Sem 2 personal project

Animating the Knockerupper old man below:

Note: My animation showreel (below) includes the Jack (a recently fixed version) and Jill animations from last semester.




Above is the old man walk cycle I was working on for the Knockerupper project. It took me longer than I expected to get it to this stage as I’ve never done a walk cycle on an uneven and uphill surface. When animating, I constantly took in consideration the weight of the stick although my favourite part was animating the hat towards the end. It may not be the most realistic looking tophat, but based on the advice and tips from animation articles and videos, details like that can really emphasise movement. I have to say that I agree. I wanted the fragility of the old man to be very obvious but not too exaggerated, so I animated a bit of hat follow through on the exhaling and shaking of the head part. In the end I believe it achieves its goal of highlighting the movement.

I also found PoodleTime on Twitch to be extremely helpful with understanding timing, held poses and weight of characters (center of gravity).

Walking references below:

Building modules

The city “Worn” is taking place in will have to look busy and half-wrecked. After having looked at numerous pictures and videos documenting buildings in the aftermath of war, I believe we can build a lot of background buildings with very little. I made a few window modules that can easily be assembled into different looking apartment blocks to populate the horizon.

I built this as an example of what can be achieved with these modules.

After Effects class

Below is the animation I made during the After Effects class we had before going to Dingle. The character along with the mouth poses were made in Photoshop and transfered to AE to be animated. I paid close attention to the instructions and managed to get accustomed to the workflow pretty quickly.


Below you can see the slider we were showed how to set up to make lipsyncing easy.

This slideshow requires JavaScript.



I started the process of lighting with simple spot lights that I’ve been moving around. Following instructions I found on forums and YouTube tutorials, I was able to create a night time skybox that I was happy with.

Because we used the aesthetics of the short “Adam” as inspiration, I’ve been looking at how the team achieved the animation’s incredible visuals:

“All lights should cast shadows and those should be fully opaque” […]

“Always remember that light quality equals soft shadow and wide specular.”

When I get all the assets together with the rest of my group, I plan to incorporate some emissive planes as well to help with lighting up the textured details.

Since we haven’t reached the stage of having textured scenes to work with, I wasn’t able to properly experiment with lightmapping on different textures yet. I aim to do that before the final hand in, as I’ve found the process of lighting up a scene in Unity to be very enjoyable and would like to get good at it.


To learn: shot-by-shot lighting

For lighting tests and scene assembly exercises:


Useful genral tips for lighting environments:




I continued experimenting with lights and camera effects in Unity and I’m starting to get the hang of it. I created a slightly desaturated environment with contrasting blue(cold) and yellow(warm) lights that I feel would fit the atmosphere of the project. I added lens dirt and camera focus and gave several different settings to post processing options until I was happy with the way the room looked. These are still not the final assets but it should give an idea of how it would look.


Unity Class

The class James gave on Unity was super useful. Personally, it made me feel more comfortable with the workflow and even though we made a simple environment, I can see the potential. Very excited to be working with it!


Blog at

Up ↑