May 10

First Year Reflection

Coming into first year, I was terrified. Animation is something I’d always been interested in but had no real experience aside from a small crash course I did, and at the start of year you could definitely tell. I struggled immensely with learning Blender in term 1 and it shows in my module results. I clung to the tutorials we were given and rarely strayed away to experiment on my own. However, as the year has gone on, I can confidently say that I see an improvement in my work. I have enjoyed every module – The World of Animation in particular as I love film analysis and took great interest in learning about animation in other countries. Additionally, I really enjoyed working with all my groups. I was lucky enough to be partnered with some lovely people throughout the course of these modules and I am so happy to have gotten to meet and become friends with such kind individuals. My peers are one of the main reasons I got through this year each one of them are so helpful and have been kind enough to lend me a hand whenever I have felt stressed or unsure how to do something. The teachers have been very helpful as well and have always answered any queries or concerns I had about the course.

Overall, I’ve had so much fun in this course. Yes, there have been ups and downs but I am so excited to see what next year brings!!

May 10

GHOST PROBLEM – PORTFOLIO PAGE

Concept Art:

 

 

 

 

 

 

 

 

Storyboards:

 


3D Character Models:

Props:

Environments:

Animations:

 

Final Animation:

 

May 10

GHOST PROBLEM – POST PRODUCTUION

Moving onto post production, I was excited to put everything together and see the final project. I was unable to access AfterEffects at home which was unfortunate but probably for the best as I was already cutting it very close to the deadline and am not exactly comfortable with that software yet. Instead I used a free Microsoft software called Clipchamp. Unfortunately this did limit what I was able to do with my section but in the end I am still very happy with the turnout.

I used a website called freesounds to gather royalty free sound effects.

Here is the animation with the sound effects!

I then handed my edited clips over to my teammate Sam, who took charge in editing everyone’s parts together and adding the background tracks to the project. We didn’t know what music we wanted in the background but we knew we wanted it to match our overly cartoony ‘spooky’ vibe. So we looked up royalty free Halloween music and shared what we found with each other through discord. Additionally, we thought I would be a good idea to look at the things that inspired us so I looked at the soundtrack for various Tim Burton films and the OST for games like Luigi’s Mansion and Mario 64. I also found some songs from my favourite game Night in the Woods which I thought fit in perfectly for the vibe of the short. 

May 10

GHOST PROBLEM – PRODUCTION

Moving onto the production, we started with modelling. Having quite a few characters in our short, it was decided that some of us would have to model more characters than others. To balance this out, those with fewer models to make would focus more on creating props. The work load was spilt like this:

  • Max: Modelling Ghost Hunter 1, creating props
  • Kain: Modelling Ghost Hunter 2 and Shyguy Ghost
  • Sam: Modelling the Demon and Beerbelly Ghost
  • Me: Modelling Lil’ Ghostie, creating props

I was worried about the modelling process as it was something I struggled with last term but thankfully the character I was assigned had a design that wasn’t too complicated. Down the line I ended up modelling the Beerbelly Ghost as Sam was working hard on the Demon model (which turned out amazing!) and the character design was simple enough for me to create in Blender. Another plus on the Ghost character were that they could be textured in Blender. As a group, we were trying to figure out ways to colour the ghosts so that they would be visually different from the Ghost Hunters – experimenting with making them transparent, parenting light points to them to make them glow – and then Mike told us about the Fresnel shader, which would give the Ghosts a glowy outline and give the illusion of the model edges being transparent. We agreed this would be the best option as it wasn’t too complicated to set up.

For the Ghost Hunters, we wanted something of a similar vein – to make them visually stand out from the background but also make them different from the Ghosts. Max and Kain had the idea to experiment with Toon Shaders, something that would make the characters look 2D, and after watching some tutorials we decided to apply this to those characters.

Rigging was surprisingly my favourite part. The process wasn’t too difficult, the only issue I really ran into was systemizing the bones but it was easy enough to fix. Thankfully my models were simple and didn’t require much armature.

What they did need, however, was expressions. As the Ghosts don’t have mouths, all the emotion had to be translated through the eyes and funnily enough I kept forgetting what facial expressions looked like and had to sit in front of a mirror while I made the shape keys. Still, I felt like I wasn’t getting the feeling across. I brought this issue to my friends in the course and one, Ciaran, showed me a way to add a displacement modifier to the model so that it would make it ‘blobby’ for lack of a better term. Below are some animation tests I did with this modifier.

 

Being able to change the effect allowed me to get the emotions of the characters across so much better.

Each member of the group were in charge of making the environments needed for their scene. Originally, there were only supposed to be 3 environments; The living room, the attic and a hallway. However, Max brought forth the idea of there being a section between my part and Sam’s to show the ghosts travelling through the house up to the attic, so he took charge of that.

My environment was the living room. I wanted it too feel like a stereotypical haunted house: very decrepit and empty. I had very few props in my section as I wanted the house to feel abandoned. All the props I did make – a sofa, a lamp, a chest of drawers and a staircase – I wanted to have an old look to them so I looked up antique furniture and tried to copy those to the best of my ability. I struggled a bit when making the sofa as I didn’t notice the model had quite a few N-gons which made the model deform massively when applying a subdivision surface, but this was easily fixed.

 

Another thing I was worried about was using Substance Painter. I had totally forgot how to use it! Thankfully, Mike’s tutorials from last term are still available and were my saving grace through the entire texturing process. I used smart materials, especially on the walls, to give everything an aged look and I kept the colour pallet limited to purples, browns and greys to keep with that dark whimsical aesthetic. It took many hours, but I am proud of the living room I made. I also modelled and textured the outside of the house for the intro.

 

 

Finally, before starting the actual animation I did a small test to ensure all the rigs and modifiers were working.

 

 

And here’s the final animation! (without sound)

 

Overall, I am happy with how my animation turned out, minus a few errors I’ve only noticed after rendering. For example, the Ghost Hunters’ movements could have been smoother and more fluid, I could’ve made some secondary animations – like their hats bouncing – a bit more noticeable and the camera movements can be janky at times. I do really like how the modifiers on the ghost look in the render and I feel like they worked in portraying the emotion of the ghosts. I wish I worked a little more on the Hunters’ laser gun, if I had experimented with shaders and modifiers a bit more I could’ve made that section more effective and clear as to what was happening but I feel like it comes across OK once I add the sound to the video.

 

May 10

GHOST PROBLEM – PRE PRODUCTION

This assignment we were tasked with creating an animated short based on the theme of ‘Journey’. I was placed into group 13 (Lucky!) along with Max, Sam and Kain.

Our first course of action was to, obviously, come up with an idea. We were limited in our concepts though, as one of the criteria for this project was that our characters could not have legs so we started by thinking of things that didn’t have legs we could turn into character. In the end, we came up with three ideas:

  • The Quest for the Stone of Harpilla Valley: a robot not only has full knowledge of everything. But lost someone close that was caused by the main antagonist who is also after the stone in the background of the over arcing story. The robot became empty and hid himself from everything else to mourn and heal from his lose. (Concept art by Max)

  • You Got Snail!: A snail postman who has to travel across the garden to deliver a present. (Concept art by Me)

  • Ghost Problem: Three ghosts must defend their home from the paranormal investigators trying to capture them (Concept Art by Kain)

In the end, we all agreed that we liked Ghost Problem the most. 

 

As a group, we communicated mainly through Discord. It was ultimately the easiest option as everyone had busy schedules that didn’t line up often and it helped us keep in contact and easily exchange ideas. After deciding on our idea, I went to research potential style references and inspiration which helped me put together a mood board for our short.

For the overall aesthetic, we knew we wanted the characters to be very cartoonish and comedic, so we looked at the Luigi’s Mansion game series for inspiration when designing the main characters.

 

 

 

 

As for the background, we wanted a more dark, whimsical atmosphere. For this we looked at the movie Monster House for the interior settings and Tim Burton’s architectural art for the outside of the house.

 

 

 

 

Each member of the group split up and designed their own version of each character (of which there were 4). That way, we would have a lot of vastly different and unique designs to chose from. Below are my designs:

 

 

 

 

In the end, we decided to go with one of my designs for the green ghost

When designing the antagonists, the initial designs we came up with were generic however we received feedback from the tutors that something about the designs felt out of place. Max then designed some more interesting and stylized designs.

First Designs

Max’s New Designs

 

I also did some concept art for the set designs

 

To decide who made what part, we divided the story into 4 sections and each member chose which part they would like to do. I ended up with the intro/starting section. 

Here is the original synopsis of our short: Three totally un-scary ghosts have their home invaded by two paranormal investigators, who captures one of their friends. The two remaining ghosts must go to an elder ghost across the street to train how to be scary and rescue their friend. However, as we hit the storyboarding step, we quickly realised that this was far too ambitious to fit into the time frame. To fix this, we decided to have the elder ghost (now a demon) live in the attic, and have the demon be the one to scare the ghosts away. 

 

 

 

Before animating, we had to create a 3D Previs to roughly visualise what the final animation would look like. In my previs, I made a few minor changes to my section. For example, instead of the Beerbelly Ghost jumpscaring the audience after the intro it’s now the Lil’ Ghostie as I thought it would be funnier; and instead of the two smaller ghosts jumping out the window to escape the ghost hunters they faze through the roof. 

 

 

 

 

May 6

The History Of Irish Animation – Group 2 Poster Project.

 

For this project, I worked in Group 2, alongside Heather, Rachel and Leagh, to research into Irish Animation. I chose to do this project on Irish Animation as it was the area that interested me most. I was eager to learn about the history of the field as well as how it was flourishing in modern times – something I thought could help me become more aware of my options after Uni as a hope-to-be Irish animator.

The history of animation in Ireland is an expansive topic, and through many discussions my group struggled to pick an exact area to cover in this project. In the end, we decided to present a brief timeline of animation in Ireland, ranging from the very first known Irish animation, to the modern day studios thriving today. We divided 100 years worth of history into four main segments – The Pioneers of Irish Animation, The Lost Period, The Americanisation of Irish Animation, and The Return to Form – and each member of the group chose the topic they were most interested in to research for the poster.

I chose to look into The Americanisation of Irish Animation, and I began my research rereading my notes from Dara’s Lecture (a highly credible source!). After a few minutes trying to decipher my chicken scratch, I decided I wanted to focus heavily on Don Bluth’s studio in Dublin, as I found out that some of my favourite films came out of said studio. I read up on articles about the studio’s creation and learned that the reason many American Animators migrated to Ireland was because of, shocker, money! In the 80s, Ireland was experiencing a period of mass unemployment thus The IDA (Industrial Development Authority of Ireland) was set up to attract and retain foreign investment by allowing those investing in companies to claim tax relief. The Authority then deemed animation a career worth encouraging due to the mass number of employees needed to complete a project. They began offering a one-time grant of £9000 for new studios. This attracted the likes of Don Bluth and Morris Sullivan, who quickly hopped across the pond to open up Sullivan Bluth Studios in Dublin.

The opening of this studio launched Ireland into the biggest producer of western animation. And while most of Sullivan Bluth’s staff were imported from the US, jobs like In-between animators, cell painters, camera operators, were filled by Irish talent eager for work in the industry. By 1990, Dublin alone saw 3 large animation studios employing over 500 workers. Don Bluth helped organise an animation program at Ballyfermont Senior College, which focused on more traditional, character and narrative led animation, and hired a number of students once they graduated. This inspired a second program at the Dun Laoghaire College of Art and Design, which ventured into more experimental animations and arthouse cinema.

Throughout its sixteen year run, Sullivan Bluth Studios produced many films. They’re first hit as an established Irish studio was The Land Before Time and the classics didn’t stop there: Thumbelina, All Dogs go to Heaven, An American Tale all received high praise and it seemed like things were only going up for the studio. Unfortunately, after a disastrous production of The Pebble and The Penguin, Bluth took up a job at 20th Century Fox and many Irish animators followed him to America, leaving the studio in Ireland to close down and many Irish animators out of the job but determined to rise in the industry.

 

For the actual poster design, we were quick to decide what direction we wanted to go in. Heather suggested working in Canva, ultimately the best choice as it allowed all of us to easily and quickly edit our own sections. As for the design, we went with a naturalistic, scrapbook-esque look. We incorporated concept art from different films from Irish studios such as Cartoon Saloon and Lighthouse Studios, and a screenshot from The Clock Tower. We also had the idea to include flowers, such as Buttercups and Bluebells, that are native to Ireland to represent the country we were looking into in a subtle way

Our biggest struggle in this project by far was condensing information into the poster. We were very aware of the possibility of our poster being too wordy – something the lecturers had warned against – however we had so much information for each section it seemed impossible to coherently explain 100 years worth of history into brief bullet points. In the end, we decided to select the most important parts of our research and simplify them for the poster, then we would expand upon them when presenting.

Overall, I enjoyed this project very much. Not only was it interesting to learn about the history of Irish animation and look into the animation studios still here today, I was very lucky to get placed in a group with some hard-working and lovely people.

 

 

References:

Fischer, W. (2021). From ‘Teenage Mutant Ninja Turtles’ to ‘The Land Before Time’: America’s Debt to Irish Animation. [online] Collider. Available at: https://collider.com/irish-animated-movies-history-tmnt-land-before-time

Walsh, T. (2018). Re-animating the Past: An Irish Animation History. Nordic Irish Studies, [online] 17(2), pp.133–150. Available at: https://www.jstor.org/stable/26657345?seq=2 

www.youtube.com. (n.d.). Don Bluth / Sullivan Bluth animation studios in Ireland. [online] Available at: https://www.youtube.com/watch?v=mgZU3QktkqU