Creative Futures – Week VII

23 03 2013

Keep Busy

Some of the projects are finishing, other are in evolution process. Here is the progress of the week on the different projects:

UAB Project:

The UAB project is still in change process. Sharing a whole heavy project like this with another production team requires a great effort on rearranging the workflow and arrange with the other team. Also is a great effort to let them know all the details of the whole project to make sure they are entirely updated. This is taking some time, so for now I have no advances on the project itself.

—————————————-

3D Wedding Cards:

After the first work finished, they were really satisfied of the work and the results. Now, they have contacted me for another batch of Job. There will be two new cards. As I have learnt from the other past Job, a list of prices is very important. So I’m developing a table of prices in order to get a better organization.

As I said, with more or less fixed prices, they also will know what to ask me and what not, with a based idea of how is going to cost.

—————————————-

Pirates Videogame:

This is finally getting solid, this week I’ve been updating and perfecting the first scenario for the demo/beta version.

As I said, this demo will be a demonstration of how the game will be in order to see graphic style and playability. Once they give us the ok of the demo, we can go ahead with the rest of the game.

I have been working on improving a lot of little details of the scenario I showed here last week. I started doing all the in game objects that appears in this first screen.

At the beginning, all I was designing for the scenario had black borders. But when I was designing some of the in game objects, I realized that I have designed the Main Character without black borders. So for a better integration and consistent graphic style, I start re-designing the things without the Black border, and the result was really great.

This is the water bottle, when you take one of this, your water gun reloads with 3 water shots. This is the first version I’ve done before the re-designing, with black borders:

waterbottle_blackborder_blog

And here is the definitive version, after the re-desinging. All is looking better without black borders:

AmpollaAigua_blog

Sergi and I were thinking on a way of making the level a bit harder. Sergi had created a “Key” object, which was necessary to get in order to open the door and beat the level. But after testing that possibility (it was working really well) I get a new idea!

It will be great to have a Switch which you have to activate in order to unlock the door and beat the level. Also it will be great to make the switch have a timer in order to make the level exciting.

So then Sergi had started to program this “switch” and I started to design the switch.

Here is the first design of the switch with black borders, in both positions:

Discarted_switch_redgreen

At the beginning the switch was like silver metal, and with a thin line specifying in which position the switch is with a red and green color. But after integrating the element into the scene I realized that it wasn’t matching with the esthetic of the game. So I’ve tried to color the switch with a copper color, giving to the swtich an steampunk style, which is looking better with the game esthetic.

Here is the switch with the copper color, also I’ve updated the thin line into something more visible. Because the sprite is so small and in the game it was difficult to see the detail with only a thin line.

palanca_red_updated copy

And finally, here is the switch design after the redesigning, without black borders. Also I added an animation in order to make the game look alive:

On Green Version:

palancagreen_Reference

Off Red Version:

palancared_Reference

Now the door, is a sliding automatic door. When you turn on the switch, the door slides down. Here is the new door, witch matches with the copper color of the switch:

firstnewdoor

And here is the door, after the re-designing, with no black borders, and also I’ve added a mounting into the wood:

doorredesing

Also I’ve designed the lives of the Cat in the Marker, you start with 3 lives:

CATLIVESforblog

And I’ve designed the water shots/reloads for the marker. Every water bottle gives you 3 of this and you can accumulate them:

water_marker

And here is a provisional design for the “water shot” it’s provisional because we have to test how it works with the Gun walk animation, so probably it will change:

watershot

Also I have updated a lot of the elements in the background. When looking and analyzing the first version of the background, we thought that the wall at the background looks like a stone brick wall, and it have to look as a wooden wall because they are inside a boat. So I made a lot of changes in the background. Also I removed all the Black borders of the background elements.

Also, we were talking about the lighting of the level. It looks so dark, and we arrived to the conclusion of adding some windows. I’ve designed some windows, and I’ve also put a background of the sea. The background moves, so it looks like the room is really inside a boat.

This is how the Game looked on the previous design of past week:

ingame_capture

And this is how it looks now, with no black borders at all, redesigned platforms and background, the new windows, new door and open system, and with all the objects integrated:

gamecapture_newdesign

About the programing part, Sergi had resolved some bugs we had with the platforms, and he is now working on integrate some of the new animations of the Cat in order to make all work perfectly, here you can found the advances in programing. He has also made some videos showing the different problems and results:

http://spetitfinalproject.wordpress.com/2013/03/21/creative-futures-iii/

Now I’m working on the enemies design, we need at least one enemy to this beta/demo. So I’ll keep working in the different aspects for the demo version.

I’ve recorded and uploaded a Gameplay Video in order to show all the improvements in movement applied to the game:

—————————————-

Advertisements




Scene Design

19 03 2013

Description, Data and Designs

Finally I finished all the Scenario Designs, it has been a really tough work, because designing and drawing scenarios is not my best and it’s quite difficult to me. At the end I had to work at a fast pace to complete all the designs because I was dedicating more time than I expected. Doing the scene designs has helped me a lot to structure the world and the events of the short. Now I have all structured and all the designs ready to do the 3D models!

throneroom8forblog

Here is the content of every Scene Design Sheet (with little variations in some of the Scenes):

1. Description & Data
1.1. Scale
1.2. Additional Information
2. Scene Design
2.1. Final Design

When doing the designs of the different scenarios, I realized that it was necessary to situate the different locations, in order to make a logical development of the plot. If I know where the different locations are, I can tell in which direction is going every character, and how long takes to him arrive from a place to another.

That’s why I’ve created the Kingdom Atlas, a map of the different locations that appears in the short. Also I added some locations that aren’t visible in the short, making the world consistent.

map3_forblog

Here is a list of the final scenarios:

  • 00_Kingdom Atlas
  • 00a_Kingdom Map
  • 01_Castle Library
  • 02_Castle Corridors
  • 03_Throne Room
  • 04_The Castle
  • 04a_Castle Courtyard
  • 04b_Behind The Castle
  • 05_Cave Access
  • 06_Knight’s Cave
  • 07_Keira & Kaylee House
  • 08_Mountain Path + Purple Mineral Mines
  • 09_ High Mountain Views
  • 10_Castle Path
  • 11_Castle Outskirts
  • 12_Tower Room

thcastle3forblog

Here are the different PDF files download links of each Scenario Sheet, with designs, data and descriptions:

00_KingdomAtlas_scene_design
01_CastleLibrary_scene_design
02_CastleCorridors_scene_design
03_ThroneRoom_scene_design
04_TheCastle_scene_design
05_CaveAccess_scene_design
06_Knight’sCave_scene_design
07_KeiraKayleeHouse_scene_design
08_MineralMines_scene_design
09_HighMountainViews_scene_design
10_CastlePath_scene_design
11_CastleOutskirts_scene_design
12_TowerRoom_scene_design

Now I’m working on create a full scene of the short, in order to see how will look the final production. If it works, I will do the complete layout of the short, and I will start modeling the rest of the short elements.





Creative Futures – Week VI

17 03 2013

Very Busy

This has been a very busy week. Like past week, I have focused on the Final Project. Also, I had to do lots of other stuff so I had to work a lot of extra hours in order to accomplish the results planned for the week. But I’m happy because finally I am showing here in the blog all the results of all the Creative Future works I’m doing! (at the beginning, as I said sometimes, I wasn’t showing the results of the Wedding Cards designs).

UAB Project:

The UAB project is in change process. We are collaborating with another production team, named Kourou. Since now they were only helping with the filming. But now they’re going to work also searching for the locations and preparing the storyboard and the technique scripts. So now we are rearranging the workflow of the production and planing the filming for the next month. This is taking some time, so for now I have no advances on the project itself.

We hope next week the new workflow will be implemented and we can continue working, with better results.

—————————————-

3D Wedding Cards:

Finally I can show you the results of the work I’ve been doing on the Wedding Cards! I added a custom sample textures (created specially for showing them here at the creative futures blog!), and a watermark. Now I can show you how it looks without any problems!

These are the first versions I did. As I commented, they were too thin, so they make me change them into something with a most strong-looking. Besides many other little changes they requested me I’ve already commented.

Thin_D Thin_G

Here I’m going to show you the definitive cards:

Diptic: General Shot – Front View – Open Card

GS_FV_OC

Diptic: General Shot – Back View – Closed Card

GS-BV-CC
Diptic: Closed Detail Shot – Open Card + Front Closed Card

CDS-OC_FCC

And now, the “flyers”:

Front View – General Shot:

TON_FRONT

Back View – General Shot:

TON_BACK

Detail Shot – Both Back and Front:

TON_CLOSE

Finally, a different type of Flyer:

OS_U

As I commented in older entries, I’ve also done a lot of renders with the different designs of the cards in addition to the 3D modeling. I’m happy because finally I am showing here in the blog all the things I’m doing!

—————————————-

Pirates Videogame:

We are working on the different aspects which will include the playable demo of the test level we are developing now. As I said, this demo will be a demonstration of how the game will be in order to graphic style and playability. Once they give us the ok of the demo, we can go ahead with the rest of the game.

I have been working on the lacking animations of the main character. Here is the jump sprite.

With Gun:

jump_GUN

And without Gun:

jump

I’ve done also the animation for the main character when it’s not moving, the stand animation. It consists on 3 basic animation combined:

  1. Warm Up
  2. Blink
  3. Yawn

standCAT_animation_BIGGER

I’ve also done a lot of work designing the first version of how will look the demo, is a beta so it’s going to improve:

ingame_capture

I’ve done the background, all the scenario and few of the elements, and I’ve applied all to the game in order to see how it looks and talk with Sergi about what and how improve the different elements. It’s nice to see the game in movement with the design implemented! Although is just a beta and it’s going to change.

Sergi is working on the programming, and he has done some of the improvements we need, the lives, the character now shoots both sides, and the reload of water is fully functional.

I still have to work on Esther design, and on the sprite of at least one of the enemies. I also want to improve this first version of the scenario. We need to have the demo made ​​for the next meeting, so we keep working, all is ok by now.

—————————————-





Creative Futures – Week V

8 03 2013

Distributing time

This week I have focused more on the Final Project rather than the Creative Futures, anyway I have worked also a lot so here is the progress of the week on the different projects:

UAB Project:

We have finally the pre-editing done. Now we have to analyze in detail the lacking shots and the ones which maybe will look better from another angle. We are also analyzing the most important scene of this first short. This is scene is the most important point of the short and it needs a lot of postproduction.

In this scene, the main character arrives to a dead end. He takes one of his energy capsules and reloads it with solar energy, after that, he uses the energy to climb the giant wall and scape from his persecutors. We need to think on the shots in order to integrate the 3D capsules in the live action scenes.

This is the pre-editing, as you can see, Sergi is acting as the Main Character for this tests, we thought it wasn’t necessary to make the real actor come for this sesion of preproduction:

And finally I have the high quality render for the nearly definitive energy capsule, it took about 2 days of rendering in a 4 core processor computer. I had a lot of problems with this render due to the heavy storms of this week. There were several power energy failures and I’ve got my render interrupted several times. Also I lost some work on the animation and modeling, and I had to redo some part of the work. Finally here is the render:

—————————————-

3D Wedding Cards:

I’ve already finished the last Flyers, I’ve rendered them with all the necessary textures and I upload the results to their enterprise personal FTP. I had one last meeting with them and I have received the money accorded for the renders, finally the amount of renders was of 116 final useful renders. I was a bit confused about which price I will decide, so previously I have talked with my animation teacher in university about the price of the renders, he advised me about the situation of the market/field and the prices so I decided the price basing on this and the hours of render.

In the last meeting, they also ask me for a price to sell them the source archives of the project. I was a bit nervous because I hadn’t thought about this previously, so I make an offer to them, after a bit of bargaining, we arrived to a common price. They are very satisfied with the work, and they told me that soon they probably will contact me for another batch of job.

For the next time, I will prepare a table of prices in order to get a better organization. With more or less fixed prices, they also will know what to ask me and what not, with a based idea of how is going to cost. It will be easy by this way if they are going to ask me for more jobs in the future.

—————————————-

Pirates Videogame:

As I said, Sergi and me had a meeting with Premia de Mar people last Monday. There were a lot of improvements and results to show them because it was about to weeks without any meeting with them. We finally present more things than they had expected to this meeting.

We showed them the final design for the Main Character, and they love it. We also showed them the animation and the sprite of the cat he will have in the game. They liked and they have chosen the version with socks and large eyes:

standcat

Referring to the run animation with the gun, they have chosen the one with the more rigid arm:

Cat Gun

We also showed them the two new designs for the Pirates (the monkey and the pig), they liked both. They told us that if we want to do more animals for the Pirates we can do it, because they like all the designs.

I showed them the new design of Giant Martí, and they liked. They told us that it is a lot better than the old one which was very basic. This is the new design of Giant Martí:

Giant Martí New Design

Here is a size comparison with the main character of the game:

Size comparison

And a comparison with the old Giant Martí Design:

oldversionvsnewversion

I also designed the character of “Esther”, I’ve done several versions of it, but they not quite like the results. They told me to continue doing some more designs of her, they told me that maybe a combination of the first and the second design will be better. I have to try that and make some other designs of Esther. These are the different designs I have showed to them.

Esther 1:

Esther1

Esther 2:

Esther2

Esther 3:

Esther3

Esther 4:

Esther4

In all the designs I’ve changed the hair and in the last one I’ve changed also the dress. I will work more in this designs in order to get one appropriate to the character which they like.

We also showed them the diagram of the events of the games, and the story of the festival applied to the game. They really liked, they like the idea of the story of the festival evolves parallel to the action of the game. We also showed them the storyboard of the movie scenes that will appear in the game telling the story. The scenes will appear between the different levels of the game.

We haven’t decided yet if the movie scenes will look like a comic with static images or like a animated short with simple animations.

We also showed them the different progresses Sergi have done in the programming part. We showed them the new way of using the gun and the water reloading, they really liked, but they have noticed that when you run out of water and reload the water gun with the bottle the marker doesn’t increase the number of shots you have reloaded. We have forgotten to apply this feature but it’s simple to resolve.

They saw the animation of the cat applied to the game, they really like how it looks. While they are playing with the character, they told us about the jump animation. We told them that the animation applied to the character is giving us some problems and we have to apply some animations and movements that aren’t applied yet due to technical difficulties.

In this entry of Sergi, you can find: links to the Diagram of the game, the Story, and the Storyboard of the Movie Scenes,  and he also uploaded some videos showing the programing progresses of the game. Here is the link to Sergi’s blog entry:

http://spetitfinalproject.wordpress.com/2013/03/08/creative-futures-ii/

They were very happy and satisfied about this meeting, they didn’t expect all this progressing and advances. They then ask some things for the next meeting:

  • Work on the lifes of the character, make him to have 3 lifes.
  • Apply all the animations for the cat (jumping, etc).
  • Make the water shots appear on the marker.
  • Draw the sprite of at least one of the enemies/pirates.
  • Draw one stage to see the look of the game.

We will try to have a full functional demonstration level for the next meeting!

—————————————-





Creative Futures – Animac 2013

4 03 2013

Special Entry

This is an special entry entirely dedicated to the Animac Festival under the Creative Futures category. As I said, last Friday we went to Animac Festival in Lleida, and here I’m going to explain how it was!

Finally, only Sergi, Aleix and me went to the Festival. Our other partners couldn’t come. We met at 8:00 am on Tecnocampus University in Mataro.

Aleix, Sergi and I were waiting for another partner who finally doesn’t come due to heavy traffic jam. We waited until 8:40 approximately and our partner said us that we can go, because if we wait more we will arrive too late.

Journey

Then we started the journey, it was around 200 hundred kilometers, that’s more or less 2h and a half of drive. We arrive at Lleida at 12h approximately, it was very difficult to find the exact place of the festival because the indications were nearly nonexistent. We went to Lleida Town Hall and they gave us a map and some indications.

Map and indications

Finally we arrive to the enclosure, at the beginning of the day we were a bit disappointed due to the bad indications and the lack of information. But the day was progressing very good and finally the experience was brilliant.

La Llotja Lleida Enclosure

The Festival was principally placed in “La LLotja, Palau de Congresos de LLeida” it was a very big and beautiful place, the design of the building was really modern and fresh.

La Llotja Lleida

This is the hall of “La Llotja” it was very spacious and stylish, here you can see Aleix, we were queueing to buy the tickets.

La Llotja Hall Queueing for tickets

The normal price for the ticket was 9€. But there were a discount for young people, so finally the price was 5€ to us. We bought our accreditations and get into the enclosure. The Ticket actually acts as a bracelet and you have to show it every time you access an act/conference/projection.

Tickets

We were a bit late, so we run into the second floor, where the Elevator Speeches where taking place. Unfortunately we arrive at the end of the first speeches, which were about different people exposing their animation projects, within a certain time of exposition.

Elevator Pitch

It was very interesting, the expositions were very concise and fast because the time for every single exposition was very short (a few minutes). When the time for the exposition was ending, they put a notice sound in order to let the people know that they only had two minutes left.

The project “Deivit and Lisa” was very funny, it was an animated series project about criticism of nowadays culture with humorous tone and style.

Deivit and Lisa Project

After the first of the Speeches section ended, we went to a bar to drink something and plan the rest of the day according to the timetable. We have already look the different timetables on the website, but the printed one was a little different so we plan the day according to what we have planned to see and the new activities we saw on the schedule.

Planning the day

Finally this was the plan:

  • 12:30h
    Elevator’s Pitch – Services (La Llotja, Sala Leandre Cristòfol)
    Micro-presentations by the professionals.
  • 16h
    Future Talent 2 (La Llotja, Sala Ricard Viñes)
    Different Animated Shorts.
  • 17:30h
    ATR. Crulic (La Llotja, Sala Ricard Viñes)
    An animation film/movie based on a true story.
  • 19h
    Curts 2 (La Llotja, Sala Ricard Viñes)
    Animated Shorts.
  • 20:30h
    ATR. Andy Gylnne. Mosaic Films (La Llotja, Sala Ricard Viñes)
    A model for documentary animation. Presentation by Andy Glynne, Managing Director at Mosaic Films.

Planning

There were two different locations for the festival (“La LLotja” and “CaixaForum”), but all the activities we want to saw were on the main location, La Llotja.

Then as we have planned, we went to the second part of “Elevator Pitch” referring to services which started at 12:30h. Different people presented their projects about services related to animation, it was a very interesting and useful exposition. The mechanics of the Elevator Speeches were the same as the previous session, with expositions of few minutes, etc.

First they told us about the nowadays panorama of animated shorts. They told us that festivals aren’t the only out for an animated short, a lot of tv channels all around the world are very interested in buying animated shorts, and this field moves a lot of money.

Animated Short Field and Market

Then “BDAE” presented his project, an I+D+I project, it’s called the “Base de datos de la animación Española” something like the Base Data of Spanish Animation, they also do Masters, and different studies.

“Social Point”, a videogames enterprise, presented their enterprise and projects, they are one of the most relevant enterprises on social games developing of the world. They where searching for people to join their studio, because they are growing a lot. They shown their project “Dino City”, a flash Social Game. They show us some part of the process developing one of the characters.

Social Point Speech

“Impulsa’t” presented also their project, it’s a new crowd funding enterprise dedicated specially to artists and art projects. Their charge is only the 3%, so they are the crowd funding enterprise with lower charges on the market.

The last one was “Moviebeta”, an enterprise that acts as an intermediary between festivals and people. If you have to present an animated short to a festival, you can upload it to their website, and they make all the process to delivery that animated short to the festival, they talked about they conserve the quality, with good compression and codecs, and the charges were between 2€ and 4€.

Moviebeta speech

That was the end of the Elevator Pitch, it was very interesting and useful in future terms.

Then, we have some time to go and have lunch, we visited the city a bit and eat in a nearby restaurant. The service of the restaurant was a bit slowly so we arrived a bit late to the “Future Talents 2” session at 16h o’clock. 

The auditorium “Sala Leandre Cristòfol” was completely amazing, it was enormous and beautiful, with light trees on both sides of the room and leafs on the roof. This is a panoramic photo of the auditorium:

Sala Ricard Viñes

All the acts of the afternoon were in this big theater, the atmosphere was really good, the lights, the people, animation everywhere. This is a 360º photo from the middle of the room:

Sala Ricard Viñes - 360

The animated shorts projected during this session were kind of experimental, like independent films. The plots where very introspective and dark sometimes.

  • Cupidon:
    France / 7’ / 2012 / maya / V.O.S. (french)
    The story of Cupid, confronted with a modern Narcissus and lived his worst day ever.

This Short was really well done, the rendering, the modeling, the rhythm and the artistic direction were really amazing. It started with some realistic Pixar style of rendering, and then it changes to some kind of Cel Shading. The plot was also very funny and entertaining. This was the most commercial animated short of this section. The animation was a bit messy compared to other aspects of the short but was good at any rate.

Cupidon

  • Hänen tilanne
    Jenni Rahkonen / Finland / 6’ / 2012 / animated drawning / S.D.
    The world won’t stop turning even when one stops turning with it.

This had a very independent feeling and look, showing an introspective story. The animation was simple but good. The audio and the sounds were the aspect I most liked from the short. Very nervous atmosphere and clear message.

  • Strings
    Israel / 11’ / 2012 / 3D Computer / V.O.S. (english)
    A marionette puppet with aspirations of glory, realizes that the way to fulfill them is not that simple when you are a puppet with feelings.

This one was a bit strange, the modeling and the animation look really good, but the technique and the render were so simple. The materials look irreal and bad chosen, with better render and materials, the short would look a lot better. The story was good but the rhythm was a bit slow and mishandled.

  • Der Übersetzer
    Germany / 5’ / 2012 / animated drawing / S.D.
    A translator is confronted with an obstacle. Or is it him that is the obstacle? A story about linguistic challenges, intellectual highs and lows, step sequences and dancing with words.

This was one of the most I disliked. It was very metaphoric and redundant. The message was good and also de animation and esthetic. But the rythm was so slow and a bit repetitive.

  • From Dad to Son
    Nils Knoblich / Germany / 5’ / 2012 / stop-motion / S.D.
    A prisoner receives the message that his old father needs help with tilling the field. In his desperate situation the prisoner suddenly has the idea to use the guards to till his dad’s land. A paper crafted animation short about family and the conflicts of physical separation and their communication.

This was very good, a great surprise. Great animation, original and good rhythm. The story was the strong point of the short, very funny and cute. I like it a lot. The artistic aspect was also very well achieved.

From dad to son

  • Pohyper
    Hui-ching Tseng / Taiwan / 3′ / 2012
    An experimental animation made using multimedia techniques to explore the new possibilities of mixing stop motion and computer graphic images in animation.

This one was really fun and well-made. A surprise and very different to the others. Very original and happy esthetic with the use of stop motion applied to the shirts which were wearing the actors of the short.

  • Omega
    Germany / 19’ / 2012 / Stop-motion, 3D Animation / S.D.
    The mechanical life form Ohm inhabits a bleak and devastated planet. The thousands of mechanical creatures of this world share a single cycle of energy. In this cycle, Ohm is a rogue element. His nature is to devour and absorb others. When one day a gargantuan foreign object appears in the skies during a lightning storm, the Ohm’s greed will endanger the known order of matter, time and space.

This was really dense, maybe with a better rhythm it will look less dense. I like it, but it was maybe to large and slow. Well done and original, very futuristic with a great atmosphere.

At 17:30h the movie Crulic started. It was kind of interesting, the animation was very unusual, combining different styles and all guided by the narration of the main character. The most hard point of the movie was that it is based on true story, it’s so hard. I liked, maybe a little slow.

At 19:00h started the Shorts session named “Curts 2”, there were a lot of shorts so I’m only going to talk about the ones I liked the most. The auditorium was full of people in this session, they give us some papers in order to mark each short with a mark from 0 to 10, it was a great experience.

  • Olympic Vermin
    Amael Isnard and Leo Bridle / United Kingdom / 1’ / 2012 / 2D computer, live action / S.D.
    An alternative take on the Olympic torch relay that took over London in 2012.

This was really funny. Simple and short but well done and entertaining, the integration of the characters into the life action scenes was really well done, and it was very funny with a good rhythm.

  • Les mots de la carpe
    Lucrèce Andreae / France / 4’ / 2012 / drawing animation / S.D.
    We’re in a bar in which there are two seats to each table and various couples… Every few minutes, the men and their dates for the evening change around – it’s the rule of the game!

This was the animated short which I liked the most from the entire festival. It was really surprising, funny, well animated and well-done. The characters, the animation and the colors where incredible. All the people in the theater laugh a lot with this short, I really really like it.

Les mots de la carpe

  • À la française
    BOYER Morrigane, HAZEBROUCQ Julien, HSU Ren Hsien, LELEU Emmanuelle, LORTON William / França / 7’ / 2012 / 3D animation / S.D.
    It’s an afternoon in Versailles, during the reign of Louis XIV.

Really funny and well done, perfect technique and rendering and modeling, illumination, etc. But it doesn’t surprise me, very typical jokes and gags. Funny at the end.

  • Fuga
    Juan Antonio Espinares / Spain / 15’ / 2012 / 2D and 3D / S.D.
    Sarah, having just arrived at Santa Cecília’s conservatory, will discover that there are different ways of interpreting each side of the prism from which she perceives her reality and talent.

This was the most surprising well-done and powerful short of the festival. All the people cheer after it ended. The artistic design was incredible with amazing hair and clothes physics, combining life action with actors and animation. The music was sublime and the rhythm great. Also the plot was very good and catchy.

This session was really great, the atmosphere was amazing with really good and fresh shorts.

Then the session with Andy Gylnne started at 20:30h in the same room:

IMG_4113

The conference was really interesting, he start asking to the public, which kind of public we are. He ask who were animators, producers, documentary producers, or just moviegoers. For my surprise, there weren’t a lot of animators in all the theater.

Then he started to talk about his life, and which were the main point of his life in order to make him what he is now. He then started to talk about his animated documentaries.

He introduced to us the “Animated Minds” documentaries, there are animated documentaries, based on mental illness. He talk about the process he takes to do one of this “Animated Minds”.

  1. He interview a person, someone with specific mental illness, he record that.
  2. He takes the interview, and edit the audio in 30 minutes.
  3. Then he returns to talk with the person interviewed, and show him the result.
  4. When all it’s ok, it start the “normal” story board, and animatic production to do the animation based on the interview edited audio.

He explain that with animation, he can explain the illness and the sensations separately from the person. If you see a normal interview you might think “this person have this problem” but if you se with animation, with no real face behind the words, you understand the problem and the situation in a more general concept, not focused on an individual.

Also with animation you can feel and understand how people with that illness see and feel the world. He shown us three animated minds videos.

The first one is about someone with obsessive compulsive disorder, it really make you get closer to that people feelings.

The second is about someone with Asperge syndrome, I never realized how people with this illnes feel before seeing this video. I have heard about the symptoms but I’ve never imagined how it could be since I saw this video. It is really well-done.

This is really really hard video. I think I’ve never seen anything like this. Also the speech gains strength because you know that who is talking is a real person with this real problem. And the animation makes you think on the general illnes, not only applied to one single case.

Andy told us that at the beginning they doesn’t imagine the repercussion of their videos, but a lot of people began to e-mail them saying that this videos had helped them to know what actually is happening to them. People that were in treatment for years finally has discovered what happens to them seeing these videos.

Then Andy stop talking about animated minds and start talking about different animated documentaries produced for the BBC, called Seeking Refuge. They explain the experiences of young refugees living in the UK. Another time he used the original voices from child testimonies, and animation for visualize their stories. He shown us two different animated shorts from this series.

Personally I get more impressed by “Animated Minds” rather than “Seeking Refuge”, but I also liked that last one.

Then he presented to us his last project teaser, it’s a project about testimonies from child who have deserted from North Korea, and it’s a feature film, not an animated short.

I really enjoyed the conference, it was very interesting. Andy Glynne had a translator for this conference, and she didn’t translated him very well, she committed some mistakes altering the words from Andy. Andy had talked very well and understanding english so I didn’t have any problem to understand him directly.

Andy Glynne

The conference ended about 22h o’clock. We had to leave because the journey back to home was very long, but it would have been great to remain and see the adult short session which started at 22h o’clock. This is me at Animac 2013:

Me at Animac 2013

Finally we arrive home around 1:00 am, very tired but very pleased and looking forward to returning next year! I learnt a lot and it has been a great experience!