Ghosted GHOSTED Report | Page 6

THE POST PRODUCTION & EARLY PRODUCTION I split my process into 2 sections, making the finishing of my rigs the midpoint. Section 1’s aims was to finish all post production, model my characters, texture and rig them. Section 2 covered animation and pre production. The first 3 months of the year, covering most of section 1, proved to be the better half of the project, when it came to planning and everything running smoothly. I had prepared updated character designs in December, ready for collaboration, so within the first 2 weeks back I had Alice and Victoria on board to storyboard. Thanks to the successful rigging experimentation and development I did in the previous term, I had a provisional modelling and texturing and rigging workflow that was ready to be put into action. I had a general idea of the animation's storyline. 5 The storyboard collaboration with Alice and Victoria greatly benefited from the visual script I created, the document cross-referenced my script with clips from other fight scenes for which I had created a database as part of my research. This made it easier for both me and my storyboard artists to visualise my concept. Setting myself up to get off the mark as quickly as possible also took the pressure off some of the more long standing collaborations. I was able to assign briefs to Andrew and Josh that gave them up to 2 weeks leeway after the deadline I asked for, so when he let me know that he would not be able to texture his sign, I had plenty of time to find Ellie. And when I got the locker environment for Andrew I was able to make visual adjustments and optimize the lighting, cutting render times from 7 minutes to 2. The same went for Dina with the creation of Tabby’s bedroom photos.