IDEA GENERATION
Upon starting this assignment, we were informed that our animation would have to follow a theme. And the theme provided to us was ‘food.’ Initially, I was quite weary that the theme was too specific and it would be difficult to create an animation centered around such a specific theme, however I soon learned that this was not the case and generating ideas wasn’t quite as difficult as I had anticipated.
I grouped up with Jasmine R, Jasmine N, Tabs and Saoirse for the assignment as I had worked with these classmates in previous projects and given the fact that we have worked so well together in the past, I was certain we would continue to work well as a team. Upon grouping up, we began discussing potential ideas and made a list of all of the concepts we had come up with. Some of our ideas were very detailed with some sort of story already somewhat developed, and some were incredibly vague. We then began selecting our favourite ideas and tried combining a few ideas to see how they’d work together. Ultimately, we went with the concept of a grocery store filled with food products that lived in fear of robot customers, not wanting to be purchased.


INSPIRATION
When we had finally selected our idea and began developing it, we decided to discuss some ideas for style over a voice call. We looked at all sorts of media with food based or inanimate object based characters, discussing the pros and cons of each style. Veggie tales had apparently been a popular choice amongst other groups, however we all agreed that the style was a little too basic and all the character’s looked too similar. We drew inspiration from Beauty and the Beast and many album covers from Jack Stauber. Whilst the characters from these pieces of media all maintain the same artstyle, they all look vastly different in ways that are more accurate to their characters, and we found this to be much more fitting for our idea.
We then looked into getting inspiration for our environment, driving ideas from both real life grocery stores and ones in media. A huge inspiration for us was Chilla’s art style of grocery store as their style is simplistic yet effective, achieving an eerie and unsettling atmosphere. We looked at more grocery stores from games like resident evil, looking heavily at options with fluorescent lights and very little natural lighting, making them eerie in a way.

CHARACTER DESIGN
For our 5 main characters we came up with the employee robot, a loaf of bread, a carton of eggs, a jam jar, and a peanut butter jar. We all discussed the concepts of these characters and their relevance in the animation then discussed what character each of us would want to design and model.
I chose to work on the employee robot character as it seemed like a fun and interesting character to design, I also enjoyed that I was luckily given a little more creative freedom in the design of my character. I took inspiration from Eve from Wall-E, I liked the overall shape and design of this character and the idea of the screen on the face to display expression is a design choice I really enjoy. When creating the character, I wanted to really achieve the idea of an overworked minimum wage employee, so I gave the character a cap and a constantly bored expression. 
STORYBOARDING
Our next step was to create storyboards. We already had a general idea for our animation, and so we decided that the best course of action would be for each of us to create our own storyboard and then we would sort through each storyboard and take pieces from each one to put together. Unfortunately, several members from our group fell back a little on this, so it did look as though only myself and Jasmine R would be the ones to create a storyboard to work with. Thankfully, our group picked back up and everyone created their own storyboards

When everyone had sent in their storyboards, we began stitching them together, taking the best segments from each individual’s storyboards and putting them altogether to create one final storyboard. After this, Jasmine R created a final storyboard to keep a consistent style. I think our final storyboard came out very well and was very clear in what we hoped to achieve for animation.

PRE VIS
Once our storyboard had been reviewed and approved by lecturer’s, we began working on our previs. We had all selected a section from the storyboard and began working on our respective pre vis. The pre vis environment was created by Jasmine R with some help from both me and Tabs. I didn’t want to spend too long on the pre vis, and so for blocking out my model I settled for a simple two cubes for the head and torso, and cylinders for the arms.


With my scene being the final scene, I will admit that I probably got one of the easier scenes to animate, especially in the pre-vis. A struggle that I faced was toggling the visibility of objects using keyframes. This became incredibly apparent at the end of the scene when the fired sign is placed over the employee poster. When I would try hiding that layer for part of the animation, it would still show up in the rendered outcome and so I watched tutorials on a solution to this, which was simply to keyframe visibility. Here is my section of the pre-vis.
We all joined a call together to stitch our pre-vis’ together, which I had done using capcut. I downloaded several different copyright free audios and music from Pixabay and experimented throughout the pre-vis so that we wouldn’t have any awkward prolongued silences. We did not have Saoirse’s pre-vis at this point and so we simply stitched together everyone else’s to work with instead and so the introduction is incredibly sudden. The music selected is a little too dramatic for the blocked out animation which does make it appear quite silly, however we all agreed that the comedy of how unfitting it was turned out quite well.