Animation
Class 8: Donny the Prisoner

December 16 2016

Using Adobe Fuse and Unity, shown is a 3D game where a user plays the character of Donny the Prisoner. Donny the Prisoner has limited controls, and takes place in an outdoor prison yard. Press w, a, d, and s to walk forwards, left, right, and backwards. Press x to make Donny sleep. If you think your life is hard, try being Donny the Prisoner.

Download the application to play.

Class 5: The Mosquito

November 31 2016

Here is the final animation, The Mosquito.

Class 2: Collage Animation Storyboard

November 10 2016

The collage animation that I am going to make is called The Mosquito. The animation will be composed of 5 loosely tied scenes of a mosquito entering a still frame, landing, and then flying away after a person in the scene violently attempts to kill the mosquito. Shown in the storyboard are two scenes that will be in the animation. Unfortunately, the attempt to kill the mosquito always fails and causes havoc in the scene. Will the mosquito survive and quench its thirst for blood? Stay tuned.

Class 1: Stop Motion Animation

November 3 2016

Our group was on the same page from the very beginning. In our initial brainstorming sessions, we agreed on a general mood and direction we wanted the stop animation short to go in. Out of the examples in class we gravitated more towards the wine cork narration, taking from it a general light hearted and comedic tone we wanted to emulate. We also loved the idea of having a topic somewhat ITP related, but not overtly obvious. After running through many idea detours and searching the junk shop for main characters, we decided to animate the ITP lockers and create interactions between them. Out of the possible objects to bring to life, the lockers had the unique advantage of being in a static position, that opened the door (pun NOT intended) for characters that were stuck together (and familiar/personal to ITP students).

A good chunk of the work went into the planning. We first developed the character's personality types and created a narrative simultaneously - the two stages were very interconnected and the character's informed the story and vice versa. It was all very fluid and we all pitched in and fed off of each other in a really productive way. Otherwise we planned our shots in a slightly unusual way. Because the majority of the shots were stationary had quick snippets of dialogue, we decided to shoot every variation of pronunciation for each character and edit those shots to our sound. Once we had the story in place and the script completed, we combined that technique with traditional stop animation in DragonFrame and added the final editing touches in After Effects.

Designed and developed by Steven Simon 2016.