Hey guys!!

This is the post excerpt.


Image result for dreamworks and pixarHi, my name is Georgie-mae Poxton, 16, and I’m currently working on the NextGen collage Course in game design, VFX and animation. Obviously, I like games, cartoons and movies otherwise I wouldn’t be here.

I’m interested in animation in games, films and Tv shows and hope to pursue it as a job. I am also interested in coming up with the story and plot of the games. I hope to work in one of the big film companies such as DreamWorks, PIXAR and Disney, and if not in films work with a game company to animate the game characters.

I hope to get new skills for animating and designs to make me a better animator. I also hope to get lots of experience and examples to make a great portfolio.

Using MudBox

In this lesson we started working with mudbox to practice creating detailed models.

we just messed around using the sculpting tools to create something that we liked. I created a dragon head. Here is what i have so far:

mud box I started off with a sphere and used the grab tool to pull bits out to create the shape of the face. After that i pulled out the horns then used the sculpt and smooth tools to create the eyes and the mouth. I have now started to use the Imprint tool to add the effects of scales on to the model.

I really enjoyed Mudbox and once i got into the work flow and learned the tools i found it much easier to use than maya.

So far i think that the dragon is coming along quite nicely and i plan to continue working on it.


HighPoly-LowPoly Practice

High poly to low poly is where you will bake a detailed model into a model with less detail so that you have a nice looking object without all the poly count so you can have the object in a game without it crashing.

You do this by creating two of the same model. One with all your small details like scales on a lizard or holes in boxes. Then one with the main shape of what you want this one will need to be UV unwrapped. You will then place it within each other and Bake it.

So far i have created my less detailed box and one with the details on and i have unwrapped the less detailed one.

Here is what i have:

Normal mapping practice

Next lesson i will start with baking them together and start working on the normal map. I expect that when i bake this it will make the little holes and bits that stick out look like they are there even though they are not apart of the mesh its self.

Industry roles/ Second year


-Animation Director

Having overall responsibility for the quality of an animated product, for keeping it on brief and for delivering consistent performances from the animation department.

To do this role, you will need to:

  • have solid animation experience
  • have a good eye
  • possess effective communication skills
  • be a good people and project manager
  • be able to meet deadlines and to work to a budget
  • be able to work as part of the senior creative team
  • be able to interpret decisions and to communicate them to the animation crew
  • be able to help the team balance their creative desires with the requirements of the production

-2D computer animator

  • Animating scenes of an animated product, including plotting the camera moves, editing the soundtrack, and charting information on dope sheets
  • Producing a composited version this work for comments from the Director or Animation Director

To do this role, you will need to:

  • have animation and acting skills, combined with a good sense of graphic design
  • have a good level of computer literacy
  • have a good working knowledge of relevant graphics, animation and compositing software, including Photoshop, Illustrator, After Effects Flash and/or Cel Action
  • have a good understanding of the principles of animation and filmmaking
  • have knowledge of drawing and structure
  • be self-motivated
  • be able to take direction and willing to address constructive feedback
  • be able to communicate clearly with colleagues
  • be able to manage relevant aspects of production
  • have the capacity to work both independently and as part of a team
  • have an appreciation of accuracy and pay close attention to detail
  • be able to deliver on schedule, working calmly and efficiently under pressure, if required
  • have respect for the procedures and requirements of a particular studio or production
  • have knowledge of the requirements of the relevant health and safety legislation and procedures



-Matte Painters

  • Creating Digital Matte Paintings that are virtual backgrounds used to either completely replace or embellish live action photographed plates
  • Working with the environment team in larger VFX houses, they produce anything from imaginary cities, forests and oceans when it’s too expensive, dangerous, or just not feasible to build it in real life

To do this role, you will need to:

  • have a thorough knowledge of matte painting techniques including colour space, digital paint and photo-realistic collage techniques
  • have a good understanding and application of the rules of perspective
  • have technical proficiency in photography with an emphasis on composition, depth, light interaction, tone and colour
  • communicate with colleagues and work as part of a team
  • understand the different elements of the VFX pipeline, including compositing, lighting and matchmoving
  • take direction and critical feedback in your work
  • manage your priorities to move each work through the VFX pipeline
  • constantly develop your skills to keep up with new technlogies
  • apply your skills across a range of different software packages, which could include Maya, Nuke, ZBrush and many more



Constructing the final image by combining layers of previously-created material, including rendered computer animation, special effects, graphics, 2D animation, live action and static background plates

To do this role, you will need to:

  • have the talent to make artistic judgements
  • have the technical skills to make practical decisions
  • be able to analyse and solve problems
  • possess extensive knowledge of current compositing software such as after effects
  • have knowledge of various other programmes including Photoshop
  • understand the 3D animation process, particularly lighting
  • have a good eye for composition, colour, light and shadow
  • have good knowledge of the keying process
  • have a methodical and thorough approach to work
  • pay close attention to detail
  • have good communication skills
  • be able to work as part of a team
  • be able to take direction and be willing to address constructive feedback
  • be able to work with a minimum of supervision
  • be able to deliver on schedule, working calmly and efficiently under pressure, if required
  • have respect for the procedures and requirements of a particular studio, production or pipeline
  • have knowledge of the requirements of the relevant health and safety legislation and procedures


-Concept artist

  • producing the illustrations that help Production Designers realise their vision
  • making sure their drawings are accurate and clear and adapting them as necessary during filming
  • using computer illustration software packages

To do this role, you will need to:

  • have up-to-date knowledge of computer illustration software packages
  • be skilled in film imagery
  • understand what Directors, Directors of Photography and Editors require from a scene
  • have excellent illustration skills
  • be a strong communicator
  • visualise perspective and 3D space
  • have a keen interest in design, architecture and film
  • visually interpret other people’s ideas
  • be flexible and adapt to change when asked
  • work as part of a team
  • know about relevant health and safety legislation and procedures


-2D drawn animation

Producing series of static drawings which, when recorded in sequence and projected, create the illusion of movement

To do this role, you will need to:

  • have good drawing and animation experience
  • have a feel for movement and timing in order to produce convincing animation
  • have creative and artistic qualities, along with plenty of patience
  • have strong observational skills and acting talent, for character animation
  • have good communication skills
  • have good team-working skills
  • pay close attention to detail
  • be highly organised
  • be able to take direction




Being responsible for the portrayal of movement and behaviour within a game, making best use of the game engine’s technology, within the platform’s limitations

To do this role, you will need to:

  • have knowledge of traditional and computer 2D and 3D animation techniques
  • be creative and imaginative
  • have knowledge of full motion video (FMV)
  • be able to work as part a team and also on your own initiative
  • be able to take responsibility for organising your work within the production schedule, managing files and meeting deadlines
  • understand the production process
  • be able to communicate effectively with other teams and disciplines is essential
  • have some knowledge of programming, ideally
  • be able to reveal attitude, emotions and mood through a character’s movement and behaviour
  • understand the timing and appearance of human and animal movement and facial expressions, and be able to lip sync
  • be able to create memorable characters that will appeal to players
  • have spatial awareness and a feel for movement over time
  • have knowledge of the requirements of the relevant health and safety legislation and procedures

-Level designer

Defining and creating interactive architecture for a segment of a game, including the landscape, buildings and objects

To do this role, you will need to:

  • have good spatial and layout design skills
  • have knowledge of 3D modelling and a firm grasp of game design principles
  • have the ability to visualise layouts
  • have a practical understanding of programming and scripting language to work closely with artists and programmers
  • be able to train the QA Testers to play the game
  • have IT skills and competence in the use of world-editing tools
  • have knowledge of different platforms
  • be very well organised
  • be able to work both independently and as part of a team
  • be able to accept and give direction
  • be imaginative and creative
  • have excellent communication skills (both verbal and written)
  • pay close attention to detail and be able to evaluate quality
  • have a passion for games and knowledge of game design theory
  • have knowledge of the requirements of the relevant health and safety legislation and procedures


Second year

For second year I hope to specialise in Animation and art as it is what I’m the best at and I enjoy the most.  I would like to work towards getting a job animating for Blizzard, Pixar or Disney. To do that I will need a portfolio of all my best works in animation and have things on my portfolio that could make me stand out.

Mocap work

Today I got to try motion capture for animation. I created a walk forward, from the side and from a corner. Then I created a idle, jump and a punch. Finally I created the one above which I started to make into an animation as you can see. When I put the reference into Motion builder it look like I had mostly stuck to the reference. But there are bits here and there that I need to tweak where the arms fade through the body, there is too slow movement or little jitters in the animation. I will keep working on it till it looks right.

Walk Cycle Finished- Batch Render To Come

Today I finished my walk cycle and started to render it out. I managed to finish the rendering by the end of the lesson but I didn’t managed to get it into premiere to combined the images into a well rendered video. in my own time I will get that finished and upload the finished render later on when it is finished. but n the mean time this is the finished piece not rendered.

walk cycle


Walk cycle peer review


Assessor name: Riley Foster

Your walk cycle is very nice and fluid! A lot of the joints on the model move smoothly and it mostly looks natural. The movements of the hips, knees and feet are the strongest points, as clearly a lot of effort went into the positioning and movement of them. I can see that thought went into the timing as well, as all of the limbs move at the same pace, which helps it in looking natural.

To improve on your animation you could make it more exaggerated. Perhaps add a bit of squash and stretch to the frames where the feet land on the floor, to add a little bit of a spring into the model’s step. You should also add some movement into the elbows, as they look very stiff and that takes away from it looking completely natural. Maybe you should have them sway a bit with every swing.


After I read the feed back I went and fixed my animation. I added more swing to the arms and more bounce in the steps to excaudate it more. I fixed the shoulder movements and hips movements. I then went and added some hand movement so that it would create more of an arc with the arms. Finally after that I went and added some swing in her pigtails to make her head bob more realistic.

Her is what I have so far:

Walk cycle update