Out of Your Head – Visual Development

Character development

When we were designing our characters Ember and Nova, we went through many different versions of how we wanted the character to look. With the characters being space spirits, we were unsure of how much we human or non-human we wanted them to appear.

While creating character designs, I sought inspiration from the character designs of Jayce and Viktor from the series Arcane during which they appeared in an astral form and the character design of White Diamond from the series Steven Universe.

The character designs of Viktor and Jayce were used as inspiration from the series Arcane.
Image source: https://www.youtube.com/watch?v=tyV6saTnGz4
The character design of White Diamond from Steven Universe was used as inspiration, with the shape of her head particularly influencing the design of Ember.
Image source: https://www.youtube.com/watch?v=J-da9kcQ10s

With these visual inspirations, we decided upon characters that would have a mostly humanoid look but with minimal facial features.

Ember and Nova’s initial appearance in scrapped storyboards

Something we considered while designing our characters were whether the characters should have visuals or designs on their bodies or whether the bodies should be blank as we had feedback that audience might not be able to differentiate the characters enough.

Sketches I drew of alternative designs for Ember and Nova which featured intricate designs on their bodies.
Alternative designs that another group member did which initially imagined more human and more intricate designs for Ember and Nova.

While more intricate designs could have potentially been more interesting, we decided to go back to the initial, more simple designs of the characters as additional details on their bodies would have been distracting and unnecessary. To solve the issue of the audience not being able to differentiate the characters enough, we decided to make use of different colours for each character to make them distinguishable.

Final character turnaround of Ember that I drew
Final head turnaround of Ember that I drew
Final turnaround of Nova that I drew
Final head turnaround of Nova that I drew

Background design and Animation Process

For my scenes, which were mainly the first ten seconds of the film, and afterwards, the kissing scene between Ember and Nova, I used different influences to create the visual design of the backgrounds.

For the opening scene I animated which included multiple shots of the black hole, I sought to emphasise the danger of the void by depicting the black hole as having violent, powerful energy. To do this, I animated the accretion disk/the bands around the black hole as having multiple swirling lights to emphasise the franticness of the black hole. I also depicted the characters as being dwarfed by the black hole to emphasise the size of it. I also chose a blend of dark red/maroon colours to depict the space around the black hole to create an ominous ambience for the environment.

Establishing shot of the black hole that I animated.
Close up shot of the black hole I animated which features the main characters being dwarfed by the black hole.

While creating the look of the black hole, the visual appearance of it was inspired by the black hole featured in the film Interstellar.

The black hole from the film Interstellar.
Image source: https://www.youtube.com/watch?v=1ZT6yWl3LPM

To animate the black hole, I took visual inspiration from the animated video What if you fall into a Black Hole? by Kurzgesagt – In a Nutshell, particularly with how the video animates multiple coloured bands of light spinning rapidly around the centre of the black hole. I chose to depict my black hole in a similar manner with lights spinning around the black hole’s accretion disk to emphasise the chaotic energy of the void.

Black hole visuals from What If You Fall into a Black Hole? by Kurzgesagt – In a Nutshell were a source of visual inspiration for how I animated the black hole.
Image source: https://www.youtube.com/watch?v=QqsLTNkzvaY

When animating the characters trying to resist the pull of the black hole, I had to find a way to visually convey that they were trying to fight back against the black hole. To do this, I decided to depict the characters as trying to slow down how fast they are being pulled into the black hole. I animated swarms of asteroids flying quickly both behind the characters and in front of them which contrasts against the slower speed of the characters. This helps visually convey that other objects being sucked in rapidly and the characters flying slowly because they are trying to slow themselves down.

While animating the scene of the characters being sucked into the void of the black hole, I sought to depict the visuals as being overwhelming, as well as having a feeling of rapid intensity as the characters are being dragged into the void without any control. To do this, I animated the black hole as having rapidly spinning lights of different flashing colours with a void in the centre that would become larger and consume the characters. I also animated the characters as moving rapidly around the screen and further into the centre to depict them as falling in a chaotic void.

The scenes I animated of Ember and Nova being sucked inside the black hole.

While animating this scene, I took inspiration from the animation of the opening sequence of the series Jentry Chau vs The Underworld, where the protagonist, Jentry Chau, is depicted as falling into a rapidly expanding void. I used this to provide me with a visual understanding of how the characters could appear while being dragged into the black hole.

Scenes from the opening sequence of the series Jentry Chau vs The Underworld.
Image source: https://www.youtube.com/watch?v=V-YHSXibYxc

I also took inspiration from Arcane, particularly the scene where the characters entered the Anomaly and the visuals depicted them being warped and distorted. I used the visuals from that scene to influence how I animated the characters inside the black hole by also having my characters be warped and stretched as they entered the void.

The character Ekko being warped and distorted in a scene from Arcane.
Image source: https://www.youtube.com/watch?v=ZyyOuN-njt4

Along with animating the characters being sucked into the black hole, I also animated the characters embracing each other and kissing later on after finding each other inside the black hole.

Concept art I drew depicting Nova approaching a trapped Ember inside the void.

While animating Nova approaching Ember, I had the webbing of the black hole twist and stretch as Ember tried to get closer to Nova. This secondary movement I had done helped to show the characters interacting with the environment around them and thus enhance the scene.

Before the scene where Ember and Nova kiss, I added an extra scene that depicts a brief moment where Ember and Nova look directly at each other and Ember rests his head on Nova’s hand. The addition of this scene was to provide greater emotional emphasis on both the relationship between the two characters and the distress they feel in the situation.

When animating the two characters kissing, I initially had trouble figuring out how to animate it as we needed to show the characters merging together into a bright flash. I tried to find different ways of how to show them bursting into light and having their outlines disappear before settling on having them fully turn into white and having the white expand to the corners of the screen after that.

Animation tests

During the animating of a few scenes, we initially had trouble figuring out how the transfer the rough look of the scene from the animatic to the final version of the film. Because of this, I did a couple of animation tests to help my partners figure out the appearance of their scenes.

Animation test I did of Nova moving inside the black hole
Animation test I did of the black hole exploding at the end

The black hole exploding was particularly trick to figure out at first as we were unsure of how to make it lose its form. So for this scene, I thought to take inspiration from both the appearance and the animation of the Anomaly from Arcane as I felt the warping spherical appearance of the Anomaly would be a good example to visualise how an orb could lose its form.

The Anomaly (the blue spherical object) was used as visual inspiration for the black hole exploding.
Image source: https://www.youtube.com/watch?v=BPd7SKL81o0

During the visual development of the film, we faced a few different challenges, most notably, having different group members having different art styles. Because of this, having the characters look visually consistent throughout the film was a significant challenge as different group members visually interpreted the character in different ways with the points on Ember’s head particularly being a challenge for others to draw consistently. We were able to solve this issue by having using character reference sheets so that we all understood how the characters should be drawn, and I also shared with my group members the brushes, the brush size, and the colours I had used to draw the characters so it was consistent throughout.

Out of Your Head – Story Development

Initial story writing and development

The story we created is that of two space spirits, named Ember and Nova, who are in love with each other and save each other from a black hole.

Character turnaround of Ember
Character turnaround of Nova

Throughout the development of our story, we went through many different versions of the story as we initially struggled to have a clear development of the story.

Our initial story was to simply create a visual sequence of two space spirits in love with each other who dance and kiss, forming a star together. However, this initial version of the story lacked an in depth storyline and was merely visuals which would have resulted in a weaker story. 

Because of this, we were advised to deepen the story of our characters and create a more engaging story. To do this, we began with creating lore for our characters, providing a backstory for who they are and what drives the story. We created the story of the characters being space spirits who had been separated for ages and were finding each other again. From this, the story evolved to them facing obstacles in order to be reunited together. The two characters would be finding each other, braving a meteor shower in an asteroid field before having a moment of calm and nearly reuniting. As they are about to embrace however, Nova is sucked into a nearby black hole that Ember has to save her from before they finally reunite and are able to dance and kiss.

We found that this initial story was too long however and would not be feasible to create within the thirty seconds we were limited to for this project. With this in mind, we decided to condense the story to only having them being sucked into the black hole as the primary conflict of the story. In this version, the story would open with Ember and Nova seeing each other while circling around a black hole and would approach each other. As their hands are about to touch, nova is suddenly pulled into the black hole, leaving a shocked ember to take in what is happening before dashing off to rescue them from the black hole. In a tense scene with them reaching their arms out to save each other, their hands would slip before they managed to grab each other’s arms. Ember and Nova are then able to save each other and pull each other away from the black hole to embrace and dance before merging into a star together.

It was this stage of the story that we would begin storyboarding it as we were initially most confident with this version. However, we received feedback that the story lacked enough of a struggle. The story was resolved too easily by having Ember simply try harder to save Nova from the pull of the black hole. We also received feedback that Nova being pulled into the blackhole and needing Ember to rescue her made the character lack agency as she was unable to do anything by herself. With this feedback, we decided to change the story again to make it more concise and have both characters have more of an equal role.

A scrapped storyboard that would have initially depicted Ember and Nova’s hands slipping while trying to save each other. This was cut to make the story more concise.
A scrapped storyboard from an initial version of the story in which Ember rescues Nova from the black hole
A scrapped storyboard that initially had Ember and Nova embracing after escaping the black hole.

Final story version and final animatic

In the final version of the story, we opened the scene immediately in the middle of the conflict as both characters are already trying to escape the pull of the black hole. The story begins with a focus on Ember’s perspective who is trying to save Nova but failing as both end up sucked into the void. From there, the story switches to focus on Nova’s perspective who wakes up inside the black hole and finds Ember trapped in the void. The two characters meet and embrace together, kissing and merging together. They burst into a flash of light which destroys the black hole and leaves a star behind.

The final version of the story features a few major changes from the previous versions we made. A significant change we made was that the story opens immediately in the middle of the conflict and as the two characters are trying to save each other. Beginning the story in the heat of the action allows us to provide a concise telling of the characters’ backstories as by showing that the two characters are trying to save each other, they already have a relationship and are connected to each other. Another significant change we made is that we have the characters fail to save each other and are sucked into the black hole instead, as well as embracing each other while trapped in the black hole. This allows us to subvert the audience’s expectations as the characters resolve the conflict by accepting their fates together instead of having an easy solution to escape the conflict. Also, with this version of the story, we were able to have both characters have equal active roles. The first half of the film shows Ember’s efforts to save Nova and the latter half of the film provides Nova with an equal role as she seeks out Ember to comfort him. With this, we were able to have both characters try to save each other rather than only having one be dependent on the other to save them.

2D Animation/Blender Rotation

Concept and creation process

For the 2D animation in Blender rotation we were tasked with creating an animation of shapes conveying emotions, making use of at least seven principles of animation that we had learned. For this animation, I chose to make a simple bouncing ball animation, having it bounce around a room to convey an excited emotion.

The initial storyboards for the bouncing ball I would make.

The main principle that would be implemented in this animation is squash and stretch. Alongside that, I would also make use of anticipation, ease in and ease out, as well as exaggeration. These were all used together to depict rapid movement of the ball. 

Squash and stretch were implemented to stretch the form of the ball as it makes impact with the edges of the screen, as well as when it is bouncing through the air. Using squash and stretch, I created a sense of anticipation as the ball’s form is stretched out to spread across the surface it hits. Along with that, I used exaggeration by stretching the form of the ball to a more elongated form as it bounces across the screen to show the speed at which it is moving. Also, I made use of ease in and ease out by having more frames where the ball is stretched out across the surface and less frames where the ball is moving across the air. By creating timing with ease in and ease out, I emphasised the impact the ball has, as well as the speed it moves at. 

While animating the ball, I had it start out bounce around the room at a very high speed to indicate an excited energy. I then decided to add to the emotions of the ball by having the excitement change to disappointment in the end. I chose to communicate this by having the ball change shape into a flat rectangle after hitting the wall at a high speed and subsequently slowly drop down to the floor. This contrast in both shape and energy is to show a change in emotion from the initial excitement and high energy to a sudden drop in energy to a sudden disappointment it experiences. I also made use of sound effects, most notably a hard impact sound when the ball hit the wall and turned into a rectangle, to emphasise the movements of the shape in addition to the animation.

Initial version of bouncing ball animation before peer feedback and changes:

Initial feedback I had received was that the change in emotion was not properly communicated. The shape fell to the floor too fast and because the bounce was fast and the drop was fast the energy did not dissipate and the audience did not capture that there was supposed to be disappointment indicated by a drop in energy. I had also animated the ball’s initial movements too slowly as I had animated them in threes instead of in twos. Following this feedback, I changed the ball’s animation to move around in twos so that there was faster movement. I also significantly reduced the number of in-between frames while the ball was moving across the screen so that the movements could be much more concise and sped up. With these changes, I was able to more effectively convey the initial excited energy of the ball and then the drop in energy and disappointment at the end.

Animatic Rotation

Concept and Creation

The intention for this animatic was to create a story for the story prompt option where two friends meeting up for a coffee argue over who is paying the bill. My idea for the plot begins with the two friends finishing their meeting and talking in a cordial manner before the arrival of the bill. Upon the arrival of the bill, there is a dramatic and sudden change in tone with tension rising between them. The two argue back and forth with each other over who is responsible for the bill, culminating in a standoff between them. The standoff is interrupted by the waiter suggesting they split the bill to which they agree and return to their friendly manner.

While drawing the storyboards, my primary focus was to depict the conversation in an interesting manner. As the story was primarily a conversation at a table, I needed to find a way to keep the story visually engaging to the audience. To do this, I made use of a variety of different camera angles, such as a worms’ eye view and close ups, to depict an increasingly tense interaction. I also exaggerated elements of the story, such as the characters staring or facing off against each other to emphasise the conflict between the characters. 

When drawing the interactions between the two characters, I took influence from how manga artists would depict scenes in an exaggerated manner to emphasise the drama of a moment. Notably, I took influence from how manga artist Hirohiko Araki would illustrate dramatic scenes in his manga Jojo’s Bizarre Adventure where he would use extreme closeups and written sound effects on the panel. In the standoff between the two characters, I made a homage to a popular scene from the manga where two of the characters, Dio Brando and Jotaro Kujo, have a standoff against each other before beginning a battle.

Image source: https://static.wikia.nocookie.net/jjba/images/2/2a/DIO_JO_Preparing_fight.png/revision/latest?cb=20150606173516

Alongside making use of visuals, I sought to further elevate the intensity of the interactions through the voice acting of the characters. When doing the dialogue with my voice actors, I consulted them on the script I had written and asked for their contribution to gain input on how the dialogue could be improved. A suggestion that one of my voice actors had was to take inspiration from the dialogue of the animated series Smiling Friends where characters would often have lines that overlapped each other, creating a more conversational dialogue.

A clip from the series Smiling Friends with conversational dialogue that we took influence from

By having the lines of each character overlapping each other, we created an argument that sounded much more conversational and believable to the audience. With the combination of the realistic dialogue and the visuals, I was able to achieve an animatic that effectively conveyed a dynamic and interesting argument to the audience.

Peer Feedback

Throughout the creation process, we had group screenings of our progress where we had the chance to gain feedback from our peers on how our animatic could be improved.

An earlier version of my animatic that was screened for peer review:

When screening the earlier version of my animatic, the positive feedback that I received was that the comedy of the story was done well, due to the effective reveal of the bill and the timing of the dramatic scenes. The poses of the characters were also done well as they were dynamic and kept the visuals interesting. However, feedback that I received on what to improve was that the story had plateaus at certain parts, specifically during the back and forth between the two characters. This was because the argument was stagnant, there is no one character dominating the scene, and there needed to a bigger variety of shots that were not too repetitive.

In response to this feedback, I had decided that I would need to cut down several frames to make the story both more concise and prevent the story from being too repetitive. I cut down frames, notably closeups of the characters staring at each other at the initial reveal of the bill, so that I could limit it to only one scene that includes the characters staring at each other. By limiting this scene, I was able to make the story more concise and emphasise the impact of the closeups by only making one scene have it.

The two frames of the characters staring at each other that were cut down for time.

I also decided to add more frames in the back and forth scene, drawing new poses to replace some of the previous frames so that the story could have more varied poses.

This new frame was added to provide different facial expressions and poses.

In addition to cutting and replacing frames, I further improved the animatic by changing the timing of different scenes. I had different scenes take more time or less time, having the focus shit to different characters more quickly as the argument tensed up. Thus by taking in feedback and cutting down scenes and changing frames, I was able to make the animatic more concise and tell the story more effectively.

Stop Motion Rotation – Filming Process

Filming Process

Throughout the filming process, the biggest aspect we paid particular attention to was in how smooth the movements were. As the biggest piece of feedback from our test animation was that our puppet’s movements were too “mechanical”, we placed an emphasis having the fox move in a smooth way. In our test animation, the primary issue was that we had no sense of timing when we were filming things. There was no easing in or easing out of movements and every movement happened at the same speed.

Because of this, improving the timing was a big priority in our filming. As we were filming, we paid attention to what actions or sequences would need more time or less time. By having different scenes take longer or go faster, we were able to heavily improve the animation as the important movements were emphasised and had more of an impact on the audience.

During the filming process we faced a few challenges in finding the best way to film. A notable challenge was in finding a way to move the puppet while still having to keep the puppeteer’s arms as hidden as possible. Through adjusting the lighting and the camera angles, we were able to find the best ways to minimise the background’s visibility and emphasise the subject on camera.

Stop Motion Rotation – Story Development and Puppet Construction

Puppet and story concept and creation

When we began designing our puppet, we approached it with the intention of creating a character with an iconic silhouette. With this, I designed the head of a character with sharp, angular features that would be iconic and be able to convey emotion. The result was that we made an anthromorphic fox-like character. We especially made a body that was human-like so that we could have a puppet with a large amount of mobility and flexibility to do all sorts of movements.

When planning our animation, our intention was to depict emotions with the fox puppet. By depicting human emotions, most notably anger and frustration, we would be personifying an inhuman character. We also sought to depict a transformation by having a bottle shatter and turn into a butterfly.

The main obstacle we had while planning our stop motion was planning the transformation as we were told to make it “dream like” yet we also needed to plan something that was feasible to do.

We created at least two ideas for the transformation. The first one was to have the fox kick a bottle out of frustration which would then smash into shards. The fox kicking the bottle would depict emotion with the character, and the bottle smashing would depict a transformation. However, the feedback we received was that it was too akin to something in the real world. Because of this, we created an alternate idea where the fox would take off its own head and smash it instead of the bottle.

With this, it would have depicted both frustration and depict something abstract. However, we decided not to go with this idea as it would not have been possible to create within the time span we were limited to. Because of this, we decided to go back to the original idea of a bottle being smashed. This time, however, we added to the story by having the glass shards the bottle smashes into turn into a butterfly. This would create a transformation that still depicts emotion and creates a “dream like” state.