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About

During my time at the University of Colorado Digital Art 1 class, I intend to use this page to document all the work that I complete. This website will house both my curated portfolio along with my work that is still in progress.

Pose to Pose Flour Sack Jump

Assignment Links

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Analysis of Meet The Spy by Valve Software using the 12 principles of animation

Chosen animation segment: Meet The Spy by Valve Software

Url: https://www.youtube.com/watch?v=OR4N5OhcY9s

 

Squash & Stretch: How an object changes shape in response to forces acting upon it.

 

Time Stamp: 0:00/3:19

In the beginning frame of the short we see the “alarm-o-tron” reverberating back and forth as the bell ringer hits the bell.This is a example of squash and stretch because as the bell gets hit, it quickly squishes and stretches in order to resemble the ringing of a bell. 

 

Staging: The presentation of a shot in a way that makes the content of the shot as clear as possible.

 

Time Stamp: 0:4/3:19

In this beginning scene we see staging being used to set the scene for the rest of the short. By using an Extra Wide shot with clear information we get an immediate sense for what is happening. The soldier is in the blue base, and there is an intruding red spy coming his way. We also get a sense for the Soldier's personality; by making the background static, the eye goes to the dim witted soldier whose head is darting around with a loose helmet on. 

 

Slow-in & Slow-Out: The tendency of objects to gradually accelerate and decelerate when moving from one position to another. 

 

Time stamp: 0:8/3:19

In this scene we can see Slow-In & Slow-Out action as the soldier quickly turns the corner at the bottom of the stairs. As he turns the corner his helmet slowly moves from one side of his head to the other while his body quickly turns before it. This is an example of inertia being applied to create a more realistic animation. 

 

Straight Ahead: Creating each frame of the animation in sequence from beginning to end. Pose-to-Pose: Create “key” poses for each action first and then filling in the poses that come in between. 

 

Time Stamp: 0:10/3:19

In this animation the creators use Straight Ahead animation to bring the characters to life. By using quick cuts and fast paced scenes the creators can produce something that looks fluid until it is paused. Most frames within the short are blurred and usually only the face is clear but that is unnoticeable when it is played normally. 

 

Secondary Action: Smaller movements or gestures designed to support the primary actions of a character. 

 

Time Stamp: 0:19/3:19

Just before this frame, we see the “soldier” confidently push away the “scout” as he randomly enters “1111” into the keypad in hopes that the door will open. It then cuts to this frame where the “soldier” has a dim witted look. This emotion on the “soldier's” face, is a secondary action which gives the audience more clues into the personality of the “soldier.”

 

Arcs: The principle that living things don’t move in straight lines but rather in curved motions. 

Time Stamp: 0:19/3:19 

In this scene we see the “Heavy” quickly lumbering down the hallway. We can also see that his head is bouncing up and down in “arcs” rather than staying at the same height. 

Anticipation: A smaller movement that comes before a major one, and signals that the major movement is about to happen.

 

Anticipation: A smaller movement that comes before a major one, and signals that the major movement is about to happen.

Time Stamp: 0:21/3:19

In this frame we see the “heavy” swing his machine gun back before using it as a battering ram against the locked door. This swing backwards is a smaller movement that indicates that a bigger, more powerful one is about to come. 

 

Timing: Controlling the speed of an action through the number of frames used to represent that action. 

Time Stamp: 0:22/3:19

In this scene, where the “heavy” breaks through the vault door, the animators are able to use timing to make the window seem like it is being shattered. Because the glass shattering is so quick, the animators do not need to use very many frames in order for our minds to perceive the glass to be in motion. 

 

Solid Drawing: Drawing and posing characters in a way that creates a sense of Volume, Weight, and Balance. 

Time Stamp: 0:34/3:19

In this scene we can see many core examples of solid drawing being used. The head of the “spy” is tilted to the side and one shoulder is higher than the other. This makes it look like he is actually carrying a body rather than a weightless object sitting on his shoulder. 

 

Follow Through & Overlapping Action: The tendency of different parts of a body to move at different speeds, and come to rest at different speeds.

Drag: When a part of a body lags behind another when a motion starts.

Time Stamp: 0:39/3:19

In this frame we can see an example of followthrough as the legs of the body sway while the “spy” walks towards the table. In this case the body is moving slower than the actual spy which gives the animation a more realistic feel. 

 

Exaggeration: Representing a subject in a heightened or more extreme way rather than strictly realistically. 

Time Stamp: 1:01/3:19

In this frame we can see that the “spy’s” shoulders are extremely wide. We can also see that when he talks his face barely moves beside the precise movement of his thin lips. All of these features show the audience what the spy is about, being confident and precise. By exaggerating these features we can learn alot about the spy’s personality without seeing him do a thing. 

 

Appeal:  A broad term for any qualities of a character’s design that makes them compelling to watch. 

Time Stamp : 1:32/3:19

The appeal of watching the “spy” is how cool, calm, and malicious he is. His movements are slow and calm hinting towards the precision of his character. Every one of his facial expressions screams “I’m better than you.” The way this character takes control of the scene is representative of how a “spy” player would take control of a actual game.

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