Creative industry – CV and Showreel

2D / 3D Showreel

 

 

I noted all the advice and guidelines given in class. I was concerned about the variety and quality of work I had, as I’ve drastically improved over the last year, so a lot of my previous work, though still really respectable, often contained small errors that could show a lack of care, especially with the cinematography.

Intro card

 

I decided to first research intro cards with the added expectation that this would help me narrow down what sort of brand I wish to build. I decided to prioritise clarity and simplicity to give an air of elegance and professionalism. This ruled out Disney, DreamWorks and other animation studios which focused on fantasy elements with a lot of movement. Pixar and Studio Ghibli had my favourite intros, as the name is clear and on screen for the whole time, and they use a simple drawing or animation to support it without distracting from the information. Looking at the references and work, I decided I wanted my brand to lean towards reliability, confidence and efficiency, which works well with a simpler intro.

 

 

 

 

Brand indentity:

Successful brand identities are simple and recognisable via one feature; more than 1 or 2 features makes it confusing, forgettable and amateur.

 

I created a list of brand elements based on myself and a previously used brand:

  • dark colour palette
  • horns
  • slit pupil
  • oranges
  • VSR
  • Victory
  • Spain / Colombia

Relating to ‘victory’, I found that the statue ‘Winged Victory’ in Greece also has a tribute piece in Spain called ‘Victoria Alada’. This gave me direction for my branding. The concept references the winged victory in the same way as Victoria Alada. To make this concept my own, I implemented a sword, representative of reliability and resilience; short hair; and a moody blue colour palette.

 

 

Spain, Madrid.

 

 

Concept art

 

 

I designed a mascot; she combines elements of angels, the statues and my own style. I also emphasised the connection between ‘Victoria’ and victory in Spanish by holding up a sword triumphantly – this pose will convey reliability, confidence and success, which should be appealing to potential employers.

 

 

 

 

 

 

I had an idea to have the sword cut my name to reveal the remaining information. This was my first time properly using Adobe After Effects, which was quite challenging, and I was very inefficient and needed multiple guides to understand the UI; however, I’m very happy with the results, and I think it perfectly captures the feeling I was going for.

 

I listed rigging as one of my skills, so I wanted to make sure to showcase a rig. I looked at a couple of different rig demo reels; however, this was the only one that had a format I liked, as it felt clear and simple yet refined. I reanimated the ‘Kraken rig’ to show the individual features of the rig, created an overlay to explain them and edited it to highlight and pause on the important parts to make it clearer.

 

 

 

Although I would prefer a calmer song in a showreel, it’s preferable to have a faster-paced song, as the excitement and energy make the showreel more entertaining and memorable. I chose a Spanish song to reflect a part of myself and also tie in with the reference to ‘Victory Alada’.

 

The most time-consuming aspect, along with learning After Effects, was simply going back and reanimating, rerendering and finishing some animations/models, as I couldn’t put in the work with so many glaring weaknesses and with terrible cinematography/renders that don’t properly show what is otherwise good work.

 

updated works:

 

Completed clothes retopology and textures

 

Redid animation, unreal render, texture settings

 

Redid rig showcase

 

Fixed eye tracking (previously, eyes were bobbing up and down)

 

Final showreel

 

 

Overall I’m very happy with my showreel; I think a wide range of my skills are shown, and the title card fits the professional and confident feeling I wanted to convey. I wish I had more examples of really nice topology and more dynamic 2D animations; however, I feel the examples I gave, though a little lacking, do work well. I’m also incredibly happy with my improvement in general, as I managed to identify and correct mistakes in older works relatively quickly.

 

CV

 

A CV’s main purpose is to summarise a person’s skills, experience and achievements to an employer; there is a big emphasis on clarity and understanding. The CV is meant to demonstrate that I’m a good candidate that would fit well with the available position. I don’t have a lot of work experience, so I was afraid I wouldn’t have much to write; however, Rachel advised us to use non-work and uni experiences to talk about our skills. The CV is also our first impression to potential employers. Keeping this in mind, I wanted to create a relaxed but professional feeling. While I want my work to be taken seriously, I also found it important that it wouldn’t feel unapproachable.

Main categories:

  • Name – Victoria
  • Job role – 2D/3D Generalist
  • About Me
  • Software experience
  • Skills
  • Education
  • Achievements – Dean’s list award
  • Experience – Comic project (team lead), game dev project, animated wedding invitations

 

 

 

Examples / research

 

https://youtu.be/Zlm0UUllOME 

 

https://youtu.be/tk6uvzYklN0 

 

 

 

What makes a successful CV and what elements do I like?: 

 

  • Visual clarity
  • reference
  • personality
  • short and concise

 

  • Limited colour palette
  • icons for software
  • drawing

 

 

 

My first attempt was pretty bad; the font was illegible, the icon looked goofy rather than strong or reliable, and the lack of contrast made the whole thing murky.

 

 

 

I tried focusing on a looser and flowing design. I liked these; however, the background took up so much space there wasn’t enough space to actually put in information. I also looked at creating a mascot, like the Pixar lamp, Columbia Pictures’ Lady, DreamWorks’ Boy in the moon, etc.

 

 

 

 

As the previous attempts didn’t work, I tried a different direction, focusing on a playful vibe instead. I really like the drawing, and the layout was the best so far; however, it didn’t feel like the brand I wanted. At this point I decided to work on the showreel, and I, while making the intro, found a strong direction for my brand.

Using the same colour scheme and image from the showreel intro to keep consistency, I started making a new layout using Canva and a free template so I could measure the general space each section would take up. I liked the general feeling; the darker colours felt a lot more fitting than the pink from the previous attempt, and the image being lower contrast helped with the legibility of the text above it.

As I finally had a direction for the CV I started researching the actual content of the CV, although I had been taking note of this while looking at the visual examples. I also looks at previous students CV’s to see how they approached the experience section as as students we have minimal amunts of experience.

I noted the following from my additional research:

  • Be specific to the general role you want; don’t put in a skill if you hate working on it.
  • Look at job requirements and include them throughout.
  • Mention soft skills in experience from uni work.
  • Include the dean’s list award.

Final CV

 

 

This is my final CV. I took into consideration all the information from my notes and other research. I focused mainly on covering technical and soft skills to ensure employers are confident in my abilities; however, I also tried to be a little more relaxed in the About Me, as both the showreel and the rest of the CV are quite formal, and from speaking with some professionals at the NIscreens workshop, most companies tend to have a relaxed and understanding attitude. I’m very happy with the final result, as I think I successfully made it clear and legible, which was my main concern. I also additionally think I was able to effectively carry across the branding from the showreel into the CV, which I found to be quite important from my research, as consistency creates a more memorable impression and therefore a higher chance that potential employers may choose you.

Notes: 

  • IT skills, as I did computer science GCSE, and a studio mentioned liking candidates with basic IT knowledge.
  • Achievement
  • avoided talking about the environment, as I dislike it.
  • Got a reference for credibility.
  • talked a lot about soft skills, especially in uni work

 

Cover email

 

 

 

The cover email is a short email sent along with your CV to a company to express genuine interest in the company and enquire about job positions. A good cover email should be personalised, job specific and mention the essential criteria.

 

I knew immediately I wanted to make a cover email for ALT Animation, as I’d seen them in the NIscreens pipeline workshop, and I really liked their presentation and company values.

 

 

I looked up the NIScreens ALT placement candidate information document to find out what I should mention in the cover email.

 

What to mention:

  • Happy to do and help with a variety of work.
  • excited to learn and develop.
  • Mention extensive experience working in teams – good communication, organisation, and dedication.
  • Independent – works incredibly well remotely.
  • extensive knowledge of Google Drive and Word, with alright Excel understanding
  • good with deadlines.
  • Mention NI screen pipeline workshop – gaining an understanding and appreciation of every section.

 

Final thoughts

 

Overall I found the research part quite simple, and I felt I had a good understanding of the purpose of each element early on. My notes from class also served as additional support and reminders while creating everything to avoid any common mistakes which we were warned about. Although I had a good understanding of what makes a successful CV, showreel and cover letter and how I should go about building one, I still struggled creating the visuals. I think this is mainly due to the fact I’ve always been terrible at making layouts, and I was also very indecisive over the mascot/general branding, which really inhibited my progress. Thankfully, after some additional brainstorming and research, I was able to come up with a branding that I’m very happy with and can also see potential for development in the future while still maintaining the core aspects.

Creative Industry – Post-Production

Post-Process

 

There were two main aspects to the post process

1. Outline:

  • Black outline line- so white sections stand out
  • Simultaneous white outline for black sections
  • Dynamic – depending on the lighting, either white/black outline will be present.

 

2. Black filter:

  • Makes everything black and white

 

The second part of the post-process was completed early on by David; this only left the outline. Originally, John was tasked with this, but I ended up taking over, as they didn’t have access to Unreal over Easter.

 

 

 

 

Henry sent a couple shaders and I did some supplemental research into unreal shader settings and using shader nodes in unreal to find a solution to the outline. I tested these in game; however, none of the outlines did a white and black ‘dynamic’ outline.

 

 

Henry made a shader which was perfect but unfortunately in the wrong Unreal version. However, I was able to recreate it following his example as a guide. (details further down)

 

https://www.youtube.com/watch?v=NtPq6NDWNyQ

 

As I recreated the shader, I ran into some issues. Despite understanding how the shader worked, I lacked a lot of basic Unreal knowledge, like how to delete node links.

 

 

I read Unreal Engine’s guide to familiarise myself with the correct language and UI.

 

 

In the correct version of Unreal, the shader’s material functions were missing. The main issue was that certain nodes had different names or contained other custom material functions that had to be remade. I roughly figured out the use of every missing node and used the resources I found to create replacements.

 

Material functions

 

Material Functions for shader:

 

 

Pixel_Depth: Calculates the distance from the pixel to the camera.

 

 

Get_Occluded: adjusts visibility of outline based on occlusion.

 

 

BlurSampleOffsets: Calculates the outline by multiplying the object and offsetting it in each axis.

 

 

CombineSamples: I couldn’t figure out its purpose but found that changing the input values affected the background. I believe it converts values for 3D rendering on a 2D screen.

 

 

get_subject_depth: Affects the continuity of the outline

 

proper Subject_depth values

 

Wrong values

 

 

Edge_Detection: Adjusts line thickness

 

 

Edge_detection_1: Unsure of its function

 

 

 

 

 

 

Final Material

 

 

 

 

I managed to recreate the material using the newly remade material functions.

 

Final Results

 

 

 

I’m really happy with the final shader. I learnt a lot about post-processing in Unreal, and although I relied heavily on Henry to build this shader, I’m still proud I managed to reverse engineer it and understand most of its components.

Cutscene

 

A cutscene was planned for the game to introduce the setting and plot; however, we unfortunately ran out of time and could not complete it. The following was the beginning stages of the storyboard I made for it.

   

 

 

 

 

 

   

 

 

 

Final Game

 

 

Creative Industry: Production

Production

 

Feedback received from the style guide presentation:

  • Blender shaders can’t be transferred to Unreal .
  • Henry offered to help us with the shaders in Unreal Engine.
  • The models would likely need really exaggerated geometry to achieve the angular style.

 

Models:

 

Modelling

 

I followed a polymodeling pipeline, as we discussed having a low-poly style.

 

 

First attempt: I created the facial features from a subdivided cube; however, it felt primitive and difficult to develop and add detail to. I used a Blender shader to replicate the final black and white effect.

 

 

I researched other methods. This was another way to go about polymodelling, which I recognised. You build the loops first, then join everything after.

 

 

 

Second attempt:

  • Improved the facial details
  • Eye shapes were more accurate.
  • Additional topology gave more freedom for facial animation.
  • Used more extreme geometry, e.g., cheekbones, nose and chin shadows. (This creates built-in shadows which recreate the 2D style from all angles)
  • The shading sometimes looked off despite the topology looking good – to fix this, some vertices had to be angled weirdly. I asked for advice, as I felt the topology was starting to look crazy, I was told that good topology is whatever achieves the correct shading with the least amount of geometry possible; only N-gons are considered objectively bad. I developed really weird geometry but it functioned well in different lightings, so I stuck with it.

 

 

 

I recognised the model needed textures for details like the eyes and beauty mark. The eyes were a big issue, as they appeared pitch black but needed to have some white and shape to them.

 

 

 

Ex. Weird shading

 

I identified an issue in the shadows caused by the topology:

  • At poles, shadows would blur or extend oddly.
  • This also happened in quads if one vertex was pushed too far out.

 

I could work around this by:

  • putting poles in inconspicuous areas .
  • readjusting pushed-out vertices.

 

 

To-Do & Notes for solving issues with in Unreal.

 

 

 

I followed the same method as the face, building each limb separately, then connecting them at the end.

 

 

  • redid the hair.
  • connected all topology
  • Redid the skirt to have built-in pleats so it’s affected by the shader like the face.

 

hands

 

 

I made blocky hands that fit the angular style; however, when I looked at the topology, I realised that it wouldn’t work well for animation, so I chose to redo it entirely.

 

 

Using a reference, I remade the hand. The number of loops could be reduced to emphasise the angular style; however, the topology now works for animation.

 

 

 

  • Connected the feet and hands to the body.
  • tested the model in different lighting.

 

 

Unreal Test:

  • flipped some normals.

 

Textures

 

 

 

 

My rough attempt at the textures; I used Substance Painter rather than Krita for more control.

  • I decided where I should put the textures/lines.
  • The textures looked blurry; needed an increase in the resolution for the hair.
  • I ‘drew on’ the eyes, as the original method didn’t work; however, it didn’t look good.

 

 

Second attempt:

  • UVs were overlapped in some areas, which made black lines appear randomly on the model.
  • My notes mentioned using a white emissive layer for permanent highlights that aren’t affected by the shader.

 

 

 

 

  • I redid the mesh and UVs, as they were affecting the resolution of the textures too much.
  • The main change was the eyes– I used a technique I learnt for making Vtuber models: make the eye a flat surface and create the pupil and eyelashes on top as planes.

 

 

Final model with textures

  • added white strips to the skirt so it could have highlights
  • new eyes
  • higher resolution hair
  • fixed UVs

 

Rigging

 

 

I used the robot tutorial to build the model’s rig. Coincidentally, all the previous models I made in other modules were serpent-shaped, so this was my first time making a human rig.

 

 

  • I made all the controls and adjusted the weight painting.
  • The forward IK foot roll didn’t work.
  • Arms IK and FK functional.

 

https://www.youtube.com/watch?v=waFkCM0yaD4&t=1671s

 

 

I wanted to push myself and try making a face rig too; I looked up a couple of videos to become more familiar with the general concept; the second one helped the most as it slowly built up in complexity.

 

 

I used the second video’s 3rd example. The deformation of the face isn’t great, which limits the exaggeration possible, but these basic functions work:

  • open mouth
  • eye tracking
  • eyebrows

To improve this I would:

  • add more mouth space
  • define lips more
  • Be more specific with weight painting.

 

 

Made a skirt rig for extra control.

 

 

 

rigged model in unreal

 

Fix: Removed weightpainting on IK wrist control.

 

Animation

 

 

I researched idle animations to understand the general requirements for these animations. I noted the following:

  • Looping actions
  • ‘Small’ or contained actions.
  • Simple

 

The main action I chose for the animation is a ‘FootTap’, which works as a simple loop; however, the game team requested a smoking action and a few randomisable actions. So I created a couple of different movements based around smoking that the secretary could do at the same time.

 

Smoking references

 

I researched depictions of smoking in film noir and animation and combined them with the basic foot tap aniamtion I made.

 

 

As requested the movements were split into multiple actions so they could be randomised in game.

 

Animations in Sketchfab

Environment

 

Although I was tasked with making the secretary’s model and animations, we needed the background made to test textures and contrast, so I pivoted and worked on that.

 

 

First attempt:

  • tried to make built-in blinds in the room, but they looked half-finished.

 

 

 

 

Final room

 

Redid the room:

  • Added a door.
  • New blinds.

 

Textures

 

To create the textures, I brought the UVs into Krita and handpainted them. I marked the UVs in Blender so I could line up the pattern properly.

 

 

 

After testing it in Unreal, I decided to set the wall texture to a white emissive so it wouldn’t be affected by the shader to help the scene’s clarity.

 

 

 

Flooring

 

 

 

  • Hand-painted textures in krita.

Blinds

 

Feedback from the lecturer:

  • Redo the blinds
  • make them thinner and more.

 

Original Blinds

 

 

I improved the blinds by:

  • bettering the topology
  • Making the string mechanism accurate.
  • added a wood texture using the Krita technique.

 

 

 

 

  • Added a slight curve to the individual strips for more realism and interest.
  • Redid the string mechanism
  • Made the strips thinner and added more
  • Spaced them out evenly

 

https://www.youtube.com/watch?v=tVWH2ijB5-s&t=228s

 

Blinds reference.

 

 

I was struggling to understand how to UV map in the new Blender version. This video explained the new unwrap options.

 

 

To optimise UVs for gameplay, I overlapped individual strips so less memory is used on textures.

 

Textures

 

  • Textured in krita.

 

 

The orientation of the top section was wrong.

 

 

  • Fixed the orientation
  • resized the textures

 

However, it still looked bad.

 

 

The texture was too harsh but felt closer to the style of the game.

 

 

 

These had a similar issue: the texture looked like static when applied to the model.

 

 

  • I chose a subtler texture that had most of the detail around the edges to avoid the static feeling.
  • Upped the contrast.
  • Resized it a bit.

 

 

Textures I made: walls, blinds, flooring, and secretary.

 

I’m happy with the results; the new technique saved some time. Despite only using black and white, the scene doesn’t feel overwhelming.

 

Fireplace

 

 

 

I made a list of all the items left to do. Although I still had to do the animation for the secretary, I felt helping the team with the textures was more important with playtesting coming up. I chose the fireplace, as it stood out, making the room look unfinished.

 

 

 

I did the Krita-Blender texturing. matching the orientation of the brick texture to the labelled UVs.

 

 

 

 

 

I’m happy with the amount of work I completed. Although the quality of my work could’ve been improved, mainly the animations, I couldn’t spend time redoing or perfecting anything as other work needed to be done. Furthermore, I unexpectedly had to take on the post-processing, so I had to manage my time to get everything done.

Creative Industry: Portfolio

Marked for Murder Portfolio

 

Style Guide

 

 

 

Style Guide- Victoria

 

Concept Art

 

  • Room final concept art
  • Final secretary design

Character Model

 

All animations on sketchFab.

Modelling, UV unwrapping, texturing, rigging and animations.

 

Environment

 

Fireplace Texturing

 

Room floor modelling/Texture

 

 

 

 

 

 

 

  • Walls Modelling & textures.
  • Door texture & modelling.
  • Blinds modelling & texture.

 

 

 

Post-process Outline

 

 

 

 

 

 

 

 

 

 

Final Game outcome