Tuesday, 30 April 2013

Voice Acting Session One

Session one: 29th April 2013

This is the first session I worked with Chris Peak, the voice of Mazikki. After I reviewed his audition clips, I felt he was the best candidate because of his expressive tones and consistent accents. His pitch and tone also reflected the character well.

At first, the session began a little shaky. I noticed that his voice felt a little tight and some of the expressions felt forced. However, this was purely nerves and as we moved on he became more interactive and the expression in his voice was a lot better. He had a great deal of professionalism and understood and recording process well, leaving me with minimal editing. Chris also took direction well, when I explained an emotion or the characters present state of mind, and used this to fuel his emotions to take on Mazikki's role effectively.

My director skills were similar to Chris's progress throughout the session. At first, I wasn't as clear and concise as I felt I should of been which didn't help develop Chris's voice for his character. However, as time went on we both fitted into our roles and I was guiding his expressions. It is important within the film and animation industry to be able to make sure that you have good communication skills because it is an industry built on good, well received ideas. Also, I general lack in the ability to be concise and confident about my ideas and therefore this is a great way to polish up that skill.

The next session well begin the same time next week, due to busy schedules for both of us, in which we will complete the script and complete any lines (the first few at the beginning, for example) which are lacking the right tone or expression.

(This review can also be seen within the 'Voice Actor Profiles' tab)


Monday, 29 April 2013

Progress review 29/04/2013

My aims within the past to weeks were:
  • To complete the 'anger' scenes and shots.
  • To put up revised schedule
  • To mock up a storyboard of completed scenes so far. 
I have started to create a sequence within Premiere Pro to enable me to see how well each shot connects with the next. It also helps me see any inconsistency's with the colour or amount of exposure in each shot.


Sunday, 28 April 2013

Research- Character Design

Research- Character Design

From doing a research proposal about the changes of the representation of anthropomorphic characters during the world war 2, I have learnt a lot about character design in general. The proposal itself and the research that I will carry out will help to inform my specialist project in general.

Firstly, anthropomorphic by definition is to put a human behaviour or characteristic onto anything that you see around you. This can be an object, animal or even the weather. Anthropomorphism is well know within the Japanese culture with their humanoids and other non-human characters within titles such as 'Spirited Away' from Studio Ghibli as well has featuring heavily within Western children animation. Not only that but in today's society, these characters are also featuring in more adult films and animation such as 'Family Guy' or 'Ted'.

Interestingly, as a part of our daily lives, we also anthropomorphise especially if we have pets. Even by naming something, you are placing a human characteristic (an identity) onto your pet, car or house. Within the media, hurricanes or other weather disasters are given that same quality. Thus becoming an entity itself, it gains a likability because people can now find something similar between themselves and the uncontrollable issue at hand. By 'likability' I don't mean it in the sense that people start to like harsh weather conditions, but to empathise, relate, or find reasoning for its existence. Public preparation is better and the understanding between the reports from the media and the community is a lot clearer. It is funny to think that a single anthropomorphic trait can help public awareness.

Mazikki Poach is an anthropomorphic character. He experiences emotions like a human and deals with situations the same as well. Not only does it create more appeal to his design, but also helps inform my narrative. Grief is a hard subject to tackle at the best of times, as well as heavy smoking addictions, and alcoholism. Driving a story through a more appealing style of character, the narrative is easier to convey. Anthropomorphism softens the narrative. For example, in 'Finding Nemo' the story begins with the death of a loving wife and many children with on surviving but given a disability that hinders his life. Through people, this film would of had to been told carefully but with animated, non-human characters, not only does the narrative feel less harsh, but also begins to have a family appeal to it.

Here is my presentation of the subject and about the research that I will undertake.  In terms of my specialist project, my literature review and reading into the subject will help inform my work.









Saturday, 20 April 2013

Progress Review

This week has been long with other projects to do which is why this weeks blog posts are lacking. However through-out this week I have still been working on my shot list and animating.

 My work flow is improving because I am drawing faster and painting faster, leaving me more time to animate and colour. The ultimate goal this within the next week is to get the anger section completed of the film.

I must apologise for not making sense, when talking about 'sections'. By this I mean the chapters that split the film (but of course flow naturally together) into areas linked to grief.

This week has been a challenge because of the other projects I have to balance along with this one. However, it is a interesting challenge none the less. For the most part I have created a shot a day and for the times I missed a day, made up for it by doing two. In terms of my time management, this week has been adequate because I still need to improve the balance between projects.

I believe this to be an important learning curve and a part of the process of the Specialist Project. It prepares me for the tight deadlines in the real world of work and well as the process of animation. Therefore this should crush the ambition that drives this project so far, but inspire it to move forward!

Monday, 15 April 2013

Aims

Aims for the two weeks:

  • To complete the 'anger' scenes and shots.
  • To put up revised schedule
  • To mock up a storyboard of completed scenes so far.

Review 14th April 2013

Review

Overview

15 shots have either been finalised or drawn out over these two weeks and as long as I keep up this pace, the work will be achievable. Animation will take time but within my schedule I am allowing time for editing and extra animation.

A scene a day keeps the 'time management monster' at bay!

Bellow is a review of my progress and what needs to be improved. It also has any changes to schedule and reasons for those changes.


Sunday, 7 April 2013

Production Tests




 Making sure my pieces of artwork animate is very important because not only do I get to practise and experiment, but I also get a feel for how the project is going to look overall. Above and bellow are two test animations, one of which has had a slight change. Bellow is the same bedroom animation, but with an added element within it. Mazikki was getting lost in the detail of the setting and background and some movement would help draw the eye towards him sooner rather than later. 

Above is the movement of cloth, something to signify Mazikki is in the bed in a stylistic manner. The camera blur is an experiment for now. It gives the shot a 'hazyness' or an uncertainty which relates well to Mazikki's well being at that point. The movement feels ok, possibly a few more frame is needed. However overall the focus is on the blanket and movement, not on the background which is something I will have to think about within my other shots.





Tuesday, 2 April 2013

Weekly Achievements 2/4/2013


Update


Getting ahead with some of the imagery was the best thing to do the last week. Within my schedule, I wanted all the scenes done by the 29th of March but soon saw this as impossible because of the number of shots within each 'cycle'. So I have devised a new schedule that is strictly animation to keep goal orientated and on track with my progress. Other than this unrealistic deadline, the rest of the schedule going smoothly. I have auditioned and cast a voice actor for Mazikki and will post the response and audition shortly this week. In short, he can perform the melancholy style and low tones well, as well as having talents in speaking in a range of accents. This leaves lots of doors open in terms of accent for Mazikki.

Above are two more shots, the below image missing Mazikki for the moment. The shot design and inking is most time consuming while painting is a quicker task, therefore lining all shots is a good start. Animation will commence when all shots are completed.

For the rest of this week my task is simple. I am too complete at least three more shots within the isolation 'cycle'. There are only nine shots in this section with limited animations- mostly panning and establishing shots.

Weekly Achievements:
  • To complete three more shots (at least lined)
  • To put up voice actor profile. (New tab)
  • To put up animation schedule.