Categories
Advanced & Experimental 3DCA Techniques

Week 2 – Advanced & Experimental

with Nigel

The second session focused on short narrative, with particular emphasis on non-verbal storytelling. Through discussion and examples, we explored the unique challenges of conveying meaning, emotion, and narrative clarity without the use of dialogue or text.

The session examined different strategies and narrative structures used in short animated works, including visual pacing, character movement, framing, and symbolism. These elements were discussed as tools for communicating story efficiently within a limited timeframe.

with Ting

In Week 2, we shifted focus from the camera to the story. The session broke down storytelling at its most fundamental level, emphasizing that stories are not a list of events, but a chain of cause and effect. The difference between “and then” and “therefore” became a central idea highlighting how meaning, not chronology, is what keeps an audience engaged.

By examining internal and external conflict, we learned to let character choices not coincidence push the narrative forward. The SWBST framework (Somebody, Wanted, But, So, Then) helped clarify motivation, obstacle, action, and resolution in a clean, repeatable way.

The session also introduced common story structures, from three-act and five-act models. Through an activity, we developed multiple story variations based on the SWBST framework, tested them for causal logic, and translated their strongest idea into a storyboard.

The storyboard we did:

We also got feedback on the animation of the storyboards, so this week I worked on polishing it. Here is the polished version:

We also got a group assignment that combines the last 2 weeks sessions. We will be writing a story focusing on the change of power dynamics in a story. Here is the previs of the “Hunter to Prey” assignment where the thief gets killed by an innocent man..

Categories
Advanced & Experimental 3DCA Techniques

Week 1 – Advanced & Experimental

with Nigel

The first session of the module introduced the core foundations of the master’s thesis, with a particular focus on the thesis proposal. We dicussed what makes a strong research topic by considering its potential, motivation, and practical or theoretical applications. This encouraged early reflection on why a topic matters not only to the researcher, but also within a wider academic, professional, or social context.

A key part of the session focused on understanding the purpose and significance of research, alongside the ethical considerations that underpin responsible academic work. We discussed how ethics should be embedded from the outset of a project, influencing topic selection, research methods, and outcomes.

with Ting

In our first session, we set the foundation for thinking beyond “coverage” and into intentional camera language. We focused on one core question: where do you put the camera, and why? Every framing choice begins with understanding what the scene is about and what you want to say visually before dialogue ever enters the picture.

We explored how focus, depth of field, focal length, geometry, and camera movement shape meaning. From deep focus that invites the audience to explore a frame, to shallow focus that directs attention with precision, we discussed how the camera guides the viewer’s eye and emotional response. Techniques like dolly zooms, handheld movement, whip pans, and arc shots were examined not as stylistic tricks, but as storytelling tools.

To put these ideas into practice, we were assigned to do the 5+5 Challenge: creating two short storyboards that tell a clear story or emotion using exactly five shots of five seconds each, no dialogue, simple acting, only camera language.

Here are my storyboards for this class:

Then we brought these storyboards to life with Maya by exchanging our storyboards with each other. The storyboard of Jingwen and the animated version (previs) :

Categories
Design for Animation

Week 12 – Critical Report and Audio Visual Presentation

For this critical report, I first identified my key topics and collected relevant quotes from academic and critical sources I had previously researched. I structured the main body of the report by analysing these quotes and building connections between them. To determine positive and negative case studies, I researched which films had been most widely reviewed in terms of representation and where public and critical consensus clearly identified them as either successful or problematic. Based on this, I selected Coco as a positive example and Pocahontas as a negative one, and completed the report by analysing both films through the same critical framework and supported by sources.

This project proved to be genuinely eye-opening. After completing the report, rewatching these two films made the differences in cultural representation between them much more apparent. Moving forward, I believe I will continue to apply this analytical framework when engaging with media that represents cultural communities, evaluating such works not only critically but also ethically.

I would like to thank our tutor, Nigel, for his guidance throughout this process.

AUDIO VISUAL PRESENTATION:

Categories
3D Animation Fundamentals Maya Unreal Engine

Week 12 – Project Completion

For the final stage of my project, I reviewed all of my Maya projects and revised them by carefully applying the feedback I received throughout the term, making appropriate adjustments across each project. I then focused on polishing the scenes that were nearly complete, paying special attention to details such as motion arcs and overall animation clarity.

Since my Unreal project was designed from a first-person POV, I adjusted the scenes that were already mostly finished to work properly with the camera. I then rigged a character I found on Fab using a Control Rig. Because I mainly needed to animate the arms, legs, and head, I focused the rig on those parts and set it up with IK so I could control the hands and feet more intuitively. After completing the rig, I created animation sequences based on the camera’s position.

Once the animations were done, I built a Blueprint camera to achieve a first-person walking effect, including bob and tilt. I also created Blueprint camera sequences for both scenes. To connect the two scenes, I added a short transition sequence using the asset’s landing animation.

To draw attention to the walking targets in both scenes, I placed light sources and used a Post Process Volume with bloom to create a blinding effect as the character approached. Finally, I added ambient bird and water sounds to both scenes, rendered everything, and edited the final result in Premiere Pro.

This term was extremely productive for me. I learned many new techniques in Maya, a software I was already familiar with, and reaching a point where I could complete a project in a completely new engine like Unreal was very rewarding. Using the techniques discussed in the workshops helped me reinforce my skills and become more comfortable with the interface. This process completely changed my perspective on animation and showed me how deep and present it is in everyday life. I would like to thank my tutors, George, Ting and Serra, for all these valuable gains.

Categories
Unreal Engine

Week 11 – 01/12/2025 – Unreal Engine

This week I started working on the paradise scene in landscape and foliage mode using the scenes I found as an inspiration.

My reference/inspo scenes:

Paradise scene initial creation:

Next week I will look for a waterfall asset to add to my scene and discuss with Serra about the character animation and how to work on the rig.

Categories
Maya

Week 11 – 01/12/2025 – Maya

This week I went into detailed polishing of my body mechanics shot. I focused on the hand and feet movements motion arc and refined it. Then I went frame by frame and fixed the body parts that stayed still when the whole body was in movement.

Current version:

I got more feedback from Ting to polish the little details and I will work on it this week.

Categories
Design for Animation

Week 11 – 01/12/2025 – Design for Animation

This week during the session we talked about the audio visual presentation we’re going to do as a part of our final assignment. 

I’m currently in the research phase for my critical report. I found useful articles and videos about my topic. I will be continuing my research and narrow my key topics down to 2-3. Next week, I’m going to discuss these resources I found with Nigel.

Cultural diversity in communication:

Ethical guidelines for animated videos:
https://www.mooviemakers.co.uk/ethical-guidelines-for-animated-videos-for-your-business/

Categories
Unreal Engine

Week 10 – 24/11/2025 – Unreal Engine

This week I started creating the forest scene by working in landscape and foliage mode for the ivy covered wall, and the rain forest assets I found on the fab for the forest. 

For the paradise scene, I started creating the landscape and gathering the necessary assets to start building the scene.

After finishing the scenes, I will focus on working with the rigs.

Categories
Maya

Week 10 – 24/11/2025 – Maya

This week I went into polishing the body mechanics, focusing on the feet movement and the COG weight shift. Once my animation matched the reference, I added exaggeration to the kick (more upper body rotation and higher kick) and adjusted the timing in order to add character to the animation. 

I also focused on the hand movements and went beyond the reference video.

The refined realistic version:

The exaggerated final version:

I’m looking forward to getting more feedback on my work because it helps me focus on and detect the details in my own work.

Categories
Design for Animation

Week 10 – 24/11/2025 – Design for Animation

This week in class we continued with different writing approaches and the guidelines for referencing, thesis writing and citations. The session was productive, and after the class I had a chance to discuss my research proposal topic with Nigel.

I originally identified a few key topics, but this would be too broad for a 1500-word research project. So, I will keep looking for resources for all of them. Once I have a better idea of what is out there, I will choose two or three to study in depth.

• The rise of cross-cultural storytelling in globalized animation industries

• When stylization becomes stereotyping in 3D character modeling and world-building

• The role of cultural consultants, community involvement, and diverse production teams

• Economic power imbalances and Western profit from cultural borrowing

• Positive examples of authentic cultural appreciation in 3D animation

• Negative examples where cultural motifs are used superficially or commodified

In the next few weeks, I will keep gathering academic resources and case studies that are related to these points so that I can choose 2–3 of them to write about in my final essay.