After Joining Twitter, whereas Matt, Simon & Jake went off to find inspirational Artists, I being my smart and always thinking about my prospective future self, Came across a Man, who more inspirational than any artist, has proven that no matter who you are, you can make a difference. Even if it is in Lidl.
Wednesday, 15 December 2010
Average?
After Joining Twitter, whereas Matt, Simon & Jake went off to find inspirational Artists, I being my smart and always thinking about my prospective future self, Came across a Man, who more inspirational than any artist, has proven that no matter who you are, you can make a difference. Even if it is in Lidl.
Tuesday, 14 December 2010
Artsy Stuff + Twitter
Friday, 10 December 2010
What Have I Achieved...
- I have Written and Re-Written the script 4 to 5 times, after criticism from Derek Hayes, and the team. Cutting down a 9 page Epic to 3 or 4 pages
- I have lead the team, Scheduled, contacted and kept on top of everything going on within' the Team, allowing for Illness, Holidays and we are still on schedule.
- Handled problems within' the team, between members including myself.
- Compiled Design bibles for both occasions.
- Pitched the Project on behalf of the team
- Worked as part of the creative force behind the idea along with what I would call a team of writers, heading it up as the lead writer who physically scripted (Thus the project is in no way just my idea)
- Furthered accessibility to the project by keeping the team's Blog.
- I have brought together Other members for the team from a cross course range.
- Promoted the project and myself to Companies like The Peoples Republic of Animation
- Made attempts to contact professional's in the Games Industry in an attempt to set up my Mentor Scheme.
- Become Thicker Skinned
- Learnt more about professionally developing my blog & internet presence.
- Found new and different Art styles that I enjoy working in.
- Set myself up for professional development modules next year.
Monday, 6 December 2010
Liquid Animation
Saturday, 4 December 2010
EDGE
Thursday, 2 December 2010
Exciting Stuff.
For Kat
Kat asked me to post an update on my little sprites the other day when I'd done an update and I didn't get round to it in the afternoon, so here's the line up so far.
Wednesday, 1 December 2010
Class Photo
Saturday, 27 November 2010
2 Weeks Until Rendered Environment...
CHRISTMAS HOLIDAY DEADLINE (December 10th)
Tom
Collate final work for design bible.
Talk to Rich about Music.
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Simon
Colour storyboard.
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Roy, Emma & Oddne
Finish refined block through.
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Matt L & Simon
Final render of blimp interior.
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Matt B
Skeleton, Orient joints and IK Spline (including tail) for Bap.
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Wednesday, 24 November 2010
The Musician
Sunday, 21 November 2010
Producing - The Ins and out of a Social art
Monday, 15 November 2010
Week 7 of 31
Thursday, 4 November 2010
Blizzard - Associate Producer Job
Tuesday, 2 November 2010
First Steps
Tuesday, 26 October 2010
Progress
Thursday, 21 October 2010
Production Reports for Week 1 & 2
Week one
As I have scheduled,. Week one as I am calling it was not week one, we had begun concepts and other bits and pieces before returning to uni, but to continue with our plan and what Andy and Georg had set out guidelines wise. I chose to start our scheduling from that point forward, so within' week one we began to finalize ideas, run them past Derek, Andy and Georg, gaining ideas for the technical aids we would need. I also began to write up the script as drawn concepts went about being drafted up. Our team at this point consisted of
Myself – Producer, Writer, Editor, Direction
Matthew Luxton – Modelling, Lighting
Matthew Butler – Modelling, Rigging
Emma Taylor – Concept art
Simon Acty – Concept Art, Storyboarding, Modelling, Direction
Roy Nottage – Concept Art, Animation, Art Direction
I also drew up gannt charts that week and began sheduling modelling the characters in a bit more detail.
Week two
Week two I began chasing up music and our modelling was well under way in the props department with Matt & Matt, the two of them have implimented a system suggested by Georg, to model, unwrap, model, unwrap, instead of saving all the unwrapping to the last minute, Simon continued to storyboard, Emma with concepts and Roy working alongside the modellers at this point doing technical drawings for them to work from. We also expanded our team with Animators, a Rigger, a compositor and another modeller/maya buff.
Oddne Madsen – Animation
Holly Bird – Animation
Peter Stache – Compositing/VFX
Scott & Ollie from Second Year – Maya Buffs/Riggers.
The team seems to be becoming a monster, one that I have to tame, but with some of the best people I could have wished to recruit, I'm proud of how our organisation and dedication seems to have brought these people into our wings.
So far we haven't really come across many problems and there's a lot of initial learning going on for all our members.
Being in the studio from 9 – 5 each day is also helping out a lot, as we are in constant contact with Derek, Kathy, Georg & Andy, who have all helped in their own way with our project, thus the writing has furthered, and the project has come into it's own. It's been really good to get the feedback and at this moment in time refine the story, shots and general theme of the film and pitch.
Saturday, 9 October 2010
Boys of Summer
Summer
Over Summer I spent a lot of time working, mainly to keep myself alive, due to not getting the research job with the writing company in Penzance. I was working at WHSmiths over the first half of the holiday, and working hard. I actually mean it. I was pretty damn proud of myself. When I finally got away from that I visited home for 2 weeks. Unfortunately not seeing as much of my parents and family as I could have done. Then returning back to Falmouth for the remainder. I spent a lot of time researching where I wanted to go, figuring out my options. I am very much so a person who has to know "What's Next" I don't just live for the now. I live for my future. So I began researching a lot. Picking up Edge Magazine more often than not, and e-mailing recruitment companies. all of who gave negativity on the games industry in the way of students and even producers.
Later on in the holiday I decided I would like to get to know 2D animation software a bit better just incase I ended up producing an animation for the third year that may have to be developed in this way.
I began using sprites to create a small animation for pitching at Jimmy's shop Loading in Falmouth town, and intend to do some work for him in the near future. but here's a quick demo of what kind of thing I was messing around with. along with this I also looking into action scripting a small platform game and checked out using software such as game maker for the same purpose to make an interactive website for professional practice.
I found the hardest thing is rendering out nicely, as you can see, remnants appear in the work, which aren't exactly critical to the piece
Final Year Project
Ok so. The Final year project took a bit of a twist the week before we returned to university. It was decided the initial plan was no longer to be continued with, between Emma, Simon and Matt. Thus I joined the creation of a new Idea.
This new idea was for a pretty Generic chase sequence, a tried and tested story of sorts, set in an odd steam punk like world. I have currently helped further the story and I'm currently writing the script. As I do this my team members are creating props and assets we know will be required for the piece. Simon & Roy have also been decided as internal directors for the piece. Mainly due to needing people to know the aesthetic and to actually give the idea some kind of individuality.
Tomorrow I intend to have the script finished and have a timetable drafted up for our production meeting monday morning at 9am.
(more to come tomorrow)
Monday, 7 June 2010
Some Drawings.... Because I was BOOOORED
Friday, 4 June 2010
Andy Wyatt. I Love you!
So I'm feeling great today, everyone in Animation did a great pitch. Even If I believe a few of us were pitching to the wrong people for our ideas. I believe my group came of strong and knowledgeable about our subject. Well done chaps! Although I have seen areas I would like to further and hopefully get myself sorted for next year. But the two who we pitched to seemed like nice people and obviously had their own areas of expertise.
It's made me feel so very good about starting my own company after/during my last year of University and basing it down here, but that's a different story.
I also today received the offer of an interview to work as a researcher over the summer full time for 12 weeks. With french VFX researchers, working for South West Screen. The post looks awesome and hopefully with the right intent I can go for it and begin my rein over the world. Nah I joke. But this is something If I get it I can pull my weight and have some amazing contacts and a way out into the world after University. I am Very Very excited, this is all thanks to both my ambassador jobs and to Andy for passing my details to Pippa who is running the show. I am Stoked.
Monday, 31 May 2010
Pitch Project Work - A Slice from Everyone Involved
Release the Beast, our game concept for the pitch project and maybe to be carried through into the third year is now being complimented on a daily basis, it's really nice to have an idea that everyone believes can work. And I'm really proud so far of the team I've put together. The above drawings were done by Simon Acty, who I'm particularly proud of, he put a lot of time into getting these down and making them as amusing as the bullet points I had provided for the characters. I think they work fantastically and he's currently cleaning them up for the pitch. Myself and Matt Luxton did the composition above in Photoshop using Simon's art. It's been really nice being a kind of idea's generator, an organiser, quality control, and mediator between all parties involved. And I really feel like these guys are treating me as a team leader. And we're all working together fantastically. We've even had a request that if we take this into the third year. Roy Nottage would like to work on Animating the characters. So we're attracting a bit of attention with the idea.
This small piece of Artwork is a roughed up concept for a world called "Bananaland" as coined by Matt Butler, (All the names are subject to change) The piece above is by Emma Taylor, and the Map below is for the world in question done by Matt B. Matt B. has proven to be very enthusiastic throughout this project, throwing ideas in and around as he can and working hard to create environments based on his knowledge of video games and shoot'em ups. Emma has also taken the time to do some Character descriptions and naming which again will undergo some looking over and changes, but are again fantastic. Emma is a brilliant fantasy writer and her character descriptions represent that, We just tweak the comedy slightly.
This is a Mock up of the HUD (Heads up Display) Designed by myself and Simon, The Gun Model was done as a test by Matt just so we'd have something to throw down for the pitch. We're working quickly and efficiently and this is showing through the quality of the work we have, I feel myself getting better and better as a leader and know how I would want this to run were it used next year as a third year project. I'm at a half way point on belief in this project now, what with the compliments we've had. From my initial change of plan, to what me and my group have come up with. I'm really beginning to be quiet proud of what we have even to this point.
These are a few Gun Designs done by Matt L. as concepts. I believe they still require a bit of work, but they are absolutely fantastic. Matt is a wicked guy to work with, he puts so much time and effort into what he does and always comes back with things of fantastic quality.
All in all we're working away at making this the best fun we can make it, and it may be an option to make maybe a working level, or a concept trailer for the game next year for our FMP.
Tx
Monday, 24 May 2010
Big Update
BUT
seeing as I'm working on my Script at the moment, I can't really upload the full thing can I? Or Can I? If anyone is interested in reading through the first draft of my Script for "Bandits" then please give me a shout @ Tom.Dowler@gmail.com
So things are going well with the script. I've done a few bits and bobs drawing wise also. And found a few more things just recently I wanted to further, remembering I had a stash of stories that I'd never saved or used. Which I plan to further and develop maybe to pitch as work for next year. Maybe just to do as a Web Comic, or maybe just to keep my hand in the creative side of production.
Boom! ok!
Pitch project! Going ok! We had a massive turn around of idea, which now everyone seems pretty stoked to be a part of! We're going to be making a Team Fortress-esque/Street Fighter-ish, game (well not making it, but pitching it). We plan for it to be a bit of an adult aimed game maybe for plus 15's but with 5 people working on the project I have found myself taking the lead role again, which is good, because now I feel I don't have to back down no matter what these people say,. These guys have chosen to work with me, and they're all awesome in their own specific way. And to see that they acknowledge my skill aswell makes me feel so much better about myself. So I'm just gonna do my best to get them through and to have them do the best they can. I'm really happy with this, and am holding weekly meets as well as personal meets with each of my work mates. It's a really nice and personal way to make sure stuff is going ok. Now I want to make sure everyone knows what's going on in their own department and have something to talk about.
At the moment.
Character Designs - Simon Acty & Myself
Character Stories - Emma Taylor & Myself
Environments - Matt Butler
Weaponry - Matt Luxton
Interface and Playability - Me and the Teams input
I think this will work well. I just need to get everyone together to sort the pitch into something nice and flowy! And I have an awesome idea for a gimmick that'll make it rememberable. Keep your minds open! haha.
Tuesday, 27 April 2010
It's been far too long.
I feel really bad at the moment. I've been so busy with other bits and pieces, I've not put any time into my uni work, although the thoughts have been there. Like with Cherie's work. I feel so bad, I've literally not stopped doing Campus Tours, Ambassador and Mentor work for the University. And now I have my Job at WHSmiths, I just find myself having a hard enough time just trying to make enough money to stay alive as I do trying to get all the work done I have to do.
So I'll give it a shot to fill you in about over the holidays and what I'm up to now.
3rd Year Work
The third year work started out really well for me. I'd done all the modelling I was asked to do, and stayed over easter especially to do the work. I did the majority of things, asked too and a lot of it was new learning for me, and working in Cherie's environment was hard as referencing and files were quiet hard to get to even open with the correct things within them.
I feel kind of bad just because I haven't managed to get done all the things I said I would, in that case I'm a failure. And I feel terrible for not having it all done, but my skills. even when breaking what Cherie had done, or using the gravity and shatter effects in Maya,... It was all a mystery to me, I learnt so much about soft rigid bodies and active bodies and all sorts like this, in that sense it's really been a steep one for me.
I think the problems were that the group had no production meetings. Nor was everyone here all the time intended. Leadership and pushing of the group was somewhat lacking and I feel that had we all sat down together at points, the problems I'd had could have been solved between us. I feel if I'd have EVEN had a job animating on this project I could have done all that was asked of me, instead. I had a job that challenged me to a point of total disinterest and a lack of ability to save it with the time I had. Again I'm ever so sorry to Cherie for all of this. I missed the one production meeting when we got back due to having campus tours and mentor interviews.
Negotiated Breif
for the negotiated brief I plan to write a script for my final year project. This is also going to be used for my pitch project.
My script is going to be based on some music and some videos I found on Racoons. I've seriously had ideas rattling around my head for a couple of months now and this will be really nice to get done, and quiet the contrast to what a lot of people are planning on doing for their final year project. I know for a fact that I can do as good a job as anyone else in creating something for the final year, but I think I'm the only person willing to go ahead and ask for help. A lot of people say they either don't want to work in groups, or flat out would HATE someone working on their final year project. To me, this somewhat kills the idea of what Animation is. I don't mind if no-one joins on my idea for my animation. Even if I think it's good doesn't mean everyone else has to think it is... I have a modeller lined up already for the characters and for environments and character turn arounds I have two 2D artists. So far my crew list for THIS YEAR goes like this. (Of course I will stay on within the crew for the full development and hopefully so will Matt.)
Tom Dowler - Producer/Director/Sound/Writer/Post-Production/Animation.
Matt Luxton - Character/Prop Modeling
Emma Taylor (Prov) - Environment Design
Gareth Sharples - Character Design and Turnarounds
I'd like to get as many people involved as I can. So If anyone likes my idea at pitch or at any stage and has read this, please get in touch. I'd really appreciate more animators and creatives to just give this a boost and help me in the final year.
So more than anything, My pitch project is to enable me to recruit more members of animation who would maybe like to work as a team.
Tx
Sunday, 28 February 2010
Back on Track
I think my lack of confidence in myself as a producer due to one or two elements was a bit stupid now. I really want to do this, so why should I let anyone destroy my chances. I am going to get these projects finished, I'm determined, EVEN If I end up with 3 lots of work to help my groups accomplish what they want.
Roll on Monday. Tomorrow I'll find out where everyones at and set realistic deadlines around what we have to do!
Tx
Friday, 26 February 2010
Thursday, 25 February 2010
Zee Third Year Projects
Wednesday, 24 February 2010
Through the Hard times,....
Monday, 22 February 2010
Upping my Internet Presence!
Thursday, 11 February 2010
Producing!
Thursday, 4 February 2010
Producing and Styles
Friday, 15 January 2010
3 Day Writing Colaberation
Well. What can I say other than, How proud I am of what me and my group managed to do within the three days we were given for the Writing Collaberation project.
This project was set alongside the MA writing students at UCF. The Idea was to create a peice for NUFSED (National Union of Fairies, Sprites, Elves and Druids). To Promote these creatures in a positive light. It was all a bit of a blur for me at the start and I didn't know what to think at all.
When our group got read out, we obviously knew our own Digital Animation crew, but our partnered Writers we had no idea about. My Group were as follows.
Myself - Producer
Sarah Crombie - Art Director
Simon Acty - Storyboarding
Emma Taylor - Designer
Harriet Teagle - Animator
Lee Dutfield - Post Production
Then we were joined by three writers. Dave, Matt and Sam. We then set off to go about coming up with our idea for NUFSED. We had gotten the theme of 'Information' for our piece. We took off to the common room to invade and make use of the quiet room and comfortable chairs to talk over our ideas. As directed by the writers, we took ourselves off into groups of two each, Me and Simon migrated to the coffee machine and came up with the idea we would finally use and develop.
Our idea was to do a 50's style american tutorial video. Much like the Coronet "Are you popular" piece.
So we left the script writing to the writers, which we thought they would obviously be good at, and took of to come up with concepts for the look, This was mainly due to the writers feeling that they worked better in their own environment. So we organised to rendevouz back at the common room at 2pm to show each other our ideas. I then took a contact number and gave them my own so we could get in touch, I Should have made the contact list there and then but we all wanted to get on with it, So away we went.
The animators worked hard on finding a look and style for the characters. Researching old movie posters and a three tonal approach to the art. Whilst I ran around trying to sort out who was going to do what.
When we returned to talk to the writers, we found that even though we had agreed on a certain approach for the script, they had worked on another idea completely and only drafted our final idea. Their researched script didn't show the creatures in a good light like the brief had asked and again was going to be far too strenuous to animate and design within' three days and would have been somewhat an epic. Sarah our art Director set about trying to explain the latter to them, whilst I enforced the fact that this wasn't what was asked of us. I Tried to take my role of producer as seriously as possible, and the fact the actual script didn't meet our clients brief was something that stood out to me as an initial fault, and in industry would obviously not be accepted.
So after choosing to work on the drafted script for our first idea we went about getting the design work down, The character designs were split between Sarah, Simon and Harriet, the Backgrounds were assigned to Emma, Lee began finding sounds that we may need and getting a vocalist for our script to be read by, a search for a sound track was underway. We also sent the writers to work on the script and final draft it for us. This was not until I had established a Contact List Which in all honesty was invaluable, I spent that evening researching what I would have to do as a Producer, as I now really like this idea, it seems to be somewhere I fit very naturally and very well, and had comments from my group on how comfortable they felt working under me, And that even under stress, it was still a good environment to work within' they say you can't please everyone, but I'd like to think I did quiet well with my team of animators in this project.
Day 2 - More Arty Farty Stuff!
We began Day 2 with my Art Director in a slight stress about the script,... in fact,... I think after reading through it and it's direction, we found it to be very bland, and from an animation point of view, not very entertaining at all. I pushed on though, making sure Characters and Backgrounds would be ready for Myself and Harriet to animate on the last day. My perogative was that in Industry, we would always be given things that we would not wish to do, and this within' the course was gonna be one of those things we didn't particularly want to do, but we would do it to the best of our abilities none the less.
We continued through the day throwing together the Art, re-working it so it all looked as if it would fit with the style and getting it looked polished enough to show at the end of the day for the daily presentation. Simon had storyboarded over the night and throughout the day, and would end up doing the same the next morning due to certain changes.
After watching the presentations and seeing everyone elses scripts seeming to come into a more animation element. Myself and Sarah spoke to Derek due to our dislike and lack of faith in the strength of our script, to which Derick had the answers. We would not change the script at all, Just the stage direction, this would of course mean re-storyboarding. But would result in a more sellable product, which to me as the producer was my aim, I then went about myself changing the script and jotting down little bits and peices for the storyboard artist. (Simon) to put into the piece. This made me feel quiet director-esque, I enjoyed this also. Being able to get creative, as the director chosen from Writing was not with us for 2 days due to Ill health, as they say. "The Show Must go on", so myself and Sarah took an active role in that also and worked collaberatively as a Director, although I didn't infringe on her job as art director, Working as the producer as well allowed me to not allow anything to go too overboard and we would have ample time to put everything we had changed into practice in the third day.
Day 3 - The Death of me
Ok I lie, It wasn't the death of me, It was actually quiet fun. Now Sarah, Simon and Emma had very little to do due to the Pre-pro being done. Myself and Harriet sat down to After Effects and Lee headed into the studio with the writers to get the Sound we would need. Simon and Sarah had suggested we animate on one machine, both me and Harriet, I dismissed this straight away. I would composite the whole peice together on my machine and we would both animate seperate scenes on either computer. This was how I had initially wanted to work anyway.
As the day went through I animated 6 Scenes and Harriet animated 3 of the longer scenes. We worked very well together and many Hi-5's were exchanged. Sarah, Simon and Emma had to change some of the Character possitions and scan them and re-paint them, this didn't take too long and we were well underway.
We hit one snag with Audio not working in After Effects, fixed by the wonderful, yet elusive Richard Hammond, we rendered off a final and handed it in to Andy before anyone else. (Well before the final we rendered a few more and handed those in, but it was still way before anyone else had handed in on the pen drive)
Conclusion
I think my group worked fantastically together, and I would work with any of them again, they were all fantastic artists and worked well under me, without any competition. I think myself, this project really helped me to understand what I was doing. I really want this now, to be a producer, it seems like my calling. And I'm really excited to get underway with more projects of this calibur. I really appreciated all the help from Derek as well. Without him, I'd have probably not been able to make the project what it was, And to be quiet honest. I was very proud of what we produced within' those long three days. I think it ended up looking more polished than anyone elses. Even though not exactly what an animatic should be. It worked, I was proud of what we achieved, and I think I've definately got a direction now.
Here is the Finished Article! Please do Enjoy!
TX