Ravensbourne University London | Foundation Diploma (Media Production)

Mary (Mino) Shylendra

Final Major Project 2023

State of Play

Project Proposal

Week 1 ✦ Research

Context |

Generating ideas and concepts

Inspiration | Before I started my work on FMP, I knew that the focal concept for the project would be similar to concepts/themes I've looked at during the Diagnostic and Developmental units of the Media Production (MP) course. I had looked at themes such as dreams, social anxiety and identity, then developed outcomes inspired by them through the mediums of photography, sound, animation and film. This wide range of work included photography for the Re: Assembly project (left) and animation for the Speculative Futures project (right), both done during the Developmental unit.

(Left) "it's tough, I understand" - A digitally edited photograph that was submitted into a zine. My specific focus for this project was to offer socially-anxious children, young and older adults of our society today comforting words and share my personal experiences with them.

(Right) "Revival: Into the Ecosphere - Eastwater" - A still from my parallax animation of a fictional flooded city, Eastwater, existing in the speculative Sci-Fi world of the Ecosphere, which was translated into a game concept. This animation was presented in a ~2 minute animated cinematic trailer spotlighting the numerous and diverse locations of the Ecosphere.

Generating ideas | Knowing that the main concept of my FMP would follow after ideas I had looked at in my work before (such as identity and dreams), I developed a mindmap to expand on those ideas. To the right is a scan of the mindmap I drew out in my sketchbook. From this, I was able to pick out the keywords of memory and experience and dream interpretation.


As a creative, I strive to use my personal experiences and memories to inform my artwork; I have done this countless times throughout the years I have practiced fine/traditional and digital art. The Developmental unit of the MP course has also given me many opportunities to implement my personal experiences in my work. By doing so, I'm better able to closely connect with my audience, giving both myself and them a platform to speak on their own experiences and share memories.


For these reasons, I was sure that I wanted my FMP to stem from the concepts of dreams and memory - specifically, how one may influence the other.

My sketchbook - Generating ideas through a mindmap.

For my FMP, I want to develop a game concept that draws from the concepts of dreams and memory and my practical outcomes will take form as a 2D-animated teaser trailer, which may be accompanied by a secondary outcome of a physical game product mock-up. These outcomes are mostly inspired by my previous work for the Speculative Futures project (in which I helped to create an animated teaser trailer for a game concept) and my aspiration for working in the Gaming/Entertainment industry. Translating the theme of my FMP into a game concept may also give me the opportunity to further expand into much smaller themes, such as nostalgia and autonomous behaviour, which I have previously studied during my A-Level Psychology course. By looking back at my previous studies in cognitive psychology, I can better inform my work on the concepts of dreams and memory. This will also ensure that these concepts that I consider are supported by in-depth research, and I am researching materials beyond film and animation.

Research |

Exploring initial ideas

Exploration | The first week of FMP focused on idea generation and contextualisation. As I had already made a mindmap exploring ideas and concepts the week prior, I simply re-wrote it on a new page and continued to build off it. Additional ideas I considered the second time included responsibility, repetitive dreaming, routine and autonomous behaviour. The words 'nostalgia', 'memory and experience' and 'dream interpretation' are highlighted as they were themes I had looked at in my previous work during the MP course.



Screenshot from a digital whiteboard on my tablet.

Exploring the production process for animation | While developing my action plan, I looked into the animation pipeline and the different stages of animation production. Using an online guide that talks about the animation pipeline, I was able to split up the stages of my FMP into five main stages: planning, pre-production, production, post-production and submission/presentation. These were further broken down into smaller sub-stages, such as conceptualisation, animatic production, rough animation and compositing. Being able to simplify the production process helped me understand the amount of work I needed to do. This would also better prepare me for the next few weeks of FMP and give me a direction of work to keep track of.

I was also beginning to consider the various techniques I was thinking of experimenting with in preparation for my final outcome (such as impact frames, smear frames etc). To inspire the possibilities of my final outcome, I looked at previous animations I've been impressed by in the past: League of Legends' (Riot Games) 'Take Over' Worlds 2020 Music Video (League of Legends, 2020) and more recently, Dreamworks' animated film Puss in Boots: The Last Wish (Puss in Boots: The Last Wish, 2023)

Impact frames in Take Over - LoL Worlds 2020 | In 'Take Over', I was inspired by the visual effects used during the action scenes, especially during the last scene (timestamped - 2:44). In particular, I was interested by the use of impact frames and the small star-like explosions that appear when the blindfolded enemy character lands a hit on the protagonist. Those small explosions appear quite quickly, flashing on the screen for a brief second to represent the speed and impact of the attack that was made. Though I won't be using a similar animated effect for the same reason (ie. landing a punch), I would like to reference this split-second animation to recreate the movement of bright sparkling stars.

Studying the animation style of Puss in Boots: The Last Wish | Having watched Puss in Boots: The Last Wish, I was continuously stunned by the quality of the animation. This drastic change had been such an impressive improvement since the last Puss in Boots movie and I noticed that this painted, hand-drawn style of animation was heavily inspired by the animation style of Spider-Man: Into The Spider-verse - another movie which I thoroughly enjoyed countless times.


Colour in The Last Wish | On the right, I collected four screenshots from the film that I thought presented the best use of colour and hand-drawn 2D effects. In the first screencap, at the moment Death's blade grazes Puss' forehead, all the colour from the environment except for the rich crimson, bright white and silhouette-y black are

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Screenshots I collected from Puss in Boots: The Last Wish (2023)

drained. This technique made me feel more empathetic towards Puss and experience the same kind of fear he felt at that moment - the fear, represented by this rich contrast of colour, was successfully made to feel more encapsulating, strangling. I also believe that the danger of Death's character was perfectly presented through the intense crimson colour as red is can often be associated with hazard, warning and dominance. It may also incite feelings of aggression, frustration and excitement. This is also why we see vividly burning red and pink flames behind Death in the third screencap (as well as during the rest of the movie). Following on from that, the use of blues and violets to paint Puss' surroundings (as he is on-screen) can be seen as a way to represent the contrast between him and Death. While using complimentary colours (ie. red and green) would've better represented the two key characters' polarity, the use of blues/violets and reds allowed for an opportunity to use the 'middle colour' pink to show Puss and Death's 'convergences'. During the scene near the end of the movie, where all the characters meet in a star-shaped crater, various pink shades appear while Puss and Death are on-screen together. This may represent the clash between them and their characters, personalities and opinions. The Last Wish narrates Puss' ignorance towards death as a part of life and how he hasn't valued any of the past 8 lives that he has thrown away so easily. His confidence and identity as 'the immortal hero' is questioned as the movie takes us through Puss' last life; we are shown his response to finally being on his last life and how he learns to value it alongside his partners, Kitty and Perrito. Death's imposition on Puss, as the character who forces him to learn these lessons, is perfectly represented through the strong clash of red against blue. This frequent use of colour in The Last Wish takes advantage of colour psychology (ie. the emotions that are elicited) to represent the various characters' desires, opinions and goals. I would like to take inspiration from this design aspect of The Last Wish to communicate a variety of emotions and senses; it will help me to decide on colour palettes and therefore support the visual design of my final outcome animation.

Exploring artstyles and techniques | Above is a mindmap I drew out to further explore animation techniques and styles which I have seen before. These included the 2D animated short films 'Last Summer' (Gobelins, 2022) and 'Golden Hour' (GOBELINS, 2021). I considered the artstyle in which I would make my animation with - I wanted to be sure that I wouldn't overcomplicate the visual style of my work as it had to be consistent in quality and appearance throughout the animation. As well as that, I started to establish the scopes and aims I had for this project. I tend to go on a lot of tangents and get carried away while forgetting my original intentions. Making sure I established a few clear goals helped me to stay on track for the first few weeks of the FMP period.

Exploring possibilities of my final outcome | Above is a scan of a mindmap I wrote out to explore various ideas for my final outcome. While I knew I wanted it to be focused around game advertisement (specifically a demo or cinematic trailer), I also wanted to consider additional or alternative outcomes that could accompany my 2D animated trailer. Secondary outcomes such as a physical game case, a mock website (that would detail the playable characters, explorable open-world locations and a primer on the game's lore) and merchandise products (eg. charms and keychains) were considered. On this mindmap, I noted down the software I would use as well as how I planned to visualise the game concept through key art/illustrations and character splash art.


Generating ideas for the game concept | While creating this mindmap, I had the opportunity to consider the primary objective for the game concept. As I was thinking about the form of my final outcome (which I later established would definitely be a 2D-animated cinematic trailer), I had created a written character who the player of the game would use to explore the world with - Nilan. In this stage of idea generation, I wrote that Nilan would be the playable protagonist, who's objective it to find marbles that allow her to travel between the real world and dreamscapes. The concept of dreamscapes simply came from the idea of people's dreams being disfigured and confusing; it would be Nilan's job to navigate through these dreamscapes and break them apart. However, this idea of the game's objective was not set in stone and I would later revisit it.

Nilan - the playable character | As mentioned above, Nilan is a playable character which the players of my game can use to explore the virtual world with. She was mainly inspired by another character 'Nera', who exists as my online persona (screenshot of her on the left, from my Carrd website). As the concept of my FMP followed the idea of personal experience and memory, I thought it would be appropriate to use my persona as direct inspiration for my game concept.

Reflection | Through all of the idea generation and mindmap-making, I was able to establish a clearer vision for my final outcome. I was certain that I wanted to produce a 2D-animated cinematic trailer for a game concept, using ClipStudioPaint Pro and the Adobe Creative Suite to achieve my expectations. Through these mindmaps I was able to begin thinking about playable characters in my game concept as well as their objectives, such as Nilan. While I haven't fully planned her out, I would also like to consider any companions that she would have. In the second week of FMP, I would also like to further explore concepts that I could use to inspire my FMP - such as dream interpretations and links that could be made between games and memory (perhaps procedural and muscle memory?).

Planning & Research |

PechaKucha

Research |

Dream studies & investigating opinions of dreams

Sketchbook notes: how people collected data on dream interpretations.

Primary research into dreams | In order to better inform my initial concept of dreams and memory, I wrote up an online questionnaire on Google Forms to collect information and opinions (specifically on dreams and how they are interpreted). This questionnaire did have a few personal questions which I believed other people may feel uncomfortable with answering so I only shared this to close friends who I felt were comfortable with answering them.

I looked into MADRE, the Mannheim Dream Questionnaire, as a basis to understand which questions I could ask in my own questionnaire. Dreams are a completely subjective experience, so I needed to structure my questions carefully - this is whyI used the MADRE Questionnaire as inspiration to help me structure my questions appropriately.


Ethics in question | When building this questionnaire, I tried to mindful of the questions I was asking, ensuring that I remind my participants that they were allowed to withdraw from the questionnaire at any point should they feel uncomfortable. This made sure that I was following an ethical standard for my questionnaire.

To the right is a screenshot from the questionnaire I wrote; these are the warnings and claims I put at the start of the questionnaire, reminding my participants of their rights and that they would remain anonymous unless they shared their information. I also reminded them that I would be using their responses as part of my FMP and that they will be recorded if they agree.

Below are screenshots of the results I received from the questionnaire. I aim to use these answers to inform the visual design of my game concept.

These are screenshots from the response sheet of my Google Forms questionnaire. For each of these answers, I have been given permission to post these answers onto my site.

Reflection | From this questionnaire, I have confirmed that dreams are extremely subjective and that not one person will experience similar dreams at similar times to another person. I have also learned that people's opinions of dreams and their meanings vary greatly. Alternatively, as someone who struggles to recall early memories and even key memories/events, it was interesting to see what each person valued as a core or significant memory. Using their answers, in particular the question asking about any associated smells, colours or textures, I would like to develop visuals inspired by the answers I was given. For example, I could use the "scruffy material of the blanket" as inspiration for a chalky, rough texture for my illustrations in post-production.

Research |

Investigating concepts through text

My own photograph of the entrance to the British Library (10 March 2023)

To begin my research for my FMP, I visited the British Library in St Pancras. My intention for this visit was to find any art books (such as The Art of.. or film guides) for movies and shows I've seen in the past as the British Library had just about every book that has been published in the UK. While searching for books, I discovered two that had intriguing titles: "Computer Games and the Social Imaginary" by Graeme Kirkpatrick (2013) and "The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education" by Karl M. Kapp (2013). I decided to take this opportunity to better inform myself of connections between behavioural learning and gaming by understanding the material written in these two books.

Sketchbook notes: Computer Games and the Social Imaginary, Graeme Kirkpatrick (2013)

Sketchbook notes: The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Education, M. Kapp (2013)

Problems I was met with | This was the very first time I had visited the British Library, and it was quite a scary experience. The library was massive, which was no surprise, and was difficult to navigate at first. The British Library had a very different process for locating books in their physical collection, and I couldn't tell which books I was or wasn't allowed to pick up. I learned later that visitors were able to use the computers at the library to access their online collection; this is where I was able to browse through their collection for the concept art books I was initially looking for. However, I found out that I needed to order them 24-48 hours in advance and pick them up in person in order to look through those books - this was disappointing to me.


How I was able to combat these problems | Fortunately, I didn't go alone on my visit to the British Library. I went with Allysa Versoza, which made the experience so much easier to get through. We were able to roam the open-access reading rooms together; I probably wouldn't have done this if I went alone... As for the books, I was able to use the library computers to find any books that I could pick up from the open-access shelves in the reading rooms (these were books that were available to the public and could be picked up at any time). In the future, if I were to revisit, I'll order some books ahead of time using their online website.

Reflection | As I mentioned earlier, I was able to find two books that piqued my interest. From Kirkpatrick's book, Computer Games and the Social Imaginary, I learned about players' behaviours being influenced by their experiences in a virtual world, and how repeatable behaviours have been reinforced by, more frequently, reward systems in video games. I have also learned about how goals and aspirations have been changed over time. In a meta-analysis conducted by Richard Sennett in 2006, it was recorded in the book that a cohort of students in the 1990s (pointed out to be a cohort of students who played more video games) "did not anticipate lives as coherent totalities" and instead viewed their future in "disjointed segments with no connecting theme or sense of personal progression". Compared to an earlier study on a cohort of students in the 1960s, who had a "stronger sense of their lives as a whole" (eg. fixed careers, enduring relationships), Sennett identified video games to be a primary cause for the breakdown of a holistic, self-assured view of the future. In my own understanding, I'd like to use this analysis as a root of ideas for the context of my FMP. I would like to identify players' response to a sense of responsiblity or how they may view life and consequence in two different settings: the real world and the virtual world, where there is seemingly little to no consequence that may affect their real life or the people around them.

Research |

The Now Building - Tottenham Court Road

My own photo of the ceiling display at the Outernet building - this made me dizzy!

Random encounter! | Recently this year, I discovered a public installation near Tottenham Court Road station, in a small alleyway off the main road. During research week, I decided to revisit the installation and found that it had recently been re-installed in a new open space much closer to the train station. This installation was part of the Outernet London's open immersive entertainment district and featured a wide range of music videos, short films and performances created by many different artists across the world.


Outernet brings together the "best content and latest immersive technology" to create outstanding immersive experiences available to the public. Inside the Outernet building's open space, there is a multi-screen display, with screen displays covering every inch of all four walls and ceiling. On the floor, there are stone seating which is available for anyone to use. Below, I record two pieces I saw at the Outernet building that evening, in the larger room closest to the main road.

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Alice Bloomfield - 'Sister' (TSHA Film) | A multi-screen immersive animated music video directed by Alice Bloomfield for London-based DJ and producer TSHA. I really enjoyed this music video though the music was quite loud and the screens were almost too bright with the vibrant colours. On each of the five screens, five different pictues were shown simultaneously. Occassionally, they would melt together to form a large picture or scenery.


The visuals in the animation were very pretty! I loved the high-contrast scenes, and thought that the combination of bold, black lineart and rich pastel colours worked incredibly well together. I would like to take inspiration from Bloomfield's animation and apply a similar style of illustration in my visual work for my FMP.

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The Spaces In-Between - A Step Beyond | An interactive and immersive experience created by Pixel Artworks and visual light artist, Rupert Newman. I found this experience to be quite bright and the scene of fragmented shards of glass reflecting various colours of light was reminiscent of the collapsing multiverses from Marvel's Doctor Strange: Multiverse of Madness.


Allysa and I (we both went to the Outernet Building together) were too stubborn to leave and ended up staying for a little over an hour, thinking it was going to change... However, it was scheduled to run until 10pm - which we didn't know about.

Planning |

Game Concept - Title

The title of my game concept will closely follow the idea of dreams and memory. As I have not yet written a synopsis for my game concept , I cannot give it an official title. However, I will use 'Dreamseeker' as a placeholder, simply deriving from the idea of the characters of my game concept searching for dreams. In the near future, I hope to give my game concept a new title.

A mindmap I made using MIRO, exploring keywords and title ideas for my game concept.

Context |

Summary of my thoughts...

On this page, I will detail the evolution of the contextual foundation behind my FMP and my game concept, Dream Hereafter.

Dreams to nostalgia to behaviour | At the start of FMP, and even during the Developmental unit, I was certain that I wanted to use personal experiences and memories as a foundation for the context behind this project. However, after revisiting my previous work and conducting further research into nostalgia and memory during the research week of FMP, I changed my focus to behaviour (which followed on from a thought about repeatable behaviour and how it becomes a part of the subconscious mind as procedural memory).

Note: The theme of nostalgia stemmed from dreams. I wanted to make more 'outward' connections to expand my context further. Having already done projects in the Developmental unit based on the theme of dreams, I wanted to look beyond that theme.

Behaviour as a new 'foundation' | With a new focus, I began to look for books that mentioned anything about connections between behaviour and gaming. As I wanted to present my final outcome as an advertisement for a game concept, I thought that it would be appropriate to make a connection between behaviour in humans and video games. During one of the first talking morning sessions of FMP, I discussed during a task that games can help reinforce memory and behaviour. Most games require players to repeat behaviours

Autonomous behaviour | This is the main concepts which my FMP will be built on. I understand the term 'autonomy' as the right for an individual to make their own decisions, while dismissing the interference of others. As an individual with their own free will, they will be held responsible for the consequences that follow their decisions. I want to use this definition to inform the context and ideas behind my FMP; I want to question how people employ their freedom and if their decisions would change should they find that there are no consequences to the decisions they make (either positive or negative).



To make sense of my thought process, I used MIRO to create a small diagram that maps out the various thoughts and questions I had while developing the context of my FMP. Highlighted in blue are the questions and themes I ended up following - I made these my endpoint for context development.

Screenshot from my MIRO board, where I mapped out my thoughts and ideas, starting from the initial concept of dreams and memory.

Problems I encountered | For such a large project, I was unsure where to start when establishing the context. My thought process isn't very linear; I tend to just jump from one idea to another. Sometimes, I find it difficult to remember or probably map out my through process - ideas change too quickly and I may forget them. In an attempt to solve or combat this issue, I use a lot of mindmaps to note down most of the relevant thoughts. I find that it is easier to document my findings and thoughts this way, rather than explaining in lengthy paragraphs. Just as I had done above, I plan to use mindmaps to properly map out my ideas and thoughts throughout this project, particularly during the context-heavy parts.

Planning |

The game concept - Dream Hereafter

Building onto the theme of autonomy... | In the book "Computer Games and the Social Imaginary" (Kirkpatrick, 2013, page 171), Vanard states that "games are non-essential yet like fine art... games entertain and enrich". With my own understanding of this statement, I would like to use Dream Hereafter as a way to question people's responsibility over freedom. In short, I want to ask how games are used to, in a way, enrich a player's conscious behaviour and response to non-consequential freedom. In short, I want to ask how games are used to, in a way, enrich a player's conscious behaviour and response to non-consequential freedom. In a game setting, I would like to present my questions and theme through an open-world design, with features and systems that follow diegetic design.

Dream Hereafter | I decided to give my game concept this title at it alludes to the endless dreaming of each of the characters as they are unable to make a decision for themselves, and therefore turn to the player for guidance.

Game Synopsis

In Dream Hereafter, you can play interchangeably between three characters Nilan, Danielo and Remi who share a trying journey through a reality that's being fractured by entities known as 'Dreamscapes'.


Progressing through the story, you uncover parts of their history and the characters share with you their dreams and goals. You discover that their goals cross-over and the three characters struggle to meet a 'middle point'. Uncertain and confused, they turn to you for guidance.



The Characters

Nilan is an impressionable young girl who loves to share her passions with the people she meets. She is a boisterous teen living on Cantero Island with her family. Working with a small tight-knit community of fishers and searchers, Nilan spends most of her time on the tiny island, far from the mainland.


Danielo is a headstrong and confident young man. He is charismatic and empathetic - the ideal heir for the Norian crown. However, Danielo has challenged his duty as a royal ever since he's discovered his identity as an esper, claiming to be 'destined for the bigger things'.


Remi is a self-assured and uncompromising individual. Under her gentle exterior is a woman who is persistent, unwilling to stray from her goals. Daughter to the city's most distinguished family, Remi studies as the apprentice to Norian City's royal astrologist, Apharo.

Planning |

Content of my game concept

To further develop my game concept, I created a mindmap exploring the various features and elements of the story, the playable characters and its context. As this was done quite early in the planning stage, I believe that my ideas will change along the duration of my FMP. My main focus at the moment is the playable characters Nilan, Danielo and Remi and I plan to further explore their designs quite soon.

Screenshot of my MIRO board, exploring the different types of content in my game concept.

Research |

Promotional Trailers

Primary research | To get a better idea of the content that's typically included in a game trailer, I looked to YouTube for publishing companies' posts for official promotional and teaser trailers for games and products. I focused my research on animated trailers so I could study various techniques and styles of industry-standard work.

Research |

Physical Game Cases

Primary research | As a secondary outcome, I would like to design a physical cover for my game concept, as if it were being sold in stores as an official product. Using physical game covers I personally own, I identified and took photos of each of the features of a physical game cover. I looked at game covers from two different consoles: the Nintendo Switch and Playstation. If I were to publish my game in this manner, those are the two main console platforms which I would like to see my product on.

Pokemon Legends: Arceus (Nintendo Switch) 2022 | GameFreak's first open-world game published only on the Nintendo Switch.

Quick thumbnail study, identifying key parts of the visible cover.

My photos of the inside of the game cover. It features an additional illustration of the world map as well as a game manual.

Steelbook cover I collected from the Pre-Order edition of the game. It features another two illustrations featuring both the protagonists and the starter Pokemon.

Octopath Traveler (Nintendo Switch) 2018 | Square Enix's role-playing fantasy game, released in collaboration with Acquire.

My photos of the exterior cover. The front features a key visual, displaying all the playabale characters while the back features screenshots of gameplay.

My photos of the interior cover. Like Pokemon Legends: Arceus' cover, it features an additional illustration of the starting location of the game. The cartridge for the game is quite simple, featuring only the Nintendo Switch logo and the game's title (and rating).

Final Fantasy XV (Playstation 4) 2016 | Square Enix's 15th Final Fantasy title developed by Square Enix Business Divison 2 and Luminous Productions.

My photos of the exterior cover. The front cover features the four playable characters, with the protagonist Noctis at the front. The back cover, like other PS4 game covers, features screenshots from the game and a short synopsis. Also includes ratings, Terms and Conditions and player/console compatibility information.

My photos of the interior cover. Unlike the Nintendo Switch game covers, this does not have an interior illustration. However, it still has a game manual (and edition-specific additional items). The disc features the PlayStation4 logo and the game title, as well as the rating.

I also took photos of the edition-specific material. The Da-One edition includes leaflets detailing redeemable codes for an in-game item and a season pass. There is also a leaflet advertising the Blu-ray edition of the FFXV Kingsglaive film.

Reflection | From studying these different physical game covers, I have been able to identify different key elements that are common throughout either publishing/console company. All the physical game covers include: Terms and Conditions, game ratings, infromation about the developers and publishers (and their logos), a key visual and the game's title. Elements such as interior cover iillustrations and edition-specific materials such as redeemable code leaflets and advertisement leaflets are optional and can be brand-specific.


I would like to take forward the information I've learned from this research to inform a possible design for a physical cover for my game. I know that I will need to include a key visual, the game title and a logo for my brand as they essential key elements. In the near future, I will attempt to design a draft for the key visual, as well as a mock-up for a physical game cover.

Week 2 ✦ Idea generation

Talking Morning - 13 March |

Idea Generation

How will you explore different versions of your idea based on your FMP theme this week?

As my FMP theme is focused around dreams and memory, I want to refer to existing studies regarding the creation of dreams - as well as interviewing friends and family

  • storyboarding
  • alternative character designs
  • interviewing

Research Application - Presentation by Dudley Njango

Task: Find 3-4 key points in your research. Evaluate why they are useful to your practical outcome for your FMP.

During the first week of research, I visited the British Library to look for books that covered the connection between games and psychology, as well as nostalgic gaming and what makes games memorable. This is relevant to my practical outcome for my FMP as it supports and builds onto my concept/theme of dreams/memory. By understanding how learning behaviours and memory can be reinforced by playing games, I can look further into case studies that have demonstrated relevant findings to inform my context.


I also looked at physical game cases I owned and took photographs. As I hope to recreate a similar product as a secondary outcome for my FMP. My research into these game cases helped me identify components and pieces that were included in a marketable product,



Planning |

Character Design - Idea Generation

Idea generation for characters | In Dream Hereafter, I would like to use three characters as a way to represent different attitudes towards responsibility. As I had written earlier, while I was establishing the synopsis for my game concept, the three characters Nilan, Danielo and Remi each have opposing personalities that can cause them to have disagreements. Below are screenshots of mindmaps and discussions I've had while building the design of the three characters.

Screenshots of my work on MIRO. Both are mindmaps exploring ideas for the three key characters of my game concept. On the right, I collected a few images which I would use to brainstorm visual ideas for their design.

Screenshots of my messages on Discord, briefly discussing each of the characters' backgrounds.

During the first week of FMP, I was able to briefly discuss the characters I wanted to include in my game concept. I had taken my thoughts to my friends, who were quite excited. Since then, I've revised and updated their written designs. For example, at first, Remi was a cartographer but she has since been written as a studying astrologist. However, Danielo (or Danny) has followed the same written design - I am quite fond of the original story I wrote for him.

A copy of the descriptions for the characters I wrote beside the game synopsis.

Reflection | I think that this method of exploration has formed a strong foundation for the design of the key characters. Through the mindmaps and discussions with friends, I've been able to establish their personalities and occupations. I would like to work on their visual designs next, but prioritise one of the characters first. This will mostly likely be Nilan, as she is the first character I had began to consider as I was writing my game concept's synopsis. As part of the game's story, Nilan will be the first to meet the player as she has a friendly and outgoing nature.

Planning & Practical Skill |

Character Design - Idea Generation

As I had planned in my previous reflection, I began to sketch out designs for the three key characters. These were mostly impulsive sketches that came to mind spontaneously. These were mostly experimental and test sketches to explore their body types, forms and clothing. I was also able to draw moer indulgent sketches to explore the trio's dynamic.

Sketches I completed in ClipStudioPaint of Remi. She is rather tall (another few inches added from her heels) and wears a loose button-up top and high-waist flared pants. Remi also wears a beret. As a studying astrologer, she carries around a notebook.

Sketches I made of Nilan (first on the left) and Danny (second). The third image was a rough sketch of the emblems I would use to represent each of the characters, however I have not been able to work on them further.

Nilan's design will be changed drastically, as I have written her to be an islander. She no longer lives in the city (which her blacksmith-y design was drawn from). Danny's design will have a few changes, however his key elements such as the bandana and purple cape will be kept.

Sketches I made of the trio together to explore their dynamic. These were mostly indulgent and for fun, and were also done just before I had written their official descriptions.

Planning & Practical Skill |

Cover Art -- Thumbnailing

Using my previous research into physcial game covers, I would like to thumbnail possible key visual ideas that could appear on my own physical game case for Dream Hereafter. Each sketch features one or more of the key characters of the game concept and their interaction either with each other or a marble (an important item in Dream Hereafter). These will be changed in the future, once my visual design for the game trailer has been properly established.

Iterations for a key visual for my game, Dream Hereafter.

Planning & Practical Skill |

Cover Art - Composition

Screenshot from my work in Canva.

Using basic shapes in Canva, I blocked out a sketch for my game concept's physical game case/box. The blocks of colours represent various information that could be included on the front and back covers on Nintendo Switch games; I used my previous research on existing game cases to reference the positioning and types of information that could be printed. On the left is the front cover, consisting of a key visual/cover illustration of my game concept as well as the age rating and studio logo on the bottom. On the right is the back cover, featuring previews of the game and important information such as additional ratings/tags, the studio logo etc.

Reflection | By identifying key elements of a physical game case through primary research, and recreating my own game case from the information I've gathered has given me the opportunity to consider the presentation and packaging for my game concept. If I have time before the end of the FMP, I would love to bring this concept forward and create a mock-up for a physical game case for my game concept, using a finished illustration as well as mock game screenshots.

Practical Skill |

Shape/Volume Manipulation

In preparation for digital 2D animation, I undertook shape/volume manipulation exercises to practice shape rotation and perspectives. This helped me practice drawing both regular and irregular shapes in various orientations and positions. I mostly enjoyed drawing the cuboid shapes as they were easier to draw as whole shapes. However, drawing the cylindrical shapes was a lot harder; instead of drawing the full tube shape, I had to split it up into segments and connect the divisions afterwards. I also found drawing the highlighter difficult as I struggled to keep the proportions consistent. Starting the exercise was also quite difficult, however it got easier to draw larger shapes at different orientations as I continued.

[Above] A4 Page - Shape/volume manipulation

[Above] A3 Page - More shape/volume manipulation.

Practical Skill |

Life Drawing

Using the online site LineOfAction, I completed various exercises of life drawing to prepare for character animation. Each page was one session, where I completed 30-second and 60-second poses. Completing these exercises helped me to become more expressive and loose with my pencil strokes. I found these tasks easy as I had practiced life drawing a number of times before.

[Above] A4 Page - 30 second poses

[Above] A4 Page - 30 second poses

[Above] A4 Page - 60 second poses

Reflection | From these exercises , I was able to practice drawing with more free and loose strokes. Drawing lines of actions to present fluid and natural action is a method I'd like to practice when animating characters int he future. I would like to practice my life drawing again, but challenge myself to longer sessions (such as 20 minutes or 1 hour) and increase the scale in which I'm working in.

Research |

Margate, Kent - 16 March

Originally, this trip was internally organised by my tutors at Ravensbourne, however -due to train strikes- the cohort-wide trip was cancelled. Despite that, I was still able to make the trip as I had booked tickets on a 8am coach from London Victoria for myself and a friend.


The journey to Margate was relatively quiet as the coach had left quite early in the morning, however the journey back was quite busy as there were a lot of passengers who wanted to return to London. Even so, the coach trips were relatively peaceful, lasting about 3 and a half hours.


The weather at Margate was expected - not too cloudy with a bit of sunlight but also quite windy.

A photo I took on my phone as soon as we got off the coach.

Collection of photos I took around Margate throughout the day. My focus for the photographs was primarily close-ups of the various surfaces of sand, rocks and water.

Research |

Margate, Kent - Turner Contemporary

Our first activity that day was visitng the Turner Contemporary gallery. By the entrance of the gallery was a grand display of a collaborative piece by Sophie von Hellermann and Anne Ryan, titled "Sirens".

My photos of the large scale window and von Hellermann's paintings.

On either side of the large full-scale window were surreal, dream-like paintings hung on the wall; these were von Hellermann's work. She uses deep, rich pigments anf washes of colour to paint fleeting and fluid motions of turbulent, swirling bodies of water. Underneath these paintings stood vibrantly coloured cut-outs of what I believed were human figures. Anne Ryan cut out multiple figures from crowds of people to create a strong, seemingly animated scenes of motion. From both artists' work, I would like take the technique of layering and meshing to crate complex backgrounds and scenes to develop strong visuals for my game concept.

My photos of Anne Ryan's contribution to "Sirens".

Practical Skill |

Margate, Kent - Life Drawing

Scans of my observational drawing, which I completed just before we were to take our scheduled coach back to London Victoria.

Reflection | I really enjoyed this trip to Margate It was a nice break from the city and provided an enjoyable change of pace. This trip has also given me the opportunity to explore and take photographs of scenery and objects I would not have been able to see in London. Notably, I would like to use my photographs to inform any environmetal concepts I may develop during this project.

Talking Morning - 17 March |

Idea Generation & Creative Development

What did you play/test with today and how has it impacted your process in your FMP?

While I was on the Margate trip, I wasble to collect natural forms such as seaweed, sand, shells and algae as materials for a lumen photography workshop that was behind held the day after. In a previous workshop I had used completely dry objects, so I was interested in seeing the aftermath of putting wet objects onto contact paper. I ccompleted this exercise/experiment with Allysa, as there was only one large glass sheet. We put two contact sheets under the glass and arranged our own compositions of materials, then crossed over any bits that stuck out between our sheets.



Organising the materials under one glass sheet.

We left this out in the sunlight for a few days (we actually forgot about it until the end of the next week...)

Close-ups of the outcome of our experiment. Beautiful patterns!

I really enjoyed this experiment with lumen photography. Assembling the materials was a fun process, however was quite messy as sand kept getting displaced and scattered over the table often.


Because we had left our piece in the sunlight for longer than we planned, coming back to it the following week was not a pleasant experience. A foul and bitter salty-sea smell drifted about the piece - the seaweed and algae had been rotting over the time we had left it out. It was difficult to peel the materials off the contact paper, finding that they had stuck to the sheets and were quite sticky to touch. To take the materials off, I ran the entire thing under cold water, which helped the peeling process quite a lot (unfortunately, the smell got stronger too...).


Despite that struggle, both Allysa and I were fasincated by the product of the experiment. The water from the plants and damp sand stained the contact paper in a way that it produced a very interesting swirl-ish purple and lilac pattern. Though vague, the shape of the deep-purple seaweed made a silhouette on the contact paper. Some of the sand would not wash off, which made the print look a bit sparkly. To me, the whole piece looked like a mini galaxy.

Reflection | I would like to use the print from our lumen photography experiment as inspiraton for my backgrounds and visual theme for my game concept. The colours are rich and the lilac, deep purple and pinks look quite nice togeher. I would like to use these colours as part of a palette in my illustrations. It would be interesting to try this experiment again, however I will definitely remember to check on my developing piece before the end of the week. The smell was not pleasant.

Week 3 ✦ problem solving

Talking Morning |

20/03 -Problem Solving

How will you (or have you already) problem solve(d) any issues either from testing, idea generation or even self-doubt for your FMP?

The biggest problem I've encountered was identified during my idea generation stage. I usually have trouble keeping track of my ideas and will sometimes 'derail'. To combat this problem, I've been recording my thought process using mindmaps on paper and digitally. Additionally, I have been making weekly notes on my changes in ideas on my phone's Notes app.

Alternative Ideas Planning

How could you make your FMP in other ways?

  • Card game
  • Interactive installation
  • 3D Models

What mediums could you use?

  • Analog - could go traditional route and use analog materials such as card, pastels. crayons etc. to make a collage?
  • Clay for 3D models

What problems might you encounter within the theory (concept) of your FMP?

The primary concept of my FMP surrounds personal memories and how particular memories affect the behaviours and outlook of people. To inform the content of my FMP, I would use responses from an in-depth questionnaire I provided to close friends and family members


What practical problems might you come up against?

  • Hardware Issues - It is unlikely but there is a risk that my laptop may get damaged during the FMP period. There is also a risk that the stylus I use for the laptop (I use a Microsoft Surface Pro 8) may also get damaged - these items are difficult to replace on short notice. However, I do have a small Wacom graphics tablet which can be used in the event that my current equipment are damaged/cannot be used.
  • Software Issues - As my work will mainly be digital, I will be using digital software such as the Adobe Creative Suite and ClipStudio Paint.
  • Analog

During week 2, I was able to have a one-on-one tutorial with my tutor Grace. I consulted her about the context behind my FMP as I was still unsure about what I wanted to do. I'm looking back at the notes we have made to track my progress. This is evidence of problem solving, as I have since made steps to expand my context and ideas (eg. writing and sharing a questionnaire, documenting my thoughts).

Planning |

In-Session Tasks

During an in-person session, I used the New Metaphors card game (by Imaginary Labs) to expand my contextual ideas. Playing New Metaphors gave me the opportunity to explore new game concepts and narrative ideas by connecting two randomly selected cards, one a visual metaphor (large picture card) and a phrase (smaller red card). I played this game in a group of four.

The two pairs of cards I picked randomly.

Sketchbook notes I made as part of the exercise. I explored possible game concepts and stories using the pairs of cards. I also attempted to link my ideas to my current game concept.

Research |

Worldbuilding

For the animation, I wanted to showcase the location in which the player is first introduced to when they start the game's main story. I was certain that this location was going to be a rural, developing coastal town, inspired by my mum's hometown in Southern Leyte, Philippines. This choice was influenced by my very first idea of using personal experience to inspire the context of my FMP.

Picture of the mindmap I wrote on a loose sheet of paper.

To begin my research, I looked to existing coastal towns in the real-world, as well as the types of defences and features of coasts. This included locations such as the Kiribati islands, that I had previously looked at during the Speculative Futures project, and locations I had been to before, such as Blackpool and most recently, Margate.

Scans of the mindmaps I made on loose sheets of paper, exploring the designs, features and formation of coastal towns.

Using browser sites such as Milanote and MIRO, I began to map out the basic details and features of the region in which the coastal town lies. My first step to this stage of worldbuilding was to establish the main region which I named Aldera. This would be one of the many regions in the explorable world of my game concept.

Aldera - A region consisting of flatlands along the coastal areas (some of which are also lined by cliffs). Further inland, high mountains and volcanoes litter the mainland, creating a wall that separates Aldera from the rest of the continent. Most of the population lie in the coastal areas, making homes on the shores while smaller groups of people live in the caverns and caves dug into the mountains.

Aldera is one of the biggest regions in the East of the fictional world of Dream Hereafter, and mostly consists of sprawling mountain ranges and volcanoes. Closer to the sea are low-laying flatlands. The geography of Aldera is inspired by the Philippines and Sri Lanka. Using the browser site Azgaar's Fantasy World Map Generator, I was able to quickly generate a simple land map of Aldera, which I could reference throughout the project to pinpoint various landmarks and locations. With this map, I was able to pick out the location of the coastal town (which I wanted to showcase in my final outcome).

Map Details (below) -I translated a close-up of the map of Aldera into another browser site, Inkarnate - this helped me to add onto the initial map of Aldera, which I believed lacked detail. The first browser site I used was a generator, and did not allow me to draw in my own details. However, Inkarnate had tools which allowed users to freely draw onto a blank canvas and create landforms/maps for their own projects. I had used Inkarnate before, so I was quite familiar with the various tools I had available. Being able to freely draw my own map of Aldera (right) while using the generated map from before (left), I was able to add details which were specific to the lore I had written for the coastal town. This included features such as a silhouette of a whale skeleton and smaller islands that made up the East coasts of Aldera.

Cantero - After establishing the map of Aldera, I used MIRO to plan out and pinpoint the coastal town as well as the whale skeleton. As Aldera is inspired by the Philippines and Sri Lanka, I established a climate type for this fictional region - a Tropical climate, that had two very different seasons throughout the year.

Screenshot from my MIRO board, exploring references for the landscape of Cantero island.

Screenshot from my MIRO board, exploring the lighting of various times of day as reference for future illustrations of Cantero island.

Part of the concept for this fictional location is a fragile, severely eroded skeleton that sticks out from the side of a mountain. As I wanted this skeleton to be of a marine creature, I looked to whale skeletons to be the main inspiration for the structure.

Curved Down Arrow

Continuing from one of my earlier mindmaps, I explored the possible architecture of Cantero Island, drawing inspiration from architecture in Sri Lanka and rural Philippines. As the Philippines was my starting inspiration for this fantasy location, I thought it would be appropriate to continue looking at the Philippines for architectural inspiration too.

Another mindmap I made, exploring possible architectural featues of the island.

Images I collected from islands/coasts on the Philippines. I mainly looked for coastal housing.

Research & Planning |

Worldbuilding - Developing 'Cantero'

Whale Skeleton concepts | Using the research I made previously, I produced four different thumbnails while referencing images of whale skeletons. Initially, I had difficulty with drawing the skeletonwith the correct proportions and at first, I struggled with seeing the image of a skeleton-island in my mind. Therefore, my process for making these thumbnails was starting off by drawing the skeleton, then drawing solid shapes over it to represent the land. These thumbnails helped me to estblish the general shape/mounds of Cantero island.

Thumbnails of Cantero island, done using ClipStudioPaint.

Landscape research | While developing visual concepts for the island, I also looked to existing islets and crater-islands as reference. For the almost-circular formation of land, I also referenced images of caldera volcanoes and the Vila Franca Islet of Portugal.

Images of the Vila Franca Islet on Google Maps and Images.

Images of caldera volcanoes from Google images.

Painting in CSP | Using my collection of references, I painted a concept of Cantero island. This took me around 40 minutes to an hour. I wanted to include the skeleton of a large creature that's been buried by floating debris however I wasn't sure of the scale quite yet, leading to my first painted concept to look strange...

Redrawing the island | I was not satisfied with the first developed concept of the island, so I decided to redraw the island from a wider and higher perspective. In my first painting, the island looked like a slug and lacked enough contrast to differentiate between the sea, landform and the sky. So hopefully, with this new angle, I can establish the main form of the island using darker shades of grey. I started with a thin sketch first, using a pencil tool, then blocked out shapes and details of the landform with a rectangular brush.

Screenshots of my thumbnail and final painting on ClipStudioPaint.

Maker's Morning |

24/3 - Problem Solving

Did your testing today help you with problem solving in your practice? Make a plan for the break once you have tested.

Today, I felt that I needed to further explore the idea I had for the animation during the sessionals on Thursday 23rd March. I had recently established that the gameplay of Dream Hereafter would be focused on world exploration, and the different ways players can interact with the space around them. For my animation, I want to showcase the various methods of exploration players can use during their gameplay of Dream Hereafter.

Plan for the day (Friday 24th March) I want to move my planning forward and produce a few storyboard iterations in preparing for the production stage next week..

A mindmap I developed, exploring different world exploration systems that could be presented in the animation.

Speculative Fiction & Worldbuilding Principles & Reframing the Narrative - Lecture and Workshop led by Grace Brennan

Week 4 ✦ mid-point review

Talking Morning - 27 March |

Mid-Point

Reflect on how you've done so far, what will you like to achieve in the second phase?

In the second phase of the FMP, I'd like to move onto production. During this week, I aim to finalise the concepts for Cantero (the island/town location) as well as the character designs I had began during week 2 and 3.

What do you wish you'd done differently?

Ideally, I would've liked to have established visual ideas much sooner than Week 3. If I had completed that stage of work a week sooner, I'd have more time to focus on my animation comfortably without worrying about running out of time.

How will you change the next steps?

I will aim to finish my animatic as well as any concepts for assets within the next two or three days if I can. I would like to leave as much time as I can for the final animation.

Planning & Practical Skill |

Asset Concepts - Charms

Bell and Charm concepts | For my first set of concepts, I wanted to sketch out visual ideas for the bells or charms that would be collected by players in Dream Hereafter (collecting charms and using them to access various dreamscapes is one of the main exploration systems). As my initial idea followed on from the structure of bells, I began with a spherical shape and drew star-shaped details and flourishes to the base shape. Below is a screenshot of the concepts I made on ClipStudioPaint and my recorded timelapse.

Bell concepts I sketched using ClipStudioPaint and the recorded timelapse on the right.

Screenshots from my MIRO board.

30 second rough concepts for windchimes/charms on paper.

After finishing these concepts (above) I realised that it would be quite difficult to animatie them frame-by-frame, considering their complex shapes. This lead to me creating new concepts on a new sheet of paper, this time focusing my concepts on windchimes instead of just the singular bell. Each of these concepts took me 40 seconds to a minute each, and were quite simple.

Planning & Practical Skill |

Asset Concepts - Waypoints

Waypoint concepts | As this week's focus was to develop more concepts in preparation for my animatic and final animation, I decided to continue working on concepts for objects such as waypoints, charms and gates. In Dream Hereafter, a method of travelling across the open world is fast travel. This is a common and very popular system in open-world games. Below are concepts I designed for the various waypoints. While drawing concepts, I also considered an alternative idea, where as well as stone structures, waypoints could also exist as lanterns/lamps.

Screenshot from my MIRO board: research into monoliths and stone structures in the real world.

Initial concepts and timelapse on ClipStudioPaint.

Screenshot from my MIRO board.

Scan of my new concepts for the waypoint.

The waypoint system | In my game concept, I want to use stone structures, similar to stone monoliths in the real world, as markers/waypoints for fast travel. To implement diegetic design in my concept, I imagine that players would be able to tie a chord to the stone structure to activate it and receive a unique charm after it has been activated for the first time. To travel between waypoints, the player would raise their hand, revealing the corresponding charms for each of the waypoints. Ringing one of them will start the fast travel sequence.


Alternative ideas II | I drew additional concepts later on a loose sheet of paper, exploring less structured stone waypoints. In these concepts, I imagined waypoints also existing as lumps of rock - these would appear only in open fields/rural areas such as Cantero Island or other coastlines.

Planning & Practical Skill |

Character Design - Nilan Rosario

Initial concept to new concept | My first sketch of Nilan (with the large gauntlets and blacksmith attire) was completely scrapped due to the face that I had rewritten her character completely. Initially, Nilan was a local blacksmith in a town outside the capital city of Aldera, however I had rewritten her to be fisherwoman living on a small island called Cantero. Because of this big change in character, I had to redraw her design to fit with her occupation.

  • In this new concept, Nilan wears looser clothing due to the tropical climate of Cantero island. She also wield a heavy pole (maybe bamboo pole?) as she carries baskets and fish often.
  • Below is the timelapse for the first three concepts I made usin ClipStudioPaint.

Between week 2 and 3, I had randomly come up with a design for Nilan (left). This was while I was unsure of her occupation. From this design, I carried forward the pole element (which she uses to carry items) as well as the leaf-shaped hairtie. Below are two screenshots of the sketches I made for Nilan's second design iteration.

Screenshots of two sketches I made for Nilan.

Sketch > Base > Full Colour stages for the illustration process for Nilan's second design iteration (above).

Practical Skill & Production |

Character Design - Nilan Rosario

A problem I encountered | After two days , I decided to return to the character design. I felt that the last design I had sketched for Nilan looked too unsaturated and was lacking character or flair. By redrawing her character design, I would be able to use rounder shapes when drawing her body shape and use softer, more gestural lines to draw the rest of her features. Below is the export for her redesign.

Reflection | I strongly believe that this redraw of Nilan's most recent design was quite successful. This redraw in a 'bouncier' and rounder style makes her appear much more friendly and younger, fitting quite well with the description I had written weeks ago. Overall, the design process for Nilan's character was quite long and I had redesigned her a few times before I reached the final outcome. My next step for the production of my final outcome is producing the animatic as well as the accompanying sound design.

Planning & Practical Skill |

Storyboarding

Scripting a storyboard | Throughout the last week, I've written a few ideas for the narrative direction my animatic would take. I used my phone's Notes app as well as Google docs to record my ideas as they come. Below are screenshots I've taken on my phone of the scripts I've written.

Screenshots of notes I made on my Notes app.

Screenshot of my last script, written on Google Docs.

This is the most recent script I wrote for the animatic, which ended up being the final script which I plan to use to create my storyboard and animatic. I didn't use the previous scripts as they were too short, and I couldn't extend the narratives further.

Curved Down Arrow

Planning & Practical Skill |

Storyboarding

Producing the initial storyboard | I used the script I had written previously to draw thumbnails for the storyboard digitally. However, I decided to redraw it on paper as I felt that it was too short and lacking narrative context.

My initial storyboard drawn on ClipStudioPaint. I ended up scrapping this storyboard and restarting on paper.

Two storyboard iterations on paper, following the same script. The first one is incomplete as I still wasn't sure how to visually narrate the script.

Problems I encountered | Despite having written a lot in my script to follow, I found that I had a lot of empty spaces between the key scenes. At first, I wasn't sure how to fill these spaces in, but after returning to my script and imagining the sequence in my head a few times... I still could not fill in the empty spaces. Instead, I decided to cut out the gaps and use only my key scenes for the second iteration of the storyboard, which I produced digitally (below). I decided to start compiling each of the scenes into an animatic as I went (as soon as I finished one scene, I imported it straight into Adobe Premiere Pro). Once I had put all the key scenes together, and played through the animatic completely, I was able to go back and fill in the empty spaces. Below are all the frames I drew for the animatic.

The animatic I completed using the frames I drew above, compiled in Premiere Pro.

Reflection | Though it took me longer than I wanted, I think that my animatic was quite successful. During the production stage, I would like to change a few of the scenes, such as the ending with the illustrations of the characters. I would also like to consider using foley I've recorded of my own windchimes and waves (from the Margate trip) to create the accompanying sound design.

Planning & Practical Skill |

Painting Backgrounds

This week, my main focus of work will be painting the backgrounds for my animation (which are based off what I presented in the animatic) as well as practicing walk cycles for my character animation of Nilan (one of the three protagonists of Dream Hereafter) if I have time. Before painting my backgrounds, I want to experimenting with new brushes that have a chalk-y texture and that blend well together. Below are screenshots of brush tests I made on ClipStudioPaint using two versions of the same brush.

I love how the first version of the brush has a pencil-like texture and blends really well between two colours. I will be using it as my main tool for painting backgrounds.

Below are both the timelapses and sketch/paint comparisons for the three backgrounds I painted from the animatic.

Recorded timelapses of my paintings on ClipStudioPaint.

On the left are the initial thumbnails and on the right are the finished paintings.

Reflection | I really enjoyed painting these backgrounds in ClipStudioPaint as it gave me the opportunity to experiment with a new textured brush. However, each of these paintings took me at least 2 and a half hours to complete. If I were to paint all the backgrounds I needed, as presented in the animatic, at this standard, I might have some difficulty. I will try to simplify my painting process without sacrificing the visual quality of my paintings.

Planning & Practical Skill |

Experimentation in 2D animation

Original concept sketch.

Building on front concepts I had made a few days ago, I was quite interested by the sponteous fish/whale charm concept I had sketched. Because I had liked it so much, I decided to take the concept further.


Cantero's Charm | A round, wooden charm carved into the shape of a baby whale. This charm can be found at the peak of Cantero island, beyond a wooden gate decorated with ribbons and rope.


Following the bouncy and rounded style in which I drew Nilan, I made the charm's design much more rounded and used vibrant colours for its variations. In the original sketch (left), there were three metal chimes that would clash together to make a high-pitched 'ping' sound. In my new design for the charm, I altered it so that the whale's body would have a small wooden ball inside. If the charm were to ring, it would made a light 'thunk' sound. Hanging at the bottom of the charm would be a small coloured bead and a tassel.

Recorded timelapse from ClipStudioPaint.

Exported colour tests and design variations for the charm.

Planning & Practical Skill |

Experimenting with parallax animation

At this point in planning, I was considering how I wanted my scenes to be animated. As I knew I wouldn't have enough time to animate parts of the backgrounds using frame-by-frame methods, I would instead use a parallax effect - just as I had animated a background scene for my contribution in the Speculative Futures project. Employing the same method of moving different layers separately (adjusting the X-positions) in Premiere Pro, I was able to replicate a parallax animation for three of the key scenes from my animatic:

Gate of Cantero - thumbnail and parallax animation

Cantero Island - thumbnail and parallax animation.

Typher statues - thumbnail and parallax animation

Reflection | I think that these parallax animations were very successful. Using this method of animation would be an easy way to make intriguing motions that do not bore the viewer and would make up for the lack of frame-by-frame animations in the background (such as grass in the wind, or rippling water in the ocean). I would like to replicate this effect for other scenes in my final animation.

Practical Skill |

Experimentation in 2D animation

Before the production stage, I thought it would be the appropriate time to experiment with ClipStudioPaint's animation tools. I was very unfamiliar with these features in particular as I only had been using CSP as an illustration software up until now. In order to learn how to use CSP's animation tools, I had to watch two or three YouTube beginner tutorials to help me understand and navigate the new tabs.



After I had learned the basic tools, such as animation folders and cels, I began to experiment by creating short animation loops.

Three different animaton tests. I experimented with a wavy line, fluid animation with an accelerating object and a rotating ball.

Having experimented with CSP's animation tools without further guidance made me feel a lot more confident with using the program. Though looking at the tools at first was quite daunting, I am now able to navigate all the new tools on the software. I would like to experiment further and make more animated loops - maybe try using colour in one too.

Practical Skill |

Experimentation in 2D Animation

After becoming familiar with ClipStudioPaint's animation features, I decided to experiment further and create a small loopable animation where I could test using colours in my animations. I chose to do a small wave on a beach as it is relevant to the island theme of my animatic. To create this animation, I referenced videos online of waves on a beach and slowed them down to 0.5x speed to identify key frames positions of a wave. Below is my process of animation.

6 stage process of my first animation test on ClipStudioPaint, using colours.

Final exported animation.

Reflection | I am quite proud of this animation. I was able to successfully experiment and use the animation features on CSP for the second time without trouble (however I did, at times, confuse animation cels for just normal illustration layers but I got used to them as I continued working on this animation). Though, I am disappointed that I was limited to only 24 frames as I was using ClipStudioPaint Pro; the Ex version (accessible by one-time payment) would let me use an unlimited number of frames. Having this restriction meant that I had to cram most of my frames together in order to make this wave loop. Despite that, I would be able to simply slow the MP4 export of this animation down so that the wave motion would look more natural, while also sacrificing fluid motion... Either way, I am now more confident in my skills and experience with using ClipStudioPaint as an animation software. I hope to use it more in the production stage for my final outcome.

Re-Evaluating my Outcome |

2D Animation

During the Spring break, I was beginning to work on my animation for the final outcome. However, it was only by the end of the first week of the break that I had just managed to complete the animatic needed for the final animation. I had spent most of the second week planning out what I needed to animate as well as develop any additional visual concepts for the final outcome. Because I had spent too much time trying to decide on the narrative aspect of my animation, I realised too late that I did not have enough time to fully animate every scene I planned to have from the animatic - I only had two weeks until my deadline, and I did not want to risk finishing only half of the final animation. I felt that I could not hand in a half-completed animation that would not present my skills as an illustrator/animator. I also did not want to cut my animation in half; I believed that it would not make any narrative sense or showcase the visual design of my game concept.


Therefore, I started thinking of an alternative idea for a shorter animation. I would spend that weekend and the second last week of the spring break animating this new idea, which I felt would successfully show off character and item concepts I made in the previous weeks. While it would not meet the standard and quality I had originally hoped to produce at the beginning of the FMP, I want to ensure that this revision of my final outcome will give me a chance to showcase techniques of animation that I've learnt throughout the foundation course, such as parallax animation in Adobe After Effects.

Planning |

Dream Hereafter: Mini-Trailer - Rough Animatic - Script

Screenshots from my script document in Google Docs.

Writing a script | Just as I had for my intial animation idea, I wrote a script on Google Docs to establish a vague idea of visuals and accompanying sounds. Doing this helped to break down the stages of my animation, which was quite helpful as I needed a clear, coherent idea of what I needed to animate in the time I had left.

Planning & Practical Skill |

Dream Hereafter: Mini-Trailer - Rough Animatic

Developing a second animatic | To develop my new animation, I planned to use ClipStudioPaint Pro, Adobe Premiere Pro and After Effects. My first step was to create a coherent animatic that would properly visualise the types of movement I wanted to have in the final animation. Using ClipStudioPaint, I sketched out the various frames and objects that would appear in each scene. Then, using Premiere Pro, I would compile these sketches into a short animatic, and use After Effects later to experiment with 3D layers and two-node cameras. This did not take too long as this was a familiar technique which I had experimented with before.

Thumbnails for the two key scenes of my shorter animation.

Compositing scenes | I split up both of these key scenes into 5 different layers each - two background, one midground and two foreground layers, then imported them into Premiere Pro. This was where I attempted to mimic a 3D parallax animation, which I achieved by moving each of the layers up or down individually. In Premiere Pro, there is no 3D feature which I can quickly use to make a parallax animation test; I did not use After Effects as it would take quite some time to set up the layers, and I did not want to risk spending too much time just producing a simple animatic.


After I finished the rough animatic, I felt that it was actually quite short - though, that wasn't surprising as I had only two scenes to show. If I stuck with only two scenes, I wouldn't be able to properly show off the concept of 'Dream Hereafter' or the character designs and concepts I had worked on in the two weeks prior. To make my animatic longer, I wanted to fill in the gap between the two scenes and moved back to ClipStudio to quickly sketch another scene.

My first animatic, where the two thumbnails are animated to replicate a 3D parallax scene, The process of animating the second scene 9at the end is below).

Thumbnails for the second scene, sketched on ClipStudioPaint.

Thumbnailing the middle scene | Above are the three sketches I made for the third scene of my animation. My main focus was the character, Nilan, who I had designed during Weeks 3 and 4. I wanted to showcase most of her design (such as the braided necklace or her bamboo pole). In the first sketch, I initially wanted to have a full-body shot of Nilan, posing with her pole and the charm of Cantero, which was quite central to the game's concept. The character's expression would be quite confident; Nilan would be grinning cheekily, while holding onto both objects. I had not yet decided what the background would be. In the second sketch, I wanted to practice a perspective shot, with Nilan holding out the charm towards the viewer, as if she were inviting them the game. The text 'Nilan' was optional, and later I decided that I would reserve this sketch for a character splash art for advertisement purposes. Finally, the third sketch depicts Nilan looking upwards just past the screen's view. There would be a focus on the reflection in Nilan's eyes, where a mix fo the various dreamscapes would be masked into the reflection. By this sketch, I was considering the various elements of the background: slow-moving waves, rotating rings of stars - just like the first two scenes I composited in the animatic.

Screenshot of the last thumbnail I completed.

To the left is the fourth and last thumbnail I created to fill in the gap between the first and second scene in the first animatic (above). I quite liked the third thumbnail (furthest on the right) so I sketched out another composition inspired by it. Nilan needed to be the focus of the scene, as she was the key playable character for Dream Hereafter. In this thumbnail, I wanted to have a ring of stars rotating about the centre - unlike the third scene where the stars would rotate off-centre to the left. In the background of this scene, rays of the sun (though coloured in a light pink/orange gradient) would rotate in the opposite direction to the ring of stars.

Rough animated loops and a thumbnail I made as alternative ideas.

Alternative ideas and problem solving | As I was creating thumbnails for the middle scene, I also considered alternative animations. Above are two GIFs and a stationary thumbnail. The two GIFS are of Nilan who, in the first is closing her eyes and in the second, turning her head to look towards the sky (or camera). These two short animations were inspired by the third thumbnail I had previously drawn, of Nilan looking upwards, past the camera. The third was meant to be a part of the scene above, where a close-up of the charm in Nilan's hands would be shown. However, I scrapped these ideas, as they seemed complicated to animate in the time I had left. Therefore, I settled with the composition I made just above as I was able to finish that scene quicker and to an equal standard.

Reflection | I am confident that I will be able to animate this new outcome in time. To manage my workload, I will split up the animation into three different scenes and work on them one-by-one. In the event that I do not finish all of them, I will be able to show at least two completed scenes for my final outcome in time for the submission/deadline. These scenes will be the following: Scene A, the Cantero charm rotates in a 'dreamspace' surrounded by other floating charm; Scene B, Nilan (one of the three protagonists) holds onto the charm and finally, Scene C, the endcard/poster-like scene, showing off the three protagonists Nilan, Danielo and Remi. If I am able to finish animating these scenes by the fifth week of the FMP, I will attempt animating one or two more scenes to extend the animation.

Planning & Practical Skill |

Dream Hereafter: Mini-Trailer - Rough Animatic - Scene C/End Scene

Animating scene C (end scene) | In my very first animatic, I had animated the end scene using a larger number of layers. As this was the end screen and possibly the last part of the animation my viewers would see, I wanted to make it much more complex and animated compared to the other scenes before it. I followed the same process as I had with animating Scene A and Scene B, by illustrating all the layers in ClipStudioPaint then compiling everything in Premiere Pro to imitate a 3D parallax scene that would later be achieved using After Effects during my main production. Below is my process for animating Scene C/End Scene.

The animated end scene as part of my first animatic. Screenshot of my Premiere Pro workspace.

I animated this scene the same way I animted Scene A; I compiled and organised all of the PNG layers (with transparent backgrounds) in Adobe Premiere Pro, moving each of the layers separately to achieve a 3D parallax movement. This time, in Scene C, I wanted to include a lot more objects, such as floating stars, or hills/mountains that would move from left to right/right to left in the background. I exported each of these layers in different colours so I would find it easier to navigate the composition. In total, I drew out 12 different layers that would move separately to one another.

Screenshots of the twelve different layers I used to animate a 3D parallax scene, illustrated in ClipStudioPaint.

Practical Skill & Production |

Dream Hereafter: Mini-Trailer - Scene A - Rough

Animating scene A | To organise my production process, I split up my full animatic into three scenes: Scene A, B and C. Doing this helped me to 'section out' my workload and better manage the time I had left. Below is my process of animating Scene A's rough composition, as I wanted to practice and simulate the 3D parallax movement in Adobe After Effects. My first step was redrawing the different layers of objects, colouring them in different shades so it was easier to identify their positions in a 3D space (which I was able to make in After Effects using 3D layers and a two-node camera).

Screenshots of the six different layers I used to animate a 3D parallax scene, illustrated in ClipStudioPaint.

Screenshot of my Premiere Pro workspace.

To the left is the exported video of the parallax test I made for Scene A. I think it was quite succesful, however I would like to add more elements in the scene to create more depth and detail. Currently, it looks quite static, even with the moving charm. Adding more detail or background/foreground elements will help make it look much more animated.

Reflection | Creating this parallax effect also did not take too long, though I am concerned of the exporting speed of the finished scene. However, this will not be a pressing issue for my final outcome as I am to finish this during second last week of FMP - this will give more than enough time to finish my final outcome. I would also like to recreate this effect with the other scenes of my animation, as well as include other 2D animated (frame-by-frame) parts that will allow me to transition from one parallax scene to another.

Planning & Practical Skill |

Dream Hereafter: Mini-Trailer - 2D Animation Drafts

As mentioned above, I wanted to include 2D animated pieces that would help me transition between the various parallax scenes. After having already experimented with ClipStudioPaint's animation features, I was quite confident in being able to use the software to create these animated pieces:

  • The first animation was more experimental - I was attempting to recreate the motion of two comet-like objects swirling together to meet in the centre. However, that was not successful, so I attempted it a second time.
  • The second animation is the more successful attempt at the motion of two comet-like objects swirling into the centre of the screen. I think that this was more successful as I had clearly defined the two objects appearing from either side, rather than using a single line to distinguish between the objects.
  • The third animation is of a flashing star - I hope to use this as a simple, flash transition between two parallax scenes.
  • The fourth and final animation is an 8-frame animation of a hand rising up and grabbing at an object. I aim to use this as a transition between Scene A, where Nilan's hand will grab the charm that is rotating in the centre. To animate this, I referenced a video of me making the same movement with my right hand. To create the fast movement, I used the smear frames to show the rapid, swiping movement of the hand.
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Production & Practical Skill |

Dream Hereafter: Mini-Trailer - Final Animatic

Sound design for my animatic | For my animatic, I decided to use a song I found on YouTube, titled 'Born of a Star' as a placeholder for the sound of my final animation. Part of my animation process is to storyboard using a song I'm listening to; I find it easier to develop visual ideas while using music to provide a base for themes. I used the same method for this project and this song, Izar's 'Born of a Star', was one of the songs I was listening to as I was producing the the thumbnails for this animatic. I do not plan to move forward with using this song as part of my final outcome, as it would be unfair to the original creator of the song. As I would also like to share my final outcome to game festivals, it would not be appropriate for me to use a track that is not mine, nor free-to-use.

volume

Reflection | I am extremely happy with how well my animatic was put together - the scenes fit well and flow quite nicely. I believe that I will be able to achieve a high standard of quality and consistency for my animation, employing skills such as 2D frame-by-frame animation and static parallax animation. During the next week and the production/post-production stage, I would like to add more detail in my scenes, giving them more depth and complexity to an otherwise static composition. The sound design for the animation will also be changed in the future, after I have finished animating all of the scenes together.

Production |

Dream Hereafter: Mini-Trailer - SCENE A

Establishing a work timeline | For my final outcome, I wanted to work from the beginning and finish each scene completely before moving onto the next. This would allow me to cut down the final outcome to the scene I had last completed in the event that I was not able to finish the entire piece by the deadline. By doing so, I would avoid handing in half-completed work and instead, fully animated scenes that were completed to a good standard.

My process for the production stage is as follows:

  • frame-by-frame animation - comet-like objects, sparkles and the Cantero charm swaying
  • Scene A: charms scene
  • Scene B: Nilan holding the charm
  • Scene C: endcard featuring Nilan, Danielo and Remi
  • Finally, additional scenes or effects.

Comet Animation & the timelapse I recorded using ClipStudioPaint.

Comet animation | Above is the sketch/coloured/timelapse process of the comet animation I made to place at the beginning of the full animation. These two comets are a vague visualisation of the animation that would start when the player experiences the end of the fast travel sequence in the game. To colour this animation, I used a simple turquoise-lilac gradient, the same gradient I would later use for the game's title.

Timelapse of the animation process.

Charm animation | Above is the my process to animating the charm's slow swaying movement. I started by animating the base shape's movement (a sphere) then built the charm's shape around that base. As the charm is in a 'dreamspace' (a location in which players can access in the game using these charms), only the tip of the rope attached to the charm is spun. There is no wind that causes secondary movement on the tassel part of the charm, or to make it oscillate side-to-side, hence the simple horizontal movement of the charm. To the left is the timelapse I recorded using ClipStudioPaint's timelapse feature, showing my process in animating the different frames.

Timelapse of the animation process.

Hand animation | Above is the sketch/colour/gradient process of Nilan's hand animation. In my original rough animation, I referenced a video of me using my right hand to make the same movement. This allowed me to replicate the same speed of the motion, achieved by using a combination of smear frames and 'skips' in hand position as it moves (ie. fully extended to fingers tucked in to mimic the rapidly swiping movement). In the third stage of my animation process, I used two two-coloured gradient layers to change the colours of the lineart and solid colour of the hand. I think this made the animation look more visually pleasing. To the right is the timelapse I recorded on ClipStudioPaint, of my animation process.

Two star flashing animations done on ClipStudioPaint.

Star flashes animation | As part of the effects for my animation, I also animated short loopable star flashes which I could use at any point of my full animation. I used a solid gold colour to fill in the frames of the stars. These two animations took me less than 20 minutes to finish each. Whencompositing my various scenes, I intend to change the scale of these star animations and flip them horizontally/vertically to create multiple sparkle effects.

A problem I encountered - software limitations | ClipStudioPaint (CSP) Pro has a limit to the number of frames I can use on its program. As I only have access to the Pro version of CSP, I was limited to only 24 frames per animation timeline, therefore limiting me to at most, a 3 second loop. I could not get access to the EX version of CSP as it requires a hefty one-time payment; ClipStudioPaint EX would allow me to use an unlimited number of frames for animation. Despite that, I continued to use the Pro version of CSP, where I was able to successfully animate short loops that fit well into my final animation.

Reflection | Thankfully, I was able to complete this stage of production within two days - I expected it to take longer to animate each of these pieces as it is one of the first times I have properly used ClipStudioPaint's animation feature (before the FMP I had not yet experimented with the software's animation features so this was still relatively new to me). As I have completed the frame-by-frame animations from my original animatic, I will now move onto animating the parallax scenes one by one, carrying over the theme of light-coloured gradients and coloured lineart to create the illustrated objects for each scene.

Week 5 ✦ presenting a creative practice

Talking Morning - 17th April |

Presenting your practice

How will you polish and finalise your work for presentation? How do you plan to edit and curate your work?

  • I am currently still in the production stage of my animation, however I have thought of ways I can present/publish my final outcome.
    • As it is a video, I will publish my final outcome on YouTube using my brand's account. I will publish it as if it were an official teaser trailer for a real game.
  • Editing and curating: when editing my animation in the post-production stage, I'd like to use a noise or grain filter, or maybe a pencil texture in After Effects to make my animation look more.. interesting?


Notes I made in my sketchbook, from a lecture led by Dudley Njango about curation. From this lecture, I was able to learn how professional curators and artists organise and present their work in various spaces and how they go about working around a limiting space to present their work in a creative and original manner.

Task: Design your own curated space to present work:

  • I'd want to showcase my game's teaser trailer in an exhibition hall/space (eg. at a convention or games festival)
    • Entrance - A large archway designed after the gate concepts on Cantero Island.
    • Upon entry, visitors are gifted merch from the game ie. remake of the Cantero charm as a keychain, poster of the key visual art, lanyards?
    • Short, closed hallway/tunnel with murals painted/printed on the inside
    • Main Space - Large hall, divided into three or four different rooms
    • One main room where the game trailers, recorded gameplay tests. Wall where the screen installed decorated with printed graphics, framing the screen.
    • Comfortable seating for visitors, music from the soundtrack playing in the background. Low lighting?
    • A small room separated using dividers - has various consoles which the game can be played on by visitors ie. Nintendo Switch, Playstation and XBox, PCs.
    • Medium room to the side where purchasable merch is displayed on tables (like a Pop-up shop). Visitors can buy the physical version of the game that comes with additional items and Limited Edition copies (e.g. sticker sheet, artbook, rubber keychains) and plushies of the key characters.

Reflection | From this talking morning session, I was able to explore the different methods to curating and presenting my work. I identified that the way I would present and curate my work would primarily be to advertise my game as a playable demo, using printed illustrations and merchandise to show off character and environment designs. My methods of presentation and curation would be used to also sell a product so my visuals would need to be intriguing, eye-catching, colourful...


Once I have finished my final outcome, I would like to consider possible visual ideas for the physical assets I would use when presenting a playable demo for my game concept, as if I were to showcase it in a public games exhibition/festival.

Production |

Dream Hereafter: Mini-Trailer - SCENE A

Establishing tasks and process | The next step of the production stage was to work on Scene A. Previously, I had animated the main movement in my animatic (ie. the floating movement of the charms) so I was confident in what I wanted to see for this part of the final outcome. My tasks for this scene included fully illustrating each of the charms and bells in the scene as well as experimenting with Adobe After Effect's repeater effect on shape layers, in order to make the rings of stars I was planning to animate in the background, behind the main composition.

To the left are screenshots of my process in creating a static composition of the fully illustrated charms. In ClipStudioPaint, I completed the lineart, colour and shading for each of the charms, using the layers I drew for my animatic (the blue and purple coloured images above) as reference. I used gradients and thick line art as the standard for these illustrated assets, the artstyle which I would be using consistently throughout the production of my animation.


Problems I encountered | After exporting these illustrations and putting them together in a composition in After Effects, I found that the colours were too bold and stuck out from one another - this was not pleasing to look at. To solve this issue, I returned to ClipStudioPaint where I made an overlay layer using a lighter gradient (of cream to light pink) to soften out the colours so they better fit the composition.


After that, I returned to AE where I added a turquoise/light green background and added two shape layers (of which the process was attempted below) to plan out the static composition.

Timelapse of my illustration process on ClipStudioPaint.

The four frame-by-frame animations I completed using ClipStudioPaint which will be used in this scene.

I also collected the different animations I wanted to use for this scene such as the star explosions, the charm and Nilan's hand as the transition. This helped to keep my organised throughout the editing process and also kept me on track.

Shape layers and repeaters in After Effects | Here, I created a shape layer with a four-pointed star shape (the number of points and the curvature of the points can be adjusted using the arrow keys) and used a repeater effect to create a circular ring of the same shape. The radial repeated was achieved by dividing 36 into pairs of common factors and using those pairs of values as the repeater's 'Count' and second 'Rotation' values. In order to animate the ring rotating, I used the Graph Editor (below) to make an 'Ease In/Out' effect on the keyframes, thus making the movement more natural (first accelerating then slowing down gradually over time).

Shape layer and repeater test on After Effects.

Problems I encountered | This was actually the first time I had used Adobe After Effects' repeater effect, and I had trouble with setting it up so that it would be create a perfect ring of four-pointed stars. Occassionally, I had input the wrong values into the repeater's 'Count' and 'Offset' values, leading to the the stars looking like this (right).

To solve this problem, I simply deleted the shape layer and repeated the process of adding a repeater effect on a unaffected shape layer and re-inputting values a second and third time until the radial shape was made, with the aid of YouTube repeater tutorials.

Camera blur in After Effects | Using 3D layers and a two-node camera layer in After Effects, I was able to create easily-adjustable blurring effects on the layers of illustrations. I keyframed a change in values of the camera's focus distance, as well as the 3D layers' positions, to make it look like the camera was being manually focused on the foreground where objects are closer, then shifting in focus to the background where objects are further away. To the right are the exports of the tests I made using this focus/camera blur effect.

  • In the first video, the camera first focuses on the flower-shaped bell (lilac and yellow), then shifts focus to the cross-shaped charm (red) in the background.
  • In the second video, I added more layers of illustrations, creating a greater depth in the scene. Instead of just the camera blur/focus, I attempted animating an upwards-float movement that I plan to use in my final render of Scene A, as a way to transition between this scene and the next.

Two exported videos from my tests in After Effects.

Editing in After Effects | After I had experimented with After Effects' graph editors and repeater tools, I was confident to start editing Scene A as part of my final outcome. My process was as follows:


Step 1 - Compositing

  • Importing all my layers into AE and organising them/resizing the different elements into the scene
  • This was a straightforward task as I was referencing my previous animatic thumbnails and the tests I had completed previously.



Step 2 - Additional layers

  • Imported my frame-by-frame animation of the main Cantero charm. Looped GIF to continuously play for 10 seconds.
  • Adjusted position in scene using 3D layers so that they can be affected by the two-node camera I would later add to produce the blur effects.





Step 3 - Implementing 3D layers again and using two-node camera

  • More experimental: Testing out 3D layers in preparation for use of two-node cameras and blurring.
  • Adjusting layer positions using Top View so that appropriate layers can be seen in 2D camera's view.


Step 4 - Keyframing camera positions

  • Moving previous composite into a new composite, where I will be using the 2D camera to animate the main camera movement. This makes the scene more dynamic.
  • Set focus distance to match with the position of the main charm - this will cause objects in the foreground to blur out, such as the bells.
  • Attached is the top view of the 3D layout of the various objects. Focus distance (furthest red line from camera object) is matched to the position of the 3D layer of the main charm (in the middle of the top view).


Exported outcomes | Above are exports of two versions of the same animation, using a camera blur and a change in focus distance to create depth in a 3D scene. I quite liked the blur in the first version (left), however I had to re-export the video (right) due to the loop of the Cantero charm glitching (?).

Reflection | I want to use this outcome as the baseline for the rest of my animation. It was not hard to produce and did not take me too long. Using camera blurs in a 3D scene to add depth made the scene look more visually intriguing (the blurs are quite evident in the first export of the outcome). I will be able to recreate at least two scenes in this style by the deadline. To improve my scenes visually, I will use more colour gradients, maybe in darker hues or shades so each scene will follow slightly different variations of the same colour palette.

Production |

Dream Hereafter: Mini-Trailer - SCENE A - Re-compositing and backgrounds

Re-animating Scene A | After looking back at my last two exports for Scene A (above), I was not satisfied with the quality or detail. I made the decision to re-animate the scene, adding more detail into the background as well as rigging the two-node camera to produce stronger blurs and more dynamic movement. Below is my process.

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Screenshots of my workspace in Adobe After Effects.

Step 1 - Setting up a new composition

  • Opened new composition to re-animate scene A. I wasn't quite happy with the way I had previously organised the composition. This time, I spaced out all the 3D layers further apart.

Step 2 - Background creation

  • In a separate composition, I used a white-light blue gradient and two shape layers (affected by a repeater effect) to create a new background for the charms composition. The process in detail is recorded below.

Step 3 - Background animation

  • Here, I animated the two shape layers of the background composition, simply by setting their anchor points to the centre and rotating them, one clockwise and the other anti-clockwise.

Step 4 - Combining compositions

  • After both individual compositions were probably animated and organised, I combined them together in a single composition.
  • Keeping the two compositions as their own files meant that it was easy for me to go back and make any small changes to them individually, without affecting the other in any way, or confusing one of their elements for the other.

Step 5 - Two-node camera

  • In the combined composition, I set up a two-node camera layer and attached it to a null object layer. This allowed me to freely control the positions of the camera layer without changing its orientations, which may have resulted in animated movements I didn't want.

Setting up backgrounds | Before I composed the charm scene, I began to build the background. I used a gradient background, and used the repeater effects on shape layers to make rings of stars that will rotate in place behind the charm composition. I learned how to properly use composition layers to separate the various parts of Scene A. This helped me organise and keep track of what was moving and when; Adobe After Effects can be quite tricky to navigate and I have difficulty keeping track of all my layers in a single composition at one point because I can lose layers, forget they exist etc.


I also made a second variation, using a five-pointed star shape in place of the original light gradient background. I experimented with the repeater tool and instead of making a uniform radial pattern, I was able to create a kaleidoscope-type background. If I rotated the star in the middle (the root of the shape layer/repeater), the larger stars behind it would also rotate, but at different speeds.


I ended up using the second variation as I felt that the first background was too light and the brightness was harsh on the eyes. Using the darker background balanced out the colours from the rest of the composition (the charms) which I would later add. Below is the final export of Scene A, complete with the new background as well as using the frame-by-frame animations of the stars and Nilan's hand to introduce a transition for the next scene.


Exports of the animated backgrounds.

Additional effects | To finalise the animation, I added an Exposure effect to the scene to introduce the transition with the animation of Nilan's hand. I also changed the focus distance of the two-node camera in After Effects near the end of the scene, so that it would focus on the layer of the hand animation, leaving the rest of the scene (of the charms) out of focus and blurry. This helped to ease the transition into the next scene. As well as this, I added a glow effect to the small star animations to make them 'less flat' and get brighter as they explode.

Reflection | I am quite satisfied with the outcome of Scene A. I think that by adding glow, exposure and extra blur effects, made the animation look more polished and more visually intriguing. I hope to reuse similar effects in my future animations. If I were to improve this scene, I would use a stronger blur for the foreground grounds and this would be achieved by increasing the focus distance value of the two-node camera. I will take this into account when animating Scenes B and C.

Production |

Dream Hereafter: Mini-Trailer - SCENE B

Screenshots of my progress of Scene B's main composition.

Thumbnailing Scene B | Here, I animate Scene B, a short horizontal parallax animation featuring Nilan, one of the three key characters of my game concept. Using the last thumbnail I made for my animatic, I sketched a new composition plan. This time, I wanted to put more of a focus on the Cantero fish charm, as this scene directly follows on from Scene A - this makes more narrative sense than the initial thumbnail.

On the left are three screenshots of the stages of the static composition for Scene B: initial thumbnail, secondary thumbnail + blocking and finally full colour. To create the fully coloured version, I used an extended colour palette from Nilan's character design sheet I completed a few weeks ago. Instead of just using a darker shade of the colours, I used a darker hue ie. to shade a green object, I would use a mustard yellow colour. Just below is the extended palette I put together.

Note: In the animatic, I had animated a small transitional scene where Nilan's hand would rise up and the camera would follow. This would then lead into the final scene. However, I scrapped this idea as I did not have enough time to animate the movement frame-by-frame and instead will use a blur/flash effect as a simple transition.

Animating Scene B | In Scene B, I wanted to have the main motion to follow the movement of Nilan's hand, tilting slightly while she presents the charm to the screen. At the same time, her arm woudl extend outward slightly. To create this movement, I split up the illustration of Nilan into four separate parts: the main body (her upper torso and head), her forearm, her hand and finally the charm (which was also split into two parts as the main body and the tassel part). I would move the positions of each of these parts individually in a single composition in After Effects. Below are the separate parts of the scene.

Exports of the different parts of Nilan's body.

Creating a background | For the background of Scene B, I wanted to draw hills that were could vaguely represent the hills from Cantero island. I used a blue palette as it did not distract the eye from Nilan, who is the focus of the scene. I drew three layers to give the background more depth. Each of these layers would move separately to one another.

I was also considering drawing bamboo trees to surround Nilan in the foreground and background, however I scrapped that idea as thought the scene was crowded enough. If I had other elements surrounding the character, it would draw attention away from them.

Exports of the different layers of the background.

Screenshot of my workspace in Adobe After Effects.

Animating Scene B in After Effects | Just like when animating Scene A, I split up Scene B into three separate compositions: Nilan and the charm, the background (hills) and graphics (rings of stars, circular border etc). In each of these compositions, I keyframed each of the assets/layers' 2D positions to make small parallax-like motions. After each of the layers were animated in their own compositions, I combined them into a new composition, where I would then produce blur and focus effects (by repeating the same process of keyframing the focus distance of a two-node camera layer, acting separately from the rest of the composition).


I did not meet any problems during my process of animating Scene B. This was because I was quite familiar with the methods I was using as I had practiced and experimented with two-node cameras and 3D layers before.

Finalising the animation | I used a similar method to create the animated background as I did in Scene A - using a repeater on a shape layer, leaving the rotation value as 0 and setting the offset value as 0.


To transition between this scene and the next scene, I am considering the following:

  • 1- Use strong blur then colour distort, flash into white and slowly pan from right to left
  • 2- Hills crossing over to obscure scene, then cross over again to reveal next scene.

I chose to do the first idea for the transition as it would be easier to achieve and would look better.

Reflection | I think that this was a successful outcome. I was able to bring forward methods and techniques I was familiar with. However, if I were to take steps to improve this scene, if I had more time, I would like to animate Nilan's hair flowing gently so that it would match the motion of the rest of the scene. I would also like to animate her eyes blinking, as well as her hand closing over the charm. Additionally, I would also like to add more details into the background - it feels quite empty. I do not think that I'm able to make these changes as I want to prioritise finishing the full animation before I decide to add onto my existing work.

Talking Morning - 17 April |

Presenting your practice

How will you polish and finalise your work for presentation? How do you plan to edit your work?

  • Textured digital artwork - using textured brushes mimicking analog methods of drawing - pencil and crayons.

Task: Designing your own curated space to present work:

  • I'd want to showcase my game demo, Dream Hereafter in an exhibition hall/space in game exhibitions and festivals such as GDLX and EGX.
    • Entrance - A large archway designed after the gate concepts on Cantero Island.
      • Upon entry, visitors are gifted merch from the game ie. remake of the Cantero charm as a keychain, poster of the key visual art, lanyards?
      • Short, closed hallway/tunnel with
    • Main Space - Large hall, divided into three or four different rooms
      • One main room where the game trailers, recorded gameplay tests. Wall where the screen installed decorated with printed graphics, framing the screen.
        • Comfortable seating for visitors, music from the soundtrack playing in the background. Low lighting?
      • A small room separated using dividers - has various consoles which the game can be played on by visitors ie. Nintendo Switch, Playstation and XBox, PCs.
      • Medium room to the side where purchasable merch is displayed on tables (like a Pop-up shop). Visitors can buy the physical version of the game that comes with additional items and Limited Edition copies (e.g. sticker sheet, artbook, rubber keychains) and plushies of the key characters.

Production |

Dream Hereafter: Mini-Trailer - SCENE C

After I had gone through the animatic once more, I realised that I did not have a scene that established a location or setting for the animation. I had also noticed that I did not use any of the concepts I made in the previous weeks (such as the gate in Cantero or the waypoint stone). While I painted them as part of backgrounds for my initial animation (before I changed my direction for the final outcome), they had no other use and I felt that I had ignored my concepts. Because of these reasons, I decided to design and animate one more short parallax animation that would be placed between my intro and the first scene with the charms (Scene A). Using ClipStudioPaint, I drew multiple iterations of the scene.

Thumbnails for the scene, done in ClipStudioPaint.

I chose to do the second iteration as the upwards angle emphasises the size and grandeur of the gate as well as the height of the bamboo. It provides a direct focus on the gate, making it the most important part of the scene.

Screenshot from my MIRO board, exploring the inspiration behind the gate concept.

Once my sketch was done, I moved to ClipStudio Paint and began to draw out all of the moving elements I wanted in the scene. I started with rings of star trails, which would be the main background. The various rings of star trails would slowly rotate in different directions. I used the pen and align tools to create these rings. I later coloured them with a light pink/lilac gradient to fit with the rest of the scene.


My next step was illustrating each asset of the scene, such as clouds, hills, rocks and the bamboo trees. Below are the indiviual illustrations I made.

Exports of the different layers/assets which I used for this scene.

Comp. 1

Comp. 2

Comp. 3

Comp. 4

Adding Effects

Export of the leaves overlay animation.

My next steps were to organise everything into different compositions and animate them separately. Following that, I would join each of the compositions into one single composition and add any colour corrections or blurs that I felt the animation needed. I separated the full animation into four separate compositions:

  • Background & Star Trails - the main backdrop (blue/purple painted sky) and the rotating rings of star trails
  • Gate Scene - 3D layers where the main movement of the parallax animation would be composed. Here, I organised the movement of the two-node camera as well as the positions of the various layers in a 3D space.
  • Leaves - 'Particle' type layer where I would animate a group of leaves drifting from left to right, across the screen. This animation was done by keyframing the positions of each leaf individually, then adding a 'Camera Lens Blur' effect onto some of the individual leaves to create depth.
  • Full Composition - I put together the three different compositions into one single composition to avoid complicating my timeline and workspace. This kept my project neat and manageable, where I could easily locate each of the layers and change them freely without affecting the other layers.

Once I was happy with the movement and positions of each of the compositions, I added an exposure effect onto the full composition. By keyframing the value of the exposure, I was able to create a simple transition that would move this scene into Scene A.


Various export tests of the scene. In each export, I made a slight different to timing, exposure value and detail.

Final touches | I decided to combine this scene with the frame-by-frame animation of the comets which I completed in the first day of production. As this scene would play just after the intro (where my brand logo would fade in), I thought that it would be appropriate for me to use the comet animation to lead into this scene and, consequently, the animation would flow easily. To polish the fnal animated scene, I added glow effects on the comet animation and used blur effects on the main composition to give it depth.

The finished comet animation, which I added before this new scene.

Exports of the scene. On the left, the main composition isolated. On the right, I added a background as well as the comet animation from earlier in the production stage.

Production |

Dream Hereafter: Mini-Trailer - Rough Draft

Below is the export of my full animation draft. While editing this draft, I had made a coupe of changes in the previous animations, specifically in Scene B. Originally, Scene B had a blue colour theme/palette. I thought that the blue was too dark compared to the previous Scene A, and so edited the colours of the background from blue/purple to pink/red and redrew the hill assets to have a brighter appearance. I think these changes worked quite well in brightening up the scene to fit with the theme of the rest of the animation. Additionally, in my draft, I am using a placeholder for the end scene/poster. I plan to animate small movements in the hair or accessories of the characters, as well as adding more detail into the background.

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Production |

Dream Hereafter: Mini-Trailer - Key Visual/Poster

Thumbnailing | To create the key visual, I looked back to my earlier sketches that I had completed during Week 2. Now that I have further developed the visuals of my game concepts, I wanted to redesign the cover. I still wanted to keep the river-like shapes as part of the composition as well as use the spherical object as the focus. However, instead of the marble (which was originally the focus of the key visual sketches I made on the left), I would use the moon-like object which I drew concepts of before. For the focus of the visual, I will use the three key characters, Nilan, Danielo and Remi.

Old thumbnails for the cover.

Most recent thumbnail.

I converted the vertical thumbnail into a landscape illustration. adding background elements like clouds, flowers and hill-shaped objects to take up the majority of the open space. I blocked out each of these elements in different shades of grey to distinguish the various moving layers. These objects will be rotating about a fixed point, as they were rotating around the characters in the centre.

Choosing colour palette | For this new illustration, I used the colour palette from Nilan's character design as well as a palette I put together using light/soft and pastel colours that fit with the visual theme of Dream Hereafter.


Exports of the elements I used in this animation, done in ClipStudioPaint.

Illustration in CSP | Above is a collection of the different elements I drew in ClipStudioPaint. These including two gradient background variations and flower patterns which I made using circular graphs. I coloured each of these elements using gradietns from the colour palette above. Each of these elements will separately to one another, in either clockwise or anti-clockwise directions.

Timelapse of my illustration process.

Illustrating the characters | Above are screenshots of the stages of my illustration process behind the key part of the poster. In order: sketch, lineart and base colour, details and additional colour. To the right is the timelapse I recorded using CSP's timelapse feature.


When animating this scene, I would like to attempt at using the Pin puppet tool to make the legs, leaves in Nilan's hair and their heads slowly move along with the motion of the foreground and background of the scene.

Screenshots of my workspace during each stage.

Animating process in After Effects | Here, I recorded my animation prcoess in Adobe After Effects. The process is quite similar to my animation process for previous scenes, such as Scene A and B. I animated this complex scene in multiple compositions then put all of them into one collective composition for ease of navigation and to declutter my timeline.

    • First comp: rotating flower elements behind the moon illustration (which is in its on composition, parented to a ring of stars shape layer that will rotate slowly around the moon's circumference).



    • Compositions 2a and 2b: smaller flower elements that will move independently; these will be furthest away and closest layers. These are both blurred out by focus distance of the two-node camera.
      • For this composition, I made four alternative animations as I wasn't quite sure how I wanted to animate these flowers. These exports of these alternatives are below.




















    • Fourth comp: I assembled all the compositions together into one. There I used a two-node camera and turned all the imported composition layers into 3D objects so I can arrange them in 3d space and produce blur effects (achieved by changing the focus distance of the two-node camera). To make the scene more visually interesting, I keyframed the positions of the camera (by parenting it to a null object) and mimicked a swaying motion with the camera.
    • This is a technique I used a number of times throughout the production stage.
Curved Down Arrow
    • Third comp: separate illustrated layer of characters. Here, I used the pin puppet tool to move small bits that 'stuck out' eg. Nilan's leaves tied to her hair, their heads and elbows, extended feet etc. I made sure to keep the movement minimal but still noticeable that it won't appear too static or out of place in the final animation.
      • The export for this part of the animation is below.

Screenshot of the pins.

Alternative animations for the flower layer. I was able to create four variations quite quickly as the movement for these flowers were simple.

Flower variations | In the first variation, I experimented with having the flowers rotate and move as if they were being blown slightly by a breeze. This was an impulsive decision, which I eventually scrapped as it did not fit with the overall motion of the scene. In the second variation, the flowers are mostly static, only hovering slightly. The primary motion for this variation was on the camera, which would move in and out to cause a blur effect on the flowers as it moved. In the third variation, I varied the scale of each of the flowers, and rotated them about a fixed centre while also changing their Y-positions. I was more favourable towarsd this variation as it wasn't complex and wouldn't distract the eye too much from the focus of the scene. For the last variation, I took a completely different direction, using the flowers as well as other flower-like elements/patterns to appear from the centre rather than hovering in place at the foreground of the scene. For my final export of this scene, I ended up using the third and fourth variations together, where the third would appear in the foreground and the fourth, in the background at a low opacity.

Exported video of the pin puppet animation.

Pin Puppet animation | On the left is the exported composition of the animation I made using the pin puppet tool in Adobe After Effects. I am proud of this animation as it is my first attempt at using the Pin Puppet tool, which was quite difficult to understand without a tutorial.

Reflection on the Pin Puppet tool | It was quite successful for my first attempt, but if i were to make any changes, I would export each of the characters separately with their parts split up (eg. head and limbs separate) so other parts of the illustration wouldn't be dragged about when moving pins. I found this to be a common issue I ran into when wanting to move certain parts. To combat this issue at the time of animating, I had to add more pins around the area I didn't want moving (like adding a barrier) to avoid it from being pulled when I moved a neighouring part that had a pin attached.

Final export of the endcard/poster, composited and animated in After Effects..

Reflection | I am very satisfied with the quality of my outcome for this animated scene. As I was able to practice familiar methods and software, I feel that with this scene I was able to expand my skills a bit and attempt the Pin Puppet tool. I think this addition made the scene feel less static and lifeless. I also think that the environment surrounding the characters being unclear actually fits quite well with the context of my game concept. One of the main activities for the player of Dream Hereafter is exploring illusory, undecipherable and surreal environments known as 'dreamscapes'. The background of this key visual/poster represents that quite well. My next step following this is to design an accompanying audio for the final outcome as well as re-make the game's title/logo.

Production & Practical Skill |

Dream Hereafter: Mini-Trailer - Sound Design

For this new animation, I intended to use an ambient, music track to play over it, similar to short teaser/release trailers I've seen for games online. Initially, I was considering composing my own piece that consisted of a short piano loop and windchime sounds, however I had no experience with composing music. Although I experimented with the Garageband app on my phone, I knew that I did not have enough time to compose my own piece. Therefore, I looked to zapsplat and freesound for free-to-use small musical/ambient loops which I could use as a placeholder for my animated piece.

Number 1
Number 2
Number 3
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Number 1
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Number 2
Link
Number 3
  • The first sound, a twinkling/sparkling chimes sound, is a more ambient track compared to the other two sounds. At first, I chose to use this track for my first animatic as it was short and was timed quite well with the visuals of my animation. However, I did not continue to use this track as it was not loopable and also peaked a number of times. This might not be suitable for a teaser trailer.
  • In the second sound, there is a rhythmic, calming looping track. Though I enjoyed how mellow it sounded, I did not pick this as the track for my animation as it would have been better suited for a lobby scene, loading screen or title screen for a game.
  • The third sound is quite similar to the second, but is much lower in pitch. As the main melody is played by a celesta, the low bell sounds make it sound like a lullaby. The track was loopable and was pleasant to listen to countless times. This became my final choice of sound to play on top of my animation.

Week 6 ✦ consolidating and showcasing

Talking Morning - 24th April |

Round Up

Look back at the goals you set yourself at the start of the year on padlet.

Have you achieved them?

I feel that I have been able to achieve my goal of "developing my skills in concept art", and have made a step towards making a playable game demo. My FMP has given me the change to build up a game concept which I could work on in the future. However, I have not been able to practice 3D animation

Have your values on what you wanted to achieve changed?

Not quite. Though I may not have time to work on my goals during the FMP, I would like to carry these goals forward and work on them in the near future (possibly just after my FMP).

What's your next step?

My next step is to continue working on my FMP, and preparing to create mock advertisement material for my game concept. If I consider my next steps following the FMP, I would like to continue working on my game concept, Dream Hereafter, and flesh out other environments/locations, characters etc.

My original post on the shared Padlet.

Research & Planning |

Dream Hereafter - Game title

Screenshots of the font preview feature on the Adobe fonts site.

Collecting fonts | During week 2 of FMP, I began to think about the visual design of my game's title/logo. I knew that I wanted to follow a style similar to 'Old -Style' serif fonts that have varying line weights and flourishes at the start and end of each letter. My research consisted of looking at Adobe's font site and picking out various styles of fonts which I liked. The screenshots I took on the left were taken when the game title was originally 'Dreamseeker' and not 'Dream Hereafter'. The first font of the three, 'Rosetta Type Foundry' was too simple, while the second,

'Canada Type', was too complex. The first was also easy to read as there was enough space between the letters, though had no 'personality' or visual flair. The second font was less easier to read, with the line weight being too thin in parts of the letters. The third and final font, 'Dalton Maag' was the most difficult to read, with the line weight being too thin that the letters appear almost invisible.

Screenshots of the font preview feature I used on the befont site.

Because I was unhappy with these fonts options that were available, I decided to look outside of Adone's font site. befonts.com had two fonts that I was intrigued by: Ilyas and Aromatic Dream. These two fonts were similar to what I had in mind: a font that was neither too light or too heavy, had varying line weights and had flourishes at the start and end of each letters. In the thumbnails, where the font preview was displayed, it was interesting to see how the font's appearance could be changed and styled to better suit a brand's theme. These fonts were also free to download and use, so I was able to use these fonts as inspiration for my game title's visual appearance. On the left, I was able to try out the preview feature of befont's site. This was also done whilst the game title was still 'Dreamseeker'. I really liked how the 'Ilyas' font preview used a star on the letter 'M' - I used this as inspiration for the stars I would later add in my game's title. The line weight in this font had a big difference, and the letters 'R', 'A' and 'M' had a lot more detail, compared to the other letters of the title. The 'Aromatic Dream' font, compared to the previous font, was simpler. The letters still had varying line weights as well as the feet-like ends - a common design for old-style serif fonts.

Research into existing game titles |  While researching different fonts for my game title, I referenced titles of games that I've seen and played before. I referenced these titles when looking for fonts to use for my game's title, as I wanted to see how easy they were to read and identify (as part of the game's brand/theme). Using Google, I was able to easily find out what fonts were used for fantasy games, such as Octopath Traveler II (Square Enix, 2023), A Space for the Unbound (Mojiken Studio, 2023) and Elden Ring (FromSoftware, 2022). I chose to look at these three games specifically as they were similar in genre to the game concept I was writing and the fonts that was used in their titles were also similar to what I wanted to use for the title of Dream Hereafter.

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Game title attempt 1 | Using a font from ClipStudioPaint which looked quite similar to fonts I tested out on the Adobe font site and befont, I created four variations using the colour palette I had made during Week 1 of FMP.


However, this design became a placeholder title in the end, as I wasn't happy with the appearance. While I liked the use of the star in the ring of the letter 'D', the title looked uneven and hard to read with the various colours that I later added. I couldn't go with the solid black colour as the title would then look empty.


This lead to me drawing out another version of the title later in the week.


Screenshots of the variations I made on ClipStudioPaint.

Game title attempt II | I returned to ClipStudioPaint and used another font from its collection to remake my game title. Below are the stages of how I made the title. First, I made a text layer, which I typed 'Dream Hereafter' to create the base. Originally, it did not have small stars in the middle of the letter 'E' - this was a small design I added myself, inspired by the 'Ilyas' font. I edited the text layer with a pen tool, making the flourished ends of the letters sharper and shorter. Additionally, I used one of the flower illustrations I made while producing my main animation to customise the title. As for colour, I used a simple two-colour gradient layer to make a turquoise -lilac overlay for the text. After testing out the placement of the flower illustration and the two lines of text, I used a darker shade of lilac to colour the two petals of the flower. To the left is the recorded timelapse of my process. Below are tests of the title against three differently coloured backgrounds.

Screenshots of my progress.

Screenshots of the coloured title against three different background colours.

Animating the title in After Effects | After exporting the title onto a white background as an image (I chose white as it fit with the light appearance/theme of the rest of the animation), I imported it into After Effects to create a simple fade in/fade out animation. This would play at the end of the full animation on a solid background. For the animation, I made three variations: fade in from background while increasing in size; fade in from foreground while decreasing in size and a slow rise-up during a fade-in. To make the motions more natural/gentle, I used the keyframe preset 'Ease In/Out', which caused the movement to slowly accelerate then gradually slow down.

Reflection | I am quite glad I revised the title's font and colour and did not settle for the first version. The new title, coloured with a gradient, and exported onto a light background, fits quite well with the theme of my animation as most of the illustrations were coloured using light coloured gradients. The font makes the title look lighter, rather than heavy and clunky, which did not look appealing or fit with the theme of the game concept. For my final outcome, I will use the second animation, where the title fades in from the foreground, starting from a bigger size and becoming smaller as it moves towards the centre. This will follow the main forward/backward motion of my animation, similar to the start where the camera moves out to show off the gate of Cantero.

Production |

Dream Hereafter - Teaser Trailer - Ver A.

Below is the first iteration of my final outcome. This is the complete export of all the scenes I've animated as well as the endcard (title screen) together. I have also included the sound design and my brand's logo.

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Reflection | I am quite happy with my first iteration of my final outcome. My reason for it being my 'first iteration' is because I, after watching it a couple of times, thought that the ending title was too short. As I wanted my final outcome to seem professional as an official teaser trailer(albeit for only a concept), it was lacking an endcard which I've seen being used to advertise game releases on official game company sites, such as Nintendo and Playstation. To properly finish my final outcome, I want to create a professional-looking endcard that will play at the end of the teaser trailer.

Research |

Dream Hereafter: poster design

Primary research into game (release) posters | As my final outcome is intended to be published on YouTube as a teaser trailer for a game, I looked into existing trailers that have been uploaded by Nintendo - I also wanted to create an endcard for my game trailer, that showcased information about the game's release. I focused on Nintendo UK's trailers specifically, as it is the platform I imagined Dream Hereafter would be published on. At the end of each teaser/trailer, there was always an endcard that advertised the game with its key visual and its release date. Below the main information, there was also a smaller showcase of the logos of the game studios and publishers involved as well as the Nintendo/Nintendo Switch logos as that was the platform those games were being published onto.

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Screenshots of endcards from videos published by Nintendo UK and JP.

Spiritfarer | The endcard for Spiritfarer appears twice with a few differences. In the first one, there is only the key visual showcasing the player character's ship (which the player will return to frequently during their playthrough) and the animated title of the game. After a few seconds, the background fades into black, where the logos of the Nintendo company, Nintendo Switch, information about trademarks and the "Out Now!" title are highlighted.


I quite like how simple the endcards for Spiritfarer are; there is a lot of space around the title of the game, making it the focal point and drawing the viewer's attention towards it. Having the key visual appear first then fade out to display additional info splits up the information, making it easier to take in by the viewer. A simple, uncrowded endcard is easier to digest at the end of an information-packed video...







Mineko's Night Market | This endcard, unlike Spiritfarer's, displays all the information together. The key visual, displaying the two main characters, is framed by the silhouette of two large trees and grass. In the centre, the title of the game 'Mineko's Night Market' is highlighted, making it the focus of the poster. Information about the game and its developers/publishers sits at the bottom of the poster, in front of the silhouette of the grass. 'Wishlist Now' is highlighted in an ochre colour while the logos and trademark statement are in white; this makes the 'Wishlist Now' text the next thing viewers will pay attention to after reading the game title and the illustrations.



Dungeon Drafters | Separate to both Spiritfarer and Mineko's Night Market, Dungeon Drafters' trailer was published as part of Nintendo's Indie World showcase. The open grey space with small primary-coloured prisms float make up the background, which are not a part of the Dungeon Drafters brand - only the game title and developer/publisher logos are. I quite like this 'style' of endcard, as it focuses all the viewer's attention on the game's title, leaving it as the lasting impression at the end of the video.

After briefly studying these four endcards from existing games, I have identified at least six key elements that can make up the structure of endcards used for official advertisement/marketing:

  • Game title
  • Key visual
  • Game rating

Though, the key visual and game rating does not appear in all endcards (in this case, only Dungeon Drafters' endcard has a rating of 7+ and uses an animated background from Nintendo's Indie World theme.

  • Developer/s logo
  • Publisher/s logo
  • Release date/Availability

Reflection | From this research, I have identified the key elements of endcards/title screens. Using this information, I will make my own version of an endcard for Dream Hereafter, to provide a professional finish for the game's teaser trailer. Similar to the endcards I have looked at (above), I would like to use an illustrated element or concept from Dream Hereafter to advertise the game's visuals or story. I will also include my brand and its logo (Kayilarias) just as Humble Games (Mineko's Night Market) or Dangen (Dungeon Drafters) has. However, I will not include any publishing or distribution company logos, such as Nintendo or Playstation; I wish to share my final outcome to game/student festivals in the future and to my social media accounts, so I do not want to share misinformation or mislead viewers.

Presentation |

Dream Hereafter: poster design

To make my endcard, I chose to use Canva to set up variations of static compositions as I was quite familiar with the software. Using Canva also meant that I would not spend too long organising various elements and illustrations which have already been uploaded into my personal Upload gallery (on Canva). After I set up a variation of the endcard I was happy with on Canva, I would move to Adobe After Effects. I would use my work on Canva as a reference to set up a composition on After Effects and would then animate each of the elements there. I was confident in being able to successfully make this animated endcard in time, as I was quite experienced with using both Canva and After Effects. Below is my process.

Different fonts I picked from Canva's extensive font selection.

Testing fonts | Using fonts from Canva, I experimented with typefaces that could fit well with the 'Dream Hereafter' title. The fonts I was looking for needed to have a rounded appearance with varying line thicknesses, much like the game title.


The three highlighted in blue were the options I was more fond of. They were easy to read, with enough space between the letters; they also fit quite well with the title of 'Dream Hereafter'. Below, I combined the different fonts and the title to see which would fit better.

Three different fonts paired with the Dream Hereafter title.

Designing the full poster | My next step was to organise the composition of the full poster for the endcard. I used the illustrated assets (such as the gate, the moon, flowers and leaves) to build up five variations for the poster. My intention was to show off a central part of the game, which was why the first variation's focus was the gate of Cantero. To add more depth to the scene, I used the illustrations of the bamboo branches. However, I did not like the variation as it was too crowded and took the attention away from the title of the game, which really should've been the central focus of the poster. In the second and third variations, I attempted a more minimal composition, using the two flower illustrations as the theme. I varied the sizes and positions of the flowers, using them to frame the sides of the poster. However, due to their strong colours washing out the title again, I scrapped these variations and attempted another pair of compositions. The final two variations simply consisted of the moon illustration - which I wrote down as the moon that could only be seen in Cantero, if the player passes through the gate at the peak of the island. In the fourth composition, I used only the moon and the title, but in the fifth, I added a low-opacity cloud-like illustration behind the moon. Thinking that the fifth also had a bit much on the screen, I thought the minimal design of the fourth composition was the better choice.

My final choice for the composition of the endcard. I will be animating a gentle, slow movement to each of the objects in this composition in Adobe After Effects.

Animating in Adobe After Effects | I copied over the layout of the various text and illustrated elements into a composition in After Effects. There, I keyframed the positions of each of the elements to create a simple fade-in animation that would help transition from the key visual animation (Scene C) into the animated poster. I used the Easy Ease graphs on the keyframes of each element to make the animation gradual and have natural, flowing movement. I was also able to achieve the animation principles of anticipation and appeal. The main movement of the poster was the moon, lowering from the top of the composition and the game title fading in from the foreground or background.

Screenshot of my workspace in After Effects, animating the poster in one composition.

Exported MP4 of the animated game poster/endcard.

Advertising poster | This is the exported MP4 of the advertising poster I designed for Dream Hereafter; it will play at the end of the full animation. Originally, I had planned for the poster to have a white background, to fit with the light theme of the animation. However, I found that I forgot to add a solid white background behind all of the elements in After Effects which led to the final export of the poster having a black background.

At first, I was not sure whether or not I liked this version of the outcome. However, after showing my peers, I changed my opinion about it. Using a black background at the end of the animated video makes the poster more prominent. It stands out from the rest of the video, leaving a stronger impression on the viewers. The game title, my brand logo and the illustrations stand out quite well against the black background, while on a white background (which I was certain I wanted to use), they were unclear and hard to see.

Reflection | I think that this was a successful outcome for my teaser trailer's endcard. Its minimal design, featuring only the illustration of the 'Cardinal' and the game's title, provides a sense of mystery around the story/context of Dream Hereafter. It also reminds my viewers of my brand, Kayilarias, as well as the visual identity of my game concept. I'm quite happy that I was able to create this endcard with the time I had left (this was done in the last week of my FMP) and it was successful, completed with little to no issues. While I would like to consider an alternative appearance for the endcard, such as making a fully-coloured illustration featuring the key characters of the game, I think this minimal design works well already. The simplicity of the poster could represent the incomplete design of the game, as it is only a concept at present.

Final Outcome

Dream Hereafter - Teaser Trailer

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Reflection |

Dream Hereafter - Teaser Trailer

Overall, I think that my final outcome was quite a success - I am extremely proud of it, considering I managed to finish it within a week. Although it did not follow my original animation plan (which was a cutscene animation following Nilan in third-person), I am still very satisfied with the quality of my outcome. The visual aesthetic, in particular, is an element of my final outcome which I personally love the most. Using gradients in both the lineart and the base colours instead of simple solid blocks of colour definitely improved the visual depth of each scene of the animation.


However, there are parts I would like to improve in my animation. If I had more time to go back and polish my final outcome, I would like to add more depth and motion into the scene of Nilan holding onto the charm of Cantero. I had pointed this out earlier in my site, but I would like to animate the motion of her hand closing over/around the charm. I would also like to go back and use the Pin Puppet tool from After Effects to animate additional movement in the background elements of any of the scenes.


Halfway through the FMP, I was faced with a big issue that caused a lot of self-doubt and panic for me. During one of the most crucial weeks of production, I had realised too late that my original idea might not succeed and be finished in time for the submission date. I found that I had spent too much time in the pre-production stage, running in circles around a script and a storyboard that I had trouble writing and visualising. This may have been caused by a terrible creative block, as I spent most of the first week of the Spring break trying to come up with visual ideas without a reference or inspiration. Had I considered looking to peers or to other media online for advice and inspiration, I might have been able to gain my momentum back and not waste 4-5 days panicking. Despite that, I was still able to produce a final outcome that I was confident in, even though my production started much later than I had hoped or planned.


Throughout the FMP, I have learned a few new things and established new methods of work that benefit me. Before the FMP, I had struggled to keep a consistent train of thought that wouldn't dramatically derail or change over the course of a day. I had discovered, fortunately quite early into my FMP, that recording weekly mindmaps are an incredibly reliable way to document my activities and thoughts. In between those mindmaps I would also use the Notes app on my phone as it is easily accessible and can be used at any point of the day. These two methods helped me keep my goals and ambitions for the FMP on track throughout the 8 weeks, making it easier for me to ground myself and continue working again.



As I had intended at the beginning of the FMP (and even at the start of the academic year), I was able to write and design a game concept which I can carry forward into my undergraduate study and career in the Games Industry. I hope to continue developing this concept and one day, release it as a real game. To achieve that in the near future, I hope to bring forward the creative skills I've learned during the Media Production course and combine them with new skills in 3D animation and design. Under my brand, Kayilarias, I would also like to continue producing 2D animations, either for personal use or as promotional material for uses beyond making teaser trailers for games.

Attribution and Credits

Music from https://www.zapsplat.com

Cinematic Lullaby Fairy Tale - Celesta and Strings.wav by GregorQuendel (July 1st, 2021) Available at: https://freesound.org/s/578722/ License: Attribution 4.0

Chasing Stars by ImATaco (February 25th, 2022). Available at: https://freesound.org/s/621855/ License: Attribution 4.0

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