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Advanced and Experimental 3D Computer Animation Techniques Serra Term 3

Week 5 & 6: Projection Mapping

During weeks 5 and 6, we had the opportunity to experiment with MadMapper, a projection mapping tool that links animations to physical surfaces via a projector. I spent this time exploring how to use glitch effects within MadMapper, experimenting with how I could potentially showcase parts of my work through projection mapping.

While projection mapping isn’t central to my concept, I see a lot of creative potential in it as an additional element—either as part of this project’s submission or something I might explore further in the future. For example, I imagined projecting glitchy animations or coded words onto shapes like a human silhouette, which could add an interesting layer to the visual storytelling.

In MadMapper, we also worked with animation sequences, transitions, and dynamic presentations, which I found really engaging. After discussing with Arpit, we considered incorporating projection mapping into the environment by creating a “matrix-like” digital space, where coded words flow horizontally around a central figure in a crowd. This idea inspired us to adjust the environment design to better suit this aesthetic.

Overall, this session was a valuable experiment that broadened my toolkit and opened new possibilities, even if projection mapping isn’t the main focus of my project.

Project Progress:

This week marked a significant turning point in our project, as Arpit and I strategically divided the workload to focus on different aspects simultaneously, maximizing efficiency and creative development. While Arpit dedicated his efforts to rigging the character, I took responsibility for texturing the environment, a critical element for establishing the visual tone and narrative atmosphere.

After reflecting on the ideas from last week’s projection mapping session and our discussions, we decided to pivot the environment design toward a “matrix-inspired” aesthetic. This shift was motivated by the desire to visually represent the glitch effect not only through distorted animations but also through the presence of floating, coded words and dynamic color changes. The environment itself became a key storytelling tool, where the words and colors act as visual metaphors for the breakdown and transformation of identity under societal pressures.

I began by setting up the “matrix-like” environment in Maya, carefully designing the layout to accommodate the animated words that would float and interact within the scene. I then animated these words to convey movement and flow, enhancing the sense of a digital space filled with shifting information. After completing the animation, I exported the assets to Substance Painter for the texturing phase.

In Substance Painter, I experimented with a wide range of textures to find materials that aligned closely with the project’s themes. My goal was to achieve a texture that felt authentic to the concept of digital identity and glitching. After testing different surface finishes, I focused on emissive textures that emit light, which added depth and vibrancy to the environment. These glowing textures visually emphasize the idea of digital code and energy permeating the space, making the environment feel alive and immersive.

Once I finalized the textures, I reassembled the scene in Maya and produced several mock renders. These test renders were crucial for evaluating how the emissive materials and animated words interacted within the environment’s lighting setup. The early results confirmed that the approach effectively conveyed the intended atmosphere and narrative.

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Advanced and Experimental 3D Computer Animation Techniques Serra Term 3

Week 4: Feedback & Collaboration

This week was a big step forward for my project. I shared my storyboard with Serra, and she gave me really helpful feedback. She suggested I explore the concept of glitch feminism, which is quite well-known in creative and academic circles. Serra said that combining glitch feminism with my idea of identity would make the message of my work much clearer and easier for people to understand. Before this, I felt a little unsure about how to communicate my concept visually, but learning about glitch feminism gave me a fresh perspective.

Glitch feminism talks about how systems of power shape identity, and it uses the idea of a “glitch” — a disruption or error — as a metaphor for breaking free and rewriting who we are. This idea really resonated with me because my project is about the tension between being your true self and fitting into society’s expectations. Using glitches in my animation felt like the perfect way to show that struggle — the way identity can break, change, and transform.

After this, I started looking up words that describe the character’s personality and feelings, like rebellious, stubborn, sensitive, restless, anxious, impulsive, and outspoken. These words help me figure out how the character should move and express themselves, so the animation feels real and connected to the story.

However, I ran into a challenge finding a 3D character model that really fit my idea. I wanted something that matched the theme and the vibe of my project, but couldn’t find the right one on my own. Then, after talking with my classmate Arpit, we decided to collaborate. Arpit was working on sculpting a 3D model for this assignment and planned to rig it later. His model matched my project’s vision, so this collaboration felt like a great solution.

Now, instead of working alone, we’re combining our skills. I’m focusing on the environment and overall direction, while Arpit will work on the character sculpting, rigging, and animation.

This collaboration feels really promising. Serra’s feedback plus working with Arpit has given me a clearer direction for the project. Our next steps are to finish the environment and the character, then come together to animate and texture everything so it feels cohesive and unified. We want the look and feel to be consistent across the board so that the story flows smoothly and emotionally.

Apart from that, I was also experimenting with Booleans on my text in Maya to create a steps environment that will act as a base for the chess board.

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Advanced and Experimental 3D Computer Animation Techniques George Term 2 & 3

Week 6 to 9: Previs Progress

In these few weeks, I blocked out the scene where the protagonist notices a scared little girl hiding behind a car and begins walking toward her. I still need to refine the character’s movements and reactions, but the basic timing and poses are in place. The young girl’s animation is subtle—she holds her mouth to avoid making noise and avoids eye contact to show vulnerability. George suggested adding a moment where she hugs her knees once noticed, which I’ll work on in the coming weeks.

I experimented with over-the-shoulder and low-angle shots to build tension at the start and create a growing connection between the two characters. I also made sure to hold key emotional moments longer, like when the protagonist reaches out her hand to the girl. Just before they touch, both glance quickly to the side, startled, adding suspense and showing their fear. This small moment helps make the scene feel more real and urgent.

I also focused on refining the previs based on feedback. I worked especially on the camera angles and shot timing, making sure the sequence flowed smoothly and clearly communicated the story. George gave me some great advice on how to frame the shots better to keep the focus on the characters and their emotions.

Following George’s advice, I want to include small elements like a picture of a family, hinting at the memories that were once there before everything fell apart. These little touches that he suggested will help make the space feel lived-in and add emotional weight to the scene.

So far, I have a solid basic version of the shot. My goal is to finish it fully, even if I don’t end up using it in my Final Major Project. It’s a great learning experience to practice storytelling, camera work, and character interaction, and I know these skills will help me in future animations.

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Advanced and Experimental 3D Computer Animation Techniques Serra Term 3

Week 3: NDisplay

This week we looked into nDisplay, which is used to show video on screens with weird shapes—like anamorphic or curved displays. I’ve always found those kind of visuals cool, so it was nice to understand how they work.

In Unreal Engine, the process is pretty simple. You set up a project with nDisplay support, then import the 3D model of the screen you want to use. After that, you map your video or animation onto the screen so it fits perfectly. If the screen is split into parts, each one gets rendered separately instead of treating it like one flat screen.

Project Progress:

This week, I focused on modeling the words in Maya, which is a key element for my project’s visual language. I began by experimenting with Maya’s modeling tools, particularly Boolean operations, to manipulate the shapes of the words and mold them according to my creative vision. This process has been quite exploratory — I’m testing different ways to integrate text as a three-dimensional, sculptural element rather than just flat typography.

Alongside modeling, I started investigating how words can be animated within the 3D space. This exploration is important because I want the words to do more than just sit statically; they should have life and presence that contributes to the overall atmosphere and storytelling of my project. For instance, I experimented with animations where words float, follow a path, or subtly interact with their environment. This could add a dynamic layer to the composition and deepen the viewer’s engagement.

Conceptually, I’m working toward creating a scene inspired by a chessboard, where the words occupy the squares horizontally. The chessboard metaphor ties into themes of strategy, identity, and interaction, which resonate with the broader narrative I want to explore. I’m considering multiple options for how the words might be presented: as part of the rigid chessboard grid, floating above the board, or perhaps trailing along an invisible path. Each possibility opens different avenues for visual storytelling and movement.

This phase of experimentation is crucial for me to discover what best aligns with the emotional tone and conceptual depth of my project. I’m intentionally keeping the process open-ended, allowing room for iteration and discovery. By trying out new techniques and pushing the boundaries of how text can function in 3D animation, I hope to create a unique interplay between language, form, and motion that supports my thematic focus on identity and perception.

Moving forward, I plan to refine the chosen direction, develop more complex animations, and integrate these word elements cohesively with the other visual components in the environment. I’m excited about the creative possibilities unfolding and the way this experimentation informs both the technical and conceptual growth of my project.

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Advanced and Experimental 3D Computer Animation Techniques Serra Term 3

Week 2: VCam Setup

This week, we focused on capturing motion and camera movement within Unreal Engine using mobile devices, specifically through the Unreal Live Link VCam system. The session introduced us to how smartphones and tablets can be transformed into virtual cameras to control real-time camera movements in a 3D environment.

Setting up the VCam was surprisingly straightforward and really fun to experiment with. In Unreal Engine, the Live Link VCam plugin allows users to connect a mobile device—like an iPhone or iPad—and use its sensors to drive a virtual camera inside the game or animation scene. This means you can physically move your phone and see those motions reflected live in Unreal, which is amazing for filming cutscenes, adding natural hand-held camera effects, or even for virtual production setups.

The workflow involved several important steps: enabling motion capture plugins, establishing a Live Link connection, setting up remote sessions, using the Take Recorder in multi-user mode, configuring the virtual camera, and finally installing the Unreal VCam app on the mobile device. Although some technical hiccups occurred—mostly related to network connectivity between the devices and the host computer—these were manageable and mostly tied to shared institutional networks.

What really stood out was how immersive and intuitive it felt to “be the camera.” Instead of relying on keyboard controls or mouse clicks, the VCam lets you literally move and frame shots with your phone, capturing dynamic, fluid camera work with real-world motion. I’m really excited to test this further on my own devices and home network to see how well it performs outside of the campus environment.

Overall, this session was a great eye-opener to how emerging tools like Live Link VCam are changing how we can create and capture cinematic animation shots in real time, making the process more interactive and physically engaging—so cool!

Project Progress:

For my artefact video, I decided to explore the theme of Identity—something that feels really personal and important to me. I’ve always been interested in how who we are gets shaped not just by our own thoughts or feelings, but also by the constant pressure from the world around us. Society has these quiet but powerful expectations—about how we should behave, what we should want, even how we should look or speak. Over time, those expectations start to influence us more than we realise, and it can feel like we’re slowly changing just to be accepted. In that process, it’s easy to lose the messy, beautiful, real parts of ourselves.

With this in mind, I began working on a rough storyboard. Even though my final piece won’t have a traditional storyline, sketching out the scenes helped me imagine how to visually communicate this emotional journey.

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Advanced and Experimental 3D Computer Animation Techniques Serra Term 3

Week 1: Introduction to Unit

The first session of Term 3 introduced us to the idea of experience—what it means and how it can be created, especially through animation and interactive media. We began by unpacking several key terms that describe different types of engagement, which are essential to understanding how people interact with creative works.

Some of the terms discussed included:

  • Audience: those who passively watch
  • Customer: those who purchase or consume
  • User: those who actively participate or engage
  • Character: those who perform roles
  • Player: those who play or control an experience
  • Avatar: a digital or narrative representation of oneself

The focus was on the user, highlighting how crucial active engagement is in designing immersive or interactive experiences. There was a light-hearted comment that only drug dealers typically call customers “users,” which served as a reminder of the importance of precise language in creative and technological fields.

For the project brief, the aim is to develop an engaging experience that uses animation to draw users into unique environments, either through direct interaction or observational storytelling. The goal is to craft a memorable experience driven by research and creative exploration.

Personally, I’m interested in how abstract concepts—like identity, tension, or transformation—can be expressed in tangible ways through animation. My idea is to explore these intangible feelings and ideas, turning them into visual experiences that users can connect with emotionally. This approach will help me experiment with both storytelling and animation techniques to bring complex, often invisible experiences to life.

(Images via Pinterest)

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Advanced and Experimental 3D Computer Animation Techniques George Term 2 & 3

Week 5: Previs Progress

This week, I finished the final version of my storyboard for the post-apocalyptic idea and started working on the previs in Maya. It felt good to lock in the story and start bringing it to life.

I began by greyboxing the environment — just basic shapes for now, but they really help me figure out the space. I added rough versions of damaged buildings, broken-down cars, and some debris to create that abandoned city feel. It’s a simple setup, but it already gives a sense of where the character is and what kind of world she’s living in.

I added the garage space with a shutter — this is where the main character starts her journey. I animated her walking out of the garage and added a little moment where she turns back and looks at it before stepping outside. It’s a small action, but I think it says a lot. She’s leaving a place that was probably safe, and now she’s heading into something unknown.

Once she steps out, I made her pause and look around carefully, like she’s checking if it’s safe. This was really important to me — I wanted to show that she’s nervous and alert, without having to say anything. It’s those subtle touches I’m trying to focus on more now, using body language to tell the story.

George gave me some helpful feedback about my camera work — he noticed that the camera was moving around a lot and suggested I keep it slower and steadier. This would help the audience focus more on the characters and the story without getting distracted. I’m going to adjust the camera moves next week to make everything feel smoother and more natural.

Another thing I added this week was a map — I drew it and included it as a prop the character uses. It’s how she’ll navigate the world, so it helps explain where she’s going and gives her a clear goal.

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Thesis

Week 9: Tutorial & Review

I had a review with Nigel to go over my topic, question, and general progress so far. I didn’t have the full literature review written yet, but I had about 8–9 sources ready that I’d been working with, and he went through them with me.

He said the topic and question are solid and that I should definitely continue with it, which was really reassuring. It gave me more confidence to move forward, especially since I’ve been focusing a lot on building a strong direction. He encouraged me to read a bit more, just to expand the research base, but overall he seemed happy with the choices I’d made so far.

I also showed him the names of the chapters I had in mine and he went through them and suggested a few changes as well as omissions. Having my key sources and chapter names approved made me feel like I’m on track. The feedback helped me narrow my focus even more, and now I know what to improve and expand on next.

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Thesis

Week 8: Writing the Literature Review

This week, I focused on writing my literature review, which is one of the most important parts of academic research. It’s basically the section that shows what other people have already said about the topic and how my project fits into that conversation. I aimed for around 600–650 words, so I needed to make sure it was focused, relevant, and actually helpful to the direction I’m taking.

A literature review is more than just a summary—it’s like building the foundation of the research. It usually includes an introduction to the main theories and ideas, a main body that brings together different sources (from broader ideas to more specific ones), and a conclusion that points out what’s missing in the current research or where I might be going next.

While writing mine, I tried to avoid just describing each article and instead grouped similar ideas and themes—especially around identity, digital spaces, and immersion. I looked at what each author was saying about how people build and live through digital selves, how immersive environments like games or VR shape that process, and what psychological effects might come with it. I also made sure to reflect on the gaps in the research—like areas where things are still evolving, or where the tech is moving faster than the theories.

Doing this helped me see where my own research sits. It clarified a lot of things and made me think deeper about what I’m actually trying to say. Writing it took some effort, but now I feel like I have a much clearer structure for the next stages of the project.

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Thesis

Week 7: Building the Literature Review

This week has been all about laying the groundwork for my literature review. Instead of jumping straight into writing, I focused on collecting, organising, and sorting through sources that directly connect with my research focus on how immersive environments and digital technologies influence identity.

I used a mix of academic databases and library search tools to gather relevant material, using targeted keywords like “digital identity,” “virtual self,” “VR and embodiment,” “online persona,” and “immersive technology.” I also filtered sources based on how closely they aligned with my chapter themes—philosophical perspectives, identity construction, psychological impacts, and tech-driven transformation.

To keep things structured, I began compiling a initial bibliography. For each source, I made brief notes on:

  • What the text is about
  • Why it’s relevant to my research
  • Which chapter it may support
  • Any key ideas or quotes to revisit later

At this point, I’m focusing more on learning more about the topic than analysing it deeply. The aim is to get a clear overview of the conversation around my topic so that next week, I can start identifying patterns, debates, and where my own argument fits in.