Categories
Design for Animation, Narrative Structures & Film Language

Week 7

This week we explored the process of choosing and researching a topic, with a focus on developing a strong, focused research question. We discussed how selecting a topic is not just about personal interest, but also about feasibility, relevance, and the availability of credible sources. Emphasis was placed on understanding the audience and purpose of the assignment, and how learning outcomes should guide both the topic choice and the direction of the research.

We examined what makes an effective research question, looking at examples of questions that are too broad, too narrow, or overly descriptive. Through this, we learned the importance of refining a topic so that it is intellectually challenging, manageable, and capable of supporting critical analysis rather than simple description. We also discussed how research questions evolve over time and may need to be adjusted as new issues or limitations emerge.

In addition, we covered the different types of sources used in academic research, including primary and secondary sources, and the importance of evaluating credibility, bias, and perspective. The session also outlined the key stages of the research process, from initial planning and note-taking to finishing research and transitioning into writing. Overall, this week highlighted how careful preparation and critical thinking are essential foundations for successful academic research.

Categories
Design for Animation, Narrative Structures & Film Language

Week 6

This week we focused on composition, screen direction, and staging, examining how these principles help communicate visual clarity and narrative intent in film and animation. We began by looking at composition, specifically how visual elements such as character placement, framing, lighting, and background work together within the frame. Techniques like the rule of thirds, balance, negative space, and foreground–background relationships were discussed as ways to guide the viewer’s eye and reinforce storytelling.

We then explored screen direction and continuity, learning how consistent directional movement is essential for maintaining clarity. Through the use of the 180-degree rule and the imaginary line, we examined how filmmakers and animators preserve coherent movement across shots. We also discussed what happens when screen direction is broken, how it can confuse an audience, and the limited situations in which breaking the rule can be done smoothly using neutral shots or on-screen directional changes.

The session also covered staging and blocking, highlighting how movement, positioning, and performance should always serve the story. We discussed how effective staging makes internal character motivations visible, establishes relationships, and directs audience attention. In animation specifically, layout design and staging were shown to be closely tied to camera planning and composition.

Categories
Design for Animation, Narrative Structures & Film Language

Week 5

This week we focused on animated documentary, exploring what defines as documentary and the implications of using animation within a non-fiction context. We began by considering how animated documentaries are distinguished from purely fictional animation, particularly through their engagement with real-world events, experiences, and testimonies. Using various examples, we examined how animation has been used to explain, clarify, and visualize information that may be difficult or impossible to capture through live action footage alone.

The session also addressed ongoing debates surrounding animated documentary, including concerns about objectivity, audience engagement, and whether animation distances viewers from factual content. Overall, this week highlighted animated documentary as a complex and evolving form, capable of enhancing understanding and emotional engagement when animation and documentary elements function cohesively.

A frame from the animated documentary, Towers
Categories
Design for Animation, Narrative Structures & Film Language

Week 4

This week we discussed conceptual and formative abstraction, in relation to abstract and experimental animated films. We watched a range of different experimental films that explored different aesthetic and narrative style than what is usually expected from animation. We saw how artist were able to express views, opinions and experiences through this medium , letting us know that as animators we have the liberty to explore different styles to tell the stories that are important to us.

Interesting motion graphics animation by Max Hatler

Categories
Design for Animation, Narrative Structures & Film Language

Week 3

This week’s session examined how stories are constructed and how creative decisions shape the way audiences experience them. We explored the relationship between narrative design, character creation, and editing, and how these elements work together to give a story clarity and impact. We began by looking at story structure and how narratives are organized to guide the viewer through a clear progression. By breaking stories into distinct stages, we saw how tension is introduced, developed, and eventually resolved. This made it clear that storytelling is not accidental, and each moment must be carefully planned to maintain momentum and audience interest.

The focus then shifted to character development. We discussed how characters are the driving force behind any narrative, with their motivations, choices, and transformations shaping the direction of the plot. Analysing different character roles helped highlight how believable characters create emotional investment and give meaning to a story’s conclusion.Finally, we explored editing as a storytelling tool. Rather than simply assembling footage, editing controls time, rhythm, and emotional tone. We compared continuity editing with montage techniques and considered how “invisible” editing helps maintain immersion.

Categories
Maya with George/Ting Unreal Engine

Week 12: Final Notes/Showreel Submission

i’m really happy with the progress I’ve made over the term. I had used Maya before, but I never thought I’d actually feel comfortable working in it. At the start of the term, I used to wonder what the point was of doing simple and seemingly random animations like a bouncing ball or a pendulum. Now, after working on more complex shots and characters, I understand that those exercises were important practice. They helped me learn the core principles of animation, which are the building blocks of every animation. I’m proud of how far I’ve come and excited to keep learning and improving.

My Unreal Engine project is called Changes, and the goal was to explore the idea of 3D fashion shows. I’ve always had a strong interest in digital fashion, and I believe 3D lets us showcase clothing in ways that aren’t possible through live action. It also creates space for storytelling in fashion, allowing people to connect with the clothes not just as outfits, but as art pieces. I really enjoyed making this project and would definitely like to create more work like this in the future.

Categories
Unreal Engine

Week 11: Compiling Assets and Making Level Sequences

This week I simulated the clothes to fit the animation. I also imported the animated character and garments into unreal engine and set it up in the level sequence so it can play. I also started adding cameras and framing and animating my different shots.

Categories
Maya with George/Ting

Week 11: Refining Body Mechanics Animations

This week I put the final touches in the body mechanic’s shot. Ting had previously told me that the shot was almost perfect, I just needed to give the arms better overlapping action and follow through. She gave me pointers on how to do it, and when I added it, it made a world of difference

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Maya with George/Ting

Week 10: Reviewing Body Mechanics Blocking

This week i showed Ting an updated version of by body mechanics blocking note. She said it looked better but she had a few notes:

  • She mentioned that the shape of my character did not change at all after the collision with the wall, and it should have.
  • She noticed that the motion path of my characters hips were off at the end. The hips eased out on the z-axis but abruptly stopped moving on the y-axis. So i need to make the character bounce back upwards not just to the side
  • She pointed out that my arms did not change shape during the walk cycle, which made it look unnatural.
  • She noticed that there was no overlapping action and follow through with the various joints in the arm.
  • She pointed out that the arm should have recoiled and bounced back when it hit the wall.
This week’s attempt with the corrections overlayed

Categories
Maya with George/Ting

Week 9: Reviewing Body Mechanics Planning

On Tuesday I showed George my body mechanics shot planning. He said he liked the idea because it is straight forward and easy to do. He did advice me to make sure to offset the different parts of the character, meaning the hips should touch the wall first then the back then the head, creating a smooth ripple effect. He also said we should have blocking ready for Ting on Friday

Planning shot

On Friday I showed Ting my body mechanics blocking. She said it was a very good first attempt, but she had a few notes:

  • The backwards walk cycle looked unnatural. I later figured out that happened because the poses for forward walk cycle are not the same for backwards
  • She also pointed down that the hips were too low during walk cycle, and it would be impossible for anyone to maintain balance in that position
  • She also mentioned that i bent the spine too much.
  • She said the collision was perfect but it was natural, so i have to exaggerate it because it is animation.
  • She said the hips stopped moving too soon at the end of the animation. It should ease out and come to a slow and complete stop

First blocking attempt