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FMP

FMP | Animation Development

1. Animation Design

In Rushing Place, animation plays an important role in expressing urban anxiety, social pressure and a sense of losing control. As the characters are designed as expressionless plastic mannequins, I focused on body language and movement rhythm to communicate their emotions and gradually reveal the protagonist’s loss of control over their own life.

The animation combines two different approaches: natural everyday movements and exaggerated physical performances with symbolic meanings. In the kitchen, underground and office scenes, I designed actions such as raising a cup, checking a watch, working and reacting to criticism from a supervisor. These everyday behaviours establish the protagonist’s daily routine while conveying time pressure and workplace anxiety through body posture and movement. As the film progresses, the movements gradually become more surreal. The protagonist is suddenly dragged out of bed and suspended in mid-air, before being pulled, rotated and forced into a series of uncontrolled movements, reflecting their inability to control their own fate.

For the dance sequence, I studied performance videos of aerial acrobats and dancers, focusing on body movements involving suspension, stretching, rotation and imbalance. I combined these references with the idea of the character being pulled by an external force, creating a performance that exists somewhere between dance and struggle. While traditional dance often celebrates freedom and bodily control, I wanted this sequence to express the opposite: a character being dragged by fate, struggling to resist but unable to break free.

2. Animation Production

For the technical production, I combined keyframe animation, motion capture and cloth simulation to meet the different requirements of each scene.

I primarily used manual keyframe animation for movements that required precise emotional expression and performance control. This approach allowed me to carefully adjust body poses, movement intensity and timing, particularly in scenes involving checking a watch, reacting to the supervisor, being dragged into the air and performing the dance sequence. Since the characters have limited facial expressions, subtle changes in posture and timing became especially important for communicating emotions. I therefore spent considerable time refining these performances.

For repetitive movements such as walking and running, I used motion capture data to improve production efficiency while maintaining relatively natural human movement. I then adjusted the animation speed and timing to match the film’s increasingly fast-paced rhythm. The continuous walking and running of crowds in the underground station and city environments also reinforced the repetitive and mechanical nature of urban life.

In addition, I used cloth simulation to create flying sheets of paper and ribbons wrapping around the protagonist. In the office scene, the chaotic movement of paper disrupts the structured working environment, representing the growing pressure and disorder experienced by the character. The ribbons interact with the protagonist’s suspended movements and dance performance, using wrapping, stretching and flowing motions to represent invisible restraints. These elements not only add dynamic visual detail but also transform abstract psychological experiences into a more tangible visual language.

3. Reflection

This animation process helped me understand that expressive animation is not simply about creating realistic movements, but about using motion to communicate emotions effectively. By combining repetitive everyday actions with exaggerated and unbalanced physical performances, I aimed to develop an animation language that gradually shifts from realism towards abstraction.

Combining different animation techniques also allowed me to balance production efficiency with artistic control. Motion capture reduced the time required for basic character movements, manual keyframe animation gave me greater control over emotionally significant performances, and cloth simulation introduced more symbolic movement into the film.

The transition from voluntary to involuntary movement, and from everyday actions to physical struggles, became the central idea behind the animation design of Rushing Place. Through this progression, I wanted audiences not only to observe the protagonist’s increasingly fast-paced life but also to experience the anxiety, restrictions and desire for freedom beneath these movements.

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FMP

FMP | Environment Development & Stylised Rendering Tests

1. Environment Design

In Rushing Place, I developed six main environments: a kitchen, an underground station, an underground train carriage, a forest, a city and an office.

These environments not only establish the narrative spaces but also represent different aspects of everyday life.

The kitchen represents the beginning of a daily routine. The underground station and train carriage reflect the repetitive and crowded experience of urban commuting, while the city and office emphasise the fast pace of modern life and the pressures of work.

In contrast, the forest provides a natural environment that visually contrasts with the structured and repetitive architecture of the city, reflecting the film’s exploration of freedom and boundaries.

Through transitions between these environments, I aimed to create an increasingly tense, oppressive and fast-paced visual experience.

2. Environment Development

Considering the time constraints of the project, I decided not to spend excessive time modelling environments from scratch. Instead, I primarily used pre-existing 3D assets to construct the scenes.

This approach allowed me to focus more on composition, visual style and the final rendering results.

During development, I selected, combined and adjusted assets according to the requirements of each shot, ensuring that models from different sources could work together within a consistent visual environment.

For me, environment development was not about creating complex models, but about using available resources effectively to achieve the intended artistic direction.

3. Lighting & Stylised Rendering

Lighting was one of the most time-consuming aspects of the environment development process.

As Rushing Place uses a high-contrast black-and-white rendering style, the final visual result relies heavily on the interaction between lighting and materials.

Unlike traditional realistic rendering, my stylised materials use lighting information to transform surfaces into different black-and-white regions and dithering patterns.

Therefore, lighting not only determines how objects are illuminated but also directly influences the balance of black and white, the density of dithering patterns and the clarity of object silhouettes.

During testing, I found that even with identical materials, changes in light direction, intensity and position could produce significantly different visual results.

Excessive lighting could cause surface details to disappear, while overly dark areas could make the silhouettes of different objects merge together.

As a result, I spent considerable time adjusting the lighting in each environment to maintain strong black-and-white contrast while preserving spatial depth and visual readability.