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4.2 Week 2 Collaborative Unit

Week 2: Design, Digital Processes and DAOs

Part 1: Meeting my Team Members

This week, I talked to my classmate Shizra and I was interested in her idea of developing an immersive experience in a post-apocalyptic setting. We went together to our second meet & greet reunion, where we got to meet the rest of our team members. We will be working together with our classmate Caroline and Neeti and Ria from the VR course.

In order to get to know each other and understand how our team is build, I asked some questions:

  • What is the workflow of a VR project?
  • Which softwares do you usually use?
  • Do you have any interests you would like to develop?
  • What are your strenghts?
  • Which difficulties do you face when working on a project?

Part 2: Project Timeline

Project Timeline

After getting to know my team members, I started working on developing a project timeline.

I planned our own deadlines in order to deliver our project on time and keep everyone on track.

Part 3: Gamified Collaboration

This week, we used gamified collaboration as a tool to bring together our classmates and work together as a group to solve different challenges.

1. Exquisite Corpse

The first game we played in class was the “Exquisite Corpse”, which is a surrealist game that engages people to work together on an artwork, such as stories or paintings, and invites them to unleash the power of their subconsciousness.

1.1 Exquisite Corpse: Drawing an Animal

First, we were given the task to create a collaborative drawing of an animal. Taking into account that the concept is figurative, the task was straight forward and easy to understand.

Everyone used their own drawing techniques, tools and colors, which made each artwork unique.

1.2 Exquisite Corpse: Speculation

Then, we were given the task to create a character that should reflect the idea of speculation. Since the concept is abstract rather than figurative, it was challenging to represent it visually.

However, we still managed to create a character working together as a team.

2. Coming up with Game Rules

The second activity we had to do, is to come up with some game rules for our classmates. This implied to come to an agreement as a team and also think of some rules that would be interesting enough to keep the players engaged.

Game Rules
Selfie With Pumpkin Filter

2.1 The Pumpkin Game

Shizra, Jonathan and I came up with a simple game, in which the player has to take a selfie, replace the head with a pumpkin filter and send the picture to a friend.

Part 4: Collaboration as Decentralized Labor

The two activities were useful to portray in a ludic way how collaboration can be seen as a decentralized labor. These games can be perceived as a reflection of how we are supposed to interact with our team members in our collaboration work.

Rather than working on one task by our selves, the labor is decentralized since many people work together to fulfill one brief. This implies that different disciplines, skill-sets and artistic techniques come together to work together on one assignment. In addition, we should try to determine what our strengths are in order to get the most of our work.

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3.2 Week 2 Advanced & Experimental Project 1

Week 2: Establishing our Worlds

Introduction

This week we had to share our ideas for the animations we would like to develop in the future. We were also asked to start thinking which set props we would need to create for our animations.

Presenting Our Ideas

Idea 1: Skullchaser

I would like to develop a short animated episode that contains running, jumping and shooting sequences.

I have already downloaded the Skullchaser rig, that includes different types of guns.

In the following days, I will try to come up with a story for my character.

Idea 2: Mental Health

I would like to create an animation that revolves around the topic of mental health.

I want to focus specifically on visually portraying anxiety symptoms. In this sense, the audience will experience them through different colors, characters and camera positions.

Idea 3: Artificial Intelligence

I would like to create an animation that tells the story of how artificial intelligence has already surpassed human civilization.

In order to achieve that, I will contrast the way robots and humans behave in the near future.

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5.2 Week 2 Thesis Proposal

Week 2: Experimental Animation

Introduction

This week, our session focused specifically on exploring experimental animations by watching some short films.

Experimental Animation

We went over some emblematic experimental animations by Oskar Fischinger, Norman McLarren and Len Lye and we also watched and analyzed some contemporary short films within that genre. However, the animation that caught my attention is named Six to Six directed by Neta Cohen.  

Six to Six – Brief Analysis

Categorization: The animation can be classified as an experimental horror short film, that visually narrates the story of what happens when darkness falls at home.  

Form and Function: The story is presented in a cyclic way since the animation starts with the blinds going down (representing night fall) and ends with the blinds going up (referring to sunrise).  

Process: As regards the animation technique, the director uses 2D animation to showcase different elements and sequences at home. In addition, the textures also help to create the look and feel of a horror environment.  

Formal Elements: The use of black and white plays an essential role in creating a horror setting and helps to set day from night apart. It is also worth mentioning that the director uses color to highlight some elements in specific shots.   

Reference List:  

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4.1 Week 1 Collaborative Unit

Week 1: Unit Introduction

Introduction

This week we got an overview on the collaborative unit, the assignment brief and the goals we need to accomplish as a group. We also had an event where we got to meet the course leaders and students from the different courses we are going to collaborate with. Furthermore, we were also asked to start thinking of potential ideas for our projects and choose one topic of interest from the meet and greet padlet board.  

Part 1: Sharing our Ideas

During class we were asked to share our ideas on a Miro Board as regards our views on working in a team and collaborating with people from different courses.

  1. Why do we collaborate?
    We collaborate to bring together different skill sets, share our professional expertise and learn from our colleagues. In addition, if we determine our strengths within the team and create an organized workflow, the tasks are carried out more efficiently.
  2. How to approach to collaboration in a group?
    Transparency and communication are of utmost importance when it comes to collaborating in a group as we need to share our strengths with our colleagues and give critical feedback on our work. We also need to develop organizational skills as the work needs to be delivered on time.
  3. How can we create a piece of work by collaborating with different disciplines?
    First, we need to understand the workflows of the different artistic disciplines. Then, we need to create a project timeline, where we split project milestones and establish primary and secondary objectives. Finally, we have to assign responsibilities to each one of the team members and also monitor if everyone fulfills their tasks on time.

Part 2: Social Meet Up – Event

After our class on Wednesday, we went to the Lecture Theatre B to meet with the leaders and students from the other courses we need to collaborate with. Some of them are:

  • MA VFX 
  • MA VR  
  • MA Animation 
  • MA Games Design  

We were encouraged to play rock paper scissors at the canteen in order to start a conversation and get to know each other.

Even though I managed to almost lose every single game, I did socialize with some students from the MA Animation, MA VFX and MA Games Design Course. We added our contacts on Instagram and I am looking forward to meeting them next week.  

Part 3: Meet & Greet – Padlet Board

Next week, we are going to meet again with the students from the other courses, so our course leaders asked us to choose a topic on the Padlet Board to team up with people that share the same interest.   

I chose the subject Utopia and Dystopia, since I am specifically interested in dystopian fiction as it is a way to criticize a negative aspect of our society. I would be interested in collaborating on a project that creates social awareness of a conflict or problem that needs to be addressed immediately. 

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3.1 Week 1 Advanced & Experimental Project 1

Week 1: Unit Introduction

Introduction

This week we had an introduction on cinematography shots and got an overview on the rule of thirds and the golden ratio. We also received a camera crane rig which we used to set up different shots in Maya. In addition, we learned about previs shots, which are used to show a rough idea of how the shot is going to be.

Exploring Camera Shots

I used some music reference videos in order to practice setting up my camera shot.

Machine Gun Kelly & Lil Wayne
Camera Shot in Maya
Bring me the Horizon
Camera Shot in Maya
My Chemical Romance
Camera Shot in Maya

Reference List

  • Bring me the Horizon (2020) Bring Me The Horizon – Teardrops (Official Video). Available at: https://www.youtube.com/watch?v=L5uV3gmOH9g (Accessed 13 January 2023).
  • Machine Gun Kelly (2022) Machine Gun Kelly & Lil Wayne – ay! (Official Music Video). Available at: https://www.youtube.com/watch?v=QwowRNLw8Fg (Accessed 13 January 2023).
  • My Chemical Romance (2009) My Chemical Romance – Helena [Official Music Video]. Available at: https://www.youtube.com/watch?v=UCCyoocDxBA (Accessed 13 January 2023).
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3.2 Week 2 Advanced & Experimental Project 1

Week 2: Unit Introduction

Introduction

This week we had our first session with Nick and he gave us an overview on our brief. By the end of this term we are expected to design, model and animate a mechanical arm.

Mechanical Arm – Modelling

In order to start modelling the mechanical arm, we first started with our fingers by creating polygon primitives. We learned how to insert edge loops and extrude faces to modify the shape of the fingers.

Distal Phalange

Distal Phalange

Middle Phalange

Middle Phalange

Proximal Phalange

Proximal Phalange

Mechanical Arm – Animation

When it comes to the animation of our fingers, first we had to set up the hierarchy of the fingerparts (Distal Phalange > Middle Phalange > Proximal Phalange). Then, we rotated the Z axis of each finger and placed them to form the shape of a hand.

Finger Rotation
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5.1 Week 1 Thesis Proposal

Week 1: Thesis and Proposal Structure

Introduction

This week, we got a brief introduction on how to organize our research proposal and which common mistakes we should avoid when writing our thesis.

Common Mistakes

  • Being too wordy.
  • Failing to cite relevant sources.
  • Focusing on minor issues.
  • Failing to make a strong argument.
  • Grammar and spelling.

Defining a Topic

Even though I have not decided yet which topic I would like to explore, there are some questions that may help me find an answer:

  • What environment of production do you wish to focus upon and why.
  • What skills will you need to attain the standards required for vocational practice.

Since I would like to work as an 3D animator in a film or videogame studio, I would like to research a topic that can help me consolidate the knowledge on that area. The general topics that interest me are storytelling, semiotics in film and the gothic/horror genre, as the latter inspires me to develop my own personal artistic style.  

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2.10 Week 10 Design for Animation

Week 10: Unit Review

Over the past weeks, Nigel has given us an overview on the theoretical framework for film studies. In addition, he has also facilitated tools to develop our own critical research topics.

Developing Critical Thinking

I truly cherished the activities in which we have had to analyze short films and experimental animations, as it helped us further our critical skills. Since I do not come from the film industry, the sessions have been useful as they have given me considerable tools to analyze the technical aspects of an animation.

In addition, it has been an enormous challenge to develop critical thinking skills in a foreign language. However, it has been rewarding as I have had the opportunity of being exposed to new vocabulary and new ways of presenting ideas.

Developing a Research Topic

Furthermore, we have had many tutorial sessions to develop our own research topic. Sharing our ideas and research topics with Nigel and our classmates was useful, as we received valuable feedback to clarify our ideas.

Further Thoughts

Developing our own research topic has been extremely beneficial exercise, as we are going to need those tools and skills we have learned for our thesis investigation.

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1.10 Week 10 3D Animation Fundamentals

Week 10: Unit Review

Three months ago, I started my journey as a 3D animator. Since my background comes from the graphic design field, the past weeks have been extremely challenging, yet rewarding.

Learning Animation & Software Skills

This term, the 3D Computer Animation Fundamentals Unit was crucial as it allowed me to learn about the principles of animation as well as the technical aspects of the software.

George’s sessions were essential, as he gave us an overview on the animation principles, besides from teaching us how to record reference videos. We also received numerous frame by frame corrections, which helped our characters to move in a natural way.

Nick’s sessions were also of utmost importance, as he explained to us how to navigate Maya’s interface. We also learned how to import rigs to our files, but most importantly, how to adapt them to fulfill our animation needs.

In this sense, both focal points were essential as they are complementary in the animation industry.

Receiving Work Feedback

I truly treasure the feedback my professors have given me since it enabled me to learn from my mistakes.

One of the major things I have cherished this term, was the meticulous feedback I received from George over the past weekends. I deeply appreciate one-to-one corrections, as he has helped me to become a better animator and push me even further. In this sense, he has helped me reconsider different issues which have led into a significant improvement of the animations I was working on.

Moreover, the time we had on campus to work on our animations was very limited, and therefore, I invested much time at home and over the weekends to practice and actively connect with the animaiton discipline.

Navigating the Journey

Taking into account that I did not have any experience at all in the animation field, it is understandable that at times the tasks were incredibly challenging for me.

Even though some times I ended up exhausted and frustrated when my animations did not go as I had pictured, what kept me going is my perserverance. Animation, as well as graphic design, is a journey we have to navigate and overcome the obstacles step by step.

Conclusions

I am truly grateful for my professors; the experience I gained; and the knowledge I acquired within the animation field. Furthermore, I am also looking forward to receiving more feedback and comments in order to become a better animator.

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2.9 Week 9 Design for Animation

Week 9: Report Structure

Introduction

This week we got an overview on how to reference using the Harvard style and we also focused on the planning of the structure of our report. What follows next is a general outline of the topics I am planning to include in my research.

Critical Report Structure

  • Title / Subtitle: What role do game narrative and character development have in player identification and gender representation in the videogame Last of Us?
  • Abstract: The paper explores and analyses which key aspects of the game narrative and character development can help to achieve player identification and gender representation in videogames. It is specifically focused on the analysis of the videogame sequel Last of Us and should set an example for game designers as to how to rethink their game production from a more diverse and inclusive perspective.
  • Key Words: Gender representation – Player identification – Character Development – Game Narrative – Last of Us
  • Contents Page: I will add this section at the end.
  • Introduction: I will talk about the purpose of my report, the scope of my research and how it is relevant in the field.
  • Literature Review: The following will be divided into three major aspects: The purpose of the game narrative; the connection between the player and the character; and gender and representation studies in the gaming field.
  • Chapters for main discussion: The following will be divided into four chapters: A brief summary of the videogame Last of Us; the player identification with the character; the female narrative; and gender identity and sexuality.
  • Conclusion: I will talk about the outcome of my research and its implications on the field.
  • Bibliography:

    Adams, E. (2010) Fundamentals of Game Design. 3rd edn. Berkeley, Calif.: New Riders

    Bateman, C. (2021) Game Writing Narrative Skills for Videogames. 2nd edn. London: Bloomsbury.

    Brown, J. (1996) Gender and the Action Heroine: Hardbodies and the “Point of No Return”. Available at: https://doi.org/10.2307/3207893 (Accessed: 29 November 2022)

    Butler, J. (1988) Performative Acts and Gender Constitution: An Essay in Phenomenology and Feminist Theory. Available at: https://doi.org/10.2307/3207893 (Accessed: 29 November 2022).

    Calleja, G. (2011) In-Game from immersion to incorporation. London: The MIT Press

    Naughty Dog (2014) Last of Us: Part I. Sony Computer Entertainment. 

    Naughty Dog (2020) Last of Us: Part II. Sony Computer Entertainment. 

    Shaw, A. (2015) Gaming at the Edge. Sexuality and Gender at the Margins of Gamer Culture. London: University of Minnesota Press.