Below is the final video for the Monday's choice production which went from September 2023 - May 2024 (with the holiday break between)
Monday's choice is the accumilation of skills gathered during my time at SAE, resulting in a comedic, short animated film which was exhibited in the SAE's 24T1 exhibition.
- Producer
- Environmental design
- Cleanup
- 3D modeler
- Texturer
- SFX Lead
- Editor
- Animator
- UI Animator
- VFX
Core team:
Oliver Horton
- Director
- Storyboard Dev
- Animatic Dev
- Animator
Jonathan Meagher
- Concept artist
- 3D stylist
- Asset design
- 3D Rigger
- Animator
- Animation Dev
Son Nguyen
- Animator
- Rigger
Freelancers:
Elliot Johnson
- 3D Asset Artist
Nathan Slegers
- Character Animator
Sienna Carraro
- Logo Animator
Jevaan Waldron
- Musical Composer
Jenelle @Jenellevo
- AI Voice
Georgia Sells
- Asset creation
External asset accreditation
Vandacvi (2023, May, 26) - Gorilla free 3d rig. Sketchfab.
Early in the active stage of development I setup an asset list listing off each of the scenes in the different assets we needed to make or locate, being early in the development stage and awaiting fine tuning of the Animatic, I decided to pick up a few (19 in total plus 4 textures for others assets), these assets ranged from Sky cranes, to office chairs, other freelancers came in and did an item or two and they'd be recorded in the asset list sheet, for more organic items, we went with the Quixel route for high quality assets.
When the Animatic was finalised for the audience test stage where we checked to see what the audience understood from our animatic and what they liked/disliked, we fine tuned it where necessary and I broke down the animatic into shots and scenes where we could showcase the scene's status, and who was handling them, allowing us to locate who was doing what easily and efficiently
For the storyboards, Oliver (Director) made the storyboards in which the 3D scene was based off of.
Initially I made the scene as close as possible within Blender (Blender for the ability to control individual lighting and bubble particles) but things were changed over time, the AI unit was removed and replaced with a whole wall screen, a door was added behind the jar, and the screen was placed infront of the containment, allowing for better looking and expressive shots.
The Jar and braing were modelled by Jon, and textured by me, as I also added the bubbles, and it worked well for our animation even with how simple it was.
Once the Jar was in, basic bubbles were added for a poster that we could use to distribute the animatic in order to have a greater audience test, the initial Icon's on the screen were by Oliver.
All UI elements were setup and animated by me with the use of Illustrator and After effects (Tiki, contruction site, boxing icons were remasted based off of Oliver's animatic verisons).
Initially I made the blockout in Unreal Engine to save time as we were able to get camera angles checked with the blockout, and ready for animation.
Here we see the finished scene, which consists of assets made by me, that being: Sky Crane, Construction building, Wheelbarrow, and Construction materials.
The bucket was made by freelancer Elliot, and the ground and road materials were sourced from Quixel.
Another I initially did the blockout in Unreal Engine, the concept of this office was to have high tech synths remote in, and do work in and old building, hence the not so high tech looking office.
Within this scene I made: Tables, Chairs, Dividers, buildings, and textures for the monitors, in addition setup each of the workers with their animation in the establishing shot.
Textures for the walls and floor are from Quixel, monitors were modelled again by Elliot.
Another I initially did the blockout in Unreal Engine, very simple with just an observation window over an empty terrain
Within this scene I made: The observation room, and setup the Gorilla's enclosure with assets from Quixel's library.
Another I initially did the blockout in Unreal Engine, based off a real world boxing ring, this was later changed to more so be enclosed similar to the battle bots arena, with empty seating around it to signify the crowds shifting to an online streaming preference.
Within this scene I made: Lighting rig, ballistic glass, audience seating, and the flooring, flooring was textured using Quixel's assets.
Another I initially did the blockout in Unreal Engine, a simple tiki bar on the beach with drinks being serverd.
Within this scene I made: Tiki totems, fairy lights and textured the, tiki bar, tiki heads, and glasses, the trees and sand textures were obtained from Quixel's library and the bar stools were done by Elliot (not shown).
This scene is simple, the synth teaching infront of a class of gorillas, initially we wanted gorillas in the foreground getting enraged, but they were removed by the final editions
For this, I just made the graphic that would be illuminating the classroom, which was the zoo habitat scene with a chart and text.
The original model for the synth was made by Jon, it wasn't very optimized initially and the torso initially looked a bit too human for our purposes, a great design overall, but needed cleanup.
The torso was remade to be more synthetic while still keeping Jon original vision by my and all the other limbs had the additional unneccisary verticies removed.
Construction Synth corrisponds with dirty chasis and hazard stripes for visibility when the users inivitably loose their synths.
Office synths are clean, and have a tiny tie to boot to look professional in the workplace.
Habitat synths are green to blend in and help nature, (the designers don't mention the fact about their white contrasted face).
The boxing synths have been beat up again and again and again, they're still fighting their way even to this day.
Tiki Synths have a nice floral design to appease potential customers, those who get time off that is.
Classroom synths are the simplest as they have just been pulled off the assembly line and made to teach those who will listen.
The editing was done in After effects, over the course of the project, initially based off the animatic audio but later updated to include the new voice actors lines for the AI, the setup of the UI in After effects allowed a simple switch over but still required a little retiming for the flow of everything.
Overall, this whole project's dev stage, I put 220 recorded hours in over 13 weeks total.
Copyright © 2024 Dean Scott - Hexazulion - All Rights Reserved.
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