Pixelated Animation Tests

We have all in our groups been allocated different scenes, luckily due to our similar pixelated style, the animation storyboards could easily get split between us rather than just being allocated to one person. This has allowed us to produce more of the scenes for when we finally get to animate them.

Each scene has been allocated to each person and a close up shot:


  1. Scene 1- Doughball machine scene. - Hazel - close up Hazel
  2. Scene 2- Slip. Becky- close up Becky
  3. Scene 3- Razor machines - Hannah- close up Hannah
  4. Scene 4- Trip & Fall - Hazel- close up Hazel 
  5. Scene 5- Bread Tray. Hannah- close up Hannah. 
  6. Scene 6- Back Break- Becky - close up Becky.
  7. Scene 7- Truck door - Hazel - close up Hazel.
  8. Scene 8 - Hit by truck- Becky - close up Becky.
Producing the scenes beforehand in alternate layers had helped us to develop a better idea of what will happen in each scene as well as helping us develop the animation in collaboration.

First Exploratory Animation- Scene 6- Bread tray.

This is the first experimentation of the movement of the pixelated character, the character would be jerky in movement, so we decided the best settings would be 10fps. In addition to this, they have a 200x113 pixels in resolution.
The first test helped us develop what is the most effective speed for the character to move at etc. Whilst I have been experimenting with the scene where the character gets struck by bread (Scene 6) My fellow members of the group have been completing additional scenes that they will also animate. Despite working independently we are constantly updating each other of our progress and infiltrating the whole group's opinions. This I feel is important in the collaboration process so that everyone is confident with the outcome as well as it fulfilling the client requirements that we have been given by Allied Bakeries.
Producing a wide shot and close up animation separately allowed us to make alterations as we went, such as the appropriate speed and behaviour that we wanted the characters to reflect. One thing we did notice when producing the animations is the fact that there were some continuity errors such as the fact that the tray that squashed the character in the wide shot had then disappeared on the close up.









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