This project was an incredible learning experience that is applicable for both film and animation. What I learned was that goals must remain relevant to the task being performed at hand. The hardest part of this project was creating the concept that I had produced in pre production. The idea and goals that I created for myself in pre production were simply not possible with the time I allowed myself to accomplish them. The worst part about this predicament is that it forces you to decide what corners need to be cut in production to meet the deadline. The painful part is choosing the right corners to cut which allow the story to retain most of its original form. I ended up having to cut out the entire planned ending and shorten the film, completely altering the overall meaning. Next time I will use this information to better judge the time required to accomplish certain tasks. However, I did have a few successes though. These include, lighting large areas in pleasing and understandable ways, lowering vert count on models that weren't relevant to the story or weren't seen up close to save time and computing power, and still creating a cohesive and interpretable story with time limitations.
This project was an incredible learning experience that is applicable for both film and animation. What I learned was that goals must remain relevant to the task being performed at hand. The hardest part of this project was creating the concept that I had produced in pre production. The idea and goals that I created for myself in pre production were simply not possible with the time I allowed myself to accomplish them. The worst part about this predicament is that it forces you to decide what corners need to be cut in production to meet the deadline. The painful part is choosing the right corners to cut which allow the story to retain most of its original form. I ended up having to cut out the entire planned ending and shorten the film, completely altering the overall meaning. Next time I will use this information to better judge the time required to accomplish certain tasks. However, I did have a few successes though. These include, lighting large areas in pleasing and understandable ways, lowering vert count on models that weren't relevant to the story or weren't seen up close to save time and computing power, and still creating a cohesive and interpretable story with time limitations.
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