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2.1 Advanced and Experimental 3D Computer Animation Techniques

Week 2 Telling Stories Through Cause and Effect, Presenting Perspectives Through Shots

This week’s lesson materials emphasize that a story is not “what happened next”, but rather a chain of cause and effect connected by “therefore / but”. The class exercises also revolve around this point: first, use SWBST to quickly determine the main line, then transform it into a version driven solely by cause and effect, and finally onto the storyboard.

Class Quiz: Storytelling Pair Activity (Flood + Ladder + Freedom)
The story concept of our group is a metaphor:
• The flood = disaster
• The ladder = tool/technology
• When humans completely relied on nature, God sent the flood as a punishment/test;
• When humans began to create tools and attempt to “conquer” nature, they gained freedom.
I have reorganized it into a cause-and-effect version (which better meets the requirements of the class):
Humans completely entrusted their survival to nature. Therefore, God sent a flood to bring about disaster.
However, humans began to create tools such as ladders to change their situation.
Thus, humans no longer merely waited for nature to arrange things, but gained the freedom to act.
Reflection: This exercise has made me more aware of the difference between “theme” and “plot” – the theme is “from dependence to control”, while the plot must be driven by specific actions (disaster → invention → escape/ascension). If the shot only shows “the flood is very large”, the audience will think it’s a disaster film; but when the shot shows “building a ladder / using the ladder” as the turning point, the viewpoint will be valid.

Class feedback: Implemented the storyboard from last week in Maya
The teacher reviewed the tasks from last week and asked us to implement the bar story version (the version by the group members) in Maya.
Reflection: Transitioning from 2D storyboards to 3D production will reveal the real problems: whether the camera position, shot path, occlusion, and spatial relationships are reasonable. Some shots that seemed “OK” in the storyboard will fail in Maya due to spatial incompatibility, forcing me to return to the fundamental question – what exactly does each shot want to show the audience and what does it want them to understand.

Assignment: Film Photography Analysis (I chose a segment from “The Legend of Fu Sheng”)
The assignment requires selecting a 1-2 minute segment and analyzing how the cinematography supports the narrative (through angles, lighting, layout, composition, etc.), rather than merely repeating the shots.
I chose the segment from “The Legend of Fu Sheng” titled “Opening → Su Quanshao’s Death” because it was accomplished through cinematography alone: establishing the world view, visualizing the concept of protons, and establishing Yin Shou’s controlling demeanor.
In my analysis, I will focus on the following points:

  • Cold opening (snow + details of the corpse): Presenting the war as a systematic slaughterhouse, setting the tone to be extremely cold first;
  • Low-angle shots / wide shots to create a crushing power contrast, making Jizhou’s “having no choice” a factual aspect of the scene;
  • High-angle shots of Yin Shou + progressive questioning rhythm to turn the dialogue into an interrogation, pushing Su Quanshao towards the inevitable “having to use death as evidence” ending;
  • Approaching / helping up the “gentle illusion”: Packaging political violence as a personal consolation, completing an open demonstration.

This Week Summary
The most effective aspect for me this week was: first, write the story in a cause-and-effect manner, and then decide on the shots. The shot language is not supplementary explanation; instead, it transforms the “perspective” into visual facts that the audience can directly perceive.

Categories
2.1 Advanced and Experimental 3D Computer Animation Techniques

Week 1 Storyboarding & Camera Language

This week, I completed the tutor’s storyboard tasks, focusing on how framing/composition, camera angles, and camera movement support storytelling and emotion.

1) Assignment: Scene Storyboard (Lawrence of Arabia excerpt)

I storyboarded one scene and clearly labelled all camera moves in each shot (push/pull/pan/track/follow/static).
Key takeaway: camera movement isn’t decoration—it controls when information is revealed and how emotion is paced.

2) Activity/Quiz: Creative Adaptation (The Incredibles excerpt)

I adapted the selected clip into a storyboard, prioritising:
• Clarity: the audience can instantly read the focus
• Rhythm: cuts and framing changes shape the tone

3) Assignment: 5 + 5 Challenge (A guy in a bar) + Peer Exchange

I created two storyboards using 5 shots × 5 seconds (25s total), with no dialogue and no acting/facial expression—only camera language. I then swapped boards with teammates and explained the choices.
Challenge: without dialogue or performance, emotion must be carried by composition, movement, and shot order. Peer feedback helped me check if the story was readable.

Summary
• Every camera move needs a purpose
• Storyboarding trains “director thinking”
• Constraints made my visual storytelling more precise

Categories
Design for Animation, Narrative Structures and Film Language

Rebelling Against the System: Technical Spectacle Aesthetics and Capitalist Control in The Matrix|Presentation

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UE

The Last Harvest|Final work

The Last Harvest is a stylized Unreal Engine environment project inspired by Van Gogh–like abstract expressionism. Using flowing brushstroke textures, a swirling sky, and a soft palette of golden yellow, light green, and pink, the cornfield is reimagined as a “breathing” digital oil painting. The work treats “harvest” as both an ending and a return—a gentle dialogue between humanity and nature at the edge of time. The project combines hand-painted textures, material–lighting iteration, cinematic camera work, and post-production editing to deliver a short real-time rendered sequence with a poetic, dreamlike atmosphere, exploring how game engines can support artistic storytelling and emotional visual language.

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UE

Summary & Reflection Blog | The Last Harvest

In The Last Harvest, I set out to build a Van Gogh–inspired, abstract-expressionist environment in Unreal Engine—using flowing brushstroke language, rotating light, and a soft palette (golden yellow, light green, and pink) to turn a cornfield into a “living painting” rather than a realistic farm scene.

What Worked

Overall, I feel I achieved the main stylized goal: the scene reads as painterly and atmospheric, with a clear emotional direction—gentle, dreamlike, and slightly bittersweet.
More importantly, I managed to complete a full production loop from concept to output: building the environment, testing materials and lighting in-engine (Lumen, fog, color grading), developing shots, and delivering a rendered sequence.

What Fell Short (and Why)

While the overall style direction is in place, some areas still feel rough in detail polish. The main reasons were:
• Hardware limitations & lag: UE5 became slow during heavy iteration, which reduced how much fine-tuning I could realistically do.
• Time planning: I prioritized getting a complete result, leaving less time for consistent refinement across assets.
• Style consistency: Some elements still vary in how “painterly” they feel, which shows I need a stronger system for unifying brushstroke density, edge treatment, and color behavior across the whole scene.

Key Takeaways

This project taught me that stylization isn’t a single filter—it’s a set of rules that must stay consistent across textures, materials, lighting, and composition. I also learned that locking down a few “style benchmark shots” early can make later production faster and more coherent.

If I Do It Again

Next time, I would:
• Establish 1–2 final benchmark shots earlier (materials + lighting + grading locked).
• Reserve a dedicated polish phase for asset consistency and shot pacing.
• Under limited hardware, focus detail only where the camera actually sees it, instead of chasing global perfection.

Even with the constraints, The Last Harvest gave me a clearer understanding of how to translate a painterly concept into a real-time UE workflow—and what I need to improve to make the final result cleaner and more unified.

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UE

Final Stage: Rendering in UE5 and Post-Production in After Effects

In the final stage of the project, I completed the full output pipeline for The Last Harvest. I first finalized and rendered the shot sequence in UE5, making sure the stylized materials, lighting, and brushstroke language stayed consistent in the final frames. Then I brought the renders into After Effects for post-production polish, where I refined pacing and cut details—adjusting transitions, shot duration, and overall “breathing” rhythm—so the visual focus and emotional flow read more clearly. Finally, I added voice-over to strengthen the narrative and emotional layer, completing the project as a more immersive audio-visual piece.

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UE

Shot 3: A Peeking View Through Corn Leaves

In this stage, I completed the third shot for The Last Harvest. I lowered the camera into the cornfield and used the dense leaves on both sides as a “natural frame,” so the viewer feels like they’re peeking out from deep inside the field—more immersive, and more enclosed in a dreamlike way.

Shot Intent

Shot 3 focuses on depth layering and eye guidance: the foreground is dominated by large corn leaves that create strong occlusion; the mid-ground opens into a small path and broken fence fragments; and the background connects to the pink mountains and the swirling sky. This structure—foreground enclosure → mid-ground corridor → background expansion—adds tension while naturally pulling the gaze toward the emotional center of the sky.

Composition & Asset Placement

  • Foreground corn leaves: I placed the corn closer and denser, letting the leaves occupy the sides and top of the frame to create a clear framing effect.
  • Mid-ground leading lines: The path/ridges and broken fence pieces act as directional lines, helping the viewer read where to look despite the busy foreground.
  • Background emotional anchor: The swirling brushstroke sky remains the main emotional visual, serving as the distant “endpoint” and keeping the Van Gogh–inspired style consistent across the project.
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UE

Shot 2: The Scarecrow and the House

For the second shot of The Last Harvest, I shifted the focus from the wide, atmospheric landscape to a more symbolic and emotional focal point: the scarecrow and the farmhouse. Compared to Shot 1, which mainly establishes space and mood, this shot works as a quieter “pause”—a moment that hints at human presence and memory within the dreamlike field.

Shot Intent

  • Scarecrow as the foreground subject: I placed the scarecrow prominently in the frame and designed it with an exaggerated, brushstroke-like silhouette so it remains readable against the highly textured Van Gogh–inspired sky. It functions as a guardian-like figure and a visual metaphor for what’s left behind in the “last harvest.”
  • Farmhouse as a mid-ground anchor: The farmhouse sits behind the scarecrow to provide spatial context—reminding the viewer that this is a place once lived in, not just an abstract scene.
  • Ground brushstroke flow for composition: The directional strokes on the ground guide the viewer’s eye from the foreground into the mid-ground, then toward the distant mountains and sky, maintaining a painterly rhythm across depth layers.

Implementation Notes

I built this shot in UE using Sequencer, blocking the composition first (wireframe/grey layout) and then applying stylized materials to confirm silhouette clarity and color contrast between foreground, mid-ground, and background.

Categories
UE

Cinematic & Animation Test in UE (The Last Harvest)

This stage, I began developing cinematics and animation in Unreal Engine. I built a Level Sequence in Sequencer and used CameraRig_Rail to plan a smooth camera move, letting the shot glide across the fields and sky to establish the overall mood. I then keyframed the tractor to drive toward the camera, creating a moving focal point that naturally guides the viewer’s attention from the distant landscape into the mid/foreground. Next, I’ll explore alternative camera designs and blocking (e.g., push-ins, pull-backs, orbits, low angles) to find a visual language that better matches the dreamlike tone of The Last Harvest.

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UE

Material–Lighting Integration Test (The Last Harvest)

I ran a round of material and lighting integration tests in Unreal Engine:

  • Checked whether the light–shadow contrast under the key light direction effectively highlights the brushstroke detail.
  • Adjusted the overall color balance so the golden fields and the purplish-blue sky create a clearer emotional contrast.
  • Reviewed the scene at different shot scales to ensure silhouettes stay readable, avoiding a washed-out look or muddied details.