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Design for Animation, Narrative Structures and Film Language

Week 7: Narrative structure and Character Role

Today’s lecture involved Paul Wells views on animation narrative. What really hit home for me was the understanding that the animation writer must go beyond conventional storytelling restraints while remaining grounded in fundamental narrative principles. What mostly intrigues me in Well’s claim is how it dares us as creators. To him, while animation does carry some of the DNA of live-action filmmaking, its true strength lies in its unique vocabulary. This really resonates with my work currently on the Burlap Friends project, where I have been working to tell complex emotional stories with inanimate objects.

Wells’ insistence that animation writers must be “writers all the time” always observing and changing life around him into material, had me reflecting on my own writing process. For instance, with the recent character developments, I have been treating my plush toy characters as conventional horror antagonists instead of taking advantage of the animation medium to push for a more unique angle. What’s particularly enlightening about Wells’ perspective is the emphasis he places on animation making the absurd plausible; it is not a feast of visuals merely, but to find new ways of reaching your audience with impossible situations made plausible.

In my own work, this has prompted me to reconsider how I approach scene transitions and character movements, looking for opportunities to bend reality in ways that serve the story rather than just adhering to physical laws. But what this lecture has really been able to force me to consider is how I utilise animation’s unique properties to enhance narrative rather than just serve it. Moving forward, I aim to be more bold with form and movement in my storytelling, while keeping Wells’ emphasis on maintaining narrative coherence firmly in mind.

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Design for Animation, Narrative Structures and Film Language

Week 6: The Language of Animation: Mise-en-Scène

I found today’s lecture on the mise-en-scène elements of animation and film really interesting. It is great how such physical components actually come together and are able to tell a story or even make one feel something.
Large animation studios using such methods, especially how Studio Ghibli mastered the use of mise-en-scène in Spirited Away, have been what really drew my interest. Such highly conscious juxtaposition of warm, natural lighting in the human world to the otherworldly atmosphere of the spirit realm perfectly shows how technical choices can reinforce deeper themes. This parallels examples from the lecture, though offering a unique cultural perspective on these universal techniques.

What really caught my attention was the camera angles.  Just as the lecture showed using The Incredibles, high-angle shots made the character appear weaker; similarly, in Persepolis, low shots would be used stragegically to convey the opposite. These are not only stylised moments but have full implications for the development of the character’s psyche and the plot itself.


Another pivotal factor became shot types. Drawing from examples in the lecture, it could be noticed that Spider-Man: Into the Spider-Verse uses extreme close-ups during Miles’ transformation sequences to capture minute changes in emotions.  It’s intimate framings like this that really make for powerful character moments that palpably affect viewers.

The lighting section opened up new perspectives on animation possibilities. While examining different lighting techniques in animation, I found it interesting how films like Over the Moon use dramatic lighting shifts to signal transitions between reality and fantasy. This demonstrates the ongoing evolution of foundational lighting principles in modern animation.


In the future, I will be critically gauging these elements in animated works. Indeed, knowledge of the technical aspects of mise-en-scène made me more appreciative of animation as a medium resourceful in storytelling. It was a perfect lecture-it got across how everything interacts in a meaningfully conveyed visual narration of why thoughtful visual composition in animation is important.


This helps me to raise an analysis of how modern animators expand the core techniques while developing new ways to approach visual storytelling. Every visual choice in animation creates some kind of narrative experience.

Categories
Design for Animation, Narrative Structures and Film Language

Week 5: Social and Political comment in animation.

Looking at political messages in media, I’m seeing some interesting patterns in how they’re delivered. Take Silent Hill 2 – underneath all that psychological horror, there’s this whole layer dealing with mental health and illness. It’s not trying to be too overt about it, but those themes are woven right into how the game works. Although games aren’t exactly “animation” per se, animated setpieces and character, are a key component to how videogames communicate with the player.

I’ve been analysing how these messages spread across different media types:

Games do something really unique here. Papers, Please is a perfect example – the whole gameplay loop makes you live through these moral choices instead of just watching them happen. You’re actually dealing with the politics by playing, which effects you differently than just watching a film about it.

Here’s what I noticed about how they’re building these messages in:

  • Setting up stories through environment design
  • Using character looks to show social structures
  • Building meaning into how games actually play
  • Making viewers/players get involved with the ideas

Social media changed everything about how political media works. You’ve got TikTok turning political messages into these bite-sized entertaining clips, while streaming shows can take their time developing more complex ideas. It’s fascinating how the platform shapes the message. Creators can produce small animated clips that subvert expectations since we are used to consuming polical media through more traditional means, and can reach out to the emotions of thousands through videos 15 seconds long.

Working with newer platforms means totally rethinking how we deliver these ideas. What used to need a whole movie for can now spread through a bunch of connected posts or a small indie game. The way people consume media now has opened up all these new possibilities while making the old ways less effective.

The rise of independent creators in media has really changed the landscape. Since they don’t need big studio approval, smaller teams can tackle political topics more directly. I’m seeing much more diverse viewpoints coming through entertainment now.

Categories
Design for Animation, Narrative Structures and Film Language

Week 4: The Auteur and Animation.

Animation is a complex dance between large-scale production pipelines and an inherently personal artistic vision which challenges many more traditional applications of film theory to animated works. The Cahiers du Cinéma critics caught my interest, especially their push to recognize artistry beyond just the elite directors.

When we started examining Sarris’s three-circle model, I began thinking about how well traditional auteur frameworks hold up against animation’s production realities. Paul Wells brought up this compelling point about animation potentially being the most auteur-driven form of filmmaking, despite (or maybe because of) how collaborative it needs to be.

I’ve worked with animation pipelines before, so this really resonated with my experience – you need that strong creative vision to hold everything together, but it’s meaningless without the team bringing it to life. The Disney discussion really drove this home. Wells calls Disney both “the most important animator” and “barely an animator at all” – which perfectly captures this weird tension in animation auteurship. Looking at how Pixar handles this now, with their balance of studio identity and individual director recognition, shows how these ideas keep evolving.

I think about how contemporary animation studios put this differently: some focus on the singular directors, while others rely on a strong studio identity. It’s almost as if they’re rewriting auteur theory to fit in the unique nature of animation. Fascinatingly, it shifts the industry from the earlier focus on individual animators toward a more collaborative approach. The evolution underlines that of animation as an ever-changing art form.

Categories
Design for Animation, Narrative Structures and Film Language

Week 3: The Avant Garde. Experimental, abstract constructs and analysis

Looking into experimental animation techniques this week brought up some interesting discussions about materiality in animation. We started examining how Norman McLaren’s “Neighbours” (1952) uses pixilation – this technique where he animated actual people frame by frame. It’s fascinating how he took live actors and made them move in this jerky, unnatural way that somehow feels more expressive than smooth motion.

The contrast between hiding and celebrating materials in animation really stood out. Watched Mary Ellen Bute’s “Abstronic” (1952) which uses oscilloscope patterns to create abstract animations synced with music. She basically turned electronic signals into visual art decades before computer animation existed. That’s the kind of experimental thinking that pushes animation forward.

Been diving into contemporary experimental work too. David O’Reilly’s “Please Say Something” (2009) deliberately uses low-poly 3D animation in a way that emphasizes its digital nature rather than trying to hide it. The rough, unfinished aesthetic actually adds to the emotional impact.

What’s really caught my attention is how these experimental techniques keep evolving with technology. Looking at how Tomek Ducki combines traditional hand-drawn animation with digital effects in “Life Line” (2007) – there’s this beautiful tension between organic and digital elements that creates something entirely new.

These techniques really make me think about how I could incorporate some experimental elements into my own work, especially playing with the idea of revealing rather than concealing the animation process. Maybe exploring some frame-by-frame manipulation of 3D renders to create something that sits between digital and analog approaches.

Categories
Design for Animation, Narrative Structures and Film Language

Week 1+2: Introduction and Visual Language and Cultural Contexts

Working through foundational research methodologies this week brought key insights into academic writing approaches for our critical report development. The session deconstructed effective research strategies, emphasizing how initial research questions fundamentally shape topic exploration. The lecture engaged deeply with source evaluation methodology.

A practical exploration of animation history revealed interesting applications of meta-narrative techniques. Early animation frequently incorporated the artist’s presence, creating a dialogue between creator and creation that continues to influence contemporary work. This analysis ties into my current research examining the theoretical frameworks in Wells’ “Understanding Animation,” particularly regarding how abstract and orthodox animation approaches differ in their handling of narrative construction.

The practical part had us hunting for examples where animators showed up in their own work. I watched this fascinating piece called Fantasmagorie from 1908 where the animator’s hand actually appears, drawing the first character right there on screen.

Looking at animation techniques between orthodox and abstract approaches, I aim to examine how they differ both technically and narratively. I plan to examine multiple examples, and taking them apart to understand their fundamental differences. This analysis will build a stronger foundation for my critical report.

Categories
3D Computer Animation Fundamentals

Project Submission & Summary

Looking back at this module, the transition from Cinema 4D to Unreal Engine 5 and Maya has been quite the learning experience. I initially knew my past experience in 3D software would help, but each software brought its own unique challenges and opportunities. The course was structured really well, starting with fundamental animation principles and gradually building up to more complex rendering techniques and 3D body mechanics.

The first couple weeks focused on simple, fundamental animation concepts. We started with seemingly simple exercises like pendulums and bouncing balls, but these really drilled in crucial visual components like overlapping action, follow-through, and timing. Working through ball bounces, weight shifts, and walk cycles really drove home how subtle adjustments in timing and pose work can completely change how movement feels.

I particularly enjoyed learning about UE5, the node-based blueprint system and real-time rendering were game-changers for me. Sure, there was a learning curve with all the levels, sequences, and actors, but once it clicked, it felt really good to use.

For my project, I decided to expand on my “Burlap Friends” horror films, transforming the concept into an interactive experience. Setting everything in a single bedroom allowed me to focus on environmental storytelling and subtle animations to build tension.

Some key technical achievements included:

  • Creating dynamic cloth simulation for the curtains and antagonist
  • Implementing interactive elements like the light switch and moveable chair
  • Developing a monster encounter system triggered by player actions
  • Setting up complex material systems for environmental degradation
  • Working with volumetric lighting and atmospheric effects

Looking ahead, I’ve got plenty of ideas for expanding on what I’ve learnt in this module. I’m really looking forward to pushing myself even further and improving the skills I’ve developed over the past couple months. The course has definitely given me some of the technical foundation to keep developing these ideas independently.

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3D Computer Animation Fundamentals Immersion

Unreal Engine – Immersion Project – 37 – Storyboard and Extra Stuff

I set up the player character with specific dimensions to reinforce that child’s perspective – kept the camera height low and the collision capsule narrow enough to navigate those tight spaces between furniture. The thin hitbox lets players walk freely instead of being too restricted in where they can go, the room is restrictive, but I still want it to feel like they are free to explore, which adds to that sense of being small in this space. The first-person camera has a subtle head-bob animation which adds a small sense of realism during movement.

I opted against using motion blur because it would detract from the aesthetic I think, maybe I’ll consider it after some further experimentation but for now it’s not a feature in the camera system. I initially had a field of view, set to 60, but I ended up also removing that.

Just some footage of me testing out eye movement

Given this is a videogame, I have a lot of control over how I want the character to move around the scene. I want to showcase all the elements that make up the environment and so had to create a balance between what a player would/ could do in the level and also show everything I’ve been working on.

I wasn’t able to import and apply sound cues in time for submission, so I opted to add audio in post:

The footsteps on wooden floor is self-explanatory, the plastic bag I actually used for the curtain pulling sound effect, I slowed it a little and reduced the pitch somewhat – it turned out great!

Running on grass was used for the outdoor running scare, I added bass to that and pitched it down also. The atmosphere sound effect was really loud and so I reduced the gain, lowered the pitch and had it loop in the back, it really helped break up the emptiness that was there beforehand. “Drone June” I used for the plushes when they look at the camera, and the other sound effects I sprinkled in just for extra effect. These were all sourced from pixabay.

I made the sound effect above by combining a creaky door sound effect from pixabay (that I slowed down) and cracking sound effects I got from the same site.

I actually made this sound effect myself! I then pitched it down, added bass, slowed down the footage. I did the banging noises in the same sample. The monster noise is literally just me making weird noises into my mic and reversing it.

Categories
3D Computer Animation Fundamentals Immersion

Unreal Engine – Immersion Project – 36 – Fog Settings

Looking at the fog settings I implemented for the bedroom scene, I initially wanted to create a thick, dense atmosphere but decided against it and went for a more subtle look. The primary fog density is set quite high at 1.0, with height falloff of 0.127337 – this creates a layered effect where the fog gets denser as it drops closer to the floor.

The volumetric effect is especially noticeable around the lamp’s radius while still allowing you to see details in the wall drawings. The fog’s presence makes the light feel more three-dimensional and indicates its importance as both a game mechanic and basically the only strong source of vision.

I went with this elaborate flower-like design where amber-tinted panels radiate out from the center. The central light fixture gives off this stark white glow that contrasts nicely with the warmer shade colors.

The wooden board add to the room’s directional lines well. I’m planning to age this up though – I want to add some wear patterns and dirt buildup through vertex painting, especially around high-traffic areas.

I experimented with leaving the closet doors slightly ajar – enough to create this sense of curiosity but not enough to actually see what’s inside. The warm lighting from the room catches just the edges of those blinds, creating these vertical shadows that really emphasize the darkness beyond. I wanted players to naturally question what might be hiding in there, using that universal childhood fear of partially open closets.

The alphabet poster I was going to have change dynamically based on what is going on in the scene, with letters being scratched out etc. I want to add functionality that allows the player to click on certain letters in an arrangement that will trigger events on the CRT TV, but this will have to be for later development.

I then worked with Niagara to add these subtle environmental details, and created this particle system that spawns small white specs to simulate dust motes floating in the air. Set the lifetime values between 0.5 and 1.0 seconds to give them a natural fade-in/fade-out, while the random spawn locations within the room volume create a suspended-in-air-illuminated by light peering out of fog look.

Categories
3D Computer Animation Fundamentals Immersion

Unreal Engine – Immersion Project – 35 – Colour Grading and Extra Props

As you can see, the unedited shadows here are quite flat and dull, the deep, dark shadows do create an unsafe feel but also just feels incomplete

Working with these shadow settings in UE5, I made some key adjustments to move away from those default pure black values. The RGB offset settings (0.03 blue, 0.005 red) help simulate more realistic light behaviour—you never really get true black shadows in real spaces because of ambient light bounce. The ShadowsMax at 0.14 keeps everything lifted just enough to maintain detail without compromising the dark atmosphere.

Looking at the before and after shots, you can clearly see how the blue-tinted shadows change the temperature of the scene. The slightly coloured shadows create this natural feeling of a colder space, which makes sense for a night scene. It’s technically more accurate too – nighttime shadows tend to carry blue tones from moonlight and ambient sky illumination.

The contrast and gamma values at 1.05 help maintain detail visibility while letting those subtle shadow colours come through. You can especially see the difference around the desk area – the objects have better definition now that the shadows aren’t crushing to pure black. Keeping that shadow detail helps with spatial readability while still maintaining the nighttime atmosphere I’m aiming for.

I also added a polaroid picture of an old lady, that I generated with AI and layered grunge effects on top of, this will be placed in one of the photo frames alongside a family photo I made too:

I actually used artbreeder a lot in my FMP back when I was studying Graphic and Media Design, it’s funny how far it’s come yet there are still so many issues with its image generation (especially in faces) but it actually strangely adds to the eerie feel I’m creating.

This is more of a proof of concept, I want to recreate the animated painting/ photo thing from Harry Potter in a way that unnerves the player, potentially as the game goes on and more and more unsettling things happen. This won’t make its way into the build of the game I’ll have ready for submission, but I will definitely continue exploring applications and experimenting further in my own time.