Advanced Animation- Pre-Production




Master Schedule

April 9th

  • Animatic
  • Redesigned storyboard
  • Finish voice over

April 11th

  • Animate Scene 6
  • Animate Scene 7

April 16th

  • Animate Scene 4
  • Animate Scene 2

April 23rd

  • Animate Scene 8
  • Animate Scene 3

April 25th

  • Animate Scene 1

April 30th

  • Finish Entire Animation

Advanced Animation- Opus 1 Pre-Production



Master Animation Schedule:


  • Shot 4 animated
  • Shot 2 animated
  • Shot 3 key frames done


  • Shot 3 animated
  • Shot 5 animated
  • Shot 6 key frames done


  • Shot 6 Animated
  • Shot 1 key frames done

3/11-3/14- Vacation, cannot work


  • Shot 1 Animated
  • Begin compiling


  • Compiled with sound


  • Done

Production 2- 3 Screenshot Concepts

Closure-George Lucas’ “Star Wars” from 1977 is still being used today as an example of great editing, special effects, and in this case, camera shots. This shot in particular from the cantina scene uses the concept of closure, which means that the viewer will see the heads and faces of the characters in frame as dots that are to be connected. Having both a character at each end of the frame, and then encased in them are two more characters brings the attention of the viewer solely to those characters, as well as spacing the primary points of the frame. If you were to make dots on the characters heads and then connect those dots, it would create a trapezoid like shape.

One Line- This scene from Christopher Nolan’s “The Dark Knight” brings in the use of one point perspective, to give the sense of depth to the shot, and to centralize the action that is taking place in the frame. The street lamps and the walls of the buildings all diverge the viewers eye to the center, which is where the truck is flipping. This helps to not distract the viewer with other subjects, only keeping them on the main action.

Surface Division- This image from “The Revenant” showcases the main protagonist camping out riverside in a snow area. This image uses the term Surface Division, mainly in the stick that is holding up his tent. This surface division, in combination with the contrasting colors of blue and orange, keeps the viewer in focus of the main character, because this film is about his story and his redemption. The background may be beautiful, but it is not important to the story of the character. In the second image, the abstract white shapes represent the character’s body, and the black line represents the surface division created in the shot.

Advanced Modelling- Photo Composition

For this, we were tasked with creating a scene that would be composed of 3D models that we create and photographs that would be overlaid into the image itself alongside the 3D models.

In mine, I wanted to create a person relaxing, looking over a city scape, giving off the impression of lost in thoughts, and a cool relaxed image.

The view of the scene in Maya.

The final render of the Maya file.

The most difficult portions of this project was two sections specifically. The first was understanding how the lighting would be made best to fit the model into the image. The second being the textures/ UV being consistently incorrect and looking awkward. For texturing it was a fine line of making something look realistic, how do you adjust the textures enough to give it a sense of realism? That was a struggle for me, but I believe that with guidance it turned out well. The concrete looks like it belongs on the wall.

Addition of the image, as well as tweaks to lighting, shadows, and color. The final version.

Interaction Review #2

Kiosk #1

How did the kiosk operate?  The kiosk was a large empty drum with an elastic knob in the back that when pulled would push air out of the drum and shoot a burst wherever it was pointing. The human that was operating it would point it in a direction and then pull back on the knob, then releasing to let the air out with a loud bang, shooting it at a large sparkly target. The kiosk is demonstrating how play integrates our understanding of things. Like the understanding of actions and reactions, asking questions and figuring out the answer to them. It communicated the understanding in play by giving the user questions they needed to answer with it. Like what happens when you pull back the knob? What happens when I hit the target with the air? What happens when I hit someone in the face with a puff of air?

The kiosk has a contest nature to it, having the user try to aim and shoot at the middle of a target. The design was most understandable with the drum, as it was not difficult to figure out how to work it, simply just pull back and release. However, the drum would not always be pointed at the target, so the user would never know if there was a target there at all unless they searched around for it or were told directly. There was a sometimes visual but mostly physical feel and forceful feedback to the kiosk. You felt the elastic pulling against you, you heard and felt the knob fling back towards the drum, you could see the parts of the target fly around when shooting air at it, if standing in front you could feel the air be pushed against your face. The kiosk is game-like where as it has the user aim for a target, trying to get within the middle of it. That kind of interaction is fun and responsive because you get the sense of where you are hitting on the target very quickly and you can compete with others to see who can hit closest to the middle of the target.

Adding another drum could be an interesting concept. Bringing in a more competitive nature than it already has. There should be a discussion about the target rather than having the user try to find the target. Adding more targets would make the design more interesting, rather than just one target. Bring more elements to it. The kiosk is fun in a small sitting however long-term it gets repetitive and is not as rewarding when interacting with it multiple times. The elastic knob is hard to pull, so making it easier to pull back and release will make the puff of air feel more rewarding for the amount of effort put into it.

Kiosk #2

The kiosk is two tiny drag race cars that are parallel to each other. There is a screen between them and countdown lights above the screen. The users wait for the lights to turn green, and when that does, the users press the gas pedal to move their vehicle, whoever presses it the fastest wins. What was it intended to communicate? The kiosk is communicating anticipation to the user. How did it go about communicating? It does this by displaying when the user is to push the pedal at a random time. So you will have to be waiting for it to tell you to go, and each time may be longer or shorter than the other so it’s the anticipation of the symbol for go that really brings the interaction of the kiosk together.

The presentation as well as the feedback of the kiosk were very strong. It set itself up like a racer, and when pressing the pedal, you were told very easily who had won. kiosk told you what to do and when to do it fairly simply. The feedback on the press of the pedal, though sometimes slow to display, was visually stimulating. When you pressed the pedal, the racer on the side of the screen you are sitting on would begin to move. The kiosk was game like in that it set itself up to be a competition. Two people would test each other’s reflexes and see who can press the pedal the fastest.

Refining the pedal as well as the button that starts the kiosk is the biggest issue. They feel delayed and with the start button especially, feels unresponsive at times. The lights at the top are very small, as well as being almost unnoticeable based on their position. It would be easier to have them be made bigger or to have them positioned in a better place. The winner sign could have a noise to it as well, giving the user more of a sense of reward rather than just a light that pops up on their side’s sign. The entire piece feels old and unchecked upon. The video that plays on the screen does not seem like it has been updated for a few years, and the cars are beginning to see the wear of hundreds of people sitting in them.

Interactive Media- Level Design Game Beta

For this project, most of the critique came from the box colliders that kept players within the play area, as well as the enemies hitboxes seeming unfair.

To counteract this, I redid a majority of the boundary colliders, adding more so the players cannot escape the play area, as well as moving them around so the player feels like they can move throughout the entire room without being too limited. As for the hitboxes on the enemies, I lowered them, so that the hitbox is deep within the enemy, while at the same time, I increased the player hitbox by a small amount, which therefore allows the player to go within a better distance of the enemies without feeling cheated out of passing by the enemy.