FMP Play Fight (Anim) and questionnaire

My review

Overall I am happy with the outcome of the animation as I feel its the best I can do at this stage of my life. This is the first proper animation I’ve ever made and with the fact it doesn’t look too shit and embarrassing by the end makes me feel worlds better. That being said it isn’t perfect as there are some messy drawings around which shows my lack of ability, as well as some of the animation, being janky but I’m saying it a part of its charm so it’s alright. The fact the animation is fast paced helps hide the imperfections by keeping the animation going. In the future, I’ll give more time to neaten up the characters and learn how to shade as these things will help the animation.

Below is the development of the animation showing the four stages of the process. from storyboard to animatic 1 and 2 then finally the final piece, you can see clearly scenes I cut out changed to get to the final pieces.



Once I exported my animation and uploaded it to YouTube, I then went on to making a questionnaire for friends and colleagues to fill out so then I would know how to make it even better. I believe that getting three groups of people; media students, the general public and professional animators to review my animation would allow me to get opinions from people who know how a professional animation should look like compared to those who don’t. Candidates that know how to animate could pick up on smaller detail and could provide a way to work around the problem.

Target Audience

John Pliskin – 16

Sebastian Mia – 14

Joe Mcfly – 19

General public

Jay Garrick – 32

Sarah Carpenter – 29

—————————————————————————————————————————————–John Pliskin –

I feel the animation is good for a beginner but there are some spots in the video where the animation is stuttery but ill base that from this being his first. I love the animation style as it gives the boys a nice charm much like shows I’ve seen. I would say try to have a smoother animation for your future projects but overall I like it 7/10.

—————————————————————————————————————————————–Sebastian Mia –

I don’t really know that much about animation but I really like it and think it’s impressive that a first timer could do this. I could never do something like this, I enjoyed the choice of music but next time try to make it neater. 7.5/10

—————————————————————————————————————————————–Joe Mcfly –

I have had experience in animation before as I’ve done some short project’s and know how hard it is to make.  I feel overall the design and aesthetics are pleasing but the lines and stuttery animation hold it down and could be better with time. As this is his first time I’ll let him off but I enjoyed the upbeat feel. 6/10

—————————————————————————————————————————————–Jay Garrick –

It was good 8/10

—————————————————————————————————————————————–Sarah Carpenter –

I found that the animation and the imaginative feel to it really helped the animation, as well as its fast paced nature. It may be a little messy at times but it adds to the charm of the animation. It doesn’t go on for long but it shows enough to make it enjoyable. 8/10

FMP Production development

After the production of my animatic, I started to look into ways to produce my animation. So the first step on things to do was to produce the backgrounds to the scenes so I wouldn’t have to go back and add in the backgrounds after the animation has been made, it also helps me set the characters up better in the scene. I used Photoshop to draw the backgrounds and based them on the scenes from my sketches and the angles they are at. In Adobe Photoshop I ensure I named all the layers appropriately so then I wouldn’t get confused in my animating process, even if it meant naming six+ layers which I did for certain frames. As I wanted my final animatic to be 1080×1920 I had to create each shot to this size. As I didn’t want to stretch the frame to where parts of the sketches were missing I used the Clone Stamp and Spot Healing Brush Tool to fill in the empty gaps. I did notice that some edges weren’t visible on the moving layers so I drew them in with the Paint Brush Tool. The sketches help me plan out the angles better for the final animation so if I need to rotate an angle more I can at this stage. After planning the room I start searching for colours for the room, I based the room off my old living room cream for the walls and I feel the end look works well and compliments each other. After that adding other objects like the chair and window which went through the same process as before.

After I finished the background designs I started to design the intro page starting in the sky and then moving down to reveal the houses where the boys are. I had the idea for this intro from the beginning as I felt it was a good way to start and reveal the boys in the house. I did this scene by making three different photoshop files one for the logo another for the sky/clouds and the third for the houses.


This is the final animatic including a lot of scenes that I will use in the final piece and some that were scrapped (if you wanna watch the whole thing check out the other post). In this animatic, you will see the characters pre colour this is the base of what the final animation will be before I work out the collours of the final animation.Turn around 2.jpgturn around 1.jpg

These are the full character turnarounds of the two main characters, with colour. This turnaround is based of the drawn one I did in my sketchbook. I used these character turnarounds frequently in the production of my animation for reference, this helps speed up production time when I was stuck with the characters on stupid angles.

In the animation, I switched frequently between four main software, Adobe Premiere Pro, Photoshop, After Effects and Animate. For the drawn part of the animation, I used Photoshop and Animate to work out the pacing and the drawing. For the editing, I used the other software. It may seem like more work but my using more software it kinda split up the workload and made me feel better about my project.

FMP Room Designs


I want to keep the rooms simple enough so it will be easier to implement when animating. For example, the room from Regular Show is quite simple and the kinda feel I want from the room, a plain room with a sofa and some background items. The look below is quite watercoloured whilst the family guy room has plain colours so I’ll have to work out something to what I think feels best in the long run and that the characters fit into.


This front view of the characters is what in my animation will look like for quite a lot of the animation. So I will use these images as reference when making the backgrounds.


This wider shot of the room reveals more of the environment of the room, it’s quite an empty room so it much easier to do when making the background. Also, the colours in the regular show are soft creamy colours giving the room a safe feel so it balances out with the main character’s actions.


As you can see Family Guy use a lot of plain colours with slight shadows for details, this simple style compliments the look/design of the characters. When I finish the digital design of the characters I will make the background to compliment the characters so they feel like they would live in this world.

FMP Fight Scene and Style Research

Style Research:

I find a lot of inspiration through modern tv shows as the display a simplistic style but with some level of detail through shadows and backgrounds. As you can see below this adventure time fight scene is a great display of modern animation in a simple but effective fight scene. This is the fun light heart and effective fight scene I would like to do in my animation, making it fluid and fun showing the characters really going for one and other through a simple animation.

Punisher “Avengers Confidential: Black Widow and Punisher”, By far one of the best animated movies from Marvel. I like that they have decided to go with an anime feel to the animation. Everything is smooth, well drawn and showcases both characters very well. Punisher’s brutality has never really been captured until now. Especially how well trained he is. In the live action movies, they show very little of Punisher’s H2H capabilities and to be honest I feel like they didn’t quite capture the character either. This all changes in this action-packed animated film. A well-written story, with chemistry that I didn’t expect from Black Widow and The Punisher. Punisher shows his ruthlessness, cunning, and no bullsh*t attitude. No hesitation at all. Just straight murder. Punisher starts by killing off a small army of men with knives to the head and one handed neck snaps.

Fight scene Research:

Obviously, the fight scene won’t be a brutal and realistic as the raid fight scene as my animation is supposed to be light-hearted and for a younger audience but this fight scene gives you an idea of great hand to hand combat in close quarters. Since my fight scene is close this alongside other great fight scenes will give e an idea of what I want to add. The adventure time fight scene above gives the idea of what I want the monster fight to be in the animation.

How to write a good fight scene:

  1. Don’t overwrite it – It’s apparently general rule according to online websites that you should leave as much to the reader’s imagination as you can, and this is doubly true for action scenes. The choreography of the fight may be exact in your head but you can’t force readers to see the same thing.
  2. Pace -Intensifying the pace of your writing can communicate the immediacy and suddenness of conflict. Short, simple sentences keep the reader on their toes. Fights happen quickly and your description needs to match that.
  3. Perspective – It’s difficult to communicate excitement when you describe something objectively. Hovering around the fight describing the actions of both characters sets a limitation on how gripping the experience can be. The key is to thrust the reader into the thick of the action and to do that they need to experience the fight through a character.
  4. Fight scenes demand brevity and adverbs are the opposite. Instead of ‘Adam hit him hard in the chest, again and again,’ use ‘Adam pounded at his chest’.

FMP House Moodboard/Research

For the houses, at the beginning of my animation, I wanted a traditional/recognisable English home as I really like this style of housing and it fits the theme/setting of the animation. This moodboard is for the development and style of the house I will draw in my sketchbook.


FMP Character Design Research

Character design is a tricky task to tackle because although many of the classic characters familiar to us all through cartoons, movies, and advertising look simple, that simplicity usually takes many hours of work that have gone into their development. The main two character boy 1 and boy 2 are going to look similar in shape and size but with the main difference being the faces of the characters and colored clothes. I have bee using these books to help design each character and to make them look atomically correct as possible. By doing this it will help make the animation look better as referring to these books help the movement of the animations and how the should be standing etc these books are good reference point.

The characters are going to be designed towards male young teens and children around the age of 10 as this is the main age range for my animation so the style of the character would have to look similar to that age range and have to look somewhat cool. Character design is done to distinctive shapes and draws emotion from the three primary shapes circles, squares, and triangles. Squares commonly represent stubbornness, pride, strength, and simplicity whilst a circle represents a softness, friendliness, and trust. whilst the triangle is associated with danger, unpredictability, and wildness.

From Mickey Mouse’s famous three fingered hands were drawn this way to increase production time, this was first developed for animations in the 1920s, The elegant simplicity of Homer Simpson, character design has always been about keeping it simple. These characters are simple in nature but have such a big personality and individuality towards them this is something I need to keep in mind when creating my animation. Expression and movement are also key when creating my animation as this basically shows the audience who they are, what they are like and relate to them overall.



FMP 2D Animation and Software Research

2D animation is not used as much in mainstream cinema anymore due to the public’s constant persistence in making everything feel more 3D. But one space where 2D is thriving is the TV medium, animated shows have ruled most kids channels like Disney and cartoon network but this mainly happens because 3D animation is much harder to make to a high quality can working on a 2D series is much easier.

The software I’m thinking about using for this project is TVPaint as I read about it and heard that it’s quite easy to learn for new animators. I’m also using some books as research towards producing and making the animation such as.

2D Computer animation – Headly Griffin


Timing for animation – Harold Whitaker and John Halas


Physics for animators – Michele Bousquet


Animation Pipeline:

Story Pitch-                                                                                                                                                          This is pretty self-explanatory, but this is where the writers pitch the story of the animated show or movie to the studio to try to get it made. The difficulty about this is getting the audience to believe in the story.

Script Production-                                                                                                                                              This is where the main writers and producers start to flesh out and develop the story fully.

Storyboards-                                                                                                                                                         Each storyboard artist receives script pages and outline of the characters emotional changes seen through actions, draw them out then pitch it to the director.

Background Design (Digital Ink and Paint)-                                                                                             The is the design of the backgrounds for every scene, this is an essential part of the animation as this creates the world around you characters showing where they are.

Voice (Audio Track Recorded)-                                                                                                                       This is the recording of the actor’s voices getting ready for the final made animation.

Animatic-                                                                                                                                                              The animatic is the pre-animation giving the concept of the eventually finished animation these are usually made in black and white. They are used to see is scenes work with the episode to find out if it will go into the final product.

Animation –                                                                                                                                                         The final animation especially in TV animation it si done overseas as it is cheaper to do so. Theses take a long time to make it’s usually around 10 months to make a series.

Gravity Falls:

The software used to produce the Animated Series Gravity Falls is Toonz. This animation software is used by countless Large Studios to produce some of the most memorable cartoon series and feature films. This is the lead competitor when it comes to animation suites for studios next to Toon Boom Harmony. Both are great for creating beautifully detailed animations for television broadcast or theater release. What Toonz does is that it allows for workflows involving Paper and Paperless production. Toonz has additional software for line tests and storyboarding, the same as Toon Boom another software by the company.

Adventure Time:

The studio appears to have a flexible production pipeline that allows them to come up with inventive solutions for each shot. Some of their scenes are puppeted, while others use full animation techniques. Considering how many artists are decrying Flash (now adobe animate) nowadays in favor of other animation programs such as Toon Boom and TVPaint, it’s nice to know that Flash can still be used to create amazing looking animation. The reason people decry Flash these days in favor or Toon Boom or TVPaint is because Flash is a very clunky piece of software that crashes a lot and was never built as a character animation program. It’s essentially web design software being forced to do character animation.

Scooby-Doo! Where are you?

As was the case with all television animation in the late 1960s, “Scooby-Doo, Where Are You!” was created through a process called “limited” or “planned” animation, which was devised a decade earlier by Bill Hanna and Joe Barbera. Unlike full animation, limited animation does not require an entirely new drawing for every frame of film. Only the part of the character that absolutely has to move — say, an arm or head or leg — actually moves, while the rest of the figure remains stationery. This is accomplished by splitting up the character onto different “cels” — sheets of acetate or celluloid onto which the figures are painted and then photographed. The bottom cel may contain the character’s body, while the cel laid over it contains the arm or head, or whatever part is required to move.

Many of the early Hanna-Barbera characters wore neckties or collars so that the separation between the body cels and the head cels would not be apparent, and their faces were often designed to have muzzles so that the mouth could be animated on a separate cel. But in “Scooby-Doo, Where Are You!” none of the characters had that kind of facial separation. The director passes the work onto the animators, who draw the scenes and lip-sync the mouths of the characters to the voice tracks. Today, virtually all television animation use overseas studios, and the style is much less limited than it used to be. The studio for “Shaggy & Scooby Get A Clue!” is Digital eMation, Inc., based in Korea.

Image result for scooby doo where are you animation software

FMP Animation timeline/moodboards

Animation Timeline:

1603 – The Magic Lantern is an image projector using pictures on sheets of glass. Since some sheets contain moving parts, it is considered the first example of projected animation.

1824 – The thaumatrope housed a rotating mechanism with a different picture on each side. When rotated, you saw a combined picture (known as persistence of vision).

1831 – The phenakitoscope featured spinning disks reflected in mirrors that made it seem like the pictures were moving.

1834 – The zoetrope was a hollow drum that housed images on long interchangeable strips
that spin and made the images appear to move.

1868 – The flip-book, also known as the kineograph, reached a wide audience and is credited with inspiring early animators more than the machines developed in this era.

1877 – The praxinoscope expanded on the zoetrope, using multiple wheels to rotate images. It is considered to have shown the first prototypes of the animated cartoon.

1900 – 1930 – The early 20th century marks the beginning of theatrical showings of cartoons, especially in the United States and France. Many animators form studios, with Bray Studios in New York proving the most successful of this era. Bray helped launch the careers of the cartoonists that created Mighty Mouse, Betty Boop, and Woody Woodpecker.

1928 – Steamboat Willie featuring Mickey Mouse—becomes the first cartoon with the sound printed on the film, and is the first notable success for Walt Disney Studios, founded in Los Angeles in 1923.

The golden age of American animation 1930-1950s – During what many consider to be the “Golden Age” of animation, theatrical cartoons became an integral part of popular culture. These years are defined by the rise of Walt Disney (Mickey Mouse, Donald Duck, and Silly Symphonies), Warner Brothers, MGM, and Fleischer (Betty Boop, Popeye).


Animation Moodboards:


FMP Art Show Research

I went to the affordable art fair in London to get inspiration and to learn about other peoples work to get ideas to help me with my final piece. Going around and seeing people’s styles and designs gave me ideas for house designs, character designs and somewhere just paintings I liked. The first ever Affordable Art Fair launched in Battersea Park in October 1999. 10,000 people who loved art went to the art fair to take advantage of the ease of buying, a range of choice at a cheap price. At each event combined there are around 220,000 artists.

This first lot of pictures above gave me ideas for the house the characters live in and general nature inspiration. The main piece out of these that gave me a good idea of what I want the characters house to be was the top painting, in the painting you see an old English school and houses this is the type of style I originally wanted for the houses, it’s a traditional English house. The other painting gave me a good idea of colour blending when I work on my animation, the greens in the grassland paintings show how to make greenery feel explored and the others give me a good idea how the use of bright colours in a building.

These next set of paintings gave me ideas for the style of the characters as there are like cartoon characters and some are pop art.The big piece in this section was my favorite for its use of colour and mixing it in with a giant creature, this is the type of cartoon-like monster I want on mine and the way they keep him in silhouette really makes the piece stand out to me. The pop art styled paintings gives more of a cartoony feel at the use a comic like the style as well as in one the use of the pink panther this gave me a good idea for the type of colours to use in the animation as well as the style.

The rest of these are just paintings I liked and stood out to me from the beautiful landscapes to the unrealistic fox character. The fox painting could show a lot of things like the fox represents a predator and therefore the police are seen as predators or how foxes are perceived as violent it’s very open to consideration (plus it reminds me of my GTA character). The others are less about the certain theme but about showing beautiful landscapes and scenery and they are done well through the use of vibrant colours.

Overall I feel going to this art fair has helped be consider the use of colour more throughout my animation to make it pop in the parts such as outside and when here are explosions. Also the development of house I want those first paintings gave me a great start to what I want at the end for the houses.