Collaboration; Reflective Statement
Collaboration Project; Reflective Statement
Overview;
Despite an apprehensive start to the
collaboration project, and a shaky first few weeks, I’m honestly pleased with
the result of our team’s work, and I’ve come away from the project feeling
optimistic about character animation, and working in a more studio-oriented
setting.
I don’t want to oversell our success;
there was plenty which could have been improved upon, and our organisation wasn’t
perfect by any standard. However, considering our limited experience, and the apprehension
around whether other group-members would step up to the mark or not, I think we
came together well enough to make something that isn’t bad by the brief, and I
don’t have any issues with the teamwork of my group (aside from general minor time-management and communication skills which we were all guilty of to some
degree)
Premise and Characters:
Although not fantastically unique, I
think our premise was perfectly valid, and quite suitable for this specific project.
The stage-play setting was
fantastic, because it allowed us to only have to model one set, and be conservative
with the amount and the complexity of props we had to model. But also, it
allowed us to explore lots of different situations, and not necessarily need to
connect them with an overarching narrative for the audience to grasp what’s
going on.
However, I do accept the criticism
that we could have gone a bit further to research our stylistic influences, and
chosen a specific time-frame in order to solidify the world.
The characters were quite standard,
but good enough to get the job done, especially since we had very limited run-time.
There was some suggestion that we should have devoted more time at the
beginning in order to introduce and establish the characters. However, the
timing was already very tight, and we had hoped from the beginning to mostly explain
the characters through the skits, which we had already cut down to just five, and didn't want to cut down any more.
I think there was also some concern
over Dim, the ‘stupid’ archetype, and how he might have been a bit to extreme
of an archetype. We probably could have toned him down too, but again, the
timing was so tight that it felt as if all of the characters had to be pretty
extreme archetypes for their differing personalities to become clear enough in
just two minutes, especially since much of the comedy relied on the audience knowing.
I also worry that if we had made Dim less obviously stupid, the difference between him and Mike would not have been very evident, since they are both optimistic and plucky characters.
It could have helped to push Mike the other way, and do more to establish him as 'prideful and arrogant', and there was originally more of his pridefulness in some of the other skits from the animatic, however, we ended up cutting them out. Even so, It’s likely that both these problems could have been solved by being more efficient with the time, and perhaps changing the existing skits to be shorter and snappier to fit more in.
I also worry that if we had made Dim less obviously stupid, the difference between him and Mike would not have been very evident, since they are both optimistic and plucky characters.
It could have helped to push Mike the other way, and do more to establish him as 'prideful and arrogant', and there was originally more of his pridefulness in some of the other skits from the animatic, however, we ended up cutting them out. Even so, It’s likely that both these problems could have been solved by being more efficient with the time, and perhaps changing the existing skits to be shorter and snappier to fit more in.
Story and Comedy:
Since the story and writing was
largely my bit, I take responsibility for the comedy being admittedly a bit ‘hit
and miss’, as it was put. I don’t think that any of the skits ‘didn’t make sense’,
from a comedic perspective; there was at least 'a joke' in all of them. However, there was three that seemed to work (At
least from audience reaction), and two that didn’t. The Piston lift, the
Bricks, and the Fire-extinguisher skit all got at least some reaction from the
audience, but the ear-protector and lunch skits both fell a bit flat.
I’m sure both these jokes could have
been generally improved in other ways, but in terms of why they didn’t work
compared to the others, I think it’s largely to do with the lack of audio narrator.
The captions at the bottom of the screen were too fast and distracted from the
visuals, so I think most of the audience half gave up reading them. The
difference between the two groups is that the ones that worked were based on a
physical gag, and could be understood even without the narration. For the other
two, the narration was an integral part
of understanding the joke, so if you were either struggling to read the
captions, or not watching the visuals, the joke wouldn’t come together quite as
it needed to.
I think failing to get the audio
recording together was perhaps my main failing, and at least a good portion of
why the comedy was less on-the ball than it could have been. However, we
undeniably still got a couple of genuine laughs when things went well, and that
was very satisfying.
Modelling and Animation;
The project wasn’t so much a modelling
project, so I think it was fair we conveniently used our stylistic choice to
get away with a bit of a ‘cardboard cutout’ approach. Generally, I think the
modelling got the job done, however we could probably have made better use of textures
to give what we had a slightly more physical look, rather than everything
looking a bit flat.
It might have worked very well to amplify
our ‘shoddily put together’ style, since the default clean flat-coloured
view-port materials possibly conflicted with that a bit.
The animation was quite rudimentary
in places, and I think we had a tendency to fall back on basic pose to pose animation
when dealing with the graph-editor seemed overwhelming for such comparatively
long stretches of animation from what we had done prior.
This made the animation look sometimes stiff and jankey, but to some extent the very cartoon-ish vibe given off by the style and the sound design might have helped off-set that, since in a few places it kind of seemed to fit. Though obviously this wouldn’t have worked if we were animating for a different style, and we’ll all have to practice and improve.
This made the animation look sometimes stiff and jankey, but to some extent the very cartoon-ish vibe given off by the style and the sound design might have helped off-set that, since in a few places it kind of seemed to fit. Though obviously this wouldn’t have worked if we were animating for a different style, and we’ll all have to practice and improve.
I was quite pleased with the scenes I
animated (bricks and piston lift), since although the animation was admittedly
quite basic, I think I at least got the comedic timing right, which helped the jokes
to land.
Sound design;
Not a whole lot to say; the sound
design was meant to mimic that of 'Hanna Barbera type cartoons'; largely
based off instruments. I used entirely royalty free sounds as opposed to foley which probably made the short sound a bit cheap,
but in my defence, getting a hold of a variety of instruments to record cartoon
sounds with would have been difficult in the time-frame.
There was plenty of places sound
still could have been added, and Louis suggested we could have had
grunts/murmurs/babble for the characters to help further establish their
personalities and support the comedy. This was a great idea, and would have
been pretty accessible for us to record, but we realised it a bit late.
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