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PRODUCTION

Done 24/3/21 and 26/3/21 - Wrote 2/4/21 - Interview Summary Between Callum Highfield and 2 Tutors at South Essex College (named Mitch and Scott).

Positively, my project will be heavily impacted by these 2 conversations. Scott's talk would of given me half the inspiration for the 1st idea I had (when it came to the proposal and concept) and Mitch put my deadline and workload into perspective. However, you could argue that I need to be more independent and shouldn't be asking for help so soon into the project. Although all of this was a result of my fractured emotional state at the time, which in itself needs to be solved or kept under control during this project. Skill development has to be shown alongside the main work. It is also a requirement that my mind stays intact during the project for health and safety reasons. A breakdown isn't going to help here. Using what I learnt, I created the very first draft of my idea (even if it was just documented in words). What I plan to do is explore and develop it further. What emotion do I want to show, what story do I want to tell? How will I animate fire and water? Overall this was a huge help into getting started and the beginning of a long 6 weeks.

In my proposal and main idea, I wanted to tell a story with emotion as it's centre. The characters will be based off fire and water (in extension the movement will as well) however the story will be much more human. So my first step is to research emotion, what it is, how we show it and decide what the my story will be centred around.

During the proposal when coming up with my idea, I asked multiple people weather my ideas was good enough. This was me probably in a state of panic at the time with all the new work I was given. In particular, I asked multiple questions to 2 of my tutors Mitch and Scott. It was talking to them that I was able to come up with the concept for my FMP. Going into it, I had 2 ideas. The first was an animation that highlighted and explored the emotions of people. The other a greater in-depth development of animating fire and water. It was Scott's idea during these to somehow combine the 2. Have an animation that shows emotion with my characters being designed off fire and water. This (with the addition of my previous animations in project 2) became the foundations of my proposed idea and what I will produce at the end of it.

123, T. R., 2021. blog 27/3 - Introduction to fmp, Proposal progress. [Online]
Available at: https://www.youtube.com/watch?v=SwDYOMKAxBI
[Accessed 27 March 2021].

On the Friday (26/3), I then posed very similar questions to Mitch (tutor no 2). Have I included enough? Is it complex enough to get the higher grades? Have I included everything I need to for the proposal? Most of my questions originated from my panic and stress (which I wasn't coping with very well at the time). After explaining my newly formed idea from Wednesday (24/3) he recommended I slash down the length of my animation. I wanted to do 5 minutes at first. At 24fps on 2 it would come to about 7200 frames per minute (12 frames per second for 60 seconds). 5 minutes would of came to a huge 36000 frames which (given my 6 week deadline) would of been impossible to do. It was thanks to the talk I had with Mitch that I scaled down my workload to best reach the deadline.

Definition of Emotion - 28/3

Emotion, according to Google (Google, 2021) emotion is 'a strong feeling deriving from one's circumstances, mood, or relationships with others.' It's the feeling we people feel when dealing with most (basically all variables that make up our lives. Depending on your own individual outlook, our view of emotion can drastically change. Many break it down and merely see it as a biological process, caused by the limbic system. Other will see it as a normal part of life and nothing more. Many see emotion split between good and bad. Although, according to 'The Facility' (Soussi, 2020), some would argue that emotion is merely 'pleasant' and 'unpleasant', since all emotion can be deemed as positive. All seen as necessary for our survival of the world.

It is the first thing that comes up when searching 'emotion' and will be the very first aspect to focus on during my FMP (Final Major Project). Regardless of the direction I take my final animation, emotion will be the core of the story I tell. It is essential I understand what it is, why and how to show it.

Examples of Emotion - The Core Emotions - 28/3

Now to get an understanding of what emotion is, we need to be aware of the many types of emotion. I need to decide how I want the viewer to feel and what I want my character to portray. Depending on the core emotion of focus my story can change completely. A hard fight with a tale of triumph. A tragedy of someone who had it all, to loose everything in the end due to his/her own flaws. An underdog who worked hard and rose through the ranks of life to get where they are. Someone who lost it all but resurrects into a new person afterwards. The story line and story type matter greatly. But this can be adapted depending on the emotion centre of my work.

(Chloe, 2020) The headings all come from the source on the left. This is where I got my initial ideas of which core emotions to explore. I will be using multiple sources during each emotion research in order to avoid several weaknesses

1. Happiness

A sense of joy or contentment. The good feeling we get when we are having fun. Joy, pleasure and satisfaction, all emotions associated with happiness. What makes you happy is what you value most in life.

Many website pages all say different thing for "what is happiness". Not was I was expecting if I'm being honest.

2. Sadness

The opposite of happiness. We normally feel it when we lose something or when we feel loss.

According to Psych2go, 'it’s most important purpose is to help us process our feelings of grief and disappointment. Feeling sad allows us to take a step back and look at ourselves and our situations to better understand what it is that’s causing us so much pain. It teaches us to be more introspective, resilient, and to learn from our mistakes.'

This means that although many see sadness as bad and extremely negative, it is a necessary step to improve from our mistakes. This state basically lets us appreciate what we have and what we lost.

The issue is with a lot of key definitions (especially Oxford Languages) is that is defines sadness as the 'quality of being sad'. It also does the same with other emotions. It uses the key term as the definition - avoiding the answer altogether

It is the emotional pain we feel when we feel lost, disadvantaged, grief, despair or many other causes.

3. Anger

According to Oxford Languages, anger is 'a strong feeling of annoyance, displeasure, or hostility.'  If someone has behaved unfair, cruel or unacceptable in any way.

4. Anticipation

The state in which we are excited/anxious/nervous about what is going to happen next. We are waiting for something to occur. |Your doing an action in preparation for something, this is your head reminding you to prepare. Essentially looking forward to something.

5. Fear

Caused by the threat of danger, pain or harm (according to Oxford Languages). Merriam-Webster says that fear 'mean painful agitation in the presence or anticipation of danger. fear is the most general term and implies anxiety and usually loss of courage.'​

6. Loneliness

A lack of company. The feeling of being isolated away from everyone else. One of the most basic human needs is belonging. Humans thrive off social interaction. When we feel lonely, it is a sign that we need to reconnect with those we care about.

7. Jealousy

When someone has something that we want. We get jealous ​when we feel like we are less erthan. When something has something you want and you don't have it. Envy essentially. Can lead to insecurity and damage our confidents. Makes us think we are not good enough.

8. Disgust

Believed to be evolutionary. It is the survival instinct that keeps us away from unclean/diseased substances. For example dead bodies and rotting food.  According to psych2go, we feel repulsed when something completely goes against our 'most fundamental social norms'.

9. Surprise

'When something unexpected happens to us or those around us', according to psych2go. It can act as an intensifier to the emotions we are already feeling. Anger will get angrier. In a surprised state, we become more alert. We are forced to adapt to a situation we wasn't expecting.

Cherry, K., 2020. Overview of the 6 Major Theories of Emotion. [Online]
Available at: https://www.verywellmind.com/theories-of-emotion-2795717
[Accessed 29 March 2021].

chloe, 2020. 10 Basic Emotions and What They’re Trying To Tell You. [Online]
Available at: https://psych2go.net/10-basic-emotions-and-what-theyre-trying-to-tell-you/
[Accessed 29 March 2021].

Collins, 2021. anger. [Online]
Available at: https://www.collinsdictionary.com/dictionary/english/anger
[Accessed 29 March 2021].

Courtney E. Ackerman, M., 2020. What Is Happiness and Why Is It Important?. [Online]
Available at: https://positivepsychology.com/what-is-happiness/
[Accessed 29 March 2021].

merriam webste, 2021. anticipation. [Online]
Available at: https://www.merriam-webster.com/dictionary/anticipation
[Accessed 29 March 2021].

Merriam-Webster, 2021. fear. [Online]
Available at: https://www.merriam-webster.com/dictionary/fear
[Accessed 29 March 2021].

Vocabulary.com, 2021. happiness. [Online]
Available at: https://www.vocabulary.com/dictionary/happiness
[Accessed 29 march 2021].

Wikipedia, 2021. Sadness. [Online]
Available at: https://en.wikipedia.org/wiki/Sadness
[Accessed 29 March 2012].

Sources of Emotion - 28/3

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Now that we know of certain types of emotion, it is always good to understand their source. If we know where it came from, we can use this point as an anchor to ground our character. I already decided that my character won't be human but a form of fire or water. However the emotions and experiences need to be very much human in order for the audience to relate.

My own life experiences and emotions can be a source (or template) for my story. I know them best and have several feelings that a story could thrive off. However if I was to do this alone I am only restricted to my own experience. Why stop there? I have the whole world to explore so it wouldn't make sense to use it.

Wikipedia Source - Emotion

123, T. R., 2021. blog 28/3 - timetable 2, emotion intro (fmp). [Online]
Available at: https://www.youtube.com/watch?v=NmHGDQWLdVU
[Accessed 28 March 2021].

Wikipedia (Wikipedia, 2021) has a summary of many theories and studies relating to the sources of emotion.

Although there is not an official scientific definition, Wikipedia says "Emotions are biological states associated with all of the nerve systems brought on by neurophysiological changes variously associated with thoughts, feelings, behavioural responses, and a degree of pleasure or displeasure. There is currently no scientific consensus on a definition. Emotions are often intertwined with moodtemperamentpersonalitydispositioncreativity, and motivation."

What this means is that emotion is the result of many biological processes and how this has an effect on the body. For example the "neurophysiological changes" (very small physical changes) and other effects are also taken into account. It is these biological states that cause/have associations with thoughts, feelings and responses.

The scientific method breaks down complex human emotion into a matter of biological and chemical responses. Although scientific in nature (and heavily supported by many studies across decades), it is a very reductionist way to interpret emotion. It seems that different fields have varying ideas of the source of emotion.

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Wikipedia, 2021. Emotion. [Online]
Available at: https://en.wikipedia.org/wiki/Emotion
[Accessed 28 march 2021].

VeryWell Mind - Emotional Source - 29/3

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All the written information below came from my own knowledge and this 1 website source. A weakness of this (due to the lack of sources) would mean that information may be biased depending on where the site collected their information from. To avoid unknown errors, a range of sources will be more sufficient next time.

 

This website list many theories of where emotion comes from. Instead of looking solely on a biological view. This site briefly explains many emotional theories from many different areas of research.

Evolutionary Theory of Emotion

We have the evolutionary Theory of emotion. This was the result of Darwin. In this is proposed that emotion evolved overtime 'because they were adaptive and allowed humans and animals to survive and reproduce' An example would be how fear creates a fight or flight response in animals. Or how humans have a disgust response to avoid decay, rotten food and anything that could lead to our death.

James-Lange Theory

Then there is the James-Lange Theory of emotion. A psychological theory stating that 'emotions occur as a result of psychological reactions to events'. We feel emotion in response to the environment around us.

We see an external stimuli and as a result, produce a psychological reaction. The emotional reaction depends on how you interpret the physical stimulus.

Although similar to The Evolution Theory, the stimulus and response is flipped. For example if you are scared, you start trembling. However the James-Lang theory will argue that because you are trembling, you must be scared. Or as verywellmind puts it, 'you are not trembling because you are frightened. Instead, you feel frightened because you are trembling.'

Instead of emotion being the cause of the action. The action is the cause of the emotion. While The evolutionary theory says that the flight/flight response is caused by fear (in my example). The James-Lange theory would say that you feel fear because you are in fight/flight.

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Wikipedia, 2021. Emotion. [Online]
Available at: https://en.wikipedia.org/wiki/Emotion
[Accessed 28 march 2021].

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Cannon-Bard theory

 

While the Cannon-Bard theory completely disagrees with the James-Lange theory. They argue that people have reactions linked to emotions without actually feeling those emotions. verywellmind uses the example of a heart racing due to running, rather than being scared. Also emotional responses happen much faster than the physical stimulus. You begin to feel the emotions before you even see what caused it.

'According to the Cannon-Bard theory of emotion, we feel emotions and experience physiological reactions such as sweating, trembling, and muscle tension simultaneously.' Instead of 1 being the response to the other. This theory suggests they happen at the same time.

Schachter-Singer Theory

The last 2 theories were all psychological. However the Schachter-Singer Theory is cognitive - also know as the '2 factor theory').' This theory suggests that the physiological arousal occurs first, and then the individual must identify the reason for this arousal to experience and label it as an emotion.' jgt

What I have realised from all this is how deep this really goes. For my project in itself, this is only a small portion of what I have to do. This particular area could last me months of research and documenting and experimenting all on its own. I wanted to find out a source (or at least a general idea) of why people feel. 

Due to time management I will have to leave the source of emotion at this page. I still want to explore more examples, story structure and storyboard my animation by the end of this week. If I have more time I can always come back to this and explore further.

Evaluation of my research into the sources of emotion - 30/3

The research above provided me a good insight into why we feel. I was expecting a large field with many dividing opinions going into this, but I did not expect every theory and point made to contradict itself. The theories researched above show how different people have completely different ideas of why. It is a topic with no definitive answer. In terms of how I felt, the true answer would be bored. Although deep with information, having to read through walls of text did not keep my attention. This research source (internet articles) has a huge amount of information, however I found myself switching off, getting distracted and generally not absorbing what I read. From my own experience, I pay more attention when I'm either hands on (doing it myself) or listening to audio instead (like a video). Having to read through paragraph after paragraph did not work well for me. If I was to do this again (research emotional sources) then I want to try and find other sources of research. This would not only strengthen my understanding of the topic but will also provide greater evidence to the discoveries I make. SO what I plan to do is to explore how people convey emotion, rather than why people feel in the first place. It is good to understand why, however I need to know how to show it to actually have a significant impact on my project. Overall This was helpful, although I will be making several changes to my method of research going forward.

Chloe, 2020. 10 Basic Emotions and What They’re Trying To Tell You. [Online]
Available at: https://psych2go.net/10-basic-emotions-and-what-theyre-trying-to-tell-you/
[Accessed 28 March 2021].

Glenti, D., 2015. The 9 Sources of Emotions and Moods. [Online]
Available at: https://medium.com/@DimitraGlenti/the-9-sources-of-emotions-and-moods-56d866087177
[Accessed 28 March 2021].

Google, 2021. emotion. [Online]
Available at: https://www.google.co.uk/search?dcr=0&source=hp&ei=VLuSWu6QI9KP0gXg_YXoDg&btnG=Search&q=emotion&oq=Mark+Lazenby&gs_l=psy-ab.1.4.0l8j0i22i30k1l2.2147.4946.0.7973.14.13.0.0.0.0.148.923.9j2.12.0....0...1.1.64.psy-ab..2.11.919.0..0i131k1.165.fXjg80QJyo8
[Accessed 28 March 2021].

Psychol, A. R., 2009. Emotion Theory and Research: Highlights, Unanswered Questions, and Emerging Issues. [Online]
Available at: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC2723854/
[Accessed 28 March 2021].

Soussi, F., 2020. The Source of Our Emotions. [Online]
Available at: https://medium.com/the-faculty/the-source-of-our-emotions-af4d3e6599b5#:~:text=of%20years%20ago.-,The%20origin%20of%20the%20emotions%20is%20located%20in%20a%20physical,is%20similar%20to%20the%20reptiles.
[Accessed 28 March 2021].

Wikipedia, 2021. Emotion. [Online]
Available at: https://en.wikipedia.org/wiki/Emotion
[Accessed 28 march 2021].

Body Language Examples - 30/3

All this research into emotion is to get a better understanding of how it works and how people convey it. This will be the key to creating an emotion story in my final animation. When storyboarding, I will be heavily relying on sketches of human anatomy in order to show emotion. While body language is the main method of doing so, there are many other ways to show emotion. This video list down multiple ways people convey emotion that will help in the designing and movement of my characters.

So far all my research sources have came from Internet articles. I need to experiment with other methods of research (such as YouTube videos) in order to get a solid understanding of my topic.

Manipulating Clothing.

Although I knew that the clothes you wear can determine someone's first impression of you (e.g. a suit you could be seen as smart and hardworking). I didn't consider how you interact with them also sends a message. For example grooming, 'when you make small adjustments to your physical appearance' according to the video.

TopThink, 2020. 8 Ways to Read Someone’s Body Language. [Online]
Available at: https://www.youtube.com/watch?v=r0tWomRZMuA
[Accessed 30 March 2021].

Grooming (adjusting clothing) can be the cause of feeling restless, nervous or embarrassed. Extra clothing and accessories can hide body language, a barrier to everyone around them. This could be to provide a sense of safety or to keep their true feelings a mystery to those around them. 

Posture is another huge way in which people express their emotion. Leaning tells you a lot in deciphering someone's emotion. For example, when someone slouches, it shows that they are relaxed. Muscles loosen, blood flow slows down and the person is generally at peace. This could be because they are bored and are not paying attention. Or they are interested, completely non-threatened. Slouching forward can show attentiveness wile slouching backward (arms crossed in the video example) could show they are bored.

Proximity is another huge indicator. Every person has essentially a bubble around them - personal space. When someone invades that bubble the reaction of the person can tell a lot about their emotional state.  Many will get self-conscious when invading this space and move back. Those that are comfortable with you in this space show a level of trust and a varying level of physical intimacy. Depending on the proximity of where your standing you can read a lot about the social standing of 2 people. 2 strangers will be guarded and farther apart. Friends will be closer but show a degree of personal space. Couples may of no space what so ever and be completely comfortable with someone that close.

According to the video, space is separated into 4 zones and they are public space, social space, personal space and intimate space. 12-25ft for strangers, below 12ft for social space (familiar faces such as classmates and co-workers), 4ft is the personal space (friends) and finally intimate space (partners, close friends and family).

Clusters. This one is completely new to me. People send body language signals extremely fast and in groups, so focusing on only 1 area won't reveal the big picture. When not sending a burst of signals they remain unchanged in pose or come across distant.

Open Palms. Hands (surprisingly) are one of the most expressive areas in show emotion. The video uses the example of throwing your hands in the air (after a big win) as a sign of joy/excitement. It is also used as a sign of non-threatening behaviour. If someone was looking to start a fight, showing open palms is 1 way to show you mean no threat to them, your not willing to punch them. Open palms show vulnerability. Open body language shows they have nothing to hide, while hidden palms have the exact opposite effect.

The closed point. Pointing is a primitive form of body language. In pointing at someone your signalling them out, almost a display of dominance. Many point to give an order directed at you, can be threatening and very targeted/personal towards the victim of said point.

Eye contact. One of the first forms of communication. If someone is unwilling to meet your eyes. It shows there is something wrong. Weather that is a matter of lack of confidents, shame, nervousness... it shows that they are uncomfortable around you. 'Embarrassed, anxious, insecure, they might be intimidated by you', all negative emotions that either show weakness or distrust. Eye contact that last too long can seem creepy though (over 5 seconds give or take). Extended eye contact can show that they are lying or trying to get inside your head. A balanced amount of eye contact shows confidence and trust. "eyes are the window to the soul" the old saying goes.

Face. One of the most common queues of emotion. The facial expression reveals a LOT about someone's emotional state. A flushed face could mean embarrassment, stress, anger or shyness. A smile can tell almost all common emotions just on the size and angle alone. A lot of face touching can show nervousness.

Evaluation

All the above gives me a huge insight into how to read people and by association, how to show emotion. I was already aware of many of these tells to begin with. The face, hands and posture were ones I already knew about extensively. However I didn't realise how much proximity plays apart in all of this. I was aware of it but didn't realise it's importance. Furthermore, although I already know about eyes, I have no idea on how to read them. This video was much more exciting that having to go through walls of texts (sorry for those reading my website). Also it provides another form of secondary research to my project in which I can apply it to my experimentations. If I was to do this again, I may of recorded my reaction to the video instead - instead of writing a wall of text. From my own experience a few days ago, I now realise how mundane it is to read through all this. Having my evaluation and findings in a video format would improve the experiences of the readers. It could also allow me to experiment with my own facial expressions and body language. What I plan to do now is do further research into these areas, particular posture, palms and face. Although my character will be made out of fire/water, knowing about the face will help me understand the principles of certain emotions. For example confidents being associated with open body language (nothing to hide), wide smile and relaxed features. Or nervousness being associated with closed in body, hidden face, hidden palms or constantly grooming themselves. These will be essential in conveying emotion through my story. 

10 Psychological Tips

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What I learnt:

Yawning. If someone is looking at you then yawn. They won't be able to help but yawn back themselves (contagious yawning).

Food calms people down and diffused uncomfortable situations.

Ask a question and stay silent while they speak. Makes them more likely to talk and fill the gap, opens up to you more.

People remember the 1st and last bits of things.

Being active with someone can form stronger bonds quicker (physically activity).

Find common ground in conversation. People base assumptions of you based on commonality (halo effect).

Use their name right after they introduce themselves, using name makes you look engaged in the conversation - make them look important. Paraphrasing technique also works well in this.

SIDE, B., 2019. 10 Simple Psychological Tricks That Always Work. [Online]
Available at: https://www.youtube.com/watch?v=BQ3zdbhJdQE
[Accessed 30 March 2021].

Don't give them an option to say no. suggest a dilemma between 2 choices. Both lead to the outcome you want.

Don't put "I think" at the beginning of a sentence. Comes off as hesitant and discredits what you say next. Say it with conviction.

Direct eye contact, shows your engaging. Convinces them to believe what your saying.

When it came down to it, all of these are just simple mind tricks. They make sense on the surface but I would have to test them myself to see if they are true. Although this particular video wont have as big of an impact in my work compared to the video above. It will definitely help .For example these videos (by completely different channels) overlap in many aspects. The eye contact was mentioned both times. The body language shown in each was also similar, especially when comparing engagement levels. I can't rely on a single video to back up an entire area of my project. I need to get multiple sources to back up my experimentation on order to be successful. I plan to watch more video to do with emotion, psychology and human behaviour. I also want to attempt to draw them and identify patterns with each pose.

Gesture Drawing - 30/3, Wrote - 7/4

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Up until this point, all my documentation has been in researching emotion. I haven't yet started experimenting in any medias. So, I got the sketchbook out and begun to draw. Body language was a key area (posture specifically highlighted). I decided to have a go in portraying emotion through nothing but body position alone.

Pinterest, 2021. body langauage practice by Windam on DeviantArt. [Online]
Available at: https://www.pinterest.co.uk/pin/50595195787003198/
[Accessed 30 March 2021].

Now, the results of my experimentation can be seen above. Each pose only took a minute or 2 to draw. I could of done it from memory but to aid my drawing I decided to use a reference sheet. Gesture drawing isn't a new area for me (see below) but this was the 1st time I had any purpose behind it. Beforehand it was just practicing creating body positions that were in proportion and obeyed how the human body worked (not breaking any arms or legs for example). Once all of my sketches were created, I then gathered feedback by messaging a few mates from college. They provided a quick form of response and also have a little bit of background knowledge in the industry. Although a professional would have a much greater impact of opinion on my work, they are also much less reliable in getting a response. Time was my greatest enemy. Likewise it wouldn't of helped that well getting the feedback of my family. The majority have basically no experience in the field of drawing and would be incredibly biased in my favour. This was the easiest middle ground.

Sketchpad reference (old work) - 30/3

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Dunn, A., 2013. How to sketch & draw people Part 2 | Gesture Drawing. [Online]
Available at: https://www.youtube.com/watch?v=cb3ad2mA8y4&t=487s
[Accessed 30 March 2021].

As well as gathering feedback on the current gesture drawing, I also compared it to my 1st ever attempt at gestures. My showing them in sets (side by side) to the audience, I was able to gauge how much my drawings have developed since. The style is basically the same, drawn in the same timeframe with similar purposes. For reference, I also have the video in which I learnt gesture drawing to begin with above this paragraph. I have already briefly went over my feedback in terms of audience choice, but not the results. Turns out the new gestures all successfully conveyed emotion, or purpose. While the old gesture drawings just left many in confusion as to what they felt. Thus, on a surface level, shows success in my experimentation in showing emotion through poses (a vital skill to carry forward into my animation). If I can further my understanding on how to show emotion (in many forms/areas) then I will be able to directly (and positively) impact the final animation. The very core of my idea relies on the representation of emotion.

However, this small experiment is not without flaw. For starters, many of my errors lie in the quantity of my sample of feedback, as well as the quantity of gestures to compare. A feedback sample of 2 is not strong enough to establish a strong correlation to my aim. Or, in other words, 2 people isn't enough to say I'm right/successful. Although the results suggest that I was successful in conveying emotion in my new gestures, this could quickly change given a larger group of participants. If I was to do this again (even in the same timeframe I had), I should of attempted to accumulate a greater sample. Furthermore, the audience only got shown 6 images (3 old and 3 new). Even with the gesture I had, there is enough produced for a 10 new vs 10 old. A greater sample of poses will make my findings have much greater validity.

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Gesture Drawing Feedback - 30/3

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The poses themselves could also be improved. Many were created with only 1-2 minutes. What I could of done is draw them with more time in order to do more detailed versions. That way I could show more of my ability and also have another comparison in regards to feedback. What I intend to do from here is to show how my skills have developed from the start of the course to now. Also showing what skills I have learnt and how I can improve each 1, finally explaining how they will be useful to this project. 

Human Anatomy

Sketchbook Development - 31/3

123, T. R., 2021. blog 30/3 - gesture drawing, body language research (fmp). [Online]
Available at: https://www.youtube.com/watch?v=rfccM71Feys
[Accessed 30 March 2021].

Now this is merely a reference point to where my people drawing skills sat in September/October. The image on my right was my first attempt at drawing a person on this course. It was an area I deliberately avoided during GCSE Art because I knew how complex people really were. For starters, I knew immediately that the shoulders were completely wrong (hence the pencil x on both sides). They are far to wide in proportion with the head. Furthermore, the torso has no muscle structure and the arms are too high up.

Positively, it force me to start drawing people and accept my complete obliviousness when it came to people and their anatomy. I had some progress to make.

Now I show this as an example for how far my people drawing ability has came. Although still no where near perfect as of present (and possibly my entire future), it is a huge step up from this mess on my right. A part of this course is a traditional sketchpad section called 'blended learning'. During these times, the school provides a topic/video and we have to go away and learn it. Complete free reign (in most cases) on how much or how little notes/drawing we make.

The 1st task was to mimic the work of 'Griz and Norm', an art style with these very distinct character sheets. The goal was simple. Draw what we see. Draw these character sheets into our sketchbooks following the instructions provided. The 1st sheet taught us to construct a person using singular, sharp lines only. This made angles and edges extremely important in the process. It was also my first hands on attempt since the 1st human in establishing proportion and position of each body part.

The Very Start

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Casey, C., n.d. Line Drawaing Excersise One Continious Line. [Online]
Available at: https://www.pinterest.co.uk/pin/356136283026378168/
[Accessed 31 March 2021].

Casey, C., n.d. Line Drawing Excersise: All Straight Lines. [Online]
Available at: https://www.pinterest.co.uk/pin/356136283026378186/
[Accessed 31 March 2021].

While the 2nd character sheet was all in an effort to draw in a single continuous line. Establishes the curves of the human body. This was more akin to my traditional shading/sketching drawing style from GCSE. Where shading was created using variable amounts of pressure on the paper, usually in bulk spaces.

These 2 exercises gave me my first challenge. Sizing. My people took up an entire page each. It took many attempts and redraws to get multiple character son the same page. In the end I was able to half the size of each character while keeping the same shape.

However, this style of people is very far away in terms of real life proportions. The art style is incredibly stylised. However my previous experience in shading greatly helped here.

Bones, Muscles and Proportions

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Dunn, A., 2014. How to Draw Human Anatomy Part 1 | Beginner Introduction. [Online]
Available at: https://www.youtube.com/watch?v=_VVU1mCwYiY
[Accessed 31 March 2021].

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Dunn, A., 2014. How to Draw Human Anatomy Part 2 | bone FIRST, muscle SECOND. [Online]
Available at: https://www.youtube.com/watch?v=xJyadoskb28
[Accessed 31 March 2021].

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Front and side view of Head

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Dunn, A., 2016. Beginner Portrait Drawing E2 | Profile Proportions. [Online]
Available at: https://www.youtube.com/watch?v=M5X0Y6gf-kk
[Accessed 31 March 2021].

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Dunn, A., 2016. Beginner Portrait Drawing E1 | Proportions of the head. [Online]
Available at: https://www.youtube.com/watch?v=SYjpkg6vrlg
[Accessed 31 March 2021].

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Now although these works contribute to my work, they don't have a huge impact on the project as a whole. This is evidence of improving the fundamentals. Its a clear example of how my work and ability gas improved overtime. However, any work that I have been told to do will not get me a high grade. Only independent drawing/sketches will contribute a significant value towards my fmp. This means that all the blended learning I was told to do is essentially useless. This is frustrating in itself but it also means that any sheets I upload I still need to write about it to give them context - wasting valuable time elsewhere. There are simply better ways to research and experiment than uploading my sketchpad work. However because I already uploaded them at the start of the project, it would be a greater loss to take them off. So what I intend to do is provide a small paragraph explaining each one, what is it and why its here.

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Caricatures (Portrait Drawing) and Mannequinization

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Dunn, A., 2013. How to sketch & draw people Part 1 | How to use a mannequin. [Online]
Available at: https://www.youtube.com/watch?v=-_TO7ELxemE
[Accessed 31 March 2021].

Dunn, A., 2016. Beginner Portrait Drawing E3 | How to Create Characters in Profile | A Simple Intro. [Online]
Available at: https://www.youtube.com/watch?v=uz_kJ4afTmA
[Accessed 31 March 2021].

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The videos above is what I used as reference to produce these sheets. It is essentially simplifying the human body into basic shapes. This is a skill that will be used in my animation. Before I draw in the character, I will be sketching out the basic body shape to establish the movement.

Although there are many flaws with these in terms of shape/anatomy, it is an example of my earlier works and a great reference to compare in seeing how my human characters have developed.

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Creating Depth

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Dunn, A., 2013. Pen & Ink Drawing Tutorials | How to draw mountains. [Online]
Available at: https://www.youtube.com/watch?v=jij8NTSJ10I
[Accessed 31 March 2021].

Dunn, A., 2013. Pen & Ink Drawing Tutorials | How to draw rocks, stones and boulders. [Online]
Available at: https://www.youtube.com/watch?v=O7O7-EU4bgg
[Accessed 31 March 2021].

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Perspective

Dunn, A., 2017. 15 Tips to Learn From a Cube | Linear Perspective Essentials Pt 2/3. [Online]
Available at: https://www.youtube.com/watch?v=tnLtIXhoq9A&t=421s
[Accessed 31 March 2021].

Dunn, A., 2017. 15 Tips to Learn From a Cube | Linear Perspective Essentials Pt 3/3. [Online]
Available at: https://www.youtube.com/watch?v=DHoBixL6M40&t=408s
[Accessed 31 March 2021].

Dunn, A., 2017. 15 Tips to Learn From a Cube | Linear Perspective Essentials Pt 1/3. [Online]
Available at: https://www.youtube.com/watch?v=gj671geTt94&t=707s
[Accessed 31 March 2021].

Dunn, A., 2020. Easy 1-Point Perspective Exercise | 1 Minute Art Tips. [Online]
Available at: https://www.youtube.com/watch?v=a1Ds6A8iLD4&t=110s
[Accessed 31 March 2021].

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Individual Body Parts

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Pinterest, 2019. (Reference) Emotions and facial expression from Winter. [Online]
Available at: https://www.pinterest.co.uk/pin/265923552984344425/
[Accessed 31 3 2021].

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Arekkusu-Maafi, 2012. Muscle Anatomy by Arekkusu-Maafi on DeviantArt. [Online]
Available at: https://www.deviantart.com/arekkusu-maafi/art/Muscle-Anatomy-283717966
[Accessed 31 March 2021].

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Depth and perspective are strong elements to keep in mind when making piece of work. Although I already had a base knowledge of perspective through an online course I started before the college, the depth knowledge was entirely new. Furthermore, I also created a lot smaller works looking at specific areas of the human body. I done this to learn key skills that will transfer to all my artworks going ahead

Latest Work - Sketchbook Practice

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Proko, 2013. How to Draw Gesture. [Online]
Available at: https://www.youtube.com/watch?v=74HR59yFZ7Y&t=1s
[Accessed 31 March 2021].

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Dunn, A., 2013. How to sketch & draw people Part 2 | Gesture Drawing. [Online]
Available at: https://www.youtube.com/watch?v=cb3ad2mA8y4
[Accessed 31 March 2021].

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Sherlyn, J., n.d. Gesture Reference. [Online]
Available at: https://www.pinterest.co.uk/pin/268456827771217803/
[Accessed 31 March 2021].

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Pinterest, n.d. how to draw beginners. [Online]
Available at: https://www.pinterest.co.uk/pin/492862752975408237/
[Accessed 31 March 2021].

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This was the final blended learning. I was given an image and was told to draw it - simple.

It combines all of the concepts learnt so far including anatomy, muscle shape, position, the head...

What it made me realise is how far I have to go. So I started focusing on dynamic positions. My positions are stiff and few in variation.

I needed to learn new position. So I started looking at character sheets for examples. It became a case of drawing what I see. The development wasn't making up a new position, but drawing an existing one with all the right proportions, angles, perspective…

I looked at different ways to simplify humans, how forces worked through body shape, weapons...  This was where I took my blended learning and expanded upon everything I learnt so far.

I generally had a lot of fun drawing these. When I want to have a break from screens, I get out a sketchpad a draw. It was relaxing to carry out.

Going forward, I plan on developing these skills further through my character drawing. These skills will help me keep my human structure in check and improve my animations overtime.

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Precia-T, 2018. Male anatomy by Precia-T on DeviantArt. [Online]
Available at: https://www.pinterest.co.uk/pin/512284526360147047/
[Accessed 31 March 2021].

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Story - Initial Ideas - Done 1/4 (wrote 2/4)

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So, originally, I wanted to show emotion in my characters and focus on my animation skills regarding fire and water. I wanted to tell a story that incorporated all 3 of these elements. After speaking to my tutor, he gave me a realistic amount of animation frames for what I intended (10-30 seconds). 5 minutes at 24fps on 2s would turn into about 35,000 frames. Impossible to get done with the deadline I have. So my story had to shrink and be efficient and concise with it's time. After an interview with a fellow college student, the student suggested a fight scene between fire and water. This would work well for me because of my previous work titled 'Arm Punch Animation'. Where I explore body movement, anatomy and eventually had a 3-5 second animation at the end of my interactive project.

Recently (1/4/2021) I compiled a handful of my animations into a 30 second sequence to show my development in 'Arm Punch Animation' which can be seen on the right.

However, a fight scene on it's own is a bit generic. As much as I loved the idea of 2 characters (made out of flame and water) fighting, I need it to have a bit more depth.

123, T. R., 2021. arm insta 3 - arm punch animation progression (FMP). [Online]
Available at: https://www.youtube.com/watch?v=jz_7XQB_9xk
[Accessed 2 April 2021].

I am already out of my depth creating an animation this big to begin with. My most complex animation can be seen in the video on the right at the very end. I am already doing a huge step up from my normal. A fight like that would rely on spectacle and dynamic movement, creative uses of those fire/water. I wanted the source/origin of my story to be grounded in emotion (hence why emotion was the first thing I researched going into the FMP). I could show flashbacks to why they are fighting. Show snippets of their lives, motivations and reasons why they are fighting in the first place. The best fights tell a story after all.

That was the direction of my idea going forward from the interview with my tutor and a student. However I heard rumours that multiple students were already planning out a fight scene for their own ideas. I don't want mine to be the same as everyone's else's. The only standout between mine and theirs would be the elements of fire and water. Besides, there are already so many stories regarding these elements to begin with that even my own idea has been done several times by more experienced people. So how do I make mine unique?

That was the question I kept asking myself for days. Eventually (late in the night) I came up with a story. It was incredibly late so I only ended up writing it in note form - look above. While the fight scene was 1 early idea, the other resided in the feelings of depression and drive (a fire burnt out).

While very hard to read (late night scribbling), it maps out the basic story for my fire and water animation. I will have the fire character be in a fight with 3 other fire characters (all bigger and much more powerful them himself) and lose. He shall be thrown into the lake (still injured) and saved by the water character. The water oc will teach a new skill or help him master his flaw, then go to the surface in order to deal with those that attacked him. The fire masters this power which able him to reach land again. Where he will find the water character on the verge of death. It will then be the final push, where the fire character uses his new power/overcomes flaw to win in the end. 

This is a very basic story on the surface, it will be the details that make it good. I will be exploring story structure and storyboards to improve this basic story. it combines an emotional element with bursts of fighting throughout. It will test my animation skills to the limit. 2D media to create 3 dimensional characters in a 3 dimensional environment. Have the scene transition from land to underwater to land again. Incorporate the sky as well. Have multiple forms of flame competing against each other and the physics of water in and out the sea. This is not good enough on it's own but more than enough for a basic foundation to build off. Overall I am satisfied with my progress. I now know what story I will tell and what emotions shall be involved.

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StoryBoarding - 1/4

StoryBoarding Rough Notes

 

(School, 2016)

shows vision, convey shot you want

composition, position of person important - camera angles, lighting, depth of field

thumbnail sketches, summarise important info

panel/frame = what camera will see (aspect ratio of shot?)

arrows

easy to read, make sense

establishes direction of movement

within panel = moving in shot

outside panel = camera movement

expand, shrink (arrows in or out), pan (arrows left or right)

panels combined show basic sequence of movie

good for scenes needing multiple effects

storyboard can be you're script

comics and graphic novels, use them as a storyboard for a film (watchmen)

create animatics on PC using storyboards (incredables)

videotape it (starwars using ww2 footage, kingsmen fight scene)

animation used to capture complex images (jurrasic park)

planning and clear communication is main goal

School, R. F., 2016. Intro to Storyboarding. [Online]
Available at: https://www.youtube.com/watch?v=RQsvhq28sOI
[Accessed 1 April 2021].

It has been decided way back at the very first timetable of my FMP, that the goal of week 1 was to get a finished storyboard. I done my research on emotion in order to help decide what kind of story I wanted to tell. I then studied anatomy and simplified versions of humans to be able to draw my storyboard. I made the rough notes above as ideas flashed before my head (the bare bones idea of my story). Now I need to do researching into how to storyboard and how to structure my story. 

Considering I only have 10-30 seconds of animation (due to time restrictions due to the deadline) I need to be concise in my story telling. So how do I show my vision? How do I convince my tutor in return to college (start of week 3) that my idea is good enough to explore. The simple answer is a presentation with visual examples and 

Above, I wrote a bunch of notes as I watched the video. This taught me the very basics of storyboarding including why you do it, who does it, how you do it and examples of how it has progressed. Turns out, there is no definitive way of storyboarding. Because it is only a plan it doesn't matter how good the illustrative quality. As long as you can communicate your vision then the storyboard gas done it's job.

What matters is showing your intent. What composition are you going for? Where are you placing your characters? What kind of camera shot are you going for? Lighting, depth of field, camera angle?

Many boards consist of the panel (the actual camera shot), text describing what's going on and arrows. The arrows help show the movement of your camera or character. Shots in the frame will show character movement while arrows outside the frame show camera movement.

Furthermore, the video showed how technology has developed and how it is incorporated into storyboarding. Many films videotaped motion. They would record the action in person to see if the movement works, then add the actual scene (props, costumes, characters...). An example of this is Starwars. In the video, it mentioned how they used WW2 footage to establish the movement and shots of their space battles.

Other media, inspired by graphic novels and comics uses these sources as their storyboard. A comic is the storyboard for the film. The video use the watchmen comics as an example but Marvel has also done this. The scene in Spiderman Homecoming, where peter is buried under rubble at the star to the 3rd act is inspired directly by a comic panel (McNally, 2017).

(Team, 2021) (MAIO, 2020) (Adobe, 2021)

Below I have some examples of Storyboard templates. I could use these to help structure and organise my shots. Although that would definitely help, I want to have a go at organising my own template. That won't be necessary until I start the actual production of the storyboard.

The research above is to show why I am producing a storyboard during week 1 and an option as to how I will do it. This is really just the start when it comes to storyboards. Later on during the week I will do my own and slowly adapt it as the project goes on.

Movieclips, 2017. Spider-Man: Homecoming (2017) - A Trapped Hero Scene (9/10) | Movieclips. [Online]
Available at: https://www.youtube.com/watch?v=PCn1uAs_0VQ
[Accessed 1 April 2021].

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(reggiewolfpro, 2006)

(Begindot, 2021)

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HQLX7n4pV5KTl7SEIZOx2El131FnP5eaDouw5nKN

(u/ViralVV, 2015)

(Pinterest, ⬚ )

Story Structure - 2/4

Project 2 - Story Research

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"The above is copy and pasted form a website that explains the 8 main story shapes of Kurt Vonnegut's theory. This was his rejected thesis that he showed the University of Chicago. It shows how the good and bad areas of a story can be plotted and mapped out on a graph, as well as examples of stories musing this structure. The y-axis show the good and bad while the left shows the duration of the story from start to end.

Although It can be argued that it is far too simplistic. Life is a lot more complicated and cant easily be summed up in good and bad parts. The same can be said about certain stories. Not every event is good/bad, many have much more neutral (or grey) areas. The very reason his thesis was rejected in the 1st place was because of it's simplicity.

Highfield, C., 2020. Mysite. [Online]
Available at: https://50543926.wixsite.com/mysite/introduction
[Accessed 2 April 2021].

Everything in the black box above came from my previous research during project 2 (designing an interactive). However, although interesting to learn about, I didn't really use it that much during this project. The interactive story was very loosely told through sound clips in varying order. Because of the choice of what order you play each disc in (the source of audio), the story would drastically jump from point to point.

I am not held down by such issues in an animation.

Unlike my interactive, the story is fixed in a particular order. This gives me much more room to tell the story I want. So techniques and processes, such as the shape of story, become much more important. I want to repurpose my research from previous projects and use them in a new way. This is why I documented many pages of traditional (human anatomy) development above. It shows where I have came from and how I have progressed throughout. On top of that (as I can't just recycle old work the entire FMP) I also showed my most recent sketchbook work at the end of that section. I intend to do the same here.

Furthermore, I didn't really explain Kurt Vonnegut's model in any way, at the time I just screenshotted a brief version of it and called it a day. What he did was map out all the positives and negatives ('good fortune' and 'ill fortune') of a story into a graph. The good/bad mapped out on the y-axis and the beginning to end on the x-axis

The "Man in Hole" story is one of the most simplest out of the examples. Someone gets in trouble and gets out of it by the end. Considering I will have 10 to 30 seconds to tell my story, this will be the most effective (in terms of time management) to use.

'Boy meets girl', as shown in the model (and the video), this is when the character finds something, looses it and gets it back in the end. The difference is between this and 'man in hole' is the beginning. Boy meets girl starts of increasing in positives (only to have it taken away) while man in hole begins with introducing the misfortune almost immediately. 

Now the 'Cinderella' model (the most popular in the west according to the video) is a bit more complicated than the first 2. Unlike the others (that start off small positive or neutral), Cinderella starts off at her lowest point (most negative). She then gets small increases in fortune leading up to the ball (e.g. dress, shoes, carriage...) and initially peaks with the dance. Disaster strikes suddenly sending her back down to negatives (not as low as the start). Then the prince finds her and her positives are essentially infinite.

Now following his lecture, I stumbled across an animation of one of his speeches on YouTube. He explained pieces of his early life and upbringing and sprinkled in some writing tips alone the way. One of the pieces that stuck was how he said to 'not write about your own life'. He said that you'll end up writing about it anyway but without noticing. 

"Nothing means anything, except the artist makes his living by pretending".

I think this is basically saying is nothing in the world has an exact meaning. You twist clues and pieces and items together and give it meaning. You give things meaning, even if they don't have any.

If you just write about yourself you are limited to only your own experiences. But forcing yourself to write about other things you then have the entire world as a source. Without knowing you take parts that make up you and warp it into the story.

Comberg, D., 2010. Kurt Vonnegut on the Shapes of Stories. [Online]
Available at: https://www.youtube.com/watch?v=oP3c1h8v2ZQ
[Accessed 2 April 2021].

Blank, B. o., 2015. Kurt Vonnegut on Man-Eating Lampreys | Blank on Blank. [Online]
Available at: https://www.youtube.com/watch?v=DzWMHIiGgWU
[Accessed 2 April 2021].

Without knowing, I went from researching a very specific model to discovering amazing story writing advice. What I like about YouTube as a source of information is the fact that 1 video leads to another. You go in looking for something specific and are shown the many branches that lead off it. This is my preferred research method. It makes me feel very relaxed and keeps my interest (unlike walls of articles). I intend to use Kurt's models (or at least the method) to help plan out my own story. I also want to take his advice about meaning to also improve my own work. I'm not quite to sure how to at this point in time but I will find it. Unlike before, his work will directly impact my project. This is an important element to strengthening my foundation in order to produce the animation. If the story is not good then no matter how good the spectacle, it will only be mediocre. 

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I have already outlined the basic (barebones) version of my story above. The plan is to apply it to these structures to see what combinations I get. For a 'man in hole' structure I would have to introduce the flame character before the fight in a normal happy state and have the issue being the big fires ruining his day, only for him to resolve this by the end. 

However I reckon the Cinderella structure will be best suited for the story I want to tell .Have the character start off at hi slowest (getting thrashed in a fight and kicked into the sea). Introduce the water character to lift his spirits and create a form of escape. Have him reach a peak then take it all away at once (a second fight perhaps). Only for him to win this time and walk off into the sunset.

This kind of story will be good to develop a character, to show growth and change. I don't want my main to be stagnant.

The only issue I may run into is time. The more complex I make it the longer it will take to produce. As long as I take my 2 weeks production time into account I should be good.

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This is the 1st draft of my official story. Because of how rough my notes were, I wanted to produce a much more readable copy to use as a reference during storyboarding. I also colour coded certain aspects to highlight key elements to keep into account. Yellow should my main ideas regarding how I will shoot a scene. Green is main exposition as to how thing work in this universe. While blue is the emotion heart of each section. My story works through it's emotional core. Although 2/3rd of my story takes place as a fight scene, I need to keep emotion as the centre. 

Now the main idea is to present the character with a flaw (in this case uncontrollable rage) and have him resolve this by the end. Show the result of this as injury and loss. Show the pain that water causes and build up all the necessary elements. How armour can break and leave the form of the character out of control. The power and main skills of the opposition. Act 2 would start with the sea impact. There he will be saved by the small water character. Establish the personality of both. The water, relaxed, more playful, teasing but overall kind. The fire a bit more unstable, worried, determined but still has a sense of humour. The fire would of been saved by air bubble made by water. When attempting the exit, the water would sting and the challenge of escaping will be clear. The water could also show how pointless the rage really is and attempt to patch the wound. This would end in the water swimming to the surface to deal with the 2 big fire responsible for the injury of their new friend. 

Act 3 starts by the fire breaching the bubble and forcing his way to the surface. A flash of orange above and a big explosion mean that water is in trouble and needs help. The fire will have to push past his limits to go and rematch. After he breaches the surface he sees the water 1 attack away from loosing it all. Range almost consumes him but this time is different. The flashback of the time swath water and the advice learned keeps him in control. A physical change occurs and immense power is granted to him. A flash of movement with multiple slow MOs leads him to holding the big fire, the cause of all the pain, by the throat over the water. Give into rage or show mercy.

The final outcome would be to spare the big flame and tend to the water. Ending with an outstretched hand in his new form.

Through all of this, I can show several emotion (my original intent). From anger, rage and anger to joy, playfulness all the way back to pain and despair. I can show a wide range through this story. However, my 1 concern is that it may be too adventurous. For a 30 second animation, i could be trying to squeeze in to much for the time. For certain areas to work, I reckon I need to give more breathing room and time to develop. If not it could look rushed and unfinished. Furthermore, If I do allow more time, there is always the treat of not finishing in time for the deadline (which would be a failure of task). What I like about this is the fact I can develop my character. He changes as the story goes on. 4 characters with 2 main players. There is plenty of room to explore and delve deeper. If I was to do this again, I want to explore the other characters. Establish why they act the way they do, their reason to fight, their motive...

I am excited to start drawing out my idea. This is very involved and it will be difficult but I reckon it could turn out amazing given the dedication.

StoryBoard Draft 1 - Story 2 - 3/4

End of Week 1

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This is the result of all my current planning and experimenting. The 6 rough pages of notes I created, forming the core of my idea. The research into story shape and structure, my work on anatomy and drawing fundamentals, storyboarding research, the basic script in word and now the dozen panels you see before you. All in an attempt to produce a storyboard for my idea. The time table shows that the 1st week was just to discover what story I wanted to tell and show my idea through a storyboard. While the 2nd and 3rd week was to research and develop characters and backgrounds. Although a storyboard would be extremely valuable in trying to pitch my idea to an audience, it shouldn't of been my first task. Personally, throughout the creation of these boards, I found not having set character designs and backgrounds a real issue. The uncertainly of how my vision would look meant I was creating these elements on the fly. It was difficult enough to capture the movement and angles of the camera, add to the fact I didn't know what anything should look like only lead to more issues.

This resulted in the characters merely being a collection of basic shapes (circles and squares) to define their movement and action, making it much harder to convey my ideas. This is also my first ever attempt at storyboarding an animation, my lack of experience also meant that capturing dynamic movement or particular camera angles to be extremely hard. I felt out of my depth for the entire duration of these drawings.

Thankfully, the video I watched about storyboarding previously was invaluable. It gave me a grasp on how to do it, what to look out for and many small tips and examples. It was this that gave me the direct inspiration of how I should use arrows to show movement, camera changes and to present my overall shot. And positively, I was successfully able to show this. My particular favourite part is where the small character is thrown into the aim, with the panels tracking his shots as he comes closer to the sea. By showing more panels closer together (in terms of time) I am able to present movement and direction much more effectively. Otherwise the gaps would be to great and the scenes would jump to completely new areas, confusing the audience further.

I used basic photoshop skills to create the storyboard (the 1st piece of evidence of my digital skill). However, the majority of these are very rough and created in a space of about 5 minutes. This meant that I was able to produce many panels in a short space of time. It is easier to edit and improve my shots once they have been established (and add in-betweens to help make my story flow better) than to spend hours on singular detailed frames. Although my story was scripted previously, this is the 1st time I needed to physically visualise it for others. The majority of my time was used in deciding on how I will shoot my scene, what movement and how to show it in a still image. Although I knew the story and what was happening, I did not know how. I also found that (because of how rough these were) that those I showed it to could not follow what was going on. Some of the scenes did not makes sense, as in they couldn't see what was going on. I have a vision for how it is intended to look and therefore I can follow it well. However others who have never seen nor heard about it could not. In future I need to make my panels much clearer before showing it to people.

Which conveniently brings me into the story itself. In a nut shell, its too complicated. I attempted to give the character of focus (the small fire) an entire story arc in the space of 30 seconds. In doing so, my story got much more involved and would take at the minimum 2 minutes of animation to tell (4 times the intended size). I don't have time to do this with such a short deadline. I will need to either tell a completely different story or cut this down into a reasonable size before production in the future.

Now all these issues, combined with my tattered mental state at the time, did not help in the slightest. I essentially overworked myself during week 1 of 6 in order to get it done. My constantly panicked state meant that many areas were rushed and under developed. Many areas needed more time that I originally predicted and in attempting to cram it all in, it only negatively affected everything. In response to all this, I took 4 days off. It is not ideal considering how limiting time is and the fact I am already behind. However for my sanity, it had to be done. I saw old friends for the first time in months on the Monday of week 2, I went to work during the weekend and done the stuff I wanted to do for a change. This was amazing to recharge and regroup. I honestly feel so relieved I took the time to stop. Otherwise I could of snowballed into future weeks and watch the project collapse before my eyes. I needed this. During this time, I also started to think of different stories to tell, new ideas to explore. What I intend to do in the future is to write up and show a basic layout of my new idea then produce a blog explaining it. If I was to do this again I would take my time and try to keep a much calmer head. It was my own mental state that got in the way of this. I should work when I want to and make sure I'm talking plenty of breaks in-between work sessions, rather than doing them in blocks of multiple hours.

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A New Idea - 4/4, 5/4, 6/4

The first idea was basically too long and too ambitious for the time frame I had. On top of that, it was probably too complicated for casual viewers to understand. Although I only think this due to the feedback of parents. I want people outside the art field to also be able to understand it. Yet I still want to tell a story with some depth. So instead of moving to the character design for week 2 (the original plan) I decided to redo week 1 - create a brand new storyboard.

If the story is flawed to the point where people cannot understand it then regardless how good the animation, the final piece won't hold up.

So the plan going forward for week 2 is to create a new, simpler, story that is easy to follow. Script it using the same method as last time in word. Then storyboard it in Photoshop ready to present for the presentation lesson on the 14th.

123, T. R., 2021. blog 6/4 - storyboard 1, timetable update, new story, greyghost interview (fmp). [Online]
Available at: https://www.youtube.com/watch?v=aps8wDWwv7k
[Accessed 6 April 2021].

Now the research I did on Kurt Vonnegut actually came in handy during this time. It gave me several story structure examples to work with, many simpler than the Cinderella model of before. Because of the limited animation time I have to produce it in, it will be better to limit the 3 act structure. I need to create a story that is easy to follow with a beginning, middle and resolution. The 'man in hole' structure will be perfect for this. We start the story at a normal level (a unchanging positive). The something happens that drives down a negative (the issue). Finally the character finds a way to solve the issue and return to a higher positive state than before. One of my criticisms was the fact that the story was getting pushed aside for the fight scene. The fight itself became the main focus and the story therefore stopped becoming the main focus. So instead of giving the small fire a physical opponent to fight, I just need to make a issue that needs resolving by the end.

So what is a fires weakness? Water.

The main inspiration for the fire and water idea in the beginning is that they are opposites. When both meet it cancels each other out and becomes steam. Fire on fire will burn each other out, hence why I created a much stronger opponent made of fire at the beginning of story 1 (I will refer to the first storyboard idea as story 1 from here on).

So what if I made the opponent not a character but a force of nature. Basically make the fire character fight against rain.

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Story 0 (or the very first idea) was to have a character made of fire vs a character made of water fighting. I would show flashbacks of their past and their motivations for why they are fighting in the first place.

Story 1 (the 1st storyboard) was to tell a narrative across a 3 act structure about learning to not give into anger. To control it and become stronger as a result. This would centre around a small fire character who is outmatched by a character much bigger and stronger than himself. His anger only leads to his injury. He gets thrown into the ocean and meets a water character who teaches him to be better. The ocean is set up as an obstacle to overcome. The 3rd act will begin once the water has been conquered and the fight resumes. Although this time the growth and change would become clear. The fire would reach a new form of power as a result of his development and this time win.

Story 2 (the new story) is much simpler. The issue with story 1 is that it can't be told in 10 - 30 seconds. I don't have time to make a 2 minute + animation. Add to that the complexity of the movement, the addition of 4 separate characters and the fact it would be an incredible step up from what I've done before, I got far to ambitious. So this dials it down to what's more manageable in the time given.

A screenshot of the word document above outline the basic plot of my story. The small fire will start in a positive state, enjoying the sun. The issue is then introduced - rain. Although only slightly annoying at the start it gets worse and worse. This makes the fire character go from happy to frustrated to anger, result in shooting a firebolt up into the air to stop it. It only make it worse. At the peak of anger he summons all his strength and produces a massive fire blast to destroy the weather. 

However it's no use.

The rain only resumes to it's previously heavy state, a force of nature. Tired out and defeated, the fire shows sadness and gives up. A water character appears out of nowhere and shelters the fire from the rain. The dynamic is a mother looking after her child. The rain dealt with and the mother for comfort, the story ends with the fire being happier than before.

The story is easy to follow and very simple. This means instead of a 12+ audience I many be able to have it for all audiences (universal). I still need to collect feedback from other about this story mind you so I can't say with 100% certainty that it is easy to follow. However it is objectively simpler than the previous story. The 'man in hole' structure is followed rather than the Cinderella. The focus is on a single character and his emotional journey of solving the problem of the rain.

I can focus on showing emotion through the main fire character (as the concept is to explore emotion). I have plenty of room to show my skills and improvement in fire animation itself. The constant movement of the small fire character, the fire shot in the air and the climax of the explosion. I even get a chance to develop my water animation by animating rain for the first ever time and a character made completely out of water

 

Emotion is the focus of the story, my main goal. There is plenty of opportunity to show my animation skills in fire and water. The story is easier to follow and fit for a wider audience. It is also much small than my original idea. I believe this animation will last between 25 seconds to 1 minutes (much more reasonable to get done in the time I have). It essentially solves many of the flaws of story 1. However I worry that this new idea is too simple. If it doesn't reach a certain complexity I will be locked out of the 'Outstanding' grade. There is not a lot I can do in that regard until I have got the all clear from the tutor. So for now I shouldn't worry.

Interview between Callum Highfield and greyghost - 6/4

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Rough Notes during interview

 

pulling faces in the mirror

use references - emotion sheets

exaggerate greatly - particular cartoon

keep in mind small details (eyes full of emotion)

Write up

Now as another research source to back up my investigation into emotion I went to Discord. In my past projects Discord is really good for interviews. Instagram is better for feedback regarding work (dm friends and family is the best trick). But Discord I can talk to strangers in groups that have similar passions from all across the world. So I conducted an interview with a user called 'greyghost'.

I met him in an art server and he has also done many 2d animations overtime. When looking through each others Instagram's I found that he has done a fair amount of work with 'cartoon style' characters. Now cartoons are very simplified compared to the real life humans they are base off. That means that the way they express emotion is also distilled down to it's fundamentals.

Within his cartoon drawings and animations, he also had some character sheets that portrayed certain emotions. The biggest tellers being the eyes and mouth, used in certain combinations they can symbolise emotion very effectively.

He also gave me some tips into how I can create my own. Now a reference image is always helpful, but he recommended me to pull faces in the mirror and take photos. The more exaggerated the better. This will allow me to get first hand experience in portraying emotion, much more effective at building my understanding compared to secondary images alone. A strength of primary research is the fact that I get to experience it for myself. While secondary research is already done by someone else. I am merely using it as a reference to justify my own work. Having the experience, making the mistakes and improving on your last attempt, it is invaluable in my opinion.

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greymakescartoons, 2021. greymakescartoons. [Online]
Available at: https://www.instagram.com/p/CM2vZ1bDDrG/
[Accessed 6 April 2021].

greymakescartoons, 2021. The main character. [Online]
Available at: https://www.instagram.com/p/CM1Ubc3DNAD/
[Accessed 6 April 2021].

Highfield, C., 2021. Interview between Callum Highfield and greyghost discussing emotion and how to show it [Interview] (6 April 2021).

While the images and animation videos above are secondary, the interview itself is primary research. I was able to talk to someone within the industry (or at least a passion for it) about a topic regarding my project. As a result, I was able to learn a brand new method of approach and a new way of research. The trick is to break down what makes a 'happy face' or a 'angry face'. To look at the details and be able to make my own This interview will help me in my future works, especially my storyboard. I intend to use the emotion sheets that greyghost made as a reference for my characters emotion. I plan to do my own experimentation regarding faces 

Storyboard no 2 - 9/4 - 13/4

Now before I started my second attempt at creating a storyboard I wanted to have at least a base design of my character.

A major issue with my previous storyboard attempt was the fact I didn't know what the characters would look like. That meant that body proportions were hard to interpret and therefore my angles were extremely hard to draw.

So, in response to this, I designed a basic fire character for my second storyboard. This character has absolutely no research gone into it (a major negative) and a limited amount of development.

Now the intend of this is to have an easy to draw character that I can easily manipulate into position during my storyboard. I intend to go back and give him future development before I start the final animation.

Positively, this will give me much experience in learn to hold a constant fire. Not only does the flame loop, but it will change depending on the movement and mood of the character. It will test me in several new ways from having a constant flame to cleanly manipulate it to my will.

Now the art style presented in these images will have to significantly change before animation begins. The several layers of coloured flame would simply be too impractical to animate. The character design will have to be simplified. The eyes have been added to show emotion much easier than body language alone. Eyes are the most emotive feature on the face and will allow me to show emotion much more vividly.

The clothing is essential for the story to work. Regardless of design, I will have to include some kind of top in the design, otherwise the ending will be impossible.

Furthermore, because of the lack of research. It allows me to adapt the design as I make the storyboard. If an area doesn't work or a change improve it during the story then I should include it. I will be adapting and evolving the design throughout the storyboard.

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The new story consists of 27 panels over the 12ish panels of story 1. However this is for the entire idea rather than just the mere introduction. I created these in Photoshop using a combination of brushes and transformation tools. Each panel took around 5-10 minutes to make and was drawn over the course of about 3 days. The original idea of week 2 was to start on the character designs but the story was in much need of improvements. So the storyboard and plot was completely redone instead. Photoshop gave me the freedom to draw with a wide selection of brushes, unlike if I create this in Adobe Animate. Although Animate I would of been able to show the ideal timing in a form of still frames, I would of been heavily limited in terms of brushes. I also have a lot more personal experience in Photoshop and find it easier to navigate. I feel content with the panels I made, although many are extremely rough and consist of mostly lines.

Now the intent of this story is to show a variety of emotions while improving my own skills in fire and water animation. The story begins with a wide shot showing the setting in which it will take place in, a stormy beach front.  I can show my animation skills in the continuous looping rough waves and the speeding clouds. It will then cut to the first looks at the fire character (named small fire for the rest of this storyboard). His design constantly changes as I work. Very little research was done in the design of fire so I decided to experiment as I progressed. This helped me get first hand experience on how easy/hard certain designs are to draw. And in doing so I can make small changes as I going along. For example the head starts extremely circular. But I found that having a semicircle that leads into a point is personally easier to draw for me. Also having multiple layers of fire helps frame and emphasise the face - rather than just a single fireball as a head.

Emphasis is made on the above storm with a camera shot looking directly up. Given enough time I can get the camera angle from slide 2 to change from front to up in slide 3 (rather than a simple cut). This all depends on the time frame once I complete the animation. After the raindrops are established to be the problem that needs solving, I have small fire shoot a firebolt up into the sky. A fast frame still shot would be great to show the speed of the flame. With it being a blur as it shoots past the camera, with more focus on the after effects of it's path. I can then focus on the fires journey to the clouds after in an extended shot.

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Many of the shots were drawn with the character front facing. Last storyboard I got far to adventurous with camera angles and shots. While getting down the visual barebones of my story, I wanted to show a simple way to visualise. A way that would take less time to make. Many of the transitions would flow through a series of cuts and other use heavy use of zooming in and out. For the scenery itself a wide shot would be best to show the environment in all its glory.

During the rage sequence, the climax of the story and the most ambitious part of the animation, I will have the camera slowly zoom in onto the small fire. A physical transformation will occur with colour and shape changes to best reflect the anger. I then want to do a close up on the face, hence why all the research into emotion. The character will be the main and basically only focus on the screen as he charges up his explosion and sends it into the air. The explosion animation will be a brand new area for me. I have never animated explosions of rain as of writing this (19/4) so this is a clear push of my current skills. The idea is to not only show what I can do but to challenge myself to do better.

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After the explosion the focus will be on character and emotion rather than pure spectacle animation. The focus would be on the interactions of the water character (the mother figure) and the fire character (small fire or child for short). Capturing the emotion through body language and reaction to each other will be key. Proximity is also a big factor present. During part 1 of the animation, small fire is wearing a top labelled no 2. This is shown to get burned in his fire bolt anger at the start, a foreshadowing to it getting burned completely during the climax explosion. The water character sees this and shows the last piece of the old top, then creates a brand new 1 for the small fire. There are many meanings behind this action but looking at the slides would be the easyest way to understand - not this wall of text.

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The final shot is extremely similar to the beginning wide shot - a full circle. Except now I want to make it much more peaceful and upbeat. The water will be calmer, the sky clearer and a creator on the sand for where the story took place. I wanted to leave it on a happy note since the story was very bleak for it's second and 3rd half. The sun would also be lower since of the time that has passed during this. A sun setting, symbolising the end. Although I will admit, without the colour in the panels, it is much harder to convey my ideas. The lack of colour in the later panels was due to time saving. I was still able to show my idea while being able to work on other areas such as evaluation, tutor feedback and my water characters specifically. However as a result, I would argue that the visual aspect of the panel have suffered. Sure the idea is still clear but the colour 

Extra Slides

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Now before I started my second attempt at creating a storyboard I wanted to have at least a base design of my character.

A major issue with my previous storyboard attempt was the fact I didn't know what the characters would look like. This meant that body proportions were hard to interpret and therefore my angles were extremely hard to draw. However it was my original idea to make the design up as I went along. So making a point about how inconsistent the design is is not very valid. However I found the method to be more trouble than it's worth. Although a lot of experimentation has occurred throughout the storyboard, it lacks the research that truly makes a character great.

Water Character Design - 12/4

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So I decided to make another mood board. The idea was to research into many existing water designs or characters with a water theme. That way I can take inspiration from each to make something new. I wanted to get a range of visual elements to look at too. From water splashes, still water, blue themed characters, water characters, bubbles and water bending to name a few.

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I already had a general idea on how I wanted to design my water character. The plan was to make a human shaped being made out of water. However the first attempt I did made it look more alien with way off proportions.

Although human shaped, the proportions were so off that they did not look natural. lighter bubbles would also swirl within the main water shape. The eyes would be big and soft, more motherlike. Long flowing water hair and female like proportions to help establish its motherly role.

By selecting the line art I could also remove the black lines, shading the colour into more blues (better suits the current colour scheme). Blues are very cool colours, very peaceful. It lacks the energy of the reds-yellows which gives it a more peaceful aura.

The shape itself is very smooth, with few jagged edges. Circular objects, according to shape theory, are far less threatening.

Now in terms of how I felt, it was a nice draw. The lighting and colour were the hardest elements to get right. Working out where the light and shadow were was extremely difficult. The style was kept deliberately blocky, using greyscale to mark out specific areas before colour was added.

Below I have 3 variations of the same character. The block style, a more fluid texture with no lines and the fluid texture with lines.

The original intent was to create a basic character for my storyboard - this was achieved. If I was to incorporate this character into my animation, it needs far more development. The fluid texture would be a pain to animate consistently. The movement of water would also have to be researched into. Overall, I am happy with the result. It completed it's purpose but will need more work to be used in the final animation.

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Picrew - Facial Expressions - 13/4

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The original idea was to use this recommended site to explore facial expressions. Picrew is essentially an online avatar (like mii maker). The eyes, nose, mouth, eyebrows.. .are all customisable. I was going to change the expression and see how altering angles and position changed the effect on expression.

However, this idea was scrapped as the fmp progressed. It would of been a good source of secondary research to explore expression. However when the idea changed from a 30 second story to a 5 second fire animation, the idea became redundant. I already done a lot of research into emotion. I was also running out of time and was behind timetable. These factors all combinates into me not completing this research. I will admit, this is a better way than just using internet images of facial expressions alone. The advantage lies in it's interactivity.

However there was very little I could do at the time. I simply had bigger priorities. So this is a classic example of my time management negatively affecting my work. I will need to allocate more time to tasks when making a future timetable.

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SANGLED, 2021. Character Creator. [Online]
Available at: https://picrew.me/image_maker/94097
[Accessed 13 April 2021].

New Proposal - Updated 14/4 - 15/4

So I presented my idea to my tutor Adam and a small group of class mates. As expected he said that it is far to long to complete by the end of the deadline. I also found out that due to Covid-19, the deadline has been extended to the 28th of May 2021. This brings my 3 and a half weeks to just of 6 weeks to complete my animation. That brings me to my second point. Although Mitch and Scott recommended a 10 to 30 second animation over 5 minutes. Adam said to keep it to a mere 5 seconds and develop a single aspect. My original proposal is to show emotion and to tell a story in the spam of around 30 seconds. Adam said that he would prefer an amazing, well developed 5 second animation than a 2 minute mediocre one. Focusing on a specific element, such as fire and explosion will give me much more time to deeply explore it - rather than dividing it up between several animation concepts. Furthermore the new deadline means I can further explore these in more detail. It also means that my current timetable has become obsolete.

We discussed in small groups of students what our idea is and how we will change it regarding all the new information. Can we use the red model? How we will develop it...

This talk allowed me to bounce ideas of people similar level to my self and get an insight in what people through of my progress as of the end of the 2 week holiday. Positively, they liked the idea. Exploring emotion and animating fire appealed to them. The story was the especially promising piece of the idea. However there were concerns of weather I would get it done in time, mirroring the teachers advice,. Therefore I decided to shorten down my idea to the 8 frames below.

This will allow me to stay on the same topic as my developed story while shrunk down to meet time restrictions and develop specific aspects.

Negatively this mean the story telling element will have to be abandoned altogether in favour of developing a certain animation skill (such as animating explosions). What I intend to do from here is to re-write my proposal to feature around these new adaptations. A new timetable will also have to be made - one that accommodates 6 weeks rather than 3.

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OFFICIAL PROPOSAL ATTEMPT 2 - 15/4

Name - Callum Owen Highfield

Number - 50543926

Pathway - Creative Media Production @ Technology

Project Title - Elemental Emotion

Section 1 - Rational

Year 12 taught me almost everything I know about digital drawing and human forms. At the start of September, I had little to no skill in digital art. I learnt the process of character design and attempted to make my own. However, I had major improvements to be made in anatomy. Before this my human drawings were out of proportion, incorrect angles and in short horrible. However, after many hours of practice, trial and error and many mistakes, I can now draw people to a better quality. Thus taking into account anatomy, lines of action and balance, foreshortening, dynamic poses and mannickisation. I also learnt the fundamentals of 2D animation, researching into the 12 core principles and eventually animating people and fire.

 

Now all this experience will help me design my fmp. I intend to use my current knowledge of human anatomy, 2d animation and fire to create a 2d animation at the end of my project. I will do this either through adobe animate (my current software of choice for 2d animation) or tv paint. TV Paint is a completely new software in which I have never used before. However I know it has many advantages compared to the adobe software's. Photoshop will also be extremely useful when storyboarding and designing characters, while my previous experience in Audacity will be most efficient in editing sound for my final animation.

Section 2 - Project Concept

Now the main idea is to explore fire. I want to create a character capable of key emotions that can manipulate fire. Within this I can explore specific emotions such as anger and frustration as well as develop my understanding of how fire moves. I aim to create an 2D animation where a creature made of flame shoots an explosion into the air. It will be around 5 to 10 seconds long with an emphasis on flames and smoke. I will need access to a powerful computer capable of handling 2d animation software such as tv paint and adobe animate. I will need to design a character, background, new sound design and storyboard the event before attempting to create the final animation. Interactions and the physics of fire will be a key area of research. Emotions will also be a large research topic, studying facial expressions and body language to convey emotion. I anticipate that I will need to record a combination of sound to match the animation. Not just fire but an explosion. My phone will be used to record and photograph any recourse that will help me outside my pc room. My pc will be used to create any digital pictures and animation. Social media will be key to getting feedback on my work and interviews with those in the industry.

Section 3 - Evaluation

WORD TARGET (150)- WORD (140)

Each piece during production (through multiple stages of its development) will be evaluated and broken down. Many will follow a loose version of the reflective cycle with the red model in mind. I will reference each piece of work underneath where I included it on my website. I will also be conducting blogs from the start of my project development (after planning is finished) to record my ideas/progress. I will also explain my changes and plans for future work within my evaluation for each piece (written form). As well as what I did, I will include positives/negatives of each experience, how I felt, what I will do in the future and what I would of done differently given the opportunity to do it again. Any team work experience will also be documented in this style, although tailored with the benefits/issues it brings to my own work.

SKILL DEVELOPMENT - Lesson 14/4, Wrote 16/4

 

During this lesson we also delved into time management deeply and self-fulfilling prophecies. From a class test it was clear that many suffered for a lack of time management. So in small teams we discussed strategies and conferred as a class to share ideas. A timetable was brought up multiple occasions but you still need a strong will to follow one. Getting a balance between work and rest is crucial for success. I also suggested post it notes as small reminders throughout the day of what you need to get done. Creating a to do list the day before will let you get what you need done for the morning after. Having parents monitor you is another way, although personally I don't like this idea. Your just passing responsibility to someone else. Having less distractions in your work space will allow you to work much better, it is very easy to branch off into something more desirable. And finally a reward system was said. This is where you get small prizes or motivators to aim towards for completing a certain amount of work. This is a classic form of operate conditioning. Rewarded for good behaviour and punished for bad behaviour. That way your more likely to repeat behaviour that get you rewarded, e.g. completing your work.

Positively, these ideas will only strengthen my planning towards my project. Each one will make the timetable easier to follow or at least contribute to a more productive day. Each idea has its positives and flaws so a combination that varies on the user will be the best fit. For example a reward system would work well for me a help me get enough solid work and rest. However a parent monitoring system would be horrible in my own personal case. I wouldn't be able to work while someone is constantly eyeing my down. Although having someone to keep them in check would help others greatly, especially if they lack self-discipline. That not to say that my preferred methods do not lack flaws. The reward system only works if I see the prize as rewarding, otherwise what point is there to follow it. Likewise I need to make sure my to do list is realistic to get done in the day, don't bite off more than I can chew. If I was to do this again I would of spoke up more. Because I am confident in my own communication and presenting skills I decided to play a secondary role in my group rather than stepping up. I gave my team members a chance to lead and develop their own skills. The skill that I need to work on are more on the side of patients, keeping a cool head and empathy.

Now these are key for the new timetable section of the project. Discussing ideas with others requires great communication and presentation skills when telling them to the class. It also allows for a greater understanding of the subject, 2 heads are better than 1. It may offer me an alternative to the timetable or at least a way to strengthen it. My issue with the 2 previous timetables was that no matter how vague it got I struggled to follow it. Tasks took longer than I planned, distractions were everywhere and it lead me to being lazy. Not only is it a good form of teamwork and a practice of core skills, this primary research will directly impact my fmp. I can use what I learnt to boost my planning and reduce areas of wasted time. For example I can reward myself with a 30 minute break for work a solid hour. Likewise a to do list made the day before will help me outline and plan on a daily how I will get the required jobs done in time. This means that each day is planned and I still have the freedom to do it when I like. Post it notes will be effective for quick reminders. 

Self-Fulfilling Prophecies 

This is the concept that if you go into anything say I can't do it then you never will. When it comes to life most of it all boils down to your mindset. Someone who says they have horrible time management and will never improve will never learn. Essentially you need to go into every scenario saying I will win, I will do well. If it goes wrong they say I will get better. This is a similar method to how I tackle many tasks in my head. The trick is to keep my head in that mindset. As I have found that doubt is very easy to creep in. I very easily overthink things and hold myself back. I am my worst enemy as many have told me.

I have spent 2 years trying to improve myself. I watch several videos online for self development. Vids to improve my skills in conversation, communication, body language, physique, psychologically and emotionally. Everything I do is to improve myself or to get me closer to my goals. This technique is a classic and much more effective than people believe. The trick is to maintain it. It also teaches me way to also be a better person in general. If I can sort and maintain my life. I can help other do the same and spread what I've learnt.

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Date 16/4 – Timetable Version 3

 

Now on weekends I work a 5-10 shift. That means I can only really get a few hours work done. Similarly I am at college on Wednesday and Friday, so I am limited to what’s available in class. Monday, Tuesday and Thursday are my main work days.

 

Week 0 (16th to 18th) – Making the timetable on the 16th, gives me 2 days grace before the timetable takes effect. I have 6 weeks from this point to complete my project. The plan is to get up to date on my writing and references before the start of the 1st week. That way I can start it fresh.

Week 1 (19th to 25th) – This first week I want to focus on the character design. The idea has been limited to 6-8 shots of the original 27, so the small fire character is the only 1 present. I want to research and experiment with his design. This includes constant evaluations, sketches, experiments, feedback and redesigns. Further research into emotion can also be done during this time.

Week 2 (26th to 2nd) – Fire, the constant animation element during my 2d animation. I want to research into fire. How it moves, key details to inspire the design further. Even create some 2d animations to test my ability. I need to improve my skill in adobe animate or learn tv paint during this time. Research into camera angles, lighting, art style.

Week 3 (3rd to 9th) – further animation experiments. A carry over from week 2. However now the focus will be on improving specific elements, while week 2 will focus on the overall animation. This is where development will evidently show in my project. Elements such as smoke, fire, impact frames, explosion effect, expression, body language, body movement… This will also carry on to be explore up until the 5th week.

Week 4 (10th to 16th) – This will be the start of sound development. I need to create the sound of an explosion and the rush of flames. Most of my time will be finding online resources to help me do this. Sound recording, sound editing and running it alongside my current animations.

Week 5 (17th to 23rd) – During this week, I want to focus on the final animation. A whole week to develop the final animation and bring together everything I have learnt during the project. Any improvements will be implemented directly onto this animation. All extra research will be in solving any issues that arise during production. I would of developed/started learning animation software during week 2 and 3 especially.

Week 6 (24th to 28th) – 5 days left. This time should be kept free for any finishing off or nasty surprises to deal with. Any last minute write ups, referencing, uploading or finishing off animations.

 

Alongside week 1 to 3, I also want to explore backgrounds. However this will be a small task that is done in pieces along with the specific work of each week. Little and often.

 

DEADLINE = 28TH MAY 2021

Research Sources and Bibliography - 16/4

FMP New Sources

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New Production References

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