Saturday 18 November 2017

Text Style Reference - Peter McVerry Project

Text Style Reference - Peter McVerry Project


My part in the actual animation of the project was to design and animate the text that would be used in the final piece. I wanted something simple in design so as not to take away from the visual animation; text that would be easy to read in the short amount of time yet still be part of the animation style. I looked into 3D styles of text but ultimately stuck to the flat, cartoon-like text to once again follow the same style as the visual animation. 

Thursday 16 November 2017

Visual Reference; Wreck-It Ralph - Thesis

Wreck-It Ralph

In addition to my own animation, roughly titled 'Baby Troubles', I chose the 2012 computer-animated film Wreck-It Ralph from Walt Disney Animation Studios to use as an example as due to the similarities it held to my original animation in terms of the stages of the narrative method, the Hero's Journey.


Call to Adventure


For Ralph, his call to adventure comes from the loneliness he feels as he is often excluded from the activities the other residences of his game hold in honour for Felix, the 'good guy' of his game. Ralph is urged his call when he decides he want's to be a good guy.

Herald


The Herald for Ralph, the person who taunts him into going after a medal, us Gene, the hotel manager. He says if Ralph can find a Medal, he'll be allowed to stay in the penthouse.

Refusal of the Call


Ralph does not refuse his call, he gladly leaves his own game to search out the object of his desire, the Medal that he believes will make him appear to be a good guy, a hero.

Ordeal


After all his trails, after gaining allies and enemies and getting over many thresholds, Ralph is faced with his main Ordeal; destroy the cart he can Vanellope worked to create in return for his medal.

Visual Reference - Peter McVerry Project


Peter McVerry Group Project - Visual Reference 

I began researching continuous line effects to influence the creative process, looking at various ways to form the line, from intricate weaving patterns that overlap to a more simplistic style where the line does not touch at all. For colour palettes, I looked at mute tones for the background while the animation and text would be brighter, bolder, to stand out more.

Monday 13 November 2017

Peter McVerry Trust Project Presentation

Peter McVerry Trust Project Presentation

Style

The animation will be a sequence of quick-moving scenarios that will mostly depict what the speaker is talking about.











BABA from joel kefali on Vimeo.

Concept Examples;





Continuous Line Animation Example;




Cut-Out like animation done in Adobe Aftereffects for greater flexibility in producing the animation. The animation will be have a continuous line format where the audience will follow the path around as it forms a house. The palette will be the blues and whites of the Peter McVerry Trust website to keep with the theme.


Examples of Houses in Continuous Line 



Theme;

The animation follows a 'path to security', highlighting the advantages the Trust has given this person to maintain a safe, secure existence; filled with with dignity and security.







Monday 6 November 2017

Animatic 4

Animatic 4

The animatic done for the mid-point presentation on the 6th November, 2017.




Sunday 5 November 2017

In-depth Look of The Hero's Journey - Thesis

In-depth Look of The Hero's Journey

The Hero's Journey;

(The Path of the Hero's Journey; the quest is often shown as a circle, as it begins and ends in the same world, only the characters may be changed.)

The Hero's Journey is a narrative pattern seen in many stories and often adapted to visual media as a way of have characters and stories that the audience can relate to. In the Hero's Journey, there are twelve stages to this narrative that allow it to flow well;

The Ordinary World; the hero is seen in their everyday life.

The Call to Adventure; the initiating incident of the story.

Refusal of the Call; the hero experiences some hesitation to answer the call.

Meeting the Mentor; the hero gains the supplies, knowledge and confidence needed to commence the adventure.

Crossing the First Threshold; the hero commits wholeheartedly to the adventure.

Tests, Allies and Enemies; the hero explores the special world, faces trails and makes friends and enemies. 

Approach to the Innermost Cave; the hero nears the centre of the story.

The Ordeal; the hero faces the greatest challenge yet and experiences death and rebirth.

Reward; the hero experiences the consequences of surviving death.

The Road Back; the hero returns to the ordinary world or continues to an ultimate quest.

The Resurrection; the hero experiences the final moment of death and rebirth so they are pure when the re-enter the ordinary world.

Return with the Elixir; the hero returns with something to improve the ordinary world.

The Three Acts

The Hero's Journey is broken down into three acts, in which the sequence of events are laid out accordingly in how they effect the story and allow it to have a beginning, middle and end. The stages are set up in a way that the main character has a cause to undertaking this journey or quest; it allows a build up of tension at the middle stage and finally a gripping climax at the end.

(The Acts; The stages are often grouped together in order to build tension or further the story.)

The Archetypes

Archetypes are characteristics or qualities that can be seen in certain characters throughout a story. The are given to roles in order to further the narrative of a storyline or to develop a certain character's personality traits. Often times a character may display numerous Archetypes within them.

(The Core Archetypes; There are many different Archetypes seen in storytelling, the Archetypes are given many different names also, however there are often recurring ones.)

Wednesday 1 November 2017

Zombie Character Concept - Major Film

Character Design

With the development of my story, I decided to go back and re design my zombie character fir the new story-line.