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26th March 2021
by Jahiem Walker
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Homework task 2- drawing 6 important people

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For my second homework task, i had to either draw or take pictures of 6 people who meant a lot to me, and i chose to draw my 6 family members.

I’m a bit regretful of how i carried out this task, even though i like how it looks. Firstly i didn’t put much thought into who i was drawing; my family do mean a lot to me, but i wish i would’ve thought a bit harder and drawn people that are important to me for a variety of different reasons, whether that was friends, family or people i don’t know, like celebrities or animators i look up to. I think this would’ve made the assignment more interesting, because it would’ve challenged me to think carefully about which 6 people i would choose and why, and i could’ve possibly learned something new about my connections to others.

The second regret i have is that the drawing is so straight forward. Aesthetically it’s nice to look at, but i didn’t challenge myself much to express my connections with the 6 people through my drawing, and the audience isn’t really challenged to look for meanings and explanations behind the drawing. everything is quite face value.

Finally, i didn’t experiment much artistically with the piece. I think using different styles and mediums could’ve brought out different things in each of the drawings, and they could’ve communicated how i feel about each person better to the audience.

In the future i’ll try to come up with ways in which i can create more thought provoking pieces, and ways i can challenge both myself and the people who are viewing my work. I want to become an artist who doesn’t just think about aesthetics, but meanings and reasoning behind my art.

26th March 2021
by Jahiem Walker
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First homework task- drawing 6 objects

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For my first homework task, i had to choose 6 objects of importance to me and either draw or take pictures of them. I found this task challenging at first, because there aren’t many objects i could initially think of that were important to me; i’m not really sentimental and most of the things i use regularly are replaceable so i don’t feel any particular attachment towards them.

I started looking around my room for things that i might’ve put away and forgotten about, and i realized that there are a lot of things that are important to me, that I’ve kept hidden away. i don’t know if i did this subconsciously to keep them safe, or if i just forgot about them, but these things all hold value to me for different reasons.

Most of the objects i drew, for example the plushie and the 2 charms, hold value to me because of the reasons i got them. They were all gifts to me from people i’m close to, and the stories behind why i got them were more important to me than the actual objects themselves. I think even if i lost or broke these objects, i’d be happy with just the memories of why they were bought for me and who bought them.

I worked in my usual cartoon style for this piece, as i thought it would add some of my own character and personality to it, making it feel more personal. I also didn’t want to just have exact depictions of each object, because that wouldn’t be interesting to look at, so i wanted to give them some character by doing things like changing their facial expressions and enhancing their colours. While i’m happy with the end result, i wish i made the drawing a little more accurate by drawing everything a bit more realistically scale wise, because a lot of people had trouble figuring out what some of the objects were/ what size they were.

Overall i had fun with this task, it felt like a warm up leading to bigger things. It wasn’t too challenging but it did get me to think about what is important to me and why, which i think is a good thing to think over every once in a while because it can remind you of times where people showed you kindness, which can motivate you to move forward and have hope.

26th March 2021
by Jahiem Walker
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finishing my animatic

I was now ready to start and finish my actual animatic, so I worked hard to do it. The first thing i did was re-draw and colour all of my frames into 16:9 boxes, using all of my previous work for reference.

Next, i recorded my sound and foly; i had to think outside of the box for these, as most of my sounds weren’t naturally occuring. I started off by recording a minute of ambience for both outside on the street side, and insiide my room (although it was mostly just silent). I also recorded some ambience for a boiling hob, which would play when Arnika begins to make her potion.

Next, i used a keyboard to make some quick scores; one for the intro, one for Arnika’s introduction and one for the outro. I also used different settings on the keyboard for additional outside sounds, like a dog barking and a bird tweeting.

After this i recorded the small sound effects and the voice lines. I used mostly just average household items for the small sounds (my baby sister’s xylophone for the magic, a tap for the rain, some pouring water, etc.) and the voices were all recorded by me and my brother.

With the sounds and the drawings ready, i was able to put it all together with editing. I used a software called VSDC video editor, and i ensured that the aspect ratio was 16:9. Putting everything together was fairly straight forward and i was able to finish with ease.

Overall i had a lot of fun with this project, even though it was a lot of work. I think i might have messed up the aspect ratio a bit since there’s a black boarder, but i think it still looks okay. This was helpful in learning about pre production, as i now have more of a clear understanding of how animations are planned.

26th March 2021
by Jahiem Walker
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My storyboard :3

I started the storyboard to my animatic. I tried my hardest to clearly lay out my story visually, so that i had clear references for when i started my animatic. Doing my storyboard made me realise that there were a few things i needed to change and work on in my animatic. (note; i did this storyboard before redesigning my backgrounds.)

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These are the frames of my storyboard. I think i gave myself a clear visual understanding on the images i’ll need for my animatic, and I’ve worked out which cuts i’ll use (although you can’t see the writing well in the pictures). However, i have a lot of problems with my storyboard that i aim on fixing;

  • the camera angle doesn’t really change at all, i want to include more angle changes because they keep the animatic from looking stuff and flat. i’ll re draw some frames.
  • i feel that i included some unneeded frames that i can do without. I want to drop them to keep my animatic from getting too long, since it has to be 40 seconds.

I’m happy with this as a starting point for a storyboard, but i need to go in and fix some things so that it’s strong enough to be a reference for my final drawings. I’ll work to improve on it, and upload my progress when i’m finished.

26th March 2021
by Jahiem Walker
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Some quick re-designs

I decided to quickly redesign my backgrounds. I did this because of multiple reasons; firstly i they both looked very flat, secondly i couldn’t imagine characters walking around in the spaces since they were very flat, and thirdly because i just thought they needed to look more polished. While creating my storyboards i realized that the angle of the camera didn’t change much, and that was mostly because of me not knowing how to draw my flat backgrounds from different perspectives.

My first redesign was for the overall town of Allegroburg. It would’ve been really tedious to re draw all of the buildings, especially because they all had faces, so i opted for more simple building designs. I also wanted to draw the background from a perspective that would make Arnika’s house draw more attention, so i decided to put it in the front. I think it also draws more attention because it’s a) alone and b) the only building with a unique and different shape from the others. I added some characters in for some scaling reference, and i coloured it in using pro-markers instead of watercolour, to make it look bolder.
I referenced these two pictures that i took for another task while drawing my background. I liked the colours on the first image, and the sizes; there were some smaller pastel coloured buildings, and i thought buildings similar to these would work well in my background. In the second image i liked how attention was drawn mostly to the building on the left because of how close up it was, and how there was a perspective so you could imagine walking through the location pictured.
The second thing i redesigned was Arnika’s room. I liked how much personality the first one had, but it was very flat and i couldn’t draw it from more than one angle. Although this drawing still isn’t perfect, i think i was able to still capture Arnika’s personality and the fact that she’s a witch well in the room, and i can imagine walking around more in it. I think this re draw will help me to make my storyboard frames look more dynamic.

26th March 2021
by Jahiem Walker
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Visualization project lesson 2- world building and character design!

For this second lesson, the focus was mainly on aesthetics; designing the characters that would appear in our topsy turvy animatics, and an accompanying setting for said characters.

I had already come up with my character design for Arnika, and now was the time to refine it and flesh it out, so that it became more comfortable to draw and so that i had references for a range of her poses and expressions. (note; i wrote some of this before i decided to change Arnika from evil, so the word is still used in some of these sheets.)

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I started off with a model sheet. I wanted to capture Arnika’s larger than life personality through a range of poses and expressions; i wanted it to be clear what she was like just from looking at her character sheet. I also needed references for some facial expressions other than her usual somewhat crazy looking smile, and this model sheet was a good chance for me to practice coming up with expressive poses and getting used to re drawing Arnika.
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Next, i did a turn around sheet for Arnika and Mitsuba. This sheet helped me to come up with some little rules that would make Arnika easier to draw, such as her right boot always overlapping the left one unless the’s facing backwards. It also gave me a rough idea of Arnika’s proportions; shes about 3 and a half/ 4 heads tall, and her hair reaches just above her waist.
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Next, i needed designs for some background characters. These characters will be used to indicate when the spell has taken effect; they’ll go from super nice to super weird. I wanted to exaggerate the unreal, cutesy and almost child like atmosphere of Arnika’s world, so i chose to go for two non human designs as i felt they brought the weird factor to the world well. I ended up going with designs for a turtle kid and a marshmallow boy.

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I didn’t go through as much of a drastic refinement process with these two, as it felt unneeded since they’ll only appear for about 2 frames. I decided to name them Turtle kidd and Marshy.

After i finished working on my character designs, i started working on my background. I didn’t really know where to start looking in terms of inspiration because the world was completely made up and i didn’t have any real world influences for it, but there were 2 places i did look at for inspiration;

Candy Kingdom by bealor on DeviantArt
the candy kingdom from adventure time,
The Original map of Townsville currently part of The Art of Hanna-Barbera  Exhibit at The Norman Rockwell Museum. | The Powerpuff Girls | Know Your  Meme
and the city of townsville from the PowerPuff girls.

These two fictional locations look very up beat and happy, which is what i was going for with my world. As an overview, the world is so happy that it’s almost unnatural; everything is colorful and eccentric, and there’s never a dull moment. The people’s willingness to be happy and polite and to work together is what keeps the world in balance; everyone is always in the best mood, leaving little room for much discourse. I decided to name the world ‘Allegroburg’, with ‘Allegro’ meaning ‘cheerful’ in Italian.

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I painted allegroburg with watercolors, to give it a vibrant and somewhat childlike appearance (although the picture washed out the colours a bit). Everything, from the houses to the shops, is bursting with personality and character, apart from the mysterious and faceless woods, which lead out of allegroburg and into the unknown. I think giving everything in Allegroburg a face helped to communicate that it’s quite a whimsical and different world to our own to my viewers. I also positioned Arnika’s house away from most things, to represent her somewhat outcast and withdrawn nature.
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Next, i designed Arnika’s house. Similarly to her as a character, it comes across as a little uninviting and weird in comparison to the other things in Allegroburg, but it’s actually a somewhat normal living space. It reflects Arnika’s methodology and way of thinking well; the bathroom can only be accessed through magic, which is quite a badly executed idea that wasn’t really thought through well.
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This is the interior of Arnika’s house, and her room of operations. I tried to show balance between her life as a witch and her ordinary life; she has potions, trinkets and cauldrons, but she also has standard teenager stuff like snacks, video games, cute stickers and a poster of a band she likes. I included a framed photo of her and Mitsuba, because the room felt a little lonely without pictures of people. Lastly i added a window so that A) she could see what was going on outside and B) she’d have some natural light coming into the room. I mainly used a pink and purple colour palette because these colours can be seen as either mystical or traditionally feminine, and i was trying to balance magical items and normal items in her house, so it felt like it fit (that and the fact that these are some of Arnika’s favorite colours). i gave her lampshade a face to show possible evidence of some reckless magic usage.

I feel i’m now ready to start working on the practical stuff with this animation, as I’ve got the character and background designs sorted out. i’m a bit nervous about the coming stages, but still excited nonetheless to learn some new skills.

26th March 2021
by Jahiem Walker
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Primary research- interviews with witches and what i learned from them

I felt that my project was lacking some first hand input; some information that i actively searched for, instead of just stuff from online. I found it hard to come up with ways in which i could get primary research for such a fictional plot and setting, but i eventually came up with something; i’d interview some real witches so that i could understand my characters better.

There is a religion called Wicca, and it’s followers refer to themselves as witches. In some ways, they’re similar to the witches in fiction; they cast spells and make potions, but there are also some elements of being a witch that were new to me, and i found out information that helped me to flesh out Arnika as a character.

I interviewed 2 witches through my Instagram DMs, and i’ll document the interviews here. (i messed up the numberings, so they aren’t accurate)

There are a few things that came to mind for me after this first interview. Firstly, how the portrayal of witches in the media kind of affects these people in real life; depicting Arnika as purely evil adds to the stereotype of witches being malicious and evil beings. This witch also wasn’t able to openly speak about his craft due to religious stigma, which is reinforced by stereo typically evil portrayals. I want to make Arnika a little more complex than just someone who is evil for the sake of being evil, and i’ll work on that.

I also learned about the 13 goals of a witch, which are;

  • to know yourself
  • to know your craft
  • to learn and grow
  • to apply knowledge and wisdom
  • to achieve balance
  • to keep words in good order
  • to keep thoughts in good order
  • to celebrate life
  • to attune with the cycles of the earth
  • to breathe and eat correctly
  • to exercise the body
  • to meditate
  • to honor the goddess and god (in wiccan faith there’s a moon goddess and a horned god)

I won’t be taking this project into production, but as the ultimate goal is for Arnika to grow and improve as both a person and a witch, i think these 13 fundamentals would be good things for her to learn on her journey looking for the crystal of undoing (that’s what i’m calling it).

I also learned a lot from my second magical interview;

it got cut off but my last question was, ‘what would you do if a spell went wrong? how would you fix it?’

From this interview, i learned that there aren’t really ‘good’ or ‘bad’ witches; every witch has their own unique relationship with their craft, and they cast spells as they see fit, not necessarily to contribute to the balance of good or bad in the word.

After doing these interviews, i decided to kind of re write Arnika’s personality. here it is;

Arnika Grimoire is a young girl who looks up to a lot of great and powerful witches in history. She aims to be like them, but she tends to jump the gun; desperate to present herself as great and all powerful, she often rushes her spells and gets too ahead of herself, resulting in disaster. Arnika’s somewhat desperate, headstrong and unique personality has caused her to be somewhat of an outcast amongst other kids her age, but she doens’t seem to notice; she lives in her own bubble, constantly trying out new spells and ideas, with her magical hat mitsuba (the result of a spell gone wrong) as her company.

One day, Arnika intends to create a cloud that will rain chocolate, causing people to praise and admire her for doing something so spectacular and pleasant. She doesn’t put enough planning into her craft however, and ends up summoning a dangerous storm that turns her world upside down; the civilians, who are all usually almost uncharacteristically nice and happy, have their personalities flipped completely flipped upside down (the ‘topsy turvy’ element), becoming mean and horrible when exposed to the evil and ongoing storm, which sends the world into chaos. Arnika finds out that the only way to undo her spell is to locate the crystal of undoing, a magical and legendary crystal located on a far away mountain, and use it to restore peace to her world and get rid of the storm cloud she summoned.

Along the way, Arnika learns more about her connection to magic and her view of herself; she learns that everyone she looks up to has been able to become great not because they set out to please others, but because they worked on doing meaningful things and improving themselves. Arnika learns to go at her own pace, to perfect her skills and to not try so hard to make people impressed with her all the time.

I replaced the evil elements of Arnika’s personality with overflowing ambition; she’s so desperate to be seen as a powerful witch that she comes across as delusional and a bit unapproachable. She’s still loud, reckless and over the top, but not just for the sake of it; she wants to be valued as a witch, and she thinks at first that the only way she’ll achieve that is through pulling massive stunts like chocolate rain. In the end, she just wants people to take her seriously and to look at her favorably, desperate to prove that she’s not just a clumsy and out casted witch.

26th March 2021
by Jahiem Walker
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Visualization project 1- character designs and rough planning

I started my online visualization project today; coming up with a story and art for a 16 frame, 40 second animatic with the theme ‘topsy turvy’.

I started planning for my animatic with a mind-map; i just wanted to brainstorm ideas for topsy turvy and see where i ended up. I knew quickly that i wanted to do something more light hearted, because the phrase ‘Topsy turvy’ seems a little silly and informal to me. I thought of ways to interpret the theme both literally and metaphorically, and in the end i decided it would be more fun to do something more on the literal side. I then thought of what could send things out of order and topsy turvy, and i liked the idea of creating a character with magical powers, but not much control over them.

Influenced by my mind-map, i came up with a basic synopsis for my animatic; an ambitious but scatterbrained young witch casts a spell that goes drastically wrong, sending the world into chaos. I imagine the full story of this animation to be that she would eventually go on to seek out a special ingredient/object to fix her wrong doings, learning a lot and meeting people along the way, but for the animatic i’ll only capture the part where she casts the spell and it goes wrong. The character would grow and mature a lot by the end of the animation, similarly to in Ghibli films. to put things simply;

The protagonist- the magical character who casts a spell that goes wrong

The antagonist- the character’s own recklessness; the magic spell she casts that sends the world into chaos

Emotional response- the journey that the character goes on, the maturing she goes through and the people she meets along the way.

Target audience- younger audiences

I further developed this synopsis to flesh it out and add some originality to the story; A young witch, intending to pull off an ultimately harmless prank, finds herself in trouble when she casts a spell that plummets her usually happy go lucky world into chaos; everything is turned upside down when the civilians of the happy world lose all their kindness, becoming horrible and nasty. This witch must now locate a special crystal; an object said to have the power to undo any spell, and fix what she started.

Now that i had my story, it was time to start working on some of the visuals for the animatic. I started out with a mind map to influence my character design; i wanted my character to come across as someone with big goals and a lot of ambition, but not much maturity or foresight.

sources
‘little witch academia’ cover picture (anime series by studio trigger)
disney snow white evil queen disguise
‘Hecate’ tarot crard (uncredited)
super mario ‘big top’
super mario ‘kamek’
Pokemon ‘ghost girl’
‘wiccan aesthetic’ by skcgsra.tumblr.com
horror shop ‘pumpkin witch hat’

After creating my mind map, i knew that i wanted to combine two witch portrayals; a cute small witch character, and a more traditional spooky looking witch. I wanted my end result to be a cute and human looking character, with a few creepier details. I waned it to look like she was trying her best to come across as scary, but failing. I also liked the idea of the witch hat being it’s own living character, and i wanted to incorporate that into my design.

These were my first initial sketches of the character i was envisioning. I liked that she had creepy elements to her, but i felt she looked a little too naturally scary looking. i wanted it to look more like she was trying and failing at coming across as intimidating, and i wanted her to look a little more child-like as i felt it would fit her bold but reckless personality better. I liked the design for her face-changing hat, so i kept it and developed the design a bit further.

Image result for shape theory circle square triangle | Character design,  Circle square triangle, Shapes
https://www.pinterest.co.uk/pin/337488565821527677/

I refined the design a bit, getting rid of some of the creepy features; I felt that the jagged shapes on her were causing her to come across as more scary than intended, such as the sharp corners in the design and her sharp teeth, combined with other factors like her tiny pupils and creepy clown-cane. I looked into shape in character design, and i came across Shape theory; to summarize what i found out, different shapes and lines send different signals to the brain, which can influence how a character design is perceived. Sharper and more aggressive corners come across as sharp and violent, so i wanted to develop my design further and get rid of most of the jagged lines on the witch. I ended up rounding off her facial features; i made her pupils bigger circles, changed the shape of her eyes from semi circles to full ones, got rid of some smaller details (the cane, the spiral shapes on her cheeks) and tried to make her look a little younger by giving her a bigger head and bigger eyes. I think my refinements were successful, because the character ended up looking more like a traditional children’s cartoon witch, and i feel it would appeal more to the target audience.

I decided to name this character Arnika Grimoire; Arnika is the name of a mildly toxic plant, and grimoire is a term used to refer to a magical book. To stick to my plant-naming trend i named her hat Mitsuba, the name of an east Asian herb.

To summarize Arnika’s backstory;

〠 She comes from a prestigious and evil coven of witches, and aspires to be like her seniors

〠 She’s crazy about magic, but very bad at it. She dreams of proving herself as worthy of her place in the coven.

〠 Her first and only friend (because she’s too focused on being an evil magical genius to make other friends) is Mitsuba, a hat she accidentally brought to life when she was younger. He doesn’t speak, but he does react and make small sounds, and can move on his own. he stays on Arnika’s head despite having free will because she’s his closest and most valued friend.

〠 She’s ambitious but a little delusional; she makes big plans that she isn’t powerful enough to carry out

〠 She’s only 5’2, and wears massive shoes to make up for her short height as she wants to look intimidating

〠 she has a very over the top and extra personality.

Here, i used watercolors to work out palettes for Arnika and Mitsuba. After taking my second class, i learned that pink and purple are colours often associated with magic and ethereal happenings, so i wanted to incorporate them a lot into Arnika’s design. I have her a tanned skin tone with yellow/orange undertones to contrast the purple, and i gave her shoes a colour that would match mitsuba. I wanted Mitsuba to be more naturally colored, with his eyes being his feature that stood out the most, so i stuck to a cream-ish colour for his fabric and a dark green line between his red and popping out eyes. I wanted him to look a bit creepy, as he’s what adds the spookiness factor to Arnika’s design, which is otherwise more friendly looking.

In conclusion, I’ve got rough ideas and starting points for my animatic now. i look forward to developing my idea and characters, and challenging my imagination some more.

4th February 2021
by Jahiem Walker
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Creating and finishing my cinemagraph

I have just finished my cinemagraph, and here i’ll document my process and thought process behind it’s creation.

To start, i took some pictures using procam X based on the rough storyboard i created. I used my research to find ways of separating the scenes of me in my room to the daydreaming scenes; i couldn’t edit my videos in the same way i edited the pictures in the previous post, but i found a filter that gave off the effect i was going for pretty well, so i used that instead.

An example of a daydream shot with the filter i found; it saturates the darker colours a lot. I also turned up the exposure to make the daydreams look brighter and more glowy.

https://www.youtube.com/watch?v=9LaDUN8nmqw&feature=youtu.be
where is my golden globe award

Here is my finished cinemagraph. I think i was succesful in creating the comedic and parody like atmosphere that i set out to achieve in the beginning of the project, through the kind of exaggerated facial expressions and poses in the video, along with the random scene changes and the cartoon esque sound effects. I used some short videos and still pictures rather than all cinemagraphs because there were some shots that i felt either looked better as they were or needed a little more movement than the cinemagraphs would provide. My cinemagraphs came out a little odd looking due to my hands shaking while taking the videos (it was cold and i was shivering), but i feel personally that it kind of added to the overall atmosphere of the video.

Overall, I had fun on this rotation. VFX was something i knew next to nothing about and I had never heard of or seen a cinemagraph before the rotation, so it was fun learning about a new way of working and a new form of art.

I think something i really did badly with on this rotation was time management. In part it wasn’t my fault because i had to buy a new laptop in the middle of the rotation, causing a bit of a delay in starting the project, but i also take responsibility for not experimenting with the software earlier and not watching the tutorials earlier, causing me to take even longer to star because i had to figure out how to actually make the cinemagraphs. In the future i’ll try to learn new softwares right away rather than trying to learn them only when i’m about to start using them. While i don’t think vfx is something that i’ll continue to use, it was fun and i’m glad i got to experiment with it a bit on this rotation.

27th January 2021
by Jahiem Walker
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VFX day 2- my idea, research and planning

I have come up with the theme for my cinemagraph: daydreaming. Daydreaming is something prominent in my life; i find myself doing it whenever i’m bored, or when not much is going on. I want to create a cinemagraph that will allow others to see the kinds of things i daydream about.

As i said previously, I would like my cinemagraph to be comedic and a little parody looking. I came up with an idea that would reflect this well; it starts with me doing some homework, visibly bored, and then cuts to me having a fight with a mysterious figure; just at the climax of the fight, it will cut back to me, still in my room doing the homework. The locations i’ll use will be my bedroom and my garden.

I want the daydreaming segment of the short to look different from the more normal parts; daydreams aren’t exact reflections of reality, and i want to capture this in my cinemagraph.

To help generate ideas of how I can separate reality from daydreaming visually, i first looked at ways that artists have interpreted dreams visually in other forms of media;

‘dreams come true’ by wjsn
Review] Dreams Come True – WJSN (Cosmic Girls) – KPOPREVIEWED


WJSN - Dreams Come True who's who - K-Pop Database / dbkpop.com

In this music video, the saturation has been turned up a lot to give off an unrealistic and dreamy vibe; the music video is supposed to look like a dream, which is achieved through an extremely exaggerated use of effects. This music video looks very blue to me; it’s possible that some colour grading was used to further push the ‘dream’ aesthetic.

I think something like this contrasted with more naturally lit and coloured scenes would give a distinctive visual difference between what is reality and what is a daydream. I like the idea of saturating the colours a lot, but i don’t think a more blue/mystical colour palette would fit the atmosphere of my own cinemagraph that much. I think what would work better is exaggerating the colours a lot to make them all look very bright and bold.

Landscapes - Daydream Photography

By googling ‘daydream photography’, I was able to find this picture. In this picture, i think the camera angle helps to give off a slightly distorted and unrealistic reflection of the landscape; because of the low camera angle, the sky and floor look quite close together, making the whole landscape look smaller. I think this is interesting, as it’s subtle but effective, like a lot of Svajger’s details in her work. I think a combination of abstract camera angles and saturated colours would be effective in separating daydreaming from reality in my piece.

Dazed Daydream Photography : Cerise Doucede
Photograph by French photographer Cerise Doucede, from her collection ‘Egarements’.

The last art piece i looked at was this photograph. I think the use of props is very effective here; the props, suspended in action, give off a kind of magical and unreal vibe, making the photo feel fun and unconventional. I think a concept like this would work well with cinemagraphs; you could make the props move subtly, which would look really cool. I’ll look into using some props for the daydream sequence of my cinemagraph.

With some influences taken note of, i decided to make a quick moodboard so that i had a clear idea of the kind of aesthetic I was going to go for in my piece. I tried to collect a range of images with interesting colours, poses and shots; as well as images that I thought gave off the vibe I was going for well.

This moodboard gave me ideas for aesthetics, poses and camera angles; I want the colours of my piece to be very bold and bright, and i want to use a range of camera angles to make the shots look interesting and slightly exaggerated. I also want to use some silly and over the top facial expressions and poses in my cinemagraph, to add to the comedic vibe.

With my ideas down, I needed to star planning and putting together the ideas for my shots. I started off by taking a few pictures for experimentation;

I started off by taking an ordinary shot of my garden, from my window. I wanted to capture something brightly coloured (the roof of the toy house) to see how much i could make that colour pop.
I played around with the procam tools, and edited the picture to look like this. I like the way that the whites shine and pop out, but I think the image looks a little too pink, and I’d like the brighter colours to pop more.
I like the look of this one better, minus the vignette. I like how to oranges become really saturated, and i like how the outlines are a little clearer. Again, I also like how the whites shine a lot.

Next, I wanted to play around with camera angles;

i started off with this basic shot of two figures. I wanted to see how I could add more character and atmosphere to this shot;
I took one picture from a bottom-corner angle. I liked where i was going with this, but i wanted to play around with having things more out of focus;
I liked this shot more, as ash looked blurry which drew more attention to natsu, and it made ash seem a little mysterious. I think this would work well for what i want to do.
i played around with the editing on this shot, and it’s kind of the blueprint of what I’m going for in my cinemagraph. Exaggerated colours and angles, which give off a kind of cartoony-anime vibe for the daydreaming sequence.

I created a rough storyboard, depicting what will happen in each shot. I didn’t want to polish this storyboard too much; there are some things I’ll probably want to change and play around with during the production of this cinemagraph, so I wanted a rough idea of what happens in each frame for pacing rather than detailed drawings.

The storyboard details what happens in each shot of my cinemagraph; i start off doing work in my room, then i start daydreaming about me fighting a random opponent (which will be my brother, in a mask) and just as we’re about to hit each other, it cuts back to me in my room.

I plan on using a still image for the first frame and a short video for the last. The 2nd and 3rd frames could work with either being still images or cinemagraphs, so I’ll do what time allows me to. All of the daydream sequences will definitely be cinemagraphs, so i’ll prioritise them.

Sound wise, I want to add some music for the daydream scenes, so that they contrast the silent real life scenes in more ways than just visually.

The last thing i did was some observational drawings, as they were included in the required weekly tasks. To be honest I don’t know how to link these to cinemagraphs, but observational drawings are always good practice, so i think it was a helpful task.