Creative Futures: Reflective Blog

As part of the Creative Futures module, I have produced a range of materials which represent myself and my work for potential employers to view. This includes a poster and an art book for my final year film, a portfolio website, a showreel and a CV. I also produced a physical display as part of our End Of Year Show (EOYS). This blog will discuss how I created each aspect and what I learned from the process.

Poster

The final poster for my short film, Shellbound, went through a few iterations before I landed on the design seen below.

Shellbound Final Poster Design!

Before starting to design my own poster, I looked at others for reference. These included posters from previous graduate films, as well as posters for mainstream feature films. A set of these that stuck out to me was the posters for Ponyo (2008), seen below. One of the things I particularly liked about these is their balance between negative and positive space, as well as the focus on the characters. The water setting and soft colour palette was also appealing to me due to similarities with my film.

To quickly explore many ideas, I very roughly sketched out the thumbnails below to help me decide on the direction I was going to take with my poster.

After this, I developed three (1, 5 and 10) of the designs further and created the poster thumbnails seen below. I chose these three as I wanted to explore different emotional aspects of the story and see which one resonated the most with people. At this stage it was important to me to get the feedback of everyone I got the chance to ask. Most people who gave their feedback preferred designs B and C. Since there was no clear frontrunner between these two, I decided to combine the two designs to develop my first pass of the poster design.

Shortlisted design ideas

Below is my first pass of what would become the final design.

The poster needed title text, so this encouraged me to seek out a font to accompany the project. After searching and trying many different fonts, I decided to use the two seen below as I felt that they complemented my hand-drawn style and the tone of the film.

 

After working on my film more, I felt that the first pass was rendered in too different of a style so I ended up changing it to fit the look of the film better. Upon reflection I am very glad I did so as I feel the poster now accurately reflects the tone of the film.

 

Artbook

The digital version of “The art of shellbound” can be found below or on my portfolio website (http://www.alisakamari.com). A physical copy of the book will be part of my EOYS display.

I really like the simplicity of the two covers seen below and I tried to create a similarly simple and sweet design for my own artbook.

The contents of the book consists of a mix of concept work and final art from the film. When laying out the pages, I took care not to crowd them with text or too many images. I usedBlade Runner 2049: The Storyboards” (2021) as a reference when creating the layouts of the storyboard pages. I think the way they incorporated script excerpts alongside artwork is very effective.

I also created the spot illustration below to represent myself in the introduction page of the book.

Alisa in Shellbound

The artbook is being printed with Bob Books. I chose this company because they have a very good online editor for building the book and their pricing is reasonable.

Portfolio Website

Link to my website: www.alisakamari.com

When designing my portfolio website, I was inspired by different illustrators’ website layouts. I liked the simple approach that Geneviève Godbout and Briony May Smith took with their respective sites and I tried to take this approach in my own direction with my website.

In terms of content, I wanted to make sure the portfolio represents my artistic strengths and interests. Due to this, it mainly contains 2D work although I have included a single 3D piece to add some variety while still keeping within my character focus.

When researching portfolio sites, I took some helpful notes from Jackie Droujko‘s portfolio review videos. One thing that kept cropping up was people not including their email address on their site so I made sure to do so to make it easier for potential employers to get in touch with me. I also included links to my social media throughout the site. It was important to me that the site was easy and quick to navigate, so I chose not to include many pages and instead kept the scope small and focused.

Email address omitted

I created my website using Google sites, which I found through a recommendation from a friend. The set up process was quite intuitive. I purchased the domain name of alisakamari.com via GoDaddy and linked it to my website to strengthen my personal brand. I plan to update the site whenever I have more work that would be suitable to make sure anyone viewing it is kept up to date with my current projects.

Showreel

When creating my showreel I wanted to place a major focus on 2D character animation as this is my main area of interest within the industry. I chose a song which I believe matches the calm tone of my work, while also featuring a beat which gives it some pace. Before leaving my placement at Paper Owl, I selected a list of scenes to be used in a future showreel. I am very pleased about this as I feel that the scenes from Ladybird & Bee add legitimacy to my reel as it was a broadcast production. I also feel that the style of the series matches my personality as an artist very well!

The showreel was edited using Premiere Pro and the background music is from Uppbeat.io, a royalty-free music site.

CV

In Second Year, as part of the Professional Practice module we had to create a CV for one of our assignments. I created mine from scratch and was fairly happy with it, but I received some good feedback which I have implemented into this latest version. I prioritised a clean layout, with the text content mostly focusing on my experience instead of listing skills or software proficiencies. I used Canva to create this CV as it has every feature I required and its simple interface makes it possible to create high-quality documents quicker than other software such as Photoshop. I also used a template this time at the suggestion of one of my tutors to help me avoid overcomplicating the design process. I used the same fonts that I used in my other materials to create a sense of consistency and maintain my personal brand.

Final CV with some contact details omitted

Display

My physical display for the EOYS can be seen below. It features my poster, CV, QR codes to my website and some bespoke props. My artbook has not yet been printed, so I have a placeholder in its place.

I customised these QR codes for my display so that visitors can easily be pointed towards my website. I themed them around the three characters from my film.

At one point I considered making business cards, but decided that the QR codes could fulfil a similar purpose so I went with them instead. I intend on developing a business card design in the future.

Business card design ideation

I wanted to add an interactive element to my display so I decided to design stickers based on my Shplooba character for visitors to take away with them after watching my film. I hope this will help people remember my film after the showcase as they will have a physical collectible related to it!

 

The sticker ordering process was very straight-forward. I used a company called Zap! Creatives which could produce holographic stickers in the quantity I required at a good price.

Zap! Creatives sticker pricing

I used art I had already created in the pre-production phase of the project to create a sticker design. After submitting my design using the sticker template provided, I received a proof which I approved before the stickers entered production.

Sticker proof

When gathering materials for the display, it was important to me that the items matched the film well but were also things that I will be able to find another use for after the showcase so that nothing goes to waste. The central piece is inspired by a scene at the end of the film involving the Shplooba which made it a good place to display the stickers. I am very happy with how the stickers turned out and how well they look with the display! I also purchased the replica cart from Etsy as it strongly resembles a prop from the film.

Some props for my display
Art I created for the cutout

Final Reflections and Looking Forward

Upon reflection, I feel fortunate to have had such a positive experience at University. I can see great growth in my own work and I have met so many talented and kind people that I would love to have the opportunity to work with at some point in the future. I feel that this module specifically has been a great preparation for my career following graduation as I now have a range of materials which I will be happy to show to potential employers. I am currently reading “Your Career In Animation (2nd Edition): How To Survive and Thrive” by David B. Levy and I have found it to be a very valuable resource full of good advice about embarking on a career in animation! One stand out piece of advice from the book so far has been to apply for roles shortly after graduation instead of prolonging work on a personal portfolio and this is advice I intend to follow.

David B. Levy on guiding artists through Your Career In Animation

Shellbound: Portfolio & Conclusion

Short Film

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Final Designs

Cai
Ffion
Shplooba
House

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Background Layouts

(Please click on the thumbnail to view!)

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Storyboard Animatic

 

Click here to access SHELLBOUND SCRIPT

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Animation Test

 

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Concept Sketches

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Conclusion

Shellbound is for sure my greatest achievement in my artistic journey. It is the most I have ever drawn, and the most time I have dedicated to a project. It has provided me with space to heal from very personal stories and created a place for me to channel those feelings into. Shellbound has also challenged me to try new things despite the feelings of uncertainty that come with it. From what was once just an imaginary flow of events, became a fully realised short film. I am really pleased with that.

During the last two weeks of the project, I prioritised work over sleep and health. This is the one thing that I wish I could have avoided had I organised and managed my time better at the start of production. I made a decision to take two weeks off after Christmas to fully recover from writing my dissertation as I was putting a lot of pressure on myself to do well. In late February I was unable to work or attend class for one week due to an ocular health concern – thankfully it was a relatively minor thing and caused me no bother since, but it made me put more importance on my health now and in the future. Despite everything, I feel that I have grown more resilient and much better at managing my own stress. I have learned how I work, not just as an animator but as a human being. In conclusion, I could not have finished a project of this scale without some recovery days to look after my physical and mental health.

Shellbound: Post-production

As I chose to do most of my animation fixes as I went along, the post-production phase is a lot more brief than I had initially planned.

I started post-production after Easter when I created a Premiere project that I could start pre-composing Shellbound in. Doing this was suggested by Rachel and one of my friends. They both told me that it would be very rewarding to see the work come together. I feel that this is very true at the end of the production, however when I was still only halfway through it felt slightly disappointing. I had to get over those feelings quick! Once I was past it, it was very rewarding.

 

Compositing

I decided to do all of my compositing work in Adobe Premiere Pro as that was the best workflow for me for the following reasons.

  • Premiere can create image sequences in just two clicks as you import images, which saves a lot of time – previously I have been using After Effects for this, which I now find to be a hassle especially if there is no need for additional post-production work
  • I would always eventually bring my files to Premiere Pro anyway so it made sense to skip After Effects
Importing Image Sequences into Premiere

 

Sound

Some of the sound effects in Shellbound are highly specific, like the wooden cart movement for example. DaVinci Resolve Fairlight Sound Library gives access to thousands of royalty-free sound effects, and I was able to find every sound I needed for the film. I compiled a folder with all the sounds I would need for the edit during the pre-production stage.

When looking for music for Shellbound, I first tried licensing companies such as Jamendo. From a list of potentially fitting songs, I chose Don’t Close Your Eyes (Instrumental) by Josh Woodward. When playing it alongside the film, I felt that it suited the tone, setting and overall pacing of the film. I particularly like the fact that it is recorded with live instruments.

https://www.joshwoodward.com/song/DontCloseYourEyes

Jamendo offers a monthly subscription service, which gives access to their entire library for about £30. As I was only going to use one song, I found this to be quite expensive.
I was surprised to discover that Josh Woodward has no other royalty agreements tied to his music, other than to credit him when using his songs. It was not my original plan to use his song for free, but I am thankful that I can save some money and most importantly have found such a beautiful song that complements my film.

Now I should address the elephant in the room, my voice acting! That’s all I have to say about that.

Jokes aside, I did plan on finding voice actors for Cai and Ffion as this was within the realm of possibility, it just did not work out due to unforeseen circumstances and I had already received feedback on the voice acting being fine for now (I guess?).

Naming VO files after the first few words of the line is a good idea!

 

Visuals

While working on materials for the Creative Futures module, I have looked for a suitable typeface for Shellbound’s graphics. I have included examples below.

As far as the film goes, I just needed a nice font for the title card and the end credits. After trying different ones out, I settled with Tentag Nanti by Gartype Studio. I created the title card sequence in After Effects by adding a fade in and a very simple drop shadow to the graphic. I intentionally wanted to keep it very simple, like in my animatic.

I regret not making more time to create nicer credits for my short, but this is something that I can change after the submission deadline.

 

Final Cut

I brought all of my finished scenes into Premiere for the final edit and mix. I made sure to export some of my scenes out of ToonBoom with some extra frames at the end to allow for full transitions between scenes. I saved a lot of time by doing most of the sound edit in pre-production, however there are still parts that I am not completely happy with. The mix is not perfect but I feel that I found a lovely selection of sound effects to go along with my film. I am also really happy with how well the instrumental music matches the pacing and theme of the film.

Final cut of Shellbound on the timeline!!!

Below is the version of Shellbound which was submitted on the 12th of May, 2024. See my concluding thoughts in my portfolio page.

Shellbound: Production

Planning

Throughout the entire production thus far I have been using Trello for managing different tasks and keeping note of feedback etc.

Trello board

I have also created a shot list + animation tracker combo that works really well for me!

Shot List + Tracker

Background Layouts

For Shellbound, I placed a lower priority to creating layouts vs. character animation. The characters don’t interact with their environment much, but I wanted both to still feel alive. I added some animated foreground elements and small movement to the backgrounds to make them feel more organic. I was hoping to push this further a lot more, but unfortunately the scope of the project, paired with it being a solo production, was not suited for any more complexities this time. Below I have included a handful of my finished background layouts, others will be available through my portfolio post.

2A Layout
4C Layout
5D Layout
6A Layout
9C Layout

Upon some reflection and feedback from Sarah, I decided to cut off the first opening shot set at night time as it felt out of place and didn’t set the tone right for Shellbound. Despite this, I found it fun to develop and took it as a small moment to think about how to apply colour theory into my work. Below you can see some of my progress when creating this layout.

Layout and references for a cut scene (1A)

Animation Progress and References

Before returning back to uni in January, I kicked off animation production with a couple of rough animations. One of the scenes, 4B, can be seen below. This was the first shot I animated.

I was really keen on keeping the rough animation on top of the line and colour layer as I stylistically liked this look. Over time I simplified this look to avoid the animation from looking too distracting or muddy.

Throughout production I consulted Aodhan weekly on my animation progress. I struggled to keep my animation from looking superficial and too bouncy at times, and I found that looking at reference or acting the scene out usually helped with this too.

As an animator, I tend to lean towards animating with feeling. I find the ability to remember certain patterns in animated media useful when looking for references. Most of the time, this process is very subconscious and I think it’s just the way my brain works. Despite having a bunch of animated works to look at for reference, it was often needed to film some of the references myself, one of which can be seen below.

 

I consistently used a notebook to plan out my shots before blocking them out.

Using a notebook to problem-solve

I kept referring to Ponyo for animation reference. It especially helps to look at the way the water is animated in it. For shot 7B, I looked at this scene from Ponyo as reference.

 

ToonBoom Workflow

I set up my scenes by importing the voice over lines where needed, along with the background layout and storyboard panels into the project.

As mentioned in the pre-production phase, I found the tips that Jesse J. Jones mentioned during his live ToonBoom workshop very helpful! He recommends using a second camera panel at the corner of the workspace to see what’s going on in the scene at all times. I found this to be really helpful throughout animation production as it helps to see if things are working in the big picture as opposed to just being too focused on details. I imagine it also saves some time from constantly zooming in and out!

ToonBoom workspace layout

Since working professionally with CelAction2D for Paper Owl, I got used to the Xsheet and I was glad to be able to have this as well as the timeline.

Pen settings
Brush settings

I found that the more I animated, the easier it was for me to be less precious about my drawings. At the beginning of production my drawings were stiff and almost illustrative instead of flowy and confident. While there is nothing inherently wrong with putting effort into every drawing, it is not exactly ideal when you need to create hundreds of them. I believe that this is something that I eventually loosened up about as I became more confident in my drawing ability.

Before simplifying forms
After simplifying forms for consistency

I wanted to keep the lining of the animation as minimal as possible for both stylistic and time saving reasons. I found that creating rough animation, then lining it with the pen and lining it again with the brush created the best results. It became very natural to me and I found this process to work for me!

Additional line art created with brush tool for stylistic effect

When it comes to colouring, I simply coloured directly on the line art layer as the lines were already there. I am sure this is not recommended as it can make fixes difficult, however it is what worked for me in terms of speed. To close the gaps in the line art ready for colouring, I used the pen tool set to 0 while making sure the line points were visible. This added extra work to the workload, but I wanted the line art to be loose and this was one way I could still colour within the lines.

Closing gaps in lineart for easier colouring (without sacrificing Style™)

I find the fact that ToonBoom is vector-based very good for creating smooth animation. One way I utilised this is by copying and transforming elements such as the hair or mouth shapes for more smooth breakdowns.

I found onion skins to only really be useful when blocking out large movements or when squashing and stretching. Other times I tried to refrain from using them too much as I find just switching between frames a little more natural. Like with most visual forms of art, just eyeing it can sometimes do the job faster as it is most of the time pretty accurate.

Onion skins to plan out large movements

I exported my ToonBoom scenes as png image sequences.

 

Shplooba Transformation Sequence: Rough to Polish

This was the shot that I felt the most nervous about when approaching production. I had tried to references to fully understand how I would go about it, but I struggled to find any animated sequences that show a transformation happening in this way. The closest I could find was this moment from Ponyo. I had also looked at this sequence from Pooh’s Heffalump Movie to imagine how the Shplooba would ‘float’ underwater.

One of my major inspirations for this sequence and for Shplooba itself is this episode of Ladybird and Bee. The way the tadpole is animated is similar to what I was going for with Shplooba.

Planning the transformation sequence out

I had a very clear visual idea of how I wanted to plan the transformation out. I kind of just sat down and tried my best to come up with it on the go. I think for a scene like this it works really well to just go with the flow.

Rough animation
Lined and inbetweened animation
Coloured and polished animation

Shellbound: Pre-production

Over the course of the development stage, I have created a more curated list of influences. These include Ponyo (2008), Song of The Sea (2014), Late Afternoon (2017) and Je suis un Caillou (2020)

As I enter the pre-production phase, I have decided on my characters, setting, general art style and a rough synopsis of the story. At this point I have decided that the title of the film will be Shellbound.

Alongside other students working on 2D or 2D hybrid animated projects, I am being tutored by Aodhan throughout this year. Each Tuesday class is an opportunity to show up with progress and receive and provide feedback where needed. On occasions where I have been unable to attend in person, it has been possible to share work and receive feedback from Aodhan through Discord. I find the delivery of these tutorials similar to a professional setting and I feel a general improvement in my social confidence, as far as presenting my art with confidence goes. It is all I got! Not all I am.

 

Story and Script Development

After discussing the synopsis of my film during the pitch presentation, I received some feedback that the driving force behind the narrative was unclear. This feedback affected how I approached the story.

With Shellbound I was hoping to explore the themes of sibling estrangement and how a simple act of kindness can change a relationship. The younger brother Cai wants nothing more than his older sister Ffion to spend time with him, like she once did but she has become preoccupied with tasks that she feels are more age-appropriate. The main storytelling device is the shell and its transformation into a magical creature called Shplooba. I want the moment of this transformation to also resonate as a major moment in terms of the relationship between the siblings. A way I approached this was to establish the Shplooba as a creature that both siblings used to believe in but now only one of them still believes. I believe this heightens the impact of when they both see the Shplooba for the first time together. I wanted to elevate this feeling further by having Ffion be the one that brings the shell to Cai showing that she still cares about how much these things mean to him.

Following my first group tutorial, I sent a first draft of my script to Aodhan. His feedback was to create more of a sense of conflict between the two siblings, so that the ending has more of an impact. I addressed this feedback by adjusting the dialogue to make the confrontation in the first act feel more impactful. When developing the script, I looked at Song of The Sea as a reference as it features a similarly strained childhood sibling relationship.

At this point after implementing the feedback, the script is final.

SHELLBOUND SCRIPT

 

Storyboards and Animatic

When I started to think about possible shots, I referred back to footage I had taken from Tremone Bay. Below are some shot concepts I came up with. I annotated any moving elements with arrows. I made the mistake of having darker values in the background vs. the foreground, which makes some of the shots read unclear.

After I had finalised the script, I moved onto storyboarding. An easy way I learned how to set up storyboards in Photoshop was by using layer comps. This video by Rajen Ramkallawan was a really helpful resource for me: https://youtube.com/watch?v=5mpvuTp_57Q

As I worked on the storyboards, I thought about how I should best use visual storytelling to convey the narrative. At times I found this to be difficult and did not always know how to approach a shot. I made sure to consult my tutors and peers whenever able, and found their fresh outlook to be extremely helpful. It was very important for me to tell the story in the most visually effective way so I always made sure to take feedback on board and make necessary alterations to my boards.

With it being a solo project, I understood that there would be half as much time to get things done so I focused on what would save me time in production. This meant spending more time adding detail to my storyboards and deciding on background layouts ahead of time. Even though it required some extra effort to consider all of these things, I am glad that I did so. Once I was done with the boards, I was also happy to see the story laid out visually.

With this in mind, I did not feel the need to create an animatic with fully animated elements as this would take a lot of time I could be spending on working on finalising my designs. I put together an animatic in Premiere using my boards, temporary voice over that I had recorded, as well as some possible sounds and music I found. The most important task is to figure out the timing of each shot to determine the expected length of the animation.

As previously mentioned, I did my placement with a local studio Paper Owl Films, animating on a 2D animated TV production. I experienced the professional pipeline of animation production first-hand, which is extremely valuable to have in Final Year. Part of this pipeline was always having a brilliant animatic to refer to. Knowing what to expect from an animatic as an animator, I made sure to create an animatic that would be useful to me in production.

Below is my third pass of the animatic. Overall, I feel that my choice in music made me hold the shots for too long, otherwise I am happy with the alterations I made upon receiving feedback from Aodhan.

 

Character and Prop Designs

Character thumbnails

As seen below, I used a sketchbook for convenience when exploring different character design elements. In the same sketchbook, I also wanted to draw as many iterations as I could and be left with a handful of nice ones that could help inform my final designs.

Since the beginning, I wanted Cai to appear kind-hearted and lovable. My main inspiration for Cai is Tove Jansson’s Moomin, who has both of these traits. Cai is a young boy with a love of shells and the beach. He has sea green hair to represent the sea and a knitted jumper that resembles a scallop shell. His skin tone is tan and freckled. In some of my development work he appeared slightly older, so I tried to simplify his forms and make him just 3 heads tall, while still honouring his original design.

Cai turnaround sheet

Ffion is Cai’s sister, she is much more withdrawn than Cai. My main inspiration for her design was Sheeta from Castle in The Sky. Ffion’s design is also inspired by the foxglove flower, with dark rose coloured hair with hair buns that resemble the flower’s buds. Ffion’s name is also Welsh for foxglove, which was fitting. I wanted to portray her personality through her expression. She is 3 1/2 heads tall.

Ffion’s design went through a few iterations to get it right, and these design sheets are not completely final, however the overall intention of the design stayed the same. I experimented with different styles to achieve the level of appeal I was going for with this story.

During the character designing process I was inspired by the work of Stephen Silver. His designs use straightforward, but fun shape language to simplify forms for the purpose of animation. I also learned about and implemented the CSI method, which primarily uses curved or straight lines for design.

Ffion turnaround sheet

Shplooba is a magical underwater creature bound to a shell. Shplooba resembles a puppy, a tadpole and a seal with jellyfish like colouring. Shploobas are real!

Shplooba’s design was the least developed thus far and I had to just trust the vision I had in my mind when creating it. Having Cai and Ffion’s designs finished, it was relatively easy to match the same art style to a creature. I did this by repeating some of the round shape language and lines. I chose a purpley colour palette to suggest the Shplooba’s magical nature.

Shplooba turnaround sheet

It is extremely important to me for the characters to have appeal as I personally believe it to be the most crucial part of design. I have a personal style that is heavily inspired by my appreciation for Bukowski Design stuffed animals. I find myself very particular about the eye and nose placements and I think it is because it is what sets two of the same stuffed animals apart. The same applies to 2D design too.

A very helpful resource for understanding the importance of lines in design is this talk from Alfredo Cassano, the lead animator of Jesper from Klaus: https://www.youtube.com/watch?v=Qgyyl8DZw1U

When designing Cai and Ffion’s house, I was inspired by the house seen in My Neighbour Totoro. I wanted the house to appear to have been renovated to be bigger, instead of just being a small cottage. It is maybe slightly too big, but I am sure they are living well haha. I struggled the most with perspective in this, but since the house would only be seen from two perspectives I was not overly worried about that.

 

Tests and Experimentation

Before I could move into production, it was necessary to do some tests. With character designs finished, I started to consider the colour palettes of the backgrounds. I used both Coolors and Adobe libraries to keep my colours accessible throughout the project.

Colour palettes created using Coolors
Adobe Colour Library
Background colour palette sample

To help me come up with a suitable colour palette for the film, I sketched out some background thumbnails over the storyboards to make some tests with. I generally knew the look I was going for, which was something between Moomin and Bluey. To achieve ta nostalgic feel, I applied a warm toned filter over the image and used the picker tool to collect the colours into a library. The filter is what makes the sky appear slightly green, which I personally really like.

After having some thumbnails done, I wanted to see if the characters still stood out enough against the backgrounds. I feel that the colours work really well together for the most part, and I am glad that these tests were successful.

Standing… Out…

Having character designs finalised, I really wanted to practise using ToonBoom Harmony a bit more before jumping straight into production as this was the software I was going to be animating with for this project. Last summer, I had created a small test animation with it after watching a livestream class by Jesse J. Jones: https://www.youtube.com/watch?v=Cl1LcET86DY&list=PLYRPVtOhCRnlJvgadv6GMHhqZeNtSb6_C&index=3. Watching this whole stream before even opening the software was very helpful as I knew I would be overwhelmed without any learning materials in the summer. It also taught me several helpful things about the software and animation in general which I am really thankful for (I will be touching upon those further in production). In my first rough animation test I explored the Shplooba’s movement in water.

Since I had not touched ToonBoom since the summer, I wanted to go ahead and ease into it by practising animating Cai’s walk cycle. This allowed me to learn the new software while also helping me land on a style of animation for the project. In my first attempt I struggled to keep forms and shapes consistent and had difficulty applying any principles. I think that this attempt shows how I rushed the process and did not put enough thought into the purpose of any of the drawings. It can seem a bit harsh, but I believe that it is equivalent to faking before you make it. This version of Cai is going through it and he does not look well. I am so, so sorry Cai.

 

See my animation reference by Jeff Liu below. Aodhan pointed out that my reference has very subtle arcs and I believe that this made my first attempt look like it was missing weight too.

I also received some feedback from peers who were so kind to give me some tips on how I can improve my animation. One of my friends suggested I draw too much and advised me to try copying some of the elements to keep them consistent. I was able to see my mistakes and areas that needed improvement, so I decided to create a second pass with these fixes in mind.

 

After applying the feedback I got from my tutor and peers, I feel like the movement looks more natural. Aodhan was happy with the improvement, however advised me to pay attention to how the knees are bending. Overall, I am glad I took the time to practise before the animation phase kicks off. I still plan on fixing this walk cycle up before adding it to my portfolio.

Despite it not being a group project, I always wish to listen to feedback from my peers as I value people’s varying perspectives. This helps inform my creative choices as this is something that I find to be important within and without art.

At times I feel very down about my work, which is maybe the biggest thing hindering my ability to create sometimes. I feel that I am aware of it though, I see it and I know it – but I also see that my work has many imperfections. I try to find comfort in knowing that the imperfections are sometimes what I myself enjoy the most when viewing others’ art. But when it comes to the fundamentals and my overall technical ability, unfortunately that is just a part of the process and I have to trust that I will improve as long as I keep going.

Shellbound: Development & Ideation

The filmmaker David Lynch once famously said:

“Every single thing in the world that was made by anyone started with an idea. So to catch one that is powerful enough to fall in love with, it is one of the most beautiful experiences. It’s like being jolted with electricity and knowledge at the same time”

It is hard to track exactly where the idea for Shellbound originated, but there are plenty of influences which I can identify. Some of these are real life locations and experiences, and others are creative works which I enjoy.

 

Early Visual Influences, Sketches and Concepts

How To Find A Sea Unicorn” created by @passionpeachy (see Tumblr link below) depicts a tiny unicorn curled up inside a clam in the place of a pearl. I found the concept of discovering something so magical to be highly inspiring and it led me to creating my first development work for Shellbound.

https://www.tumblr.com/passionpeachy/735802802672107520/how-to-find-a-sea-unicorn-reupload

The development sketches seen below were created during the last few weeks of Second Year. My early concept involved a shell that washed to land and transformed into a land animal.

I am also a huge fan of Briony May Smith’s work and I own many of her children’s books. Her 2020 book titled Margaret’s Unicorn is one of my very early influences for Shellbound. I am particularly fond of the relationship between the characters and how it is depicted in the illustrations. From the beginning I wanted my story to feature characters and a plot that children could relate to.

https://www.tumblr.com/brionymaysmith/636209013820932096/and-early-concept-painting-for-margarets

Below are some very early idea explorations around the concept of a shell transforming into a creature.

Over the summer and during my placement at Paper Owl, I let these ideas marinate. Below is a series of moodboards created using second-hand references found via Pinterest, most of which I have identified below. The rest I am unfortunately unable to provide credit for at this time. I have also included a handful of concept art, some of which was created further into development around the start of Final Year.

(Emil i Lönneberga, Project Ithyä, Late Afternoon, Je suis un Caillou, Song of The Sea, Malá mořská víla, Krtek a raketa, Moomin, Der kleine Eisbär, The Legend of Zelda: Twilight Princess, Nausicaä of the Valley of the Wind)

 

Early Story Concept, Characters and Setting

At this early stage, I knew that I wanted the main characters to be children, specifically, two siblings, a boy and a girl. I also knew that I wanted them to encounter a magical shell creature or even a group of different magical shell creatures. It was important to me that there would be an emotional aspect to the story and I wanted the creatures to be part of this in some way but I did not know how I would implement this.

This is the first character line-up concept for Shellbound, I liked the design of the girl and decided to develop it further.

After I had decided that I definitely wanted two sibling characters to feature in the film, I decided to develop their designs. While doing this, I wanted to take the opportunity to create a character turnaround for the first time. Below is an early design of the boy character named Cai.

By this point, I had decided that I really liked the idea of a shell transforming into a creature and I felt that this concept could be realised in a very striking way through the medium of animation. Since I knew I wanted this transformation to be a major moment in the story, I decided to focus on developing just one creature design. When developing the shell creature’s design, I came to the conclusion that I did not just want it to be a magical version of a real animal, but instead an original creature unique to this film. I researched the shapes of different kinds of shells and this informed the design.

After spending some time exploring the early story and character concepts, I started thinking more about the location where the film would be set. Since I knew I wanted the sea and shells to feature heavily, it was natural to choose a beach as the setting. My first-hand reference material is recorded at Tremone Bay, a small beach in Co. Donegal. I photographed it a lot to help me come up with a setting for my story. I kept in mind composition rules such as the rule of thirds when framing the footage as I knew it would help me at a later stage when designing shots for the film. Below I have included some video footage of the bay.

I spent some more time developing all of these concepts in my sketchbook until it was time to transition into the pre-production phase.

FEARFALL: Portfolio

FEARFALL Cover Art

 

Environment Style Guide

 

Character / Creature Style Guide

 

Protagonist Model Sheet

 

Minecart System Model Sheet

 

Robin’s Character Model, Textures, UVs and Rigging:

 

 

Rope Bridge Model (textures created by Joseph Catney)

 

Robin’s Animations:

 

FEARFALL Intro Sequence:

 

FEARFALL Full Playthrough:

 

Personal Development Project – Reflection (500 words)

When starting this piece I had two main goals in mind: to expand my skills and create a strong addition to my portfolio suited to the type of studios which I would like to work for, which would be studios which create content for children. I chose to create the animation in the style that I typically use for my illustrative work because I am comfortable with it and I feel that it works well for children’s animation.

Initially I had planned on using After Effects to create a puppet animation like my walk cycle, but I decided that I wanted to improve my animation skills and learn something new so I eventually decided to animate frame-by-frame in Krita. I also feel that this approach was better suited to the style of this project.

When picking the audio to animate to, I wanted to make sure I chose something suitable for children’s animation so it would fit in well with my showreel. I chose audio from a scene in Bambi (1942) when Bambi and Thumper meet a butterfly. I especially liked the expressions in the original scene and they definitely influenced my animation. I was very fond of Thumper’s nodding motion and I created my own version of this with my cygnet character, Angel. Angel’s character design is very round, making her quite easy to animate. The dog character, Shelley, also has a similar round shape and I feel that the characters look well together and are well-suited to the sound I chose.

Early Development Work
Rough Storyboard

Going into this project, I tried to keep feedback I had received about my previous 2D animations in mind. For example, Alec pointed out that in the run cycle animation which I created, the character’s head kept changing in size. To address this in this project, I used circles that stayed consistent in size in the blocking out process. When starting to animate, I kept the principles of animation in mind. I tried to keep track of arcs and found that the circles I used in the blocking out stage helped with that. I tried to follow my characters’ noses / beaks when determining the inbetween frames and found this useful.

Rough Block-out
Block-out
Finished Lines
Finished w/ Colour

Overall I am pleased with the outcome of this project. I feel that it showcases my skills in character design, illustration and 2D animation. I believe the camera movement could be smoother and more appealing and I would have put more thought into this if I had the time. I also believe that the addition of a background would have been a bonus.  I developed my 2D animation skills greatly over the course of this project and I am happy to add it to my portfolio.

Organic Modelling Assignment: Cute Character

In Week 7 we were given the brief for Assignment 2 – Organic Modelling. We were asked to model / sculpt, texture and present a Cute Character without exceeding 40000 polygons.

Idea Generation

I was really excited about this assignment as it gave me the perfect opportunity to create a 3D piece for my portfolio. I appreciated how broad the brief was, and was very impressed by the cute character examples shown to us in class. It was difficult for me to choose one character to model, so I decided to pick 6 favourite ideas and go from there. At this stage we were still learning the very basics of the software, Blender, so I was also taking my time with it and hoping that I could decide after seeing what I would feel would be the most enjoyable to sculpt in Blender. I quite enjoyed the modelling exercises we did in class, such as the apple and the pear. Doing them really helped me understand the importance of first blocking out your character before moving into details. Blocking out in 3D is similar to sketching in 2D. While watching Henry’s demo video of blocking out the Shiba Inu, I was inspired to explore the idea of sculpting a dog character (see all ideas below). It was a priority of mine to create a scene that would tell a simple story. I liked the thought of giving my character accessories that would bring the scene to life. I also thought about the way I wanted to present my character, I wanted it to look good when rotated in orbit mode in Sketchfab. After I was set on 6 different ideas, I created very quick thumbnails of them in Photoshop and wrote a list of pros and cons on a sheet of paper.

 

1. Mimi & Tutu (original characters)

+ Fits brief and portfolio, human character, style

– Too complex, needs to have motion

2. Three Puppies and A Butterfly’s Metamorphosis

+ Fits brief, details (keep it simple), story

– Too much going on, too large of a scene

3. Lulu & Beans (original characters)

+ Fits brief and portfolio, looks good in 3D, human character, style

– No story yet

4. Alligator bopping its head to music

+ Fits brief, character design, style, simple

– Too simple, needs more to it

5. Caramel the fancy pup, lying on cushion

+ Fits brief, interesting shapes, details

– Not very unique, no story

6. White Sheltie pup wearing strawberry hat, sleeping

+ Fits brief, interesting shapes

– No story, lacks detail

 

I was most excited about 1. Mimi & Tutu, because I was motivated by the idea of making a version of one of my illustrations in 3D.

Last year, I remember listening to an episode of a podcast about visual storytelling, which taught me that “small details can work as an extension to the character”. It can also sometimes be interesting as the viewer to know more than the characters themselves do (ie. dramatic irony), which is something I myself try to explore in my own illustrations. When creating the original artwork, I wanted to tell a simple story about a girl, Mimi, who struggles with her confidence as a beginner dancer, but when she finds the right environment to practise it helps her feel more confident and that confidence shines through her almost like magic. Mimi is unaware of “the magic”, but it appears because she finally believes in herself. Another example of something similar to this can be seen in Disney and Pixar’s Soul, when characters are In The Zone. Mimi is an original character of mine and I wanted to capture her the best I could in 3D. Tutu the elephant is also a character of mine, but the brief only asked for one character, so she would have to be labelled as a prop for now.

Cute Character Reference Sheet

 

Research / Inspiration

Before I dived into the modelling / sculpting stage, I went on Sketchfab and searched for models with a similar description to get some inspiration, but I couldn’t find very many. However, I have included some of the models that I did find below.

Ballerina – The Audition by ronsyl – I really enjoyed the sense of environment in this piece, in particular the floating particles scattered around the scene. I also liked the idea of creating a dome around the scene. However, the style of this model wasn’t suited for what I was hoping to create.

A little coffee in the evening by Tijerín Art – The style of this model was closer to what I wanted to create than the previous model of the ballerina. I think this character is very cute !

The Legend of Zelda The Twilight Princess by technoir – I found this model and fell in love with the idea of presenting my scene with a black background, because it makes all the glowing particles way more noticeable.

Updo by Heather Bea – Although I didn’t feel confident in my texturing skills to recreate a similar style to this model, I still found it very inspiring. This model was based on concept art created by Mike Henry.

 

Particle Effects

I was very intrigued by the particle effects in some of these models and having no prior experience with particle effects, I took to Youtube and watched a few tutorials on how to create them. I was also considering creating a spiral of particles that would follow the path of a curve. After watching the tutorials, I added them to my Watch later playlist for later.

 

Sculpting in Blender

I quickly created a model sheet, because I knew it would help me with getting dimensions right in the block out stage. This was something that Henry recommended to us during class.

Cute Character Model Sheet

Before actually installing Blender, we were asked to watch a handful of videos to introduce us to the software. The video that was the most helpful to me was the one below. It was very easy to follow!

 

1. Blocking out

After completing the apple and pear modelling exercises, I had a better understanding of how all the sculpting tools work in Blender. I started blocking out my model with metaballs as a single object. After a while I realised that this wasn’t going to work very well, so I decided to scrap the file, start over and work on the character’s body, hair and dress as separate objects.

I made sure that none of the limbs were touching so that I could easily Mask them and use the Pose tool. This was very finnicky, but I was pleased with how I was able to pose the character’s arms and legs so similar to how they were in the concept. I also added a simple sphere and removed half of it to create a platform for my character.

I then blocked out the general shape of my character’s hair using a sphere and the Grab tool. I didn’t smooth it out yet, because I wasn’t sure about the style yet.

I had to straighten my character model quite a bit for it to be in a similar enough pose as in the concept, so I just again used the Mask tool and Pose tool for this.

I very quickly blocked out the character’s dress because my one-to-one tutorials were coming up and I didn’t want to present my character without the dress. I was happy with how my model was looking at this stage.

I had a one-to-one tutorial with Michael, which I was excited about because I know he worked on some models in Doc McStuffins. I was hoping to get some advice on how to sculpt the hair, eyelashes and the sheer cloth on top of the dress. He was able to give some great feedback and general tips even though I wasn’t very far in my model. He suggested I turn on Dyntopo and start working in some detail next.

I have to be honest, I didn’t touch the model for a few weeks after doing the block out. Working on another big project alongside was making my workload a lot more difficult, so I decided to just leave the model until the other assignment was handed in. This obviously raised the pressure for m, but I was confident that I could have it done. We were also very fortunate to get an extension. I feel like I developed my modelling skills while working on the other assignment, so I almost felt like this model would actually seem like a smaller assignment than I originally thought. All the brainstorming and planning was done, now it was time to execute it in practise!

I had another one-to-one session with Alec and I got great feedback on my progress, although I hadn’t done much work on the model since Michael’s tutorial. Alec recommended that I create the dress in Maya and showed me how to create the sheer cloth on top of the dress using a Ramp Shader. I found this very helpful as he was able to record his demo for me to watch later!

 

2. Details

Continuing on the model after a few weeks break I started working in some detail and defining the shapes. I focused on Mimi’s base mesh (body) and used tools such as Grab, Draw Sharp, Clay Strips, Smooth, Flatten, Inflate, Snake Hook and Simplify. I found Draw Sharp tool to be very useful in creating specific details, Flatten tool helped me define the feet and hands and Snake Hook was very useful when creating the thumbs. I also really found all of these tools to be useful in very different ways when holding down ctrl.

I wanted to define the dress mesh more so I created simple shading on it with the Draw Sharp and Smooth tool.

Then I finally worked on detailing the hair. I still kept it quite simple due to the style I was going for, but I had fun detailing it with the Draw Sharp, Inflate, Simplify and Smooth tool.

At this stage I had decided to bring in a second character in the scene, Mimi’s friend Tutu the elephant. I started working on her mesh by just adding a sphere and cylinder first and going from there. I used Snake Hook to create the limbs, ears and trunk. I kept this model extremely simple as it was just a prop in the final scene.

After I had created Mimi’s eyes and nose, I tried creating some simple eyelids on her. First I used Draw Sharp tool to create a crease, I then used Inflate tool to raise the eyelid and finally I just held down Shift to have the eyelid appear more smooth natural.

After some final touches, I was finished sculpting in Blender.

 

Modelling in Maya

I took the sculpture into Maya to add small details such as the bow in Mimi’s hair, which I created using the CV Curve tool. I also twisted the ribbon to make it look like it was flowing in the wind.

Retopology

Because of the polycount being too high for the requirements for this assignment, I decided to retopologise Mimi’s base mesh and Tutu’s body as well. I used the Quad Draw tool and held down Shift every now and again to Relax the new mesh and pressed ctrl for more vertices.

Reducing Poly Count

To reduce triangles and vertices, I deleted Mimi’s body that is hidden under the dress.

I also used the Reduce Mesh tool on Mimi’s hair because I didn’t care about detail here. I did the same with her dress.

Ramp Shader

I took Alec’s advice when creating the dress overlay and used Ramp Shader to create opacity in the tulle. This article explains Maya’s Ramp Shaders really well: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Shading-Nodes-Ramp-Shader-htm.html.

I tested the dress overlay and Ramp Shader Map in Sketchfab and tried to see how it would handle my test Ramp Map. It worked fine as long as I changed Alpha to Luminance and Inverted Texture. I feel like this might be because I created the opacity map the opposite way around. This article helped me understand how Opacity works in Sketchfab: https://help.sketchfab.com/hc/en-us/articles/202602073-Transparency-Opacity.

UV Unwrap

Working on Mimi’s base mesh UVs was fairly easy after having the retopology done. I just created new UVs using the Camera Based option and Split the arms, head and legs as separate maps.

Working on UVs for objects that I hadn’t retopologised such as the hair and dress was more difficult.

Textures in Substance Painter

I was scared to begin texturing as I felt it would be easy to mess it up. Due to this, I decided to start by texturing the platform and moon first, as I felt they would be the easiest. After texturing the rest however I felt the need to change the colours of those objects as I felt they didn’t match well with the rest of the scene. To make this easier in the future, I could create multiple colour variations so that I can switch between them if required. After making these small changes I was happy with the end result. My favourite part of the texturing process was definitely shading Mimi’s hair.

Image Planes

Once I was finished with textures I wanted to make the scene feel more alive by adding some of the elements my 2d illustration had as image planes.

I updated my Maya scene with these by just adding the PNG files as planes. Once I was happy with the composition I updated the model in Sketchfab and applied all the textures. At first it didn’t work because I hadn’t applied the Alpha maps correctly, so I just tried again with the same settings but applied Alpha maps in the Opacity section and chose Luminance instead of Alpha, which thankfully worked.

Final Outcome

Here is my final model laid out in Sketchfab. I am very happy with the final product.

 

Reflection

I really enjoy 3D modelling and sculpting. As I had an interest in sculpting with clay and painting physical 3D objects, working digitally was not all that different for me. If anything, it gave me a better grasp of shapes and forms. Learning new software is always daunting, but I was willing to try it and I feel like I did really well. I have a lot to improve on when it comes to the UV and texturing stages, but like I mentioned in an earlier blog post I plan on practising over the summer to gain more confidence in these areas for second year. It was really fun to compose a scene in 3D and bring some elements from the original illustration as 2D image planes. I enjoyed retopology as well, but I didn’t have time to completely retopologise my models. If I had done this, maybe the UVs would have been easier to do. I am proud of what I have created over the semester and although my final model isn’t perfect, I am happy to submit this as my first 3D sculpture created in Blender. In the future I will consider thinking of some of my pieces as 3D projects from the start, rather than adapting a completed 2D illustration.

Antenna Met You: Animated Short Portfolio

Final Storyboard

 

 

Alien Character Final Turnaround Sheet

 

Giraffe Character Final Turnaround Sheet

 

Giraffe Final Model

 

Finished bush models in Maya’s Arnold renderer

 

Scenes which I composed, animated and rendered:

 

 

 

 

Final Full Animation: