# data[].attributes.body
I'm Arash Esmaeili, a Year 10 student at ISWA who's been pursuing 3D modelling for a few years. I currently work at Riot Games as a Junior Artist. Outside of school, I like to play guitar (both electric and acoustic). Along with this, I also attend Krav Maga classes, where I am taught how to grapple, wrestle and spar in general. I have also taught myself how to 3D model and texture. I'm quite skilled at grappling, and I've been learning how to grapple for a year or so. In terms of guitar, I practice regularly. Modelling is a field that I have been involved in for many years. I have even sold many models for money. In fact, I have even started a job at a game company!

# data[].attributes.body
My goal was to create a 3D animated short film with a clear plot, realistic environment, and good editing. Through this project, I will be able to develop my artistic skills long term. Obviously, this project will help me to potentially get a job in this sector later on in life which would be fantastic.

# data[].attributes.body
I have been invested in creating 3D models and texturing them for multiple years, but I have always been interested in animating and creating a short film. This project has enabled me to do so, and I could not be happier than the result!

# data[].attributes.body
Resilience:
Time restrictions - due to a lack of time, some scenes had to be cut from the animation. While it disrupts the overall flow of the storytelling, the story still makes sense without the included scenes. I would have to rearrange the order in which scenes are played as well as the music that accompanies each scene. This was not that big of an issue.

Self-Motivation:
- Interest in other topics (modern wars, zombies). Listening to the Dark Souls OST and watching dark souls videos helped me greatly to keep going on this project.
- Boredom from working on the same set of scenes repeatedly. I would watch back the scenes I had already worked on and become excited from how happy I was with them. This motivated me to keep going.

# data[].attributes.body
My goal for this project is to create a short animated film/trailer via. my experience with 3D modelling, texturing, rigging, and general cinematography. This learning goal places a focus on technological innovation. I am doing this to further develop my skills as an artist. This pertains to advancing my ability to show realism in my models, my keyframes and animations, and realism in the environments and lighting I create. Furthermore, I am looking to pull all of these aspects together by creating realistic camera work and editing that grounds the watcher in the universe that this animation takes place in. If I enjoy doing this project, I will continue pursuing an occupation in this field. I currently work at Riot Games as a Junior 3D Character artist. Furthermore, I wish to have a clear plot in this film, which may be difficult to get across as an individual, but nevertheless, I will attempt to do so.

# data[].attributes.body
My final product is a ~3 minute long animation with realistic rendering achieved through the Cycles engine.

# data[].attributes.body
After everything, Totenstreich is finally done. It's been a great journey and I'm so happy with how it turned out, despite it's countless flaws. Thank you to everyone who supported me.

# data[].attributes.body
"My project is almost completely done. I have created all of my models, textures, cameras, lights, and keyframes. Now, all I have to do is render all of the scenes. This shouldn't be a difficult task, just a long one. In terms of challenges, I didn't really face any. I thought I would have massive difficulties in terms of finishing on time, but I put my mind to working on this over the holidays and I got almost everything done! A quick realization I came to while working on this project is that this was a test - Mordstreich would never and probably will never be a flawless animation, and that's just the way I like it. It's a collection of all the skills that I have developed over my years of making models and texturing, not a AAA production video. It's inherently flawed in a perfect way."