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During the project, I managed my time properly and I was usually on schedule, something that I find that I improved a lot on just on the merit of having a partner. When I had to step up the pace, I managed to go from 2 animations a day to around 5 in one day, all of which did not loose overall quality. To use this motivation on another project I would be able to achieve what I envisioned, and I hope to implement this by having a sort of checkpoint for each day; even if i manage to reach said checkpoint, I would continue to work until that day is over so that I have less to do on the other day as I had finished all my assigned tasks in this project.

As our group had only received positive feedback, I can say that I am very pleased with the result, although there are some points I would like to improve on. around 2 scenes move a little slowly, but the feedback was that it was easy to understand and only required one play through to completely understand, which is vital for the kind of result we were hoping to reach.

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What I learned about how to work with a partner was how to split tasks and generally how I feel how I can be of assistance to them. My capabilities as an independent thinker are modified to work better as a team, and I’m generally not as pushy with ideas that might not work that I think benefits the team as a whole in the end.
Specifically with my partner, I learned how communication on each part is essential for us to work together, and although it was difficult for me, I constantly kept in contact and we both helped each other with questions we were unsure about. I also enjoyed how we could problem solve together, on somethings that I would not think about in a certain way until my partner helped me out, which I appreciated immensely.

On what way we could represent our work, I’d like to display the moodboard  and storyboards, the loose pages on how we got to a partícula design, and the testing of various styles on the computer before I had transferred all of that into the final product.

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On the second day of animating, I struggled with one particular scene of animating the interruption between reacting to sound and dropping the earphones. I had to extend frames from the previous animation in order to accommodate for the changes that would be occurring during the new animation. I feel that this in turn would make the animation flow more smoothly.The biggest problem I faced however was extending the amount of time between frames and making the whole video slower than the actual speed it was playing at, as the fps was too fast for my liking. I found that by playing with the speed on each layer, I managed to slow down the animation, and it even managed to insert more frames. This just teaches me that the more frames I have the slower the video goes, and on top of that applying a slower play time would extend the amount of frames even longer. I even managed to sneak a smear frame in there, something I was hesitant to add as I was unsure if I would be able to pull it off correctly, but luckily it looked very pleasing.

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I was effective in clearing out my selected tasks that were done in my day, although I had expected to be done much faster than I initially thought I would. However, I did manage to finish that hardest part of the animation, the forward walk cylce, and I feel the rest of the animation will be smoother from now on.

As it is my first time properly animating, I feel comfortable now making these frames and although it is very time consuming, I feel that with practice I will be able to animate much faster and at a better quality than I am currently doing now.

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The first meeting with my partner was amicable and friendly, and the exchange of ideas were shared with no issue. It was a little difficult explaining my ideas how I envisioned it in my head without clear drawings, but it did help me talk to my partner to eliminate a few unworkable ideas and work out new ones together with my partner.

At first, we separated tasks and delivered them in time, although external problems such as a necessary change in ideas had us rethink the whole idea and work together on a new one. Later, we worked on the moodboard  and storyboard together, and each task was done much faster. Today, in the morning I was working on the chosen character designs in different brush styles that would seem more pleasing to the eye, but not distracting, while my partner, with a little negotiating with me, modified the storyboards.

My partner and I discussed how we could reduce a few frames in our storyboard that he found to be repeated in other people’s animation, specifically the repetitive sequence of an object getting dirty. We both agreed that it would be best to cut out that part and modify it so that the headphones are dirty straight away. I feel that this will cut down on the work while also focus straight away on the subject of the animation rather than drag it out.

In terms of planning, we really only did a day plan and worked from there, and at the end of the day discuss what we should do for the next. Currently, we have no weeklong plan, which we should change.

In our teamwork, we agreed a lot with each other and did have a few pushes toward one particular idea that

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The whole day was spent learning how to use adobe after effects to create animations. Although it seems easier than frame by frame animation, I feel like it would be best to only use the software for final editing, due to the limitations of the software. Because it uses the whole image, I feel that it would seem too stiff and very difficult to do the expressions and motions we need for the project. The final reason is due to the animation style we picked, that would alternate between frames to appear as the people are moving despite standing still.

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Deciding on the general aesthetic we wanted to present was difficult, as we wanted to maintain some elements that we had already constructed. I think that after the teacher's instructions, the mood board was later constructed with textures and ideas for what it would look like, rather than the plans of using references like we were making before. After this adjustment, it looked phenomenally better than it had before, and also kept in mind the general style and colour palette we wanted to use. This was an important step into the next part of our process in creating the characters, as my partner and I had already had an established character design

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Presentation of the ideas that Henrique and I shared with each other, with my favorite being the storyboard for a creature being born from the grime of the helmet after a few days. The others included two workers, one of which with clearly visable dirty hands that the other one presses a button for a force field until the dirty handed worker cleans his hands. The last idea was a concept of using unwashed earmuffs so much they grow spikes that hurt the wearer. As a similar idea had already been discussed, and due to feedback, we decided to go to the last idea and modify several aspects of it to better inform our audience of both earmuffs and disposable ear plugs. We felt that just focusing on either one wouldn’t cover all of our bases on our intended message of preventing ear infections, so we used concepts of repetition from the first idea of the creature to use it

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Introduction of our brainstormed ideas helped me pick my own ideas that were good enough for the next day's three idea proposal. While I wanted to adapt a past idea onto the new project, it was more appropriate when geared toward safety and didn't carry the true spirit of the idea that was playing around with certain aspects of drawing. When meeting with my partner, we discussed and combined ideas that we thought would produce the best result, and both of use were pleased with an idea that involved a creature emerging from the grime of an unwashed helmet. Other considered ideas was a force field preventing a worker from leaving until they wash their hands, and another where unwashed headphones produce spikes that hurt the wearer, which is what ear infections do for much longer.

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The introduction and activity helped me understand how this organization interacts and integrates the workers into team exercises, although it did not help me generate any new ideas. What it was important for however was understanding the climate in which we will show our animations, and how we should convey our message. As the theme is health & hygiene, I feel that ideas that deal with different equipment would be ideal to teach them in a creative way. An important thing for me to keep in mind are two things: to not underestimate their understanding of certain material and infantalizing the subjects, like treating them like children. The other is to keep it simple enough that they would understand, and keep a fine balance between the two.

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Having done the presentation of my artwork, feedback I received positive reactions to my modified model of the part of the room where moving image students stay. I thought that this area had the most striking aspects of the building that I was most familiar with, in a space that I spend a lot of time in. Due to that, I focused on making it seem like a homely place, that I could've expanded on with more detailed images that would cement this feeling. Interesting feedback I got was to film people walking around on the building I made, though the background would need very precise shots in order for that to work.

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Final preparations for the portfolio and finishing up my project, I had decided to traditionally sculpt my narrative building. I still experimented with 3D modeling a root system, and from that I used what I had already learned from the Maya surgery, as well as other landscaping tools in the software such as a mountainous area and even the sea. Using a technique of not completely mixing the paint inside the molding clay, I was able to create interesting patterns and shapes that I am very satisfied with, as it gives more variety with what I work with, and what I believe to be a more natural feel into my building.
For my Portfolio,  I began to write down my personal statement. I think that what I wrote down was a large scope of my main interest, and other inspirations that were not directly related to games, at least not directly, that I felt was important to include the broadness of my inspiration. However, I do feel that I should've been more specific in my themes of work, although I allude to it several times, and the fact that some of the work is not quite related to my overall theme, so I could've mentioned that part in the least.

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In relation to my action plan, I am behind on the relation that I have not started on any of my current Ideas that I had planned for. I did however manage to focus a lot on what I wanted in experimenting with the assets and learning a lot on how to manage textures and such in unreal engine that I would like to explore further in. Overall, today was really pushing my understanding of the technology but I do not feel that I would create a satisfactory outcome on that medium with my skills right now, and I would think my time management would be better If I focused on the making of the model I had previously planned for to complete by the end of Monday. I would not consider this a wasted day however, as the things I’ve learned I could utilize at a different project in the near future.

My current plan is to further develop my “treehouse” idea of certain elements I like in the EBAC building that I think complements the current ‘narrative’ it already has of being open and inviting to the public in a noninvasive way, which I think the ‘tree building ‘ idea to be the best tool for this narrative.

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The activity of generating 10 ideas helped me refine what kind of ideas I need to be focused on, which is building a narrative around a structure. Before this process, I was focused more on the environment surrounding the structure rather than just the structure itself, so this activity helped me in by not completely abandoning the narrative I built with nature to bringing it inside or even integrating it with the building, so that it’s the integral part of the structure and narrative. I only developed these ideas according to the brief's description of keeping a narrative design perspective. In terms of helping developing ideas, it brought some interesting ideas that I could develop at other times. The most interesting ideas to me was an entirely organic building made of trees naturally growing in geometric shapes, and another idea where its a mix of futuristic and organic to create a more mixed 'solar punk' look.
The workshop was helpful on a level of getting the general idea of how Unreal engine works, but not too much in how to create your own assets. I have however thought of how I can implement my ideas into the engine for a small animation.
Following the intended process for me is less 'linear' in a way, as I preformed the intended steps out of order. I feel that exploring concepts before I actually learn how the reference is like tests my creative ability more than if I had used the reference of the building straight away.

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Picking up from the first day that I was abscent from, I studied the floor plan and explored different Ideas that I could use. What I explored most was certain features of the building that I found interesting, and translating them into a natural organic structures that I believe was a smooth implementation of the work. I was also thinking of including a few elements that would make the scene feel a little ironic, for example the inclusion of paper towels and such in plain view, as if to say that some elements are wasteful. Why I would implement such a thing is more on the subject of how I feel a lot of efforts to be ecological sometimes misses the point of things, though it would make the scene a little aesthetically pleasing in a way.

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My action plan is more of a suggested outline more than anything else, but it does mark down important activities I should do and events I should attend. I also put down unrelated activities outside the project so I can plan around these obstacles to get the project done on time.

The Ebac building itself is lending a basis for understanding basic floor layout and external structure properties. I feel like I should only use it as a basis for some projects, as I have other ideas that would only be limited by how repetitive the structures in this building are. Interior design is more forsaken in the Ebac building that it only tells a very barren workspace that forces people to look somewhere to get anything of interest, so as a narrative standpoint, it’s quite boring. I’d like to use the building as a stepping stone for exterior design, but look else wear for interior and environmental storytelling.

I did not have the materials I wanted to work with present, but I do have various ideas of what exactly I need to make the project, and many experimentations and different concepts for what I want the outcome of this project to be. I was thinking more natural elements like twigs and branches would work well in a machquette, but to make more freeform  formations styrofoam and clay could work very well. What I really want to experiment with however is an interactive experience that I could do with pumps, or rework an idea I had for the souvenir project and modify it.

In terms of map making, I feel like it would be a huge help for me to understand layout before I go ahead with a 3D model.

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What I intend my work to connect with is the unique experience I had at going through the French Cannals with the locks, and the combined experience of my parents driving the barge itself for the first time was rather tumultuous. To reflect on this experience, I plan to utilize different techniques that would communicate my vacation in a similarly unique way in order to reflect that difference. Ideas that show the most promise are three, for different reasons: a snowglobe, a bowl to reference the lock, or a sort of “pinball” game to reflect how the movement of the boat felt like, albeit very exaggerated. These ideas seem to show the most promise to me.

Feedback on ideas I received was to focus a lot on creating a game, or making the bowl with keeping in mind the different levels of water, which I could see using as a method to represent it. Another idea someone had suggested was to perhaps make an animation of the boat in the lock, although planning the water animations would be difficult.

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This project gave me insight in the development process that heavily relied on research I’ve done on my own time. Although I had no come up with my final outcome like I had hoped, I feel like what I did before that step will be crucial to the development of the animation. As I chose this project for the opportunity to develop it as an animation instead of a zine, I had set out to be more character focused with absolutely no dialogue or written narration. It was very easy to plan, and adding dialogue or something would actually be detrimental to my purpose as well as past feedback I have received. I would say I have to improve on the completion of certain goals when I had planned for them on my action plan, but I did set them up as an expectation of what I had to do and not necessarily complete. Even in that area that I need to improve, I feel as if the time I spent on the sketchbook was necessary.

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On Thursday, I have been making size comparisons between the two main characters that will be the focus if the project. Size is something I need to keep in mind to keep it consistent and to show the actual difference between these characters that really evokes a sense of intimidation because of the sheer size and appearance of the creature that can throw off the ending of the animations by playing to the viewers expectations. As with keeping the

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I was focused on making observational drawings on movement before I could focus on the a animation itself. I needed this background in order to make the animation as smooth as possible with my current skill set, and did these before I went headfirst into animating it without understanding the execution of the movement beforehand. On Wednesday, I had taken the pictures I needed as reference for the more difficult poses and key frames, of which I will heavily rely on to make those photos.

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Constructing ideas was the main focus I had for today, and I mostly managed by the time I had to go to the BIG event for the presentation. What I felt that I could take away from the talk with Micheal was my methodology in how I should approach the animation with movement in mind.

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By planning ahead and writing down my rationale, I’ve already set a goal for me to reach that allows for more possibilities rather than just pure initial intentions. It gave me a perspective of how I should go about my project, at least as a guideline of what I want the outcome to be.
Rewriting the project brief is more on the feedback or advise that I received that it doesn’t have to be 2 minutes of animation, it could be 20 seconds of very high quality solid animation that tells a very short story that conveys some sort of emotion.
My aims with my new action plan has more expectations for me to carry out, and the only challenge for me is to fufill them to the letter. I made a much more solid plan that I feel gives me more responsibilities to do in one day that will help me in the process of creating the final outcome. I note down other activities that can interrupt this process, and what I could take out from it even.
With the SCAMPER technique, I’ve learned how to specifically look at my work and break it down and compartementalize each aspect of the project into manageable pieces. With the scamper technique, I feel that it would assist me with ideas Ive already fleshed out to develop it further.

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For this project, I want to explore what I've previously done in the project Self-Publish. What i did before was two zines, one in the format of a comic book and the other a short perspective booklet, that outlines the story of a world I am writing to flesh out some concepts and Ideas I wanted to try out. What I want to work with it now however, is perhaps rework this idea into an animation that would better fit into my chosen pathway of moving image. What I felt at the time was that to explore story, I would use the zine, but to explore character expression with as little text as possible, as that was a point I believe I receive in many critiques. Why I feel like reworking with this particular idea was that I made a character sheet, but didn't get to use the design I set out for in depth, as I would like to explore the way these characters express themselves through movement and their actions without words. However, I also want to work with several other ideas if this was not the case, as I feel that there are many things I could do with animation, and many other styles that just doesn't have to be just 2D animation. As I am in the Moving Image pathway, i feel this project in particular has the requirements for me to develop my animation skills in detail, and to work out my strengths as a digital artist that i didn't get to do the first time.

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While most of my sculptures did not depict as much movement to my audience as I had hoped, they gave some valuable feedback on how I presented the work and my experimentation with the materials themselves. One object that I would argue that contains movement is the paper goldfish leaping from the broken bowl, but suggestions to make it suggest more movement have basis that I could've made little shards on the ground and give the fish a more streamlined appearance and sort of swim out with glass shards around it to suggest more movement. In regards to my use of materials, I exercised various methods that weren't just the use of mouldable items, but many materials that were sort of 'ready-made'but I still transformed to suit my needs. My use of unusual materials also was an advantage to me, as I never had direct experience with them, so it was a great opportunity to try them out.

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https://drive.google.com/file/d/1idlORvuixiFW90ZGO0f2avXH9NkwP_4T/view?usp=sharing

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Preparation: did you do research before starting the project

If yes, what did you gain from research?

Did you think your search for materials have been fully completely?
I don’t belive so, because I had many ideas for making my two main ideas, but almost no time to make all of them. I still have used for some
How did the gathering of materials influence your thinking process?

Action Plan
Did you follow your action plan, did you update it?
No, I had it halfway finished, but I still updated it as I was moving along, calculating what I could do on what day. I did not look at it everyday, if only that I already knew what I had to do.
Was the action plan sufficiently detailed?
They were a basic outline of what I had to do for each day. The detail was sufficient enough for me as I

Making the sculpture
What challenges did you encounter

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On the question of physical to digital, I feel that it would. It have been such of a difference in how I conducted it due to the simple shape of the object, a sociologist spherical egg. What was a challenge was trying to get cracks to form and make the appearance of a hatching egg, and due to my inexperience in the program, I was unable to create more cracks to appear than just one. However, I managed to experiment in various ways with the program, and managed to solve different ways to make the crack appear. I did not manage to animate it yet, but my previous experience with animation will help me better understand the program. For the character, I had been modeling the first half of the first mouth ‘helmet’ , and unfortunately it crashe before I could save it. I still had valuable experimental runs of certain things, so it wasn’t that big of a disappointment. What I plan to do is at least animate one of the mouths of not all of them, and sort of “reenact 0 what I did in the gif. As I don’t know the correct’ way of animating it, I’ll experiment with making each part seperate and animating it with a few rigs.
On my time management, I feel as if I spend lots of good time finishing the render for my egg, and as this was a project of experimentation, I have learned a lot in maya and how I can m

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Working on my first idea, I sought out to make and experiment with different materials for the egg, my first attempt was to make a pet shop birds nest completely covered in gesso, the same material used to make casts. It’s an interesting material to work with, so on order to slather it on the man made bird nest that had spaces between each rope, so I stuck some paper on the inside to prevent most of the liquid gesso from dripping right through. I let it dry between application of the gesso, and I discovered a neat way to make the flakes of dried gesso into the right shape of being the shards of “egg” that had already been cracked.

The second experiment I had to get creative in how I crack the glass, since I could not find a bowl that had a sufficiently sized narrow opening, I got one with a short neck, so I could break it. My problem was breaking it in a way that would not break the rest of the bowl shape I wanted. I started to tap it on the lip of the narrow neck, and my solution worked very well, as I still had the same amount of opening I wanted.

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Generation of ideas

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In the Maya workshop, I experimented with creating simple shapes first before I went deep into free forming objects. I first experimented with transformative options to make the egg appear as if its cracking and opening, while refining the edges to appear more natural. Other experimentation was building the skeletal mask I plan to do an animation for, and hopefully make a bust of the character. I plan to use that model for a demonstration of erratic movement that appears unnatural.

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Showing the two gifs I had created, I had a majority of people preferring the second gif in overall movement, but many suggested I could've done more with the background, like a pan around or a wide shot. I feel the same, as the scenography itself was fairly large, and it would've been more interesting to see more of why it was contradictory, with focus toward the little geometric trees. I do think the second attempt a was more lively performance, with movement I envisioned for the character. I do think that if I had experimented more with the program a little more, I could come up with a sort of 'glitch' effect that distorts the image to give a stranger vibe that would throw the viewer off even more if they see the cartoony smiley face. In this respect, I think a close up of the mouth opening would've given a stronger performance as well, as in the gif its all in the same distance.

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Although it was not a studio day and I had already created a gif, I wasnt satisfied enough with the current gif I had created, as I was concerned with the rather simple performance and what I felt was a lackluster scenography that was hard to see. so I came back and created an entirely new scenography that was better lit and on a grander scale. I reused props from the previous set to save time, and really upped the state of contradictory nature in the 'landscape' itself. I concentrated on making the landscape more geometric to match the trees. In the performance, I did more cuts that would appear more erratic.

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Though I did not write down my goals on the production Padlet due to access to the document, I have managed to find solutions to create the first part of the mask. Before I actually started, I did some research on sculpting tyrannosaurus heads from videos to get a basic idea of how I should make it, though the foam paper I have is much thinner than the one on the video, which accounted for the flimsiness of my foam paper. To cut it out, I felt that making a template on a softer less expensive paper would save me from wasting too much material. Thanks to the suggestion from a friend, I managed to make the flimsy foam paper to be rigid by gluing cardboard underneath it, while before I was layering the foam paper with each other. For the flat part of the skull, I added an entire cardboard piece to be more stiff, and though it helped, I now felt that I should add less cardboard to retain the flexibility of the original material.

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Performance workshop helped me understand how I could act out my incredibly conceptual identity of contradiction. At the performance aspect, I was already planning the indentity to be shown mostly through the costume of the character, and the actions performed, but this helped me visualizing movement. For the question of time, I did not manage it well today, spending most of it constructing my action plan In a way I could comprehend it with the day, time and activity in each hour. However, I have managed to finish that task, and from now own I will use the structure I made for the action plan as a template for other projects.

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Critique on our work was mainly focused on the graphic score

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Editing the video to better match the sound, while I drafted my part of the graphic score, which was just plotting down my instruments. We had agreed that the Graphic score would be done individually and combine them, as we were keen on using transparent vegetable paper for the rest of the graphic scores. Later we all added it into a single book that we arranged by order fr when the instrument first appears, and the duration for each instrument. When assembling the book, we noticed that with all the pages together, it began to lose its transparency the more layers were lain on top of each other, which was not the intended effect we were going for. Fortunately for the book style, you could just leaf through the pages and gain an understanding from that.

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Coming at around 11:40, I assisted my group in editing the video and making sure each sound matched the image coming onscreen. As two members were on the computer editing sound and image, I got started on creating the graphic score. We concluded in order to be completely in line with the video in terms of time, we calculated that 7 centimeters is equal to 10 seconds, and 0.7 cm is 1 second, according to the size of A3 paper. A challenge at this time was what paper we should use, until the agreement came to using vegetable paper, so that our method of isolating each of our parts while recording was reflected in the work itself.
In the interest of the form the graphic score will take, a 'flow' form is what was decided as a group. Starting from the beginning, the 'notes' will be short, and once time passes it gradually gets larger and more radial. I feel that this form would be more poetic in terms not of volume of the instrument, because it is louder and more noticeable in the beginning, but shows more of persistence.

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Not present, but the members of my group that were present had constructed a stop motion video where each object present would represent a certain instrument: flowers and buds; lyre, dead leaves; rain-stick, trash; trash music box, as is with the rest of the instruments. Looking at the results, it was a good choice to go with stop motion rather than filming each of the falling materials as it gradually covers the green screen.

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This day was for editing the sound and making the first concepts for the graphic score. Before I did research, I did some interpretations of a graphic score, and after I had done research, i created another 3 conceptual graphic scores. I feel this methodology helps me in a creative  process that allows me to rethink the previous ideas, and to think of new informed ideas. Ultimately,  the group decided on a more linear approach. We debated on how we would do this bit, as we were thinking of putting all of the parts on top of each other, or to seperate them into a little book.

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The day that we recorded our instruments was done in several parts. Although I personally wanted something more melodious to make our identity more distinct, the rest of the group wanted to do a progressive percussion that would then deconstruct itself at the end. The way we got to that conclusion was first testing out how each instrument sounds and how to record it. The first problem was the issue of volume, as one of my instruments was far too quiet to hear properly but provided the main "melody" so to speak, so we each played our instruments separately to bring out the desired sound and isolate it at the maximum amount of volume possible. This proved invaluable in the process of making sure the sounds would be at their best quality.

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Developing ideas with just one type of material was my first step so I could think of the many ways I could utilize even one resource could assist my problem solving and creativity. My first attempt at an instrument was to create a mix between a pipe and a string instrument. What I did was wrap the three cardboard tubes of varying

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Seeing other people’s research on sound and visual development let me generate a lot of ideas on how interpreting sound can be in various forms of media and with different techniques. Many thought of sound before visuals, and others were visuals first before sound was considered. What I found the most interesting was the video of a passenger within a train, and each passing object corresponds to a sound or tone playing in time as it passes. What I enjoyed about the editing was the repetition of objects passing was the transiton was so fluid that I did not even notice that we already passed by that object 3 times. To keep this in mind, I’d like to match that level of sound + image editing.