to set the mood for each moment, and the change from the
darker colours at the start to the bright pinks, golds etc. at the end give the visuals a sense of hope and change, which
the main character’s ability is meant to portray. Additionally, the use of blues at the start reflect the protagonist’s
mainly blue colour scheme, and the brighter colours at the end show how he grows to become less held back as shown
by the warmer colours.
• To improve my final piece, I would simply add additional frames as much as possible, as the more frames there are the
smoother the animation will be. Some parts of the animation were very smooth initially, but I was forced to slow them
down in order to properly sync with the audio. This led to some areas being choppier than they should have been, an
issue that would have been avoided by adding extra frames. However, in order to complete the production and leave
time for my reflections and evaluation, this was a decision that had to be made. Other areas of the animation feature
much higher quality smoothness, and are supposed to act as the more prominent areas of the animation. Therefore, I
don’t feel disappointed in the fact that these areas were a bit choppier than they initially were. Furthermore, these
areas are still decently smooth and the movements featured are clear and understandable.
Production Reflection
• My reflection goes into great detail for each shot in the animation. I used a
mix of text and images in order to get my point across. The main body of
text on each page goes into depth about the creative process behind the
shots, detailing the methods I used and what I believed to be the strengths
and weaknesses of said methods as well as the end results. The images that
I used reflect what is said in this text whilst also being accompanied by
smaller text boxes that refer to specific details to more so with the
individual frames.
• I was able to maintain a consistent quality in my daily reflections
throughout the entire animation. I weighed the strengths and weaknesses
of my work together and came up with possible improvements for each
shot and backed these up with reasoning. I made sure to make connections
between the different shots and sequences to give more reason to certain
factors e.g. transitions. It is important to include this as an important part
of an animation is how well everything flows into one another. Additionally,
I made mention of techniques that I had used previously in the project and
how I had incorporated and changed them to work in different shots.
• An improvement to my production reflection would be to make more
reference back to my production experiments and which ones had helped
with certain techniques, as this would have worked as a way of showing
how I had further developed these skills from when I had first started with
them.
Peer
Feedback
Feedback 1
• What did you like about the product?
I like the way that the video starts out with a gradual build up of the music and sound, the
first thing that I was drawn to was the bright colours and how quickly everything was
happening. I like the way the title comes out of the clouds as I think it is a subtle way of
introducing it. I think that the characters look really good and well planned, this video
seems very unique and creative and something I haven't really seen before. I think the
sounds and music work really well and in time with the actual video and this makes it seem
very professional, the attention to detail is really good in the characters mainly and the way
they are moving works really well with the sound and speed of the video.
• What improvements could have been made to the
product?
• In my opinion I think that the layout is really good however its not very clear what this is
especially at specific scenes with the chains and the rain as there isn't really any context
about what's happening here, the video ends quite abruptly and would have been nice to see
the same attention to detail to the start at the end as well. I think that the video works really
well however it is really fast and I think if you didn’t get the opportunity to have another look
you could miss something then become even more confused about what is really happening.
Feedback 2
• What did you like about the product?
– The high speed visuals match great with the fast paced musical beats,
making the video very exciting.
– The flashy, anime aesthetic really helps bring a lot of character into the
movements made throughout.
– The transitions are very smooth, and by not having any scene change
be stagnant, the visual and audible parts of the video doesn’t feel
drawn out at any point.
• What improvements could have been made to the product?
As most of the video had a constant flow to it, I would perhaps have a
bit more movement happen with the character at 0:25.
I did find the end to be a bit abrupt so maybe you could add something
like a fade out.
Feedback 3
• What did you like about the product?
– Beautiful animation
– The sound effects fit with the scene and the have a purpose that is clear
together with the image
– Good use of blurred effect when something I closer to the screen and looses
focus
– I really like the opening movements down the street
– The animation keeps a steady consistent fast pace after the calmer opening
that matches all the fast action on the screen
– The character show their emotions really well and you can tell how the are
feeling
– Nice fading font at the start matches the opening of the song
• What improvements could have been made to the product?
– Theirs a cloud in the bottom left at the opening that looks like its meant to be
on the back layer but is above the front layer and doesn't look quite right
– The rain sound effect start and ends a little bit late when the scene where its
raining comes up
– The end is a bit abrupt
– As someone who doesn't’t know where this if from or the ideas behind it I as
a little confused
Peer Feedback Summary
• What do you agree with from your peer feedback?
• I agree with the statement about how the character at 0:25 appears to be a bit static as shown in my
evaluation of that shot. The reasoning behind this issue is that I needed to increase the shot’s duration to
fit with the song but didn’t have enough time to spend on creating new frames from scratch. One person
pointing out a cloud being positioned on the wrong layer in the opening title card sequence, as issue I
have since fixed.
• I am glad that people have stated their enjoyment of the fast pace action and music, as this was one of the
main things I wanted to capture in my work. I feel that I succeeded in doing this, so seeing people agree
with me makes me feel for secure in my work.
• Two people brought up the end of the video ending too abruptly. I completely agree with this, and was
already planning to add a few more shots onto the end to have a more gradual finish to the opening. I
have since made these changes and feel the animation works much better now.
• I believe that the sound effects that I added to the video have a clear purpose as to why they are there
and what they represent. This feedback shows people have agreed with this statement, which reinforces
my decision to include them.
• What do you disagree with from your peer feedback?
• A couple of the people stated that the overall meaning of the animation is quiet difficult to make out.
Whilst I agree that this is true, this is because the point of this animation is to act as an opening to a show,
as so a lot of what is in it is meant to be used in context with a story. Therefore, certain details with
specific meanings and foreshadowing naturally wont be understandable without being able to see more of
the story. This can be seen in the openings that I researched, as a lot of the details involved are supposed
to make the viewer see the meaning in them after its relevance has occurred in the plot.
Peer Feedback Summary
What Improvements will this inspire me to make?
• As previously stated, I have already made some improvement based
on my feedback. This includes fixing the cloud in the opening title
card sequence to have it appear behind the moving layer as well as
adding extra shots to the end of the opening to make the ending
more gradual. I have made alterations to the sound effects to fix
their volumes as well as the timing of the rain SFX.
• If I had more time to make improvements, I would spend more time
creating frames for the animation at 0:25, as this moment is quiet
static and very noticeable in the middle on the opening.

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FMP Evaluation Finished

  • 4. Secondary Research • Weaknesses • The weaknesses of my secondary research include my initial lack of depth when looking over the posters. Whilst I gathered detail about the surface features such as the colour schemes and character positioning, I didn’t look much into the target audience of each individual product and how the posters adhere towards them. Additionally, as the main focus of my project is the animation, I felt less inclined to spend so much time researching still art. I have since added to these slides, looking at each individual target audience and comparing them to my own. • Another aspect of my secondary research that was lacking is the amount of time spent researching openings of different styles of animation. By not doing this, I limited the amount of inspiration I could get as well as not been able to see what different features work better for different types of animation. Whilst I did look at a CGI opening, I focused more on the colour usage rather than the fact that it was a different type of visual. • An issue I had whilst conducting secondary audience research was that I was unable to get much information off YouGov due to how specific the things that I had researched were. This resulted in me mainly having to rely on primary research, which whilst useful meant that I couldn’t compare my research to other’s as much as I would have liked to. Not being able to do this meant that I couldn’t check for any common themes as accurately.
  • 5. Secondary Research • Weaknesses • Whilst this section had a lot of information about 2D animated shows, there is little to do with other types of animation or even shows that aren’t animated. Researching these would have allowed me to compare what audiences tend to enjoy these different styles. This, in turn, would have allowed me to mix ideas from each to allow my work to appeal to audiences to enjoy different aspects of the different types of shows. • Strengths • My slides are set out in organised ways, divided into three separate section. This makes looking back on my secondary research easy as I am able to quickly find specific details. These sections talk about what trends and features exist, how they relate to my target audience and how I will incorporate this into my own work. This provides a detailed layout of how I will conduct the rest of my work, allowing me to move onto the next steps with a strong idea of what I need to do in mind. Additionally, by linking the observation to my own work, I ensure that my product will appeal to the audience. • Overall • I overall feel very happy with my secondary research, and the layout of the slides as well as the information I have gathered allow me to quickly refer back to it when creating my actual production. Additionally, there is no information gathered that is unimportant, allowing me to focus on improving my production. • Least Favourite Part – I spent a lot of time attempting to use YouGov for certain parts of my research, which due to how specific it was yielded no results. This resulted in some time being wasted. • Favourite Part – Linking my research back to my product made me feel confident that I would be able to have my project appeal to my target audience whilst still feeling unique.
  • 6. Primary Research - Interviews • Weaknesses • The main issue with my interviews was the lack of them compared to my survey. By conducting more interviews, I not only would be able to check for patterns between them, but would be able to do more comparisons between them and the survey as well. Whilst my questions were more detailed than what I had in my survey, I feel that if I had taken the opportunity to go even more in depth with them I would have been able to gather more important data. This data would have given me a greater idea as to what my audience would have wanted as well as how my product would have compared to other work that the interviewees already watch. Furthermore, a potential weakness of the interviews being face-to-face is that people might have felt pressured to answer a question without having time to think, or may have felt inclined to not answer with their true thoughts due to me being there. This could have potentially lead to some false results. • Strengths • My interviews were able to into greater detail when asking questions than my survey was. This allowed me to obtain more useful information about people’s views as well as follow up question to push for more detailed answers. Furthermore, by interviewing people face-to-face they can feel that they can answer with more detail without me pushing them to at all. This not only leads people to answer more naturally, but also allows me to see how passionate people are about what they’re talking about, which can give greater detail about their opinions. • I ensured that all of my questions were open ended to allow for and entice people to answer in greater detail. The questions I asked were all relevant to what I needed to find out, and so no time was wasted on pointless questions.
  • 7. Primary Research – Interview Analysis • My analysis makes connections back the the outline that I created, providing support for the decisions that I made in it. I discuss the benefits and weaknesses of conducting a face-to-face interview rather than an online survey and compare the results I obtained to how people in the person’s demographic are expected to answer. • I was able to expand upon what I had learned from the interviewee too see how well my idea would appeal to this person. I found that it most likely would appeal well and what factors would do this. I also learnt about what things I would need to include in my animation e.g. areas of action in order to keep my viewer interested. • To improve on my analysis, I would need to have more interviews as discussed in the previous slide. This would allow me to compare the different results to see how people within the same demographic answered differently as well as to see how different demographics had different mindsets.
  • 8. Primary Research - Survey • Weaknesses • The groups that I sent my survey out to were mostly filled with people of a similar age, something I only found out after I had conducted it. This meant my results covered a smaller demographic than it could have, meaning my results could have been much different. Although this was unavoidable, the fact that the survey was done online means that people could very easily choose not to do the survey, limiting the number of results that I would acquire. Additionally, some people may have answered jokingly, which could have potentially given false results. • Strengths • Thanks to my time spent doing GCSE Statistics, I was able to construct a survey that would get as many answers out of people as possible. This was done by ensuring the questions were direct and to the point as well as mostly close-ended. By doing this, people didn’t get bored of answering the questions and thus would be more likely to fully finish the survey. Another positive was how I structured the questions, as I made sure that answer boxes didn’t overlap. This prevented any confusion when people answered the questions as well as preventing confusion on my end when comparing the results. • All of the questions in the survey were directly relevant to what I needed to find out about my target audience. This prevented any unimportant details from filling up space or time. Additionally, a surplus of questions could have enticed people to stop answering the survey, so avoiding this allowed for me to get more results. By sending the survey out to multiple different groups (friends, Animation Subreddit and Survey Subreddit) I was able to get results from people with varying experience with animation. This prevented my results from all being from people with similar backgrounds. An improvement on this would be to send it out to groups with people of predominantly different age demographics.
  • 9. Primary Research - Survey • Another positive of my survey was that it didn’t take too much time to create. This allowed me to spend more time on other parts of my research, thus gaining a deeper and more widespread understandings of my audience and other works. Additionally, people were quick to reply to me survey, and so the day after I sent it out I was able to look over my results. To do this, I layed out images of each question’s answers in both bar chart and text form and created short questions and how the results answered them. This allowed me to condense all my thoughts on the surveys to look back on later, meaning this evaluation could be done more efficiently. • By laying the results out this way, it was easier to check for any outlier results. For the one that I did see, I was easily able to ignore it when comparing my results, thus preventing the information I gathered from being false. • Overall • Overall, I am happy with how my survey went. I was able to gather a good amount of information in a short amount of time with questions that were accurate to what I needed to learn whilst not putting people off answering. To improve on this in the future, I would ensure that I send the survey out to a wider number of people, as this would not only allow my data to be more reliable, but would also ensure I get answers from a larger variety of demographics.
  • 10. Primary Research – Survey Summary • Weaknesses • Whilst I go into detail about each individual section of the survey, I don’t give an overall pros/cons list of how useful I felt it was or how well I felt it was set out. This results in a limited reflection of the structure of the survey itself. However, in my planning of the survey I cover many of these points, although being able to evaluate how useful and successful these were would have helped me to improve on my surveys in the future. • Strengths • I make sure to talk about how my results will effect my own work to ensure that I tailor what I create to appeal to my target demographic. I look over how my Survey Outline was able to ensure that the questions in my survey worked well and were relevant. • Improvements • I would conduct additional surveys to improve the reliablity of my results and to also get information from more demographics to see what similarities and differences there are between them.
  • 11. Planning – Initial Reaction • Weakness • Whilst I go into plenty of detail about my feelings, to believe that talking more about my actual initial reaction would have allowed me to show how I felt about the project more. Whilst I talk about overall why I feel excited about working on the project, it would have been better if I talked about what specifically got me excited to work on the project. This could have included bringing certain characters to life, being able to try different animations etc. It would have been better if I had gotten someone to look over my initial reaction from an outside perspective to see if what I was saying made sense to ensure that I had presented my thoughts properly. • Stregths • When it comes to feelings, my initial reactions goes into plenty of detail. I talk about how excited I am to bring my own work to life and show my passione for the project. I made sure to not only talk about the production, but also how I felt about the written work. I go into detail about how I have improved from my previous work and how I plan to ensure that I get a higher grade in this final project. I believe that it is important to create a connection between my previous work and this project, as the different influences I have gotten and techniques that I have learned have all played a part in my FMP. • Additionally, by getting my thoughts down into words, it helps me to focus on what I need to do to ensure this project is the best that it can be. It sets the mood and standard for the rest of the FMP, so by having an initial reaction that accurately details my thoughts I am able to show them throughout the rest of my work. • Overall • I feel that my initial reaction is strong in terms of showing how I feel about working on the project and what steps I have –and will – take to ensure it is as good as possible. However, as previously mentioned, talking more about my actual initial reaction would have allowed me to set the groundwork for my project more solidly. Additionally, I found it quite difficult to talk about what I planned to do, as the work is very personal to me and so I sometimes felt anxious typing about it. However, I have since gotten over this and feel that writing my feelings and initial reaction was a good way of getting me to be more open about my work.
  • 12. Planning – Potential Ideas • Weaknesses • My potential ideas included creating a mind map detailing what I planned to do in my project. A major issue that I ran into with this mind map was that I already had a good idea of what I wanted to create, which lead to me limiting myself when brainstorming. By coming up with more ideas I could have come across additional features that I may decide would work well in my production. I could have added more depth to certain sections of the mindmap, such as the colours section. This would have allowed me to come up with potential ideas of crossing over different ideas, e.g. mixing colours with particular movements. Adding a section that talked more about techniques would have also been useful, as I could have discussed potential transitions and edits, thus giving me a greater idea of what I want to actually put into my animation. • Another improvement would have been to create additional mind maps that went into more detail about specific things e.g. specific characters. This would have given me a better idea of the smaller features of my animation, thus meaning I wouldn’t have had to recreate as many frames as I had to. I could have also added some mind maps for the rest of my written work, as although I go into detail about them in my schedule, a mind map would have made the process of making said schedule easier. • Strengths My mind map contains a lot of information about the different movements that I could have potentially used in my animation. I go into detail about why I would choose to add these as well as the specific details about them. I also talk about the overall look of what I plan to create, including the art style, animation type and colour schemes. By doing this, I was able to ensure that what I created was consistent in how it looked. This mind map allowed me to see what I had to look into further. By colour coding the map, I was able to ensure each section was clear to see, allowing me to refer back to specific parts of it more easily. Additionally, by separating the different sections of the mind map onto different slides, I was able to more easily annotate and discuss them as well as keeping the image quality high. Overall I was initially unsure of how I felt about my potential ideas, as although my main mind map went into a good amount of detail about my plans, I lacked further maps to discuss more in depth topics. However, I have since fixed this issue, creating mind maps that discuss each character’s design as well as the design of the setting. This allowed me to be more prepared for when the time came to animate, ensuring my drawings were consistent it their look and feel whilst preventing me from arriving at a point where I was unsure of what to do. My favourite part of creating my potential ideas was writing down what thoughts I had been thinking for a while, as this not only allowed me to refine them, but also get a feeling of legitimising my work.
  • 13. Planning – Mood Boards Weaknesses I found it difficult to gather images for my Creators moodboard, as I felt like it would be pointless to fill it up with different pictures of the creators themselves. Whilst I fixed this issue later, this left the board feeling unnaturally barren for a while, slowing down my progress. The pictures on my mood boards could sometimes appear a bit cluttered, especially when there was a large number of varying colours involved. This made it slightly difficult to look back on some of the images afterwards. Whilst my analysis’ go into plenty of detail about each mood board, I feel that an improvement on this would be to cross-reference the mood boards more often. This would have allowed me to compare the different images on the boards and see how I could have weaved different ideas together. Strengths My mood boards are filled with various images that helped me to gain an understanding of what I wanted to create. My first mood board was about the backgrounds and structures that I could use. These were good as a way of immediately setting an overall tone and look for the project. Furthermore, the colour backgrounds board was useful for seeing what colour schemes worked well together in terms of multiple colours in a background, colours compared to the characters and transitioning between shots and their backgrounds. By looking at creators that influenced me, I was able to ensure that my work took inspiration from them without being too similar. My character mood boards were extremely helpful for detailing not only how my character’s would look, but also for giving a visual representation of their personalities and roles in the story. Additionally, they helped me to develop their designs to better work with each other and the overall look of the animation. Overall Once I had ensured that all of my mood boards gave as much inspiration as possible, I was very happy with them. The wide variety of themes and topics that they covered ensured that I was able to go into each stage of my pre-production not having to worry about being unsure of what I was doing. Although it may be slightly difficult to make out certain features, I am able to look back on them still to compare my final product to them, which has overall stayed similar to what I had planned out. My least favourite part of creating the mood boards was having to fill in the creators board, as I wasn’t initially sure of what to fill the page with My favourite part was creating the boards for the character designs, as they felt like a big step in bringing my characters to life.
  • 14. Planning – Resources, Contingency Planning and Health & Safety • Resources • Weaknesses • My list for hardware doesn’t go into specific detail about what computers I would be using. This would have being helpful for planning out what work I would need to do on what device. For example, my home computer doesn’t have any Microsoft products on it, so I would need my laptop or college MAC to do the written work. Furthermore, I could have gone more in depth about the type of graphics tablet that I would be using, as there is a wide variety of brands and types. Doing this would have allowed me to evaluate the specific pros and cons of my graphics tablet in particular. Additionally, it would have been beneficial to mention why I wasn’t using particular thins in my project, as this would have further reinforced my reasons for using the other products. • Strengths • I go into great depth about how I plan to utilise each resource mentioned, explaining what experience I have had with them and how this affect my ability to work on my final product. I made sure to mention how I plan to use each resource in conjunction with one another, listing the various ways that the hardware and software can strengthen one-another. I label the importance of each resource, showing why it is important that I use each one in my project, linking back to my previous experiences with them and how my skills have grown over the course of the year. I explain how my previous experience with animating and using my graphics tablet in my own time have allowed me to learn new techniques that will benefit me in my FMP. • Overall • I am happy with how my resources slide turned out, as I was able to label the different things that I would need to work on my project and explained how I would use them with each other. To improve on it, I would go into more depth about the different computers that I would be using as this would have allowed me to be more prepared for switching between them when it came to making the production. • Least Favourite Part – The slide’s aesthetic. Due to it being more about the gritty details behind the creative work, it felt less interesting compared to creating character designs, colour schemes etc. • Favourite Part – Listing the ways I would use the different resources together. This was my favourite part as it made me feel more prepared for creating the actual animation.
  • 15. Planning – Resources, Contingency Planning and Health & Safety • Contingency Planning • Weaknesses • Similar to my Resources slide, I didn’t go into detail about the issue of having to use different computers. By not mentioning this, I didn’t come up with a written plan to counter the issue. Furthermore, I didn’t mention the potential issue of not being able to transfer data via my memory stick, an issue that I had towards the end of my project. This was because I had the memory stick in mind as a solution to not being able to email my work, and so didn’t think of it as a potential problem. To fix this issue, I would ensure that I had a second backup plan in case my memory stick didn’t work, even if this was just ensuring I had enough time after finishing the work to transfer it via another person. • Strengths • I mentioned a variety of potential issues, making sure to include issues that could occur both at college and at home. This ensured that I was prepared for a range of issues that could occur at various times during the project. The solutions that I came up with were all realistic and provided effective means of allowing me to continue with my work should the issue arise. Additionally, I included examples of how I would prevent issues from occuring in the first place, meaning I had to spend less time on fixing problems and therefore could focus more on my work. • Overall • I feel that my contingency planning worked well as a means of preventing and solving issues that could arise throughout my project. Whilst I am lacking in talking about the different computers and memory stick issues, I still covered plenty of areas where I could have ran into problems were it not for this slide. An overall improvement would be to simply continue to list potential issues as this would only make my work more secure. • Least Favourite Part – As the list is comprised of talking about the wide range of potential issues that could arise, it felt slightly demoralizing to create. • Favourite Part – Countering my least favourite part, the fact that I had come up with preventions and solutions to these issues made me feel more secure in my work.
  • 16. Planning – Resources, Contingency Planning and Health & Safety • Health & Safety • Weaknesses • Although the likelihood of it happening is extremely slim, I didn’t cover the potential issue of damaging my hand. This would have been a major issue, as being able to control the tablet pen properly is what ensures the visuals are appealing and understandable. My lack of planning for this would have left me helpless should the issue have arisen. To improve on this slide I would have not only brought up with potential problem, but also ensure that I list any possible issue that could have happened, even if they are unlikely. • Strengths • All the potential issues that I did list were relevent to my specific work and important factors to take into account. The solutions that I came up with are doable and don’t interrupt my work flow much. This slide allowed me to work on my project whilst feeling secure that I could counteract any health issues that came up. Additioanlly, there were many factors that I came up with preventions for, meaning I could dedicate more time to refining my work instead of cleaning up any accidents that could have occurred. • Overall • I feel that my Health & Safety slide covered the more realistic issues in a good amount of depth, delivering efficient and effective solutions and preventions that would have allowed me to focus more on my work. The only issue is the lack of planning for more serious problems, the result of which would have left me in the dark should these issues have occurred. • Least Favourite Part – It was difficult to think up some of the potential issues, as many are things that you think of and deal with subconsciously. This resulted in my having to come back to this slide and adding extra issues to it at later dates. • Favourite Part – Knowing that I was fully prepared for the issues that may have occured., and thus feeling for secure in my schedule.
  • 17. Planning Proposal • Weaknesses • I had an initial issue with my bibliography not being layed out correctly. Whilst I was able to go back and fix this, the issue resulted in slowing down my work pace. Due to the limitations of words allowed for planning the evaluation and production reflection, I feel that I wasn’t able to go into as much depth as I would have liked to. • Strengths • The production schedule I created goes into great depth about the outline of my project, organising different parts of the FMP into strict but realistic deadlines. Furthermore, by creating the skeletons for the upcoming powerpoints as planned in my proposal, I was able to have an immediate guideline for what I need to discuss. For example, the structure for this Evaluation powerpoint was created during the proposal. • I was able to look into my target demographic in depth, ensuring that I mentioned the different ages, social classes, etc. I made sure to spend an extended length of time on this as to make it as accurate and useful as possible. Unlike the evaluation planning, this section had no word limit, which made writing detail much easier. • The word limits in the other sections (barring Evaluation) were manageable, as they were big enough for me to be able to say what I wanted to say and explain the reasoning for them in depth. To ensure that the text fit in the word limit, I simply typed as much as I felt I needed to and then condensed it down to fit in the word limit. This worked well to allow me to not limit what I said too much whilst staying in the limit. • Overall • Overall I am very happy with how my proposal turned out as the production schedule has been extremely helpful when working on further powerpoints. Additionally, the details about my target demographic helped me to plan everything else about my project, ensuring that the features of my work appeal to this audience. If I were to improve on anything, I would add additional information about my audience, as whilst I had plenty it would be even better to include information about various other features to ensure as much accuracy as possible.
  • 18. Time Management • Thanks to my schedule, I was able to manage my time very well. The deadlines that I set were strict, but achievable. This ensured that my work didn’t overlap and thus allowing me to finish my project with time left to look over my past work and make any improvements that I needed to make. My schedule was a great improvement on the ones I had created in my previous projects, and so I felt confident throughout my FMP that I would be able to finish my project to a good quality. • My production went smoothly as well due to the fact that I had planned each week out, making sure to include details of what I would be focusing my time on. This ensured that each section of my production had time dedicated to getting it finished to a high quality, as well as allowing me to have time to spend on additional practical work, such as posters. This worked well as a means of ensuring I had time to push my grade up in my production whilst not taking time away from working on the other parts of the project. • I was able to list a realistic number of products that I could create, which meant I didn’t feel rushed to finish any part of my production to move onto the next bit. This ensured that the quality of my work was as high as I could make it. • I overall feel very happy with how I planned out my time, as I was able to securely finish all the work that I set out to do whilst being able to spend time improving on previous powerpoints in the project. An improvement would be to go into more detail about what I wanted to spend each day on, as this would have ensured that each shot for a sequence in my animation was focused on for an amount of time.
  • 19. Planning - Experiments My experiments feature a wide range of techniques that I was able to incorporate into my final piece thanks to me practicing them here. The analysis’ that I have of each experiment were useful for looking back on, as I was able to see what I could use each technique I had practiced later. I felt much more comfortable working with Photoshop and my drawing tablet after I had created these experiments, which allowed me to focus more of my time in my production on creating instead of learning. My first experiment allowed me to practice more intricate movements, which was useful when it came to animating hands and emotions. I learned how small details could be used to paint a much bigger picture when they were added together. My second animation experiment worked well to allow me to test out how sketchy lines could be used to portray quick motion and unnatural movements. This would prove useful when it came to animating punches and sudden movements. The third animation was useful for seeing how colour could work in moving images. I was able to experiment with how shadows would move with the character. The final two animations proved useful for when I created animations featuring the setting of the story, as it was much easier to do perspective drawings after these practices. A weakness of my experiments what that I hadn’t spent time practicing overlapping different animations on premiere. This could have allowed me to feature a wider range of motions happening at the same time.
  • 20. Audience Appeal • The point of this slide is to see how my final products adhered to my target audience. This will involve comparing my final piece to real works as well as what I mentioned in my planning. • 1. Appeals to males and females – My research dictated that my target audience is mostly gender neutral. To appeal to this audience, I use a wide variation of colours to show that the work isn’t super specific to a certain range of colours, ensuring neither gender feels like the animation isnt for them. Additionally, the cast having a mostly equal proportion of males to females ensures that both males and females feel represented and able to identify with people. My research on the Again animated opening uses this idea, featuring a cast filled with both males and females. • 2. Appeals to teens – young adults – My research suggests that my target audience is people aged roughly 16-25. My animation includes a lot of action, a genre which is very popular with this age demographic. Additionally, my featured cast mainly involves people in this age range, making people feel like they can see themselves in the story. My research on the Bloody Stream opening displays action in a similar way, having fast paced movements take the foreground in the animation. • 3. Appeals to people interested in animation – My survey tells me that the majority of people willing to watch a new animated show are people who have already regularly experienced animation as a whole. This means that to appeal to the audience what I create will need to be unique whilst still being recognisable to a genre. My project does this by having an art-style that isn’t very common in animation whilst having visuals that focus on the themes of the story, making the animations less applicable to any random show. Furthermore, there are plently of shots involving combat, character designs and setting shots which give the viewer an instant idea of what kind of genre this show is. Everything researched I my animation research section puts an emphasis on character designs to give an immediate idea as to each character’s personality. • Each of these sections shows that my own project shares many similarities with these existing animations, utilizing many of the same techniques to appeal to my target audience. However, the details more specific to my story featured in my animation keep it unique and allow it to hold up on its own.
  • 21. Aesthetic Qualities – Animation Sequence 1 • This first sequence acts as the title card for my animation. I initially had a much simpler title card simply made by overlaying two pieces of text at different sizes and colours. This had a very underwhelming look, especially compared to the accompanying visuals. I felt that as the first thing that you would see, the title card should look impressive and give and reflect the style of the rest of the animation. • To create a superior title card, I looked online for any fonts that would fit the style of the project. I decided on a cartoon font and downloaded it into my Photoshop font library. I then created a piece of text using this font and altered size of the different words to ensure they were properly proportioned. This included altering the size of the second word, ‘Way’, to fit better with the size of the first word, ‘Golden’. I coloured the text in pink and yellow, two colours than have a prominent role in my animation. I then looked online for an image of treebark and overlaid it with the text. By altering the gradient overlay I was able to have this treebark texture take the pink and yellow colours. Additionally, the darkness of the bark gave the text a grittier texture, which fits better with my art-style. I added a drop shadow in order to make the text stand out more from the background and increased the bevel & emboss of the text to make it bounce out more from the page, immediately grabbing the viewer’s attention. • I am glad that I made these changes as the title card is now much more eye-grabbing and of higher quality and so doesn’t make the production feel cheaper or less detailed. A further improvement would be to experiment more with different bark textures, as this would have potential given me a texture that looked even better with the colours. Additionally, I could have mixed textures together to experiment with different looks.
  • 22. Aesthetic Qualities – Animation Sequence 1 • The visuals that accompany my title card involve a night sky with rain clouds moving across it. The colour of this night sky sets the time for the rest of the rest of the animation as well as what colour will be consistently used as the colour of the sky. This prevents the sky from looking different between sequences and thus prevents people from getting confused by when things are supposed to be happening. Additionally, the use of rain clouds gives context to the rain that occurs later on in the animation. To animate the clouds, I created some on a different layer than others. This allowed me to have background clouds stay in place whilst those in the foreground moved across the screen. I had them move from left to right, and in order to have this be as smooth as possible used the tweening tool. Although I decided not to use this tool in other parts of my animation, this tool was extremely useful here. By having 1 frame where my clouds were at the far left of the screen and one where they were at the far right, I was able to fill in the gaps inbetween by using the tweening tool. This allowed me to select a substantial number of frames to go inbetween the first and last, and the tool would automatically place the moving clouds at corresponding locations on the screen to create a smooth sliding effect. • In order to have the title card still stand out, I made sure that the background was made of darker colours. As previously mentioned, the night sky is made from a dark blue which really helps the title to pop out. Additionally, the clouds being rain clouds gives good reason for greys to be used. These not only give an immediate idea as to what type of clouds they are, but also help to make the brighter yellows and pinks of the title card grab the viewer’s attention. The moon and stars in the background, although light yellow, don’t take away from the title card as their saturation is far less and they take up much less of the screen. • I am overall very happy with the look of this whole first sequence. The animation of the clouds, although simple, work well to give the screen a sense of movement without distracting the viewer’s attention away from the title card. The colours work well to contrast eachother and the title card isn’t difficult to see. Additionally, the bright yellow and pink of the text and the dark blue of the background actually make up the colour scheme of the protagonist, as seen in Character Design 1. A way to improve on this first sequence would be to add more different tones of dark blue to the night sky, as this would give in a greater sense of depth and texture.
  • 23. Aesthetic Qualities – Animation Sequence 2 This sequence involves the camera flying through a city street and upwards to a light. In order to get an understanding of how I would make this shot, I looked at videos of drones flying through areas. I was able to study how the area around the drone would distort and ‘move’ as the drone flew at different angles as well as what speed I should have the camera fly at in order to allow the viewer to make out what the environment looks like whilst not making the flight feel too slow. The artwork here is deliberately sketchy in order to give a feeling of speed. By using the eyedropper tool, I was able to ensure that the night sky used the exact same colour as the one in sequence 1. The city itself is mainly made up of varying greys. I did this in order to have the light sources stand out even more, which will play an important part towards the end of this sequence. In order to make the light sources look like they are actually emitting light rather than a solid substance, I used a faded brush of relatively large size and low opacity. This allowed me to repeatedly go over an area and create an effect of the middle of the light being stronger than the outside, giving the impression of it fading off. I really like how this effect turned out, as I believe that all the light sources are recognisable as being light sources and the colours used really stand out from the darker greys and blues in the environment. Towards the end of the animation, the camera turns upwards and flight up the side of a building. This part of the animation was a challenge to create, as working out how the distort the look of the buildings around to fit the perspective required multiple tries. I constantly referred back to the drone videos, and so was eventually able to create an accurate and smooth looking turning effect. As it flies upwards, the drone goes towards a light. This works as a smooth transition to the next shot. In order to give an impression of how bright this light is, I had it cover the screen with a fainter yellow and overlaid it with brighter streaks of different tone of yellow. I decided to add in some pink to the later frames of this light in order to mirror the colour scheme of the character design used in the next shot. This worked well to make the transition even smoother. Overall, I am happy with how this sequence turned out. The sketchy outline really helps to give the animation a sense of speed whilst the perspective of the drawings is accurate to how it would be in real life. Additionally, this sequence acts well as an establishing shot of where a lot of this story will take place. The eyedropper tool proved useful again for maintaining colour schemes through both the frames within this sequence as well as between this sequence and the last. A way to improve this animation would be to add more detail to the colours used in the setting, as little to no shading was utilised. This was done to conserve time, as this sequence had many frames in order to fill the 6.7 seconds it needed to. However, this lack of shading is noticeable on second viewings, so spending more time on it would allow people to still enjoy the look after watching it once. Additionally, shading would have worked to better show the shining of the lights.
  • 24. Aesthetic Qualities – Animation Sequence 3 – Shot 1 • This sequence had characters showing off their abilities. This acts as a way to not only show off the character’s designs, but also to add a sense of fast paced action to the animation, giving the viewer an understanding of the genre that it is in. The first shot of this sequence involved a fast and repeating punching animation. As stated in the previous slide, the bright yellows and pinks used at the end of the last sequence work well as a way of transitioning to this shot given the character’s pink and yellow colour scheme. The animation for the punching is very smooth and the speed and power of each punch is shown to the viewer via the dashed lines of action around the fists as well as the blurred effect given to each fist. This was done by accessing the Blur Gallery on Photoshop which allowed me to add altering levels of blur to entire layers. To ensure each fist had is own level of blur as well as to keep the main body of the character unblurred, I had each fist be on its own layer. This worked extremely well to also give the animation a sense of depth, as the fists appear to be infront of the body as intended. To have this punching animation fill the required time without decreasing the quality and speed of the animation, I used the Cut tool on premier to split up the animation into the wind up of the punching, the punching itself and the final punch. I then duplicated the middle punching section to fill the required amount of time. The way that this section was animated allowed for it to be repeated without it looking jarring. Additionally, the speed of the punches stops the repeated frames from being noticeable. The final punch in this shot is bigger than the rest, and I am extremely happy with how it shows its greater power and impact. I gave it a much bigger wind up and added extra frames to show the fist actually making impact with the screen. • Overall I am extremely happy with the look of this animation. You can really feel the speed and power of each punch, and there are enough frames to allow for the animation to be smooth. I had experimented with the Blur Gallery before in my Experimentations, and it proved very useful here to give a sense of the fists’ motions. To improve on this animation, I would tidy up the outline of the main body, as there are some sections where there are bits of black ink left on their own where they should have been erased. This was due to me changing parts of the design to better fit what was shown in my Pre-Production. Fixing this would allow the viewer to simply enjoy the animation rather than getting distracted by these little missed details.
  • 25. Aesthetic Qualities – Animation Sequence 3 – Shot 2• In order to make the cut to this shot as smooth as possible, I had the character from the previous shot appear in the bottom right of the first frame with a pose indicating it is at the end of a punching motion. This, in turn with the fist covering the screen and he bright light at the end of the previous shot provided an extremely smooth transition that fits with the context of what is occuring on screen. • The character in this animation appears from the left of the screen, bring a revolver down from his chest as he moves into the centre. The artwork in this animation is of good quality considering the lack of time each frame is on screen for. As with the previous shot, I made sure that the character was properly and consistently shade to improve the look of the shot. • As he moves into the centre of the screen, the character brings his gun up and shoots it. To show the recoil of this, I had the character move back slightly as the gun is fired. This detail was extremely useful for multiple reasons. Firstly, It acted as a means of ensuring there wall always movement going on in the shot. Secondly, it gave a sense of realism to the animation and helped to show the power of the gun shooting. Thirdly, It gave me a good way to have the character move off screen whilst still having context with what was occuring. Due to the recoil of the gun firing pushing him back, the character could smoothly follow the line of motion downwards and off the screen whilst the camera focuses on the bullet fired. I am very happy of how the gun looks, as it was directly inspired by many revolves found in the real world. I made sure to add many smaller details to it to show the different sections and compartments of it. Through multiple attempts I was able to have the character’s fingers wrap around the gun in a realistic way. The smoke and flash that appears from the gun’s barrel works well to again show the power and suddenness of the gun firing. To create the smoke effect, I used a brush of lower opacity and overlapped different shades of grey. For the lighting, I used a faded yellow brush and had streaks of it emitting from around where the bullet was fired. I love how these details add to the authenticity of the shot, and whilst they are very noticeable don’t take too much attention away from the bullet itself. • The camera then follows the bullet as it flies through the air. In order to keep a sense of movement in the animation as well as to make the bullet’s movement as realistic as possible, I included drawing to show the bullet spinning. Aesthetically, this worked really well to prevent the screen from appearing too static, and the shading on the bullet really helps to emphasise this spinning motion. On a technicality level, creating this spinning motion wasn’t top hard to do, as I simply duplicated the layers used for the first bullet in this short area of the shot and changed how the shading on it was positioned to portray its rotation. Towards the end of the shot, the bullet flies closer to the screen. This makes the flight path feel more dynamic whilst also acting as a way to transition to the next shot in the sequence. • This animation was extremely fun to make and I am very happy with the results. The quality of the art is high with smaller details like the textures on the gun and the shading on the character making the piece enjoyable to look at. The way the bullet spins and moves towards the camera allows for the viewer to constantly feel a sense of action and keeps them interested. To improve on this shot I would add lighting to the character to portray the flash of the gun’s barrel . This would emphasise the act of the gun releasing the bullet whilst making the character look even better at this moment.
  • 26. Aesthetic Qualities – Animation Sequence 3 – Shot 3 • The artwork in this animation is slightly less detailed than the the art found in the previous two shots. The character featured here has his clothes blow in the wind to provide the shot with a constant sense of movement. However, the quality of this animation is weaker and far more simple than the animation found in the previous shots. This is because the focus of this shot is on the plane that flies past the character. I’m very happy with how I was able to capture the angle of the plane’s flight in each frame as well as how I maintained perspective with it an different locations on the screen. The colours on the plane reflect the colours found on the character’s clothes, showing a connection between the two. I was able to have the character still undergo the animation of his clothes whilst the plane flew past him, adding an extra layer of movement to the shot. To capture the plane suddenly blasting off into the distance, I added smoke and bright lighting to its rear engines towards the end of the animation. Additionally, I increased the speed of its flight at the end by including less frames. This gave it much more speed compared to how it was earlier in this shot. I was able to have the smoke emitted from the plane disperse at it flies away, making it more realistic. • As the focus was on the place in this shot, I spent a lot more time making sure it looked good over focusing on the character. This resulted in a gap in quality between the two. I feel that the shot spends too much time focused on the character before the plan appears on screen. This also results in the plane appearing and disappearing very quickly. To improve on this, I would cut more of the earlier part of the shot and slow down the later frames. Due to the number of frames used for the plane, slowing it down slightly wouldn’t diminish the quality of the animation. Additionally, simply spending more time on shading the character and adding more movements to his body (e.g. hair moving) would greatly improve the look of the shot.
  • 27. Aesthetic Qualities – Animation Sequence 3 – Shot 4 In order to have a smooth transition from the previous shot to this one, I had two clackers hit eachother and cover most of the screen in doing so. The clackers are a piece of equipment used by the character in the previous shot, and so have context in being used here. As the clackers bounce off of eachother, they transform into pink spheres that spin outwards away from eachother. These spheres work in context as they are a part of the character in this shot’s ability. I added pink lighting as a way of showing the difference between these and the duller clackers from before. As I have with all my lighting, I used a faded brush in order to show that the lighting isn’t a physical entity. When the clackers turn into the spheres, the background also changes to be slightly different. The clackers act as a way to cover up most of the background during this change and thus make it less jarring, and the similar colours used for the background further emphasise this. I like how this transition looks as it makes sense in the context of the animation whilst acting as a smooth way to jump to this shot whilst still being unique from the other transitions used. After this transition, the focal point character for this shot arises from the bottom of the screen. I was able to animate their hair to have it move realistically with the motion of the character. Additionally, I had is curve around where it meets with the spheres to demonstrate their effect on things that they touch. By adding extra frames towards the end of this shot, I was able to have the character stay on screen longer before disappearing off to the left. The extra frames made this final movement slower than when the character first appeared, which I was happy with as I wanted them to not disappear off screen too quickly and not be noticeable. I am very happy with how this character looks in comparison to their concept art in my Pre-Production. The face structure and the colours used are all very similar to how the character was intended to look, and I was able to maintain this look through the different frames. The Eyedropper tool was used again here to maintain consistency in the colours used. To improve on this shot, I would add extra frames to the rotation of the spheres. This would allow me to make their movement more obvious and maintain the high speed intensity of this entire sequence.
  • 28. Aesthetic Qualities – Animation Sequence 3 – Shot 5 • I had the character of this animation move about the screen a lot . This also included having them cover different amounts of the screen at different times to show the camera moving about them. For this shot, I had to go over a lot of the frames and recreate the look of the character slightly to make them more closely resemble their concept art. I am glad that I decided to make this improvement, as although it caused this shot to take up more time to make than it should have, the improved resemblance made it easier for me to have their design be consistent. Additionally, I was able to take this time to improve the details of the character, adding in more shading and folds in clothes. • To create the fist shooting forward animation, I looked back at what I did in the first shot of this sequence. The techniques of using blur as well as lines of action would transition well to this shot, and so I decided to utilise them. The fist being connected to the body helped to show the motion, as its extension between shots was a good indicator of the speed and direction of the fist’s flight. Again similar to the first shot, I ended this by having the fist entirely cover the screen. Whilst I initially intended to have this be the end of the transition to the next shot, I found that the sudden jump from tanned skin colour to green was too jarring. I instead decided to add frames showing the fist unzipping to reveal the green background of the next shot. The use of a zipper worked well in context with the shot, as one had been included before with the fist shooting outwards. Additionally, the unzipping motion allowed for the reveal of the green to be more gradual and feel less out of place. The look of this unzipping effect is good, with the zipper moving and opening up in realistic ways. I am very happy with this addition to the shot as the animation is still smooth whilst it allows for the next shot to not feel out of place. • The overall shot looks good both in artwork and colour. The background doesn’t make the screen appear cluttered and the smooth animation allows for the motion of the fist to feel real. An improvement to this animation would be to add more detail to the hair, as it is difficult to make out any details in the jet black section of it.
  • 29. Aesthetic Qualities – Animation Sequence 3 – Shot 6 • This final shot has a character falling downwards away from the screen. This is portrayed by having each frame show their body covering a smaller proportion of the screen each time. For the earlier shots, which involved much closer images of the character, I put an emphasis on the quality of the artwork as any low quality would be more noticeable here. I feel that I succeeded in doing this, and am happy with the shading and smaller details found in these earlier frames. As the character falls further away, I found that I needed to constantly have areas of their design blowing in the air resistance both to make the piece more realistic and also to ensure that there was always movement going on. I decided that the character’s skirt would be the best way to show this due to the looser properties of different areas of it. I was able to repeat the style of this blowing animation throughout the shot to show constant movement. • Whilst I am extremely happy with the earlier parts of the shot, the later parts definitely decrease in animation quality. This occurred because I had made the animation far too short for the amount of time that It needed to fill, and I didn’t have much time to create a fix. I instead decided to reuse some of the blowing animations I had already created and repeat them, leading to the animation quality greatly decreasing. • An obvious improvement to this overall piece would be to ensure that I had enough detailed frames to fill in the time I needed to. I could also add more movement to the character’s hair to further emphasise the air resistance acting on them.
  • 30. Aesthetic Qualities – Animation Sequence 4 This sequence would spend a lot more time focused on one character than the other shots I had created, and so I knew that I needed to ensure that there was a sufficient number of frame to keep the animation smooth. Creating this animation was quite tedious, as the amount of time spent on frames that looks similar made the task quite overbearing. However, by working on it at regular intervals, I was able to complete it whilst maintaining a good level of quality. The earlier frames consist of a close-up of the character’s face with their hair blowing in the wind. To capture this concept, I made sure to animate strands of hair moving in different ways to keep the animation interesting. This blowing animation is accompanied by a confused and panicked look on the character’s face. I feel that I did a good job in showing this emotion, as the face really gives a look of something being off. I was able to do this by adding areas of black of emphasise how the face was scrunched up in different parts. Lots of these were created around the eyes, which make the character appear tired and somewhat dazed by what is going on. As the animation continues, the character moves about the screen at different distances and begins to clutch their head. The art here is less detailed than the close-ups, but this is acceptable and not too noticeable due to the quick transition between frames and the far off view of the character. I went over these frames once I had finished the animation to improve their look. This included making the outlines less sketchy. I am very glad that I decided to do this as any low quality would be more noticeable in this sequence due to it focusing on one character in one setting for a long time. Later in the animation the character regains their composure and slashes at the screen. I feel that I did a good job in showing this change in attitude as the look on the character’s face is much more confident. Additionally, the frame sat this section are far more detailed than the ones where the character is further away. As previously mentioned, I did this as any lower quality would be more noticeable as the character covers more of the screen. I utilised the aforementioned technique of having the fist/hand cover the screen to show its impact, and I additionally added in an extra frame showing the arm moving towards the screen to make this animation smoother and to give a better idea of the slashing motion of the hand. The cut to white next shows the slashing impact of the hand, and is followed by glass shattering outwards towards the screen. To capture this, I used a small white brush with a slightly faded opacity. This allowed me to create cracks in the screen of different opacities to show how much broken glass was there as well as the angle of the shards. An even fainter brush was used to show the reflecting light on these shards, which changed between frames to show how it was rotating towards the screen. Creating these frames was very time consuming but I feel was definitely worth it. The animation is both interesting and smooth thanks to me being able to use real life videos of shattering glass as reference. I intentionally created a huge number of frames for this glass in order to have it fill the time required whilst still being as smooth as possible. To improve on this sequence I would add more frames off different looks to the middle section, as many of the frames here are reused ones from other parts of the sequence that have been slightly altered. Whilst they are only on screen for a short amount of time, they are potentially noticeable and thus will lower the quality of the animation overall.
  • 31. Aesthetic Qualities – Animation Sequence 5 • Animating this sequence was quite complicated, as there was a lot of constant movement from different parts of the screen. I had to portray the movement of the character desperately flailing, the arms dragging her away and even the walls closing in on them. It took me a while to ensure these frames were consistent in their looks and that there were no points where the animation seemed to jump about, but I am extremely happy with the results. The animation is incredibly smooth whilst still consisting of detailed artwork. I feel that I did a good job in capturing the emotion on the character’s face and the desperation of their movements. I was able to show the impact of the walls shutting by having it occur in time with the music as well as by having smoke appear from the crack in the centre upon impact. • I was able to download and utilise a custom Maple Leaf brush to give the walls texture. This brush is very aesthetically pleasing, and by using different colours of different opacities I was able to capture the shading and textures of the wall. • The next section of the sequence doesn’t look as good animation-wise. The frames aren’t as smooth and the movements of the wall have it appear to jump around a bit. This section was added in to pan out the runtime of this sequence, and so the result was a bit rushed. One positive quality is that the darker background works well to bring out and put focus on the brighter coloured wall. • This sequence ends with quick shots of some minor characters. I was able to spend more time on the look of these due to needing less frames, and so I was able to make them look very aesthetically pleasing. The shading both in terms of colour and cross-hatching is far more detailed here than in some other parts of my animation, but due to the short duration of these frames they don’t look out of place. I feel that my decision to add in additional frames showing the silhouettes of the characters was a good one as this keeps the fast paced action of the animation up and prevents the frames from appearing too static. • The obvious improvement to this sequence is to spend more time on creating the second half of the wall section, as if this section was smoother then the entire sequence could have been the best in the entire animation. I would also spend a bit more time adding shading to the earlier frames, as some of them are missing smaller details.
  • 32. Aesthetic Qualities – Sequence 6 • The animations in this sequence are quite complicated, but I feel that I succeeded in making them work. The animation begins with a more bombastic summoning of an ability, demonstrating its power and intimidation factor. The colour design of this ability contrasts well with the character’s, making it easy to distinguish both of them. The shading here is of good quality and is consistent throughout all the frames. I was able to use lighting and lines of action to successfully demonstrate the speed and motion of the ability travelling towards the right, and the cutting motion it does acts as a smooth and interesting way of transitioning to the next shot in the sequence. • This next shot begins with the ability shown in the aforementioned shot splitting the screen into three. The top and bottom thirds show the previous frames splitting apart to reveal the next character in the central third. Like the character in the last shot, this one also also has a lot of detail in their artwork and the cooler colours in their design contrast well with the warmer ones found in the design of his ability, which we see come out in the next couple of frames. As both it and the character move outwards towards the screen as the middle third now begins to cover the whole screen, the ability swipes around. The animation for this particular part of the sequence is especially smooth, and I was able to emphasise the motion via the blue lighting found around its hand. This lighting can be seen shining onto the head of the design in the upcoming frames, a small detail which really helps to make the look of the animation here stand out. The following punching animations, although in a different direction to the previous ones, utilise the blur gallery again to emphasise their speed. The entire animation of this second half of the sequence is farm more graceful than the first, showing the difference between both the characters as well as their abilities. • I am extremely happy with how this sequence turned out, and personally believe it is the best sequence in the entire animation. Both the art and the animation are of high quality and the addition of smaller details keeps the animation flowing quickly. The transition between the two shots makes the action flow smoothly from left to right, and then back to the centre. This allows the viewer’s eyes to naturally follow the action without feeling overwhelmed. An improvement would be to add more detail to the background. Different colours could be used for each half of the sequence to further show the difference between the two characters.
  • 33. Aesthetic Qualities – Sequence 7 • This next shot had a focus on the colour design and the shading of the character. The shot begins with bright green eyes which acts as heavy contrast to the darker pink caused by the shadows of the hands covering the face. This makes the eyes stand out more, causing the viewer’s attention to be focused on them, which brings their attention to the centre of the screen when the camera pans out. This worked well to force the attention to be on the area where the hands clap together. This makes the viewer look at the area which the water is emitted from, meaning they can fully see if grow in size. The outline here is very defined, making the colours within the image stand out even more. The greens found throughout the image are all strongly saturated, making the image immediately different from the colours found in the previous frames. The animation is very quick, which syncs well with the audio but causes the animation to go by very quickly. To fix this issue, I would add more frames onto the end and push back the next shot which doesn’t particularly sync up with any moments in the song aside from when it cuts out. • The second shot in the sequence involves rain falling over a part of a city. The artwork of the city is good, with the 1-point perspective remaining consistent through all points of the image. The shading is detailed and is made with a constant source of light in mind. Smaller details, such as the hands on the clocks, make the scene feel more authentic and add more life to the city. The animation for the rain itself, although simple, looks good and the ripples created when the drops hit the ground add an extra layer of realism. Having the raindrops fall at different times and be different sizes makes the shot feel constantly in action. To improve on this shot, I would change the look of the bricks in the road on the bottom right, as they appear to be facing straight up instead of laid along the road. Additionally, the ripples in the distance appear to be too large given the size of the raindrops, and so decreasing the size of these would make the rain look more authentic.
  • 34. Aesthetic Qualities – Sequence 8 • The chains featured in this scene fit with one of the planned themes that I intended to include from my mind-maps, that being the theme of fate. The animation for these chains looks good as they rise out of the water and the sketchy outlines work well to portray their speed. The second chains that rise up are coloured differently from the first, making each set of chains easy to make out on the screen. The timing of the second chains appearing syncs up well with the lyrics, and I am happy with how this shot works to fill in the time. Additionally, the water at the bottom of the screen keeps the flow of the entire animation consistent, as the zooming in on a puddle in the previous shot leads to this one. An improvement would be to add movement to the water to show how the chains moving is affecting it. • The second shot has the protagonist summon his ability. The quality of the art in the close-up of the character is good, with detailed shading and refined outlines. The eyes in the design have a lot of detail added to them to show the source of light in the shot as well as to bring a sense of life to them. The animation for the ability coming out is very smooth and the lack of outlines helps to put the viewer’s focus on the colours, which are accurate to those used in the design of the ability. The different saturations and tones of the colours help to show the general look of the design as it forms whilst still allowing the rest of the screen to have light emitting from it. The addition of the black outline is gradual and works well to show the design taking a more physical form. Having it swipe across the screen to transition to the next shot allows the momentum of the animation to continue and works to be more interesting than a simple jump cut. To improve on this shot I would make the background darker so the lighting stands out more.
  • 35. Aesthetic Qualities – Sequence 9 • The hand rising up to crush the ball is a simple animation, but the perspective of the drawing works well to position the viewer as below where the hand is reaching, portraying what it is going towards in a more powerful light. The movement of the hand when crushing the ball includes small details that show how the hand is moving. This includes the movements of the fingers, but there are also lines that show how the muscles in the back of the hand move with the grabbing motion. These small details make the movement look far more authentic and smooth. The crushing of the ball sends shards outwards, which are animated in slow motion to put emphasis on the crushing action. The movement of the shards is smooth, allowing for the slow motion to still look good. The pink lighting that appears after this travels down the arm, and the use of a faded brush makes in instantly recognisable as lighting instead of a solid entity. A way to improve this lighting would be to show it glowing on the arm as it travels down, as this would make it much more realistic and would help to improve the look of the drawing. • As the arm pulls downwards the lighting continues to travel down it. The movement of the arm is smooth and it forces the viewer’s eyes to travel down towards the bottom right hand of the screen. This works well to immediately put the viewer’s attention of the character’s face as he appears in the next shot. Due to the nature of this shot, I was able to put a lot more detail into the character’s face as well as his ability’s. The pink overlay that I put on this image helps to show how the pink lighting has reached him fully. The small amount of movement here keeps the animation from feeling static in this split second and puts more emphasis on the quick movement in the next shot. • The following shot quickly pulls the viewer’s attention upwards. A brief frames shows the character’s emotion in his face, which works well to quickly display the impact of the moment. As the ability arises from the character, speed lines are added to give the shot a more action-packed feel and helps to emphasise the small zooming out that occurs. The pink overlay is still present here, which helps to create a connection between the pink lighting and this design. The chains on the design are well shaded, with each link having light shining off them. The use of jet black for the body underneath the chains and pink exterior helps to put the emphasis on those parts. • This overall sequence works well as a climax to all the action. The pink acts as a constant factor that connects each shot, each of which cuts in time with the audio. There is never a moment of no movement, which keeps the action moving at all times and doesn’t allow the viewer to relax until the next sequence. An improvement would be to add more frames onto the final shot at the end in order to extend the duration, as I was forced to cut a bit of the music out in order to have this shot and the next sequence fit in properly.
  • 36. Aesthetic Qualities – Sequence 10 • This final sequence calms down the high paced action, using four shots each cut in time with the music. The first three shots show a different part of the title card, the first two splitting up the first word Golden with the third having the word Way. This makes the showing off the title card more dynamic and makes seeing it feel more exciting. Each background for these first three shots reflects a different character. The first reflects the colour scheme of the character shown in the glass shattering sequence. The second has the colour scheme of the main antagonist and features the face of his ability multiple times. The third has the colour scheme of the protagonist and features multiple butterflies, the motif for the character. These shots show the viewer the importance of these three characters and how they act as driving factors for three different sides the conflict. Simple jump cuts work well here to allow for fast paced transitions between the shots whilst putting more emphasis on the building up of the title card. The final shot shows the full title, this time accompanied by a butterfly motif filled with symbols representing the characters in the main cast, showing how each effects the protagonist. The flowers around the outside have colour schemes made up of the characters in the main cast. These smaller details add a lot more life to this final shot and give a feeling of unity to the main group. The bright colours also make the shot more appealing, and act as a nice change from the more dreary blue images present in the last few sequences. • I feel very happy with how this last sequence turned out. The emphasis on what is in the still shots allowed me to portray a lot more meaning in the smaller details as discussed above. The flowers help to fill the page in whilst reflecting the protagonist’s ability and the use of the main cast’s colour scheme shows their importance throughout the story. • An improvement to these shots would be to add a little more movement in the final shot. Something small light some lighting being shown reflecting off the zippers around the butterfly would stop the image feeling so static whilst still calming down the action.
  • 37. Aesthetic Qualities – Overall Animation Production• The artwork in my finished animation, although less detailed than my still art, looks good and worked well as a way of allowing myself plenty of time to create enough frames for the animation to run smoothly without taking out too much detail. • The movements that I used were creative and interesting, utilising not only the 2D environment but also 3D. This gave the animation a sense of depth and made the movement have more impact to them. The character designs are unique, being of my own creation. They work well with the animations and have features on them that move realistically e.g. clothes moving and folding as they would in real life. This made the movements more authentic and realistic and added an extra layer of detail to them. • I wanted my animations to have deeper meanings to reflect the story instead of just being surface level. I did this by having set themes to explore in the opening. For example, the chains represent being trapped by fate or destiny, whilst a character breaks through them. Whilst this is aesthetically pleasing and it times well with the audio, the meaning of breaking away from fate and creating your own path gives the visuals a greater meaning. I personally enjoy having smaller details in openings, as they make the animation seem more unique to that story instead of just filling in tick boxes for what an opening should be. • An important factor of animating is ensuring the designs of characters are consistent between shots and frame. I feel that my animation succeeds in this thanks to me referring back to my character designs and mood boards in my planning. For some shots I recreated certain parts to make them more accurate to the character’s design. This ensured that my animations properly reflected the looks that I had created through my research and planning. • The colour schemes used throughout the opening are consistent, such as how the sky is always the same shade of blue. The changes in the focal colours in different sequences help to set the mood for each moment, and the change from the darker colours at the start to the bright pinks, golds etc. at the end give the visuals a sense of hope and change, which the main character’s ability is meant to portray. Additionally, the use of blues at the start reflect the protagonist’s mainly blue colour scheme, and the brighter colours at the end show how he grows to become less held back as shown by the warmer colours. • To improve my final piece, I would simply add additional frames as much as possible, as the more frames there are the smoother the animation will be. Some parts of the animation were very smooth initially, but I was forced to slow them down in order to properly sync with the audio. This led to some areas being choppier than they should have been, an issue that would have been avoided by adding extra frames. However, in order to complete the production and leave time for my reflections and evaluation, this was a decision that had to be made. Other areas of the animation feature much higher quality smoothness, and are supposed to act as the more prominent areas of the animation. Therefore, I don’t feel disappointed in the fact that these areas were a bit choppier than they initially were. Furthermore, these areas are still decently smooth and the movements featured are clear and understandable.
  • 38. Production Reflection • My reflection goes into great detail for each shot in the animation. I used a mix of text and images in order to get my point across. The main body of text on each page goes into depth about the creative process behind the shots, detailing the methods I used and what I believed to be the strengths and weaknesses of said methods as well as the end results. The images that I used reflect what is said in this text whilst also being accompanied by smaller text boxes that refer to specific details to more so with the individual frames. • I was able to maintain a consistent quality in my daily reflections throughout the entire animation. I weighed the strengths and weaknesses of my work together and came up with possible improvements for each shot and backed these up with reasoning. I made sure to make connections between the different shots and sequences to give more reason to certain factors e.g. transitions. It is important to include this as an important part of an animation is how well everything flows into one another. Additionally, I made mention of techniques that I had used previously in the project and how I had incorporated and changed them to work in different shots. • An improvement to my production reflection would be to make more reference back to my production experiments and which ones had helped with certain techniques, as this would have worked as a way of showing how I had further developed these skills from when I had first started with them.
  • 40. Feedback 1 • What did you like about the product? I like the way that the video starts out with a gradual build up of the music and sound, the first thing that I was drawn to was the bright colours and how quickly everything was happening. I like the way the title comes out of the clouds as I think it is a subtle way of introducing it. I think that the characters look really good and well planned, this video seems very unique and creative and something I haven't really seen before. I think the sounds and music work really well and in time with the actual video and this makes it seem very professional, the attention to detail is really good in the characters mainly and the way they are moving works really well with the sound and speed of the video. • What improvements could have been made to the product? • In my opinion I think that the layout is really good however its not very clear what this is especially at specific scenes with the chains and the rain as there isn't really any context about what's happening here, the video ends quite abruptly and would have been nice to see the same attention to detail to the start at the end as well. I think that the video works really well however it is really fast and I think if you didn’t get the opportunity to have another look you could miss something then become even more confused about what is really happening.
  • 41. Feedback 2 • What did you like about the product? – The high speed visuals match great with the fast paced musical beats, making the video very exciting. – The flashy, anime aesthetic really helps bring a lot of character into the movements made throughout. – The transitions are very smooth, and by not having any scene change be stagnant, the visual and audible parts of the video doesn’t feel drawn out at any point. • What improvements could have been made to the product? As most of the video had a constant flow to it, I would perhaps have a bit more movement happen with the character at 0:25. I did find the end to be a bit abrupt so maybe you could add something like a fade out.
  • 42. Feedback 3 • What did you like about the product? – Beautiful animation – The sound effects fit with the scene and the have a purpose that is clear together with the image – Good use of blurred effect when something I closer to the screen and looses focus – I really like the opening movements down the street – The animation keeps a steady consistent fast pace after the calmer opening that matches all the fast action on the screen – The character show their emotions really well and you can tell how the are feeling – Nice fading font at the start matches the opening of the song • What improvements could have been made to the product? – Theirs a cloud in the bottom left at the opening that looks like its meant to be on the back layer but is above the front layer and doesn't look quite right – The rain sound effect start and ends a little bit late when the scene where its raining comes up – The end is a bit abrupt – As someone who doesn't’t know where this if from or the ideas behind it I as a little confused
  • 43. Peer Feedback Summary • What do you agree with from your peer feedback? • I agree with the statement about how the character at 0:25 appears to be a bit static as shown in my evaluation of that shot. The reasoning behind this issue is that I needed to increase the shot’s duration to fit with the song but didn’t have enough time to spend on creating new frames from scratch. One person pointing out a cloud being positioned on the wrong layer in the opening title card sequence, as issue I have since fixed. • I am glad that people have stated their enjoyment of the fast pace action and music, as this was one of the main things I wanted to capture in my work. I feel that I succeeded in doing this, so seeing people agree with me makes me feel for secure in my work. • Two people brought up the end of the video ending too abruptly. I completely agree with this, and was already planning to add a few more shots onto the end to have a more gradual finish to the opening. I have since made these changes and feel the animation works much better now. • I believe that the sound effects that I added to the video have a clear purpose as to why they are there and what they represent. This feedback shows people have agreed with this statement, which reinforces my decision to include them. • What do you disagree with from your peer feedback? • A couple of the people stated that the overall meaning of the animation is quiet difficult to make out. Whilst I agree that this is true, this is because the point of this animation is to act as an opening to a show, as so a lot of what is in it is meant to be used in context with a story. Therefore, certain details with specific meanings and foreshadowing naturally wont be understandable without being able to see more of the story. This can be seen in the openings that I researched, as a lot of the details involved are supposed to make the viewer see the meaning in them after its relevance has occurred in the plot.
  • 44. Peer Feedback Summary What Improvements will this inspire me to make? • As previously stated, I have already made some improvement based on my feedback. This includes fixing the cloud in the opening title card sequence to have it appear behind the moving layer as well as adding extra shots to the end of the opening to make the ending more gradual. I have made alterations to the sound effects to fix their volumes as well as the timing of the rain SFX. • If I had more time to make improvements, I would spend more time creating frames for the animation at 0:25, as this moment is quiet static and very noticeable in the middle on the opening.

Notas del editor

  1. What changes would you make to your product based upon your peer feedback and why?