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Exploratory Practice – Personal Project

Richard Yu ⋅ 4th June 2023

Video outcome link: https://vimeo.com/manage/videos/833051586

Statement of Intent

In this project, my main goal was to make an exciting 2D sci-fi game where players could join an alien starship on their journey to Earth. But as they explored a mysterious place filled with danger and strange machines, they would soon discover a surprising truth. Earth was inside that place, with no humans, and ruled by powerful AI. The game’s ending is a warning about the dangers of uncontrolled AI development in the future if we don’t take proper precautions.

The art style, like my previous projects, used simple and colorful shapes for the backgrounds and characters. Initially, I planned to work with a student who knows game design. They would do the programming while I focused on the pictures and animations. However, after seeking advice and considering my skills, I realized that improving my animation was more important. Working together on coding would limit my exploration of the small animation details. Plus, coding a whole game requires careful attention to how things work.

So, I decided to change the project into a game animation concept. That meant not working practically with the game design student. Now, I could fully concentrate on getting better at animation and creating an immersive experience. The game animation concept is about a world ruled by AI without humans. I want to tell an interesting story and push the boundaries of visual storytelling. I hope to make people feel emotions and create a special atmosphere by paying attention to the little things.

This project shows how dedicated I am and opens more possibilities for me to explore digital art and games in the future. Although it was tough to give up working with someone, it allowed me to pursue my artistic vision and enhance my skills as an animator. I aspire to improve further and transform game concepts like this into actual playable games someday. It would be a challenging yet exciting endeavor to bring these ideas to life and make them enjoyable for players.

Media of Inspiration

The game’s style drew inspiration from various movies and games, with a particular focus on the game called Desolate Hope by indie developer Scott Cawthon. Cawthon’s game features a dystopian world that heavily influenced the overall theme of my project. The use of eerie wires and tubes, which are prevalent in Cawthon’s game, also played a significant role in my design.

Additionally, I found inspiration from sci-fi movies like Star Trek for the starship and star base designs. The concept of exploring a massive facility was inspired by the Death Star from Star Wars. These influences helped shape the visual elements of the game and added depth to the overall experience.

Link to the first image of Desolate Hope: https://games.softpedia.com/get/Freeware-Games/The-Desolate–Hope.shtml#sgal_6

Link to the second image of Death Star: https://swgameoutpost.com/wp-content/uploads/2016/09/planet-1024×576.jpg

Original Concept and Prototype

Initially, the game was intended to feature three levels: a tutorial, a trial, and a final boss level. However, during the development process, the decision was made to remove the designs for the first two levels. Instead, new elements were introduced to match the aesthetic style of the third level, which primarily occurred within the huge facility.

The following fourth slides exhibit and explain details of characters specifically created to attack players, as well as background designs that didn’t make it into the final stage of the game.

The creature designs in the game were inspired by machines and influenced by sea animals. Since space shares similarities with the vast, empty, and mysterious ocean, it made sense to incorporate these designs. In the game’s universe, where AI takes over and eliminates humans, it was logical for the AI to create creatures based on Earth’s local animals. However, the earlier creature designs lacked motion and were static. As more fascinating creatures were created later, the initial designs were abandoned.

Moving on, the design of the starship and the animation for the flame were of high quality and met my standards. They were among the few prototype animations that were nominated for the outcome video.

In terms of the game’s backgrounds, they were specifically created to suit the tutorial and trial levels. The tutorial level aimed to teach players how to control and operate the game mechanics. Players would use the WASD keys to maneuver the starship and the space key to shoot asteroids. The tutorial also helped players become familiar with the game interface, ship speed, and movement. In the second level, players encountered real threats in the form of animal-like machine creatures. These creatures had their own unique movement patterns, with some being faster than others. Some of them even had shooting weapons like the players’.

Below, you can find web links that showcase experimental animation clips of the creatures and the two prototype levels.

Tutorial level video: https://vimeo.com/manage/videos/818110077

Trial level video: https://vimeo.com/818922128?share=copy

Advanced Process

My project took a big turn when my tutor suggested exploring Caleb Wood’s animated works. His mesmerizing animations, filled with dreamy and unusual imagery, greatly inspired my outcome. Prior to discovering Wood’s creations, my character designs were stagnant and lacked energy. However, by incorporating techniques inspired from him, my designs became livelier, with added movements, smooth transitions, and a wider range of variations. These additional elements breathed life into my project, making the visuals more exciting and captivating for viewers. The following 4 slides showcase and explains some of the designs influenced by Wood’s creations.

The new designs maintain a similar simple style but with added dynamism and variation. One of the most challenging designs was the ball creature, especially its spiky parts. The spikes were individually animated, moving in and out. Timing the frames was crucial to create a wave-like motion, rather than just spinning the spikes. It required careful coordination to ensure the movement made sense.

On the other hand, despite being one of my earlier animations, I had the most fun animating the explosion. The vibrant colors and the transition from sparks to the peak of the explosion, ending with the smoke, made for an interesting visual demonstration.

As for the backgrounds, they have progressed significantly compared to the original prototype’s two levels. The interior design of the facility drew inspiration from the Death Star in Star Wars and Desolate Hope. The background for the AI-occupied Earth was partly inspired by a real-life scientific concept called the Dyson Sphere, which theorizes a gigantic spherical structure built by an advanced alien civilization to harness a star’s energy. In my version, the structure serves as a protective shield to prevent easy attacks on the AI’s home world.

Link to intro scene without editing: https://vimeo.com/833114930?share=copy

Link to interior scene without editing: https://vimeo.com/833115565?share=copy

Link to Earth scene experimental video: https://vimeo.com/833114670?share=copy

Animating Technique

The animation outcome was achieved by layering pre-made animations and backgrounds. The objects were created frame by frame, exported as transparent .mov files, and then imported into a new project along with other elements. I positioned and animated each object separately, and they all came together to form the final video. To create the movement of the ship, a pre-made background image with a wide resolution was used. It was zoomed and horizontally scrolled to simulate the ship’s motion. The entire process was primarily carried out using Photoshop, except for the final editing with effects and sounds, which was done in Premiere.

The following slide demonstrate a graph that dissembled the layers of each objects and background used in my animation

Collaborating Opportunity

As mentioned earlier, the project was initially intended to be a collaborative effort. However, due to certain circumstances, the collaboration was canceled, and the project became a solo animation concept. If the collaboration had continued as planned, there would have been a more detailed discussion between me and the game design student. We would have considered the mechanics, physics, and collisions of the game. The design of my animated assets would have needed to consider the functionality of the coding, especially in terms of the edges.

Constant communication between me and the programmer would have been crucial to ensure a seamless integration of the animation assets and the programming. If any errors arose, particularly related to my assets, some of the animations may have needed adjustments or even redoing. Collaborating on a game with a team is a challenging task, but one that I find intriguing. In the future, I hope to have the opportunity to collaborate effectively with a game design student again, perhaps during the final year group project.

Final Thoughts
and Appraisal Reflect

This project has been a challenging and tiring experience, but also interesting and educational. I started off feeling demotivated and unsure of what to do, but eventually gained clarity and confidence in the desired outcome. The progress was difficult at first as I struggled to produce ideas for creating a lively animation cycle. Originally, the plan was to work on a practical game as a group, which added the pressure of developing functional mechanics and satisfying animations, something I had never done before. To focus on creating a more detailed animation, I had to abandon the group work and transform the result into a game concept instead. Many of the earlier materials I tried didn’t end up being used, as I learned through trial and error. Despite the initial challenges, the final animation turned out surprisingly well and satisfying, although different from my initial expectations. Looking back, I realize there are many aspects that could have been improved, such as adding more animated elements to the static background and introducing a greater variety of antagonists beyond the spike creature and the final boss. From a gameplay perspective, the enemy laser attack was unpredictable and could potentially create an unpleasant experience, making the game unplayable. Nevertheless, the current version of the project effectively demonstrates the concept of a game with this theme. Considering the limited two-minute time frame for my content and the fact that I wanted to include not only animation but also a plot that could pave the way for an entire fictional universe, and I believe that is a pretty good achievement.

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Professional Practice

Richard Yu ⋅ 18th May 2023

Current Skillset: Work Show Reel

London Underground animation: https://youtu.be/S03DsqRMOTc

Forced Marriage Awareness Animation: https://youtu.be/ecpIQ4tL9-8

The forgotten Spitfire Model: https://youtu.be/LKD8vAJ2GrM

Environmental Awareness Animation: https://youtu.be/Sbkq7eRZ3d0

Desired Skillset: Example Works

Games:

Little Nightmares

Cuphead

Terraria

Ori and the Blind Forest

Celeste

Animation:

Peanuts

Looney Tunes

Rick and Morty

Adventure Time

The Simpsons

Potential Industry Role

After conducting extensive research and reflecting on my interests and abilities, I have discovered that working with 2D game or animation studios specializing in cartoons aligns perfectly with my aspirations. During my time at university, I honed my skills in 2D animation, focusing on the distinct styles seen in popular shows like Peanuts, Rick and Morty, Adventure Time, and games like Cuphead, Terraria, and Celeste. With a strong passion for game development, joining a 2D game studio like StudioMDHR Entertainment, renowned for their extraordinary hand-drawn animation in Cuphead, would be a dream come true. Additionally, I am genuinely interested in collaborating with animation studios that produce beloved series such as Peanuts, Rick and Morty, and Adventure Time. These opportunities would allow me to utilize my skills and enthusiasm to create captivating and visually stunning experiences.

To become an expert in this field, one needs a comprehensive understanding of 2D animation principles, character design, storyboarding, and the use of industry-standard software like Adobe Animate, Toon Boom Harmony, and Photoshop. Acquiring expertise in these areas may take several years of dedicated study, practice, and hands-on experience. Regarding hardware, professionals in this field typically utilize powerful computers or workstations equipped with graphics tablets or pen displays to bring their artistic visions to life. As for salaries, they can vary depending on factors such as experience, location, and the specific studio or company. Generally, entry-level positions may offer a starting salary of around $40,000 to $60,000 per year, while experienced professionals can earn significantly higher incomes. A robust portfolio for a 2D animator should demonstrate a range of skills, including character animation, environment design, and storytelling abilities. It should showcase both personal projects and collaborative work, illustrating a keen understanding of timing, movement, and visual storytelling techniques. The beauty of this profession is that it transcends geographical boundaries. Many 2D animators have the flexibility to work remotely, collaborating with studios and clients from around the world. However, certain positions may require relocation or periodic on-site presence for specific projects or team dynamics. Breaking into the 2D animation industry can be competitive, as it attracts a passionate and talented pool of individuals. Building a strong portfolio, gaining practical experience through internships or freelance work, and networking with professionals in the field can greatly increase one’s chances of securing employment. Persistence, continuous skill development, and a genuine passion for the craft are crucial in navigating the journey to success in this exciting field.

Potential Employment Companies

Company and Studio examples:

StudioMDHR Entertainment

Chucklefish

Re-Logic

Cartoon Saloon

Amanita Design

Thunder Lotus Games

Thoughts:

After thorough research, I’ve discovered that indie game studios like StudioMDHR, Chucklefish, and Re-Logic are the best fit for my career aspirations. Their creations, such as Cuphead, Terraria, and Spiritfarer, have art styles that resonate with my own.

StudioMDHR’s attention to detail and stunning hand-drawn animation in Cuphead caught my eye. They push artistic boundaries, which aligns with my vision.

Chucklefish specializes in pixel art and retro-inspired gameplay. Games like Stardew Valley and Wargroove capture nostalgic charm while offering engaging worlds. This matches my creative desires.

Re-Logic’s Terraria, a 2D sandbox adventure, showcases their ability to build immersive game worlds with pixel art. It appeals to my artistic sensibilities and love for exploration.

These indie studios not only reflect my artistic style but also share my values of creativity, innovation, and visually stunning works. Joining forces with them would allow me to contribute my skills and passion to visually striking and captivating projects.

In conclusion, my research and reflection confirm that pursuing a career with indie game studios like StudioMDHR, Chucklefish, and Re-Logic is the right path for me.

Online presence: YouTube channel

Starting my YouTube channel, Blu’s Studio, was my first attempt in building an online presence. Although the contents wasn’t quite original, I worked hard to make the channel stand out among others. The logo of Blu’s Studio, shaped like a parrot, became a recognizable symbol that made my channel unique. I also created business cards and found other ways to show my contact information, giving my profile a professional look.

Link to the channel: https://youtube.com/@BlusStudio

Online Portfolio: Blog

Since I don’t have the budget for a custom domain, I’ve opted to use the UAL myBlog platform for my online portfolio. If I were to improve my portfolio, I would build upon the foundation presented here. I plan to enhance its design, add new projects, and highlight my artistic growth and accomplishments. Despite the limitations of the UAL myBlog platform, my goal is to create a compelling and comprehensive representation of my creative journey.

Link to the blog: https://richardbaanimationyr2.myblog.arts.ac.uk/2023/05/17/richards-portfolio-2023/

CV

This CV showcases two significant achievements I have accomplished in recent years. Firstly, it highlights the success of my popular YouTube channel, where I worked diligently to build a strong online presence. Secondly, it emphasizes my valuable study experiences at UAL (University of the Arts London), where I developed my skills and knowledge in the field.

Link to download the CV: https://ibb.co/v4ff4Ym

Covering Letter

Dear [Employer’s Name],

I am writing to express my keen interest in the animator position at your esteemed animation studio. With a strong background in both 3D and 2D animation, coupled with my creative mindset and collaborative approach, I am confident in my ability to contribute to your team’s success.

As a university student, I have dedicated myself to honing my animation skills. I have completed a BA in Animation at the University of Arts London, specializing in the Animation Arts pathway. During my studies, I actively participated in various collaborative projects, including a commissioned project for the NHS that received recognition. Additionally, I engaged in two collaborative game projects, collaborating closely with game design students to create immersive experiences.

Furthermore, I possess extensive hands-on experience as a YouTuber and animator. I am the creator and director of the successful YouTube channel, Blu’s Studio, which boasts over a million subscribers and 270 million views. Through this platform, I have produced numerous 3D animation videos, collaborating with other prominent YouTubers and horror game animators along the way. This experience has not only allowed me to refine my animation skills but also showcased my ability to create captivating content and manage projects from concept to completion.

Throughout my journey, I have developed a solid foundation in software tools such as Adobe Photoshop, Premiere, and After Effects. My focus has been on mastering the 2D cartoonish animation art style, and I continuously seek opportunities to expand my knowledge and refine my techniques.

I am willing to contribute my skills and passion to a professional animation studio like yours, known for its commitment to artistic excellence. I am confident that my diverse background, creative mindset, and collaborative nature would make me a valuable asset to your team. I am excited about the possibility of joining your organization and contributing to its ongoing success.

Thank you for considering my application. I am eager to engage in a detailed discussion about how my skills align with your specific needs. I have also attached my portfolio for your perusal, providing a comprehensive overview of my work. I am excited about the prospect of meeting with you in person to explore the exciting opportunities within your esteemed animation studio and learn more about how I can contribute to its ongoing success.

Sincerely,

Richard Yu

Collaborative Project Work

I had the opportunity to collaborate on an exciting game project where I served as the graphic designer, responsible for creating captivating visual assets. The game, inspired by the Chinese/Taiwanese goddess of the sea, Mazu, was designed as a delightful 2D arcade-style experience. In this game, players assumed the role of Mazu, defending fishing boats from hordes of menacing enemy creatures 

Mood board for the project

In the game Mazu’s Quest, players take on the role of Mazu, who must protect fishing boats and defeat enemies. Failing to defend the boats results in point loss, while successfully defeating enemies earns points. Notably, if players manage to defeat the green enemy, Qianliyan, and the red enemy, Shunfeng’er, these enemies will switch sides and aid Mazu in her mission. This alliance enhances Mazu’s abilities, increasing her efficiency in battling other enemy creatures. By working together with Qianliyan and Shunfeng’er, players can strategically overcome challenges and protect the fishing boats more effectively. It adds an exciting twist to the gameplay, as players navigate the dynamics of this newfound alliance to succeed in Mazu’s quest.

While my partner focused on the intricate coding aspects, I dedicated my efforts to crafting the entire visual landscape of the game. This involved conceptualizing and designing the characters, environments, animations, user interface elements, and other graphical components. It was a rewarding challenge to bring the captivating world of Mazu and her courageous sea-saving adventures to life.
Collaboration was key throughout the project, and my partner and I maintained excellent communication and constant discussion. We meticulously planned and organized our workflow, ensuring seamless coordination and smooth progress. Overcoming the complexities of balancing functionality and visual appeal posed an exciting creative puzzle. We aimed to strike a balance between a style that complemented the gameplay mechanics while remaining visually appealing. It required careful consideration of color palettes, character designs, and environmental aesthetics to create a cohesive and immersive experience for players.

Although we encountered a few minor difficulties along the way, our dedication and problem-solving skills allowed us to overcome each obstacle and deliver an exceptional final product. The collaborative nature of the project enriched my skills as a graphic designer and provided valuable insights into the game development process.

Working on this game project not only honed my technical abilities but also fostered a deep appreciation for the power of teamwork and effective communication. It was a truly rewarding experience to contribute my creative vision and graphic design expertise to bring Mazu’s heroic tale to life in the gaming realm.

I am proud of the result we achieved together and look forward to further exploring new opportunities to collaborate and contribute my artistic skills in the world of game design.

Due to the mismatched deadlines, I couldn’t deliver a functional game for testing. However, I understand the importance of supported evidence, so I have created a proof-of-concept animation. It serves as a visual demonstration of the graphical assets and style I’ve developed, providing tangible evidence of my work for this project

Link to animation: https://vimeo.com/826227807

Final Thoughts and Conclusion

This project has provided me with valuable insights into the potential industry roles I could pursue in the future. It has been a tremendous learning experience, but I acknowledge that there is still much more for me to explore and research in order to effectively navigate the challenges that may arise when I enter the field. Through my previous research, I have discovered that my art style, characterized by its simplicity and vibrant colors, aligns well with the requirements of various 2D game studios. Additionally, the collaborative experiences I have gained during this project have prepared me for the dynamics of working in teams within a professional environment. As I continue my current path, I am confident that I will be well-equipped to succeed after graduation, and I am excited about the multitude of opportunities that await me in the industry.

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Richard’s Portfolio 2023

Richard Yu ⋅ 17th May 2023

About

I am an animator with six years of professional experience, specializing in bringing characters to life through motion and storytelling. From a young age, I developed a deep passion for art and honed my skills in traditional drawing. Currently, I am pursuing my UAL BA in Animation, further expanding my knowledge and technical expertise. My journey as an animator has been inspired by a multitude of sources, including classic animations, contemporary films, and diverse cultural influences. With a commitment to excellence, my career goal is to create captivating animated experiences that resonate with audiences and evoke emotions, while pushing the boundaries of creativity and innovation.

Best of my works: Traditional and Digital Arts

Welcome to the Digital and Traditional Art Works Gallery, featuring a curated selection of my artwork created prior to my university studies. Immerse yourself in the intricate details and distinctive expressions captured across a variety of mediums. Embark on a captivating visual journey, experiencing the dynamic fusion of my versatile artwork.

Best of my works: Animations

Welcome to the 2D Animation Gallery, an exhibition that showcases my growth and development throughout my university studies. Each meticulously crafted animated work represents a significant milestone in my journey of learning and improving my animation skills. Behind every frame lies a profound meaning, brought to life through vibrant visuals and seamless movements. From character animations to motion graphics, this collection embodies the intersection of creativity and technical expertise. Prepare to be captivated by the depth and artistry of these animations as they transport you into immersive worlds, where storytelling and visual aesthetics intertwine. Join me on this transformative visual experience, where each animation reflects my passion for the craft and the lessons I have learned along the way.

Best of my works: Collaborative Animations

Welcome to this collaborative animation gallery, showcasing the culmination of my university studies. The spotlight is on the first two examples, starting with a collaborative project for the NHS alongside Erin Reyes. While the experimental video I created didn’t make it into the final production, it demonstrates my individual exploration. The second animation showcases Erin’s animation skills, while I contributed to editing and sound effects. Lastly, a proof of concept animation for a collaborative game project during a collaboration with a game design student. Join me on this visual journey, exploring the diverse range of collaborative animations that have shaped my artistic path

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Principles of Animation Arts – NHS Prostate Cancer Project

Richard Yu ⋅ 30th January 2023

Pre-production
Materials

Ideas and mood board:

In the beginning, me and Erin starts off the project by doing researches, learning as much about prostate cancer as we could. Individually, two mood boards were created that was used to inspire our works for the pre-production materials such as the character designs and storyboard. In this page of the slide, Erin’s mood board is displayed on the left, while my one is on the right.

Logline for the animation:

Edited from the 1 hour-ish audio provided by the NHS client, both me and Erin produced the following logline that was chosen and edited after careful discussion and consideration.

“Cancer is a subject that puts people into shock, especially men. The most common thing we do when we’re shock, we pretend it doesn’t exist. That’s probably the worst thing to do because if you sit and you procrastinate, maybe you could have done something in the early stage that could have stopped the cancer from spreading. What I would say is that if anybody is suffering from any of the prostate cancer symptoms, please go and see your GP, get you PSA test as soon as possible. Because once you’ve had the test, you get the reassurance. The doctor puts together a health plan and you know where you are going, and you know what your objectives are, and your journey begins.”

Character designs:

While me and Erin worked individually on the design of the characters during the early stage of the project, our goals towards designing the protagonist is mutual: a senior black man with simple yet relatable appearance that could well re-present prostate cancer patient and could inspire to encourage and take good care of themselves. Several options with different style and design choices were created by Erin and myself. In the end, we took one of Erin’s design and used it during the animation for the outcome.

One of Erin’s early design demonstrating various different potential protagonist appearance
Erin’s final design for the protagonist which was used for the production version of the animation

While my protagonist design wasn’t chosen for the final production, it was still used for the experimental animation. Other unused materials includes the medical crews shown, which was left out from the storyboard in the end and never made it in to production.

Storyboards:

Erin and I wanted to create a cartoonish yet inspirational animation that aimed to deliver a powerful message to encourage cancer patients in taking care and checking up themselves. During the early stage of the development, we established 2 different storyboards individually which are more like each other’s.

As demonstrated, Erin’s storyboard is on the left and my original storyboard is on the right.

There were two other versions of the storyboard that’s created by me, and they went a little different than the previous ones. The first is based on Erin’s original storyboard with more refined graphic, and the second is also similar but with several scenes replaced with a more experimental and abstract design that was inspired based on a discussion with the tutor. Although we decided to use Erin’s storyboard as the foundation to develop our outcome, I had still created a 26 seconds animation based on the experimental storyboard that’s used as tests and inspiration for our final production. The animatic and animation for this experimental version of the storyboard is demonstrated in the later slides of the presentation.

Animatics:

After the finalization of the storyboard, both Erin and I created two individual versions of the animatics. The one by Erin is more heavily based on the original storyboard, while the one I created was designed after my version of the experimental storyboard. Erin’s animatic was refined and re-adjusted for the final production after the client’s feedback regarding some of the scenes being too slow and dragging. Filler scenes to counter this issue was created while Erin was working on the animation.

Erin’s animatic showcase:

Link to Erin’s animatic: https://vimeo.com/794227608

Richard’s animatic showcase:

Link to Richard’s animatic: https://vimeo.com/794226625

Richard’s experimental animation

To reduce production difficulty, I chose a more familiar software over Toon Boom to animate the video. Most of the assets and individual scenes of the animation are created in Photoshop (with some recycled from the storyboard), and then imported in to Cyberlink Power Director for compiling sound and visual effects

Experimental animation production materials:

Experimental animation showcase:

Link to the animation: https://vimeo.com/794210441

Final production & outcome:

The outcome animation is primarily completed by Erin, while I compiled and edited the video into the final version. Some of the experience I had done compiling the experimental animation has been helpful while I was working on the editing for this outcome. The video was given a title by me, called “You’re not alone, stand up against prostate cancer!”. The idea came up while I was working on the editing, and it is to provide the video with a theme that would make the animation look more encouraging.

Link to the animation: https://vimeo.com/794236415

Credit to the background music: The Great North Sound Society (2020) Ellie’s Home Stretch. Available at: https://youtu.be/dJ661rdcF4o (Downloaded 26 January 2023).

Final Appraisal:

This project has been a rather difficult and challenging experience, because of multiple reasons such as communication issue with my group mate, critical physical illness and as well as personal mental difficulties. The beginning took off alright with the first and second presentation, despite of slower progression and a much lesser and simpler concept production, the planning of the storyboard and animatics was going in the way we had intended to be. As discussed originally, the assignment for the production was intending to be Erin primarily doing the animation while I would assist her in doing assets and working on compiling the video for the eventual outcome. However, things get harder during the holiday, as Erin took much longer to reply than I expected. We had little to no progression throughout that period, and I thought it was ok since everyone’s resting and spending time with their family. But this circumstance continued after the holiday, and that started to get me worrying. I hadn’t seen any production progression and it took a very long time to receive a response, even if I had been a little pushy towards her for the reply. I had requested multiple times to assist her in the animation works, but I didn’t have much response from those messages too. It was until almost the deadline of the submission, had she sent me all the required animation work for the editing, and I hadn’t had any opportunities to assist doing the assets as we had originally intended. Upon discussion with my tutor, it was eventually decided that producing additional animation work would help me in submitting enough materials to justify the amount of work I had done for this project. The entire situation has been frustrating and had made me really stressed out and was critically affecting my depression. Despite of my difficulties with demotivation that had declined my ability from creating good animation production, I had still been trying my best to do the most I could to keep up with the rest of the people, but the difficulties encountered throughout this project has made it even harder. Although I felt like there’s many parts where I didn’t do well regarding properly communicating with my group mate, including requesting her to keep constant contact with me from the beginning and finding alternative methods to stay in touch with each other’s, I still felt like things could have gone much better than the way it turned out. On the other hand, the cancer topic has also been a difficult factor for me to stay motivated due to the nature of its topic associated with sickness, negative condition, and has decreased my ability to create a better-quality production compared to my previous performance. Regardless, this is an issue I’m also working to improve, although it could take a longer time than intended to achieve due to the many other obstacles coming from my health issue, that I’m currently working hard to overcome.

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Informed Practice 2 (03/10/2022)

Richard Yu ⋅ 3rd October 2022

Richard’s Column:

1.What’s the nicest thing for you during the holidays?

The nicest thing for me during my holiday is that I get to spend more time enjoying moments with my loved ones.

2.Write the name of a cultural text (eg film, animation, book, exhibition, podcast, band etc) that has inspired you

The film that has deeply inspired me, especially in terms of becoming an animator, is because of the animation film series Rio and Rio2.The reason is because that, ever since I was young I’ve always enjoyed animation movies. However, the Rio series directed by Carlos Saldanha and produced by Blue Sky Studio/ 20th Century Fox, along with my love and interest for birds, was the very one that has triggered and inspired my passion with animation. I gave tried making various animation project by myself based on those movies, and those development was also great contribute to my success in the learning process of creating animations.

Understanding of A Cyborg Manifesto:

A Cyborg Manifesto is an essay written by Haraway, challenges the human identity and the currently political ideology by questioning what and who we’re and the further changes we could be seeing in the future, like how machines can be a feminist tool. Throughout history, there has been many breakthroughs in ideology such as Darwin’s theory of evolution which broke the difference between mankind and animals, and the advancement in technology such as smartphone and computer, which become an extension of our body and perhaps already make us Cyborg based on the definition of it beingix of human and machine in one identity.

Homework 03/10/2022

Plot:

The overarching story of the manga is of Major Motoko Kusanagi’s hunt for a cyber-criminal, The Puppeteer (known as The Puppet Master in the film), whose real identity is unknown. The Puppeteer commits a large number of crimes through a single modus operandi: “ghost hacking”, that is, breaking into and taking control of human minds. As the agents of Public Security Section 9 start to unravel the mystery of the Puppeteer, it becomes clear that it is no ordinary criminal, but a unique autonomous artificial intelligence project (Top Secret Project 2501) created by another government agency, the Treaty Bureau of the Ministry of Foreign Affairs (MFA), also known as Section 6. The Puppeteer escapes Section 6’s control in pursuit of his evolution through merging with Kusanagi. Kusanagi, although initially skeptical, finally agrees to allow the Puppeteer to merge with her own consciousness, sharing her body, in what is no doubt intended to raise even more questions about the nature of human identity in a world where human consciousness is no longer unique.

In this key scene, it was stated that the man’s memories is all made up and non of his experience was real. This is connected with Haraway’s essay implying that being a Cyborg, with the definition of a mix of human and machinery, wouldn’t just be physical, but can also be invisible and virtualized. This scene took that concept fuether with a complete made up experience for a person’s life.

Ghost in Shell. Directed by Mamoru, Oshii, Production I.G, 1995. (Accessed: 03/10/2022)

In this key scene, the puppet master explained to the scientists that genes are basically programs created by the nature to preserve memories, and advancement in technology has allowed computers to gain consciousness which created a new system of memory. This is directedly connected with Haraway’s theory, explaining that cyborg is not limited to our current recognition of biological individuals. It can be defined differently as more understandings are discovered, such as in modern day, human with the assistance of technology has already allow items such as smart phones becoming an extension of our body, making us Cyborg under her definition.

Ghost in Shell. Directed by Mamoru, Oshii, Production I.G, 1995. (Accessed: 03/10/2022)

In this key scene, the protagonist was having doubts for her own existence. She was questioning about her origin, where and when she came from, and whether or not cyber brains could create its own conciseness. This statement is connected with Haraway’s essay regarding the contradictory definition of human being’s individuality. The meaning of gender and sexuality has being re-defined over time, and more about who and what we are is liking to be further challenged again in the future.

Ghost in Shell. Directed by Mamoru, Oshii, Production I.G, 1995. (Accessed: 03/10/2022)

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