Skip to main content

Offbeat Episode 1

This video is the first in a series, the other I will be finishing towards the end of the semester. Throughout my career as a musician, I have struggled with self confidence. The confidence to play loud and proudly for others, especially when I am playing alone. This leads me to not play at my best when playing with small groups or by myself. Even when others tell me I am a talented musician, I find difficulty in believing that when I often struggle with the basics. This is what I wish to tell through this animated series.
This series is about a trumpet that is not confident in its playing abilities. For this reason, it has difficulties fitting in with the rest of the outgoing group. It must find a way to become more confident in its abilities in order to fit in with the group. 

Comments

  1. First off I would like to say that I like the idea behind this and the way it was thought out and actually created. One thing I am wondering is why I do see your hand on occasion placing in objects but then other times the objects are appearing on their own or sliding in to the scene. At times when the hand is only in for a fraction of a second it seems like an accident for it to be in, unlike the title section where the hands are clearly meant to be there and serve a purpose. I think the musical instruments without the use of the hands works better because it gives the instruments a life of their own and lets them express themselves in a way that is themselves with no help of a human. The pieces move nicely and I think it runs smooth, the camera moves a little but it does not move enough to say it mattered or ruined it in any way. The movements look natural with the way any stop motion does.

    ReplyDelete
  2. First of all, I'd like to commend you for including your hands as part of the video. It can be hard to keep still and move incrementally with your hands. The framing and animation were good and it was easy to tell what the video was about without dialog and without reading your description first. A few small issues I noticed were that your hands seemed to appear unintentionally on some frames and when you were introducing new objects at the beginning, the focus would shift for a frame. The lighting would occasionally change but that was not as distracting. I think you did a really nice job.

    ReplyDelete

Post a Comment

Popular posts from this blog

The Art of Game Design: Chapters 6 and 7

    The Art of Game Design  continues to be an intriguing read that surprises me in new ways with each chapter. Chapter 6 focuses on the importance that theme has on games and how theme should be treated in a game's design. Theme isn't just something that the player learns from the game, it is the thought or idea that the game should try to represent in every possible way it can. This chapter covers two forms of themes, experienced and resonant themes. Experienced themes are just that, the themes that are experienced by the player through the game's story and setting, however resonant themes are a bit different. Resonant themes are the ones that are below the surface and aren't really experienced but have some deep truth that parallels those truths that the player holds. These are the themes that resonate deeply with players and make a story truly meaningful to a player's core.      To people who do not really play video games, they can be easily seen as a...

Magazine Columns - Backbone of Every Good Layout Response

There are many aspects that must be considered when designing a magazine. The content is very important, but one aspect of the design that no one really thinks about is the layout of the magazine. The grid is how images and text are placed around the page. It can determine the size of objects and how much white space is between each element on the page.  Most text in magazines appears to be set out into 3 columns. However, one of the most common layouts utilizes 12 columns in order to appear to have 3 columns. This gives much more layout control over what is shown and how it is shown. Its very surprising that a 12 column layout results in 3 columns of main text. However, the goal of this is so that it is modular. In computer science, one of the most important things that you consider when coding is to try and make your code modular. When you can use the same layout on every page, it means that it is dynamic and interesting since each page will feel like it follows the same rules. T...

The Art of Game Design: Chapter 8 and 9

    Chapter 8 in the book The Art of Game Design  is all about the actual production process that is followed after brainstorming is complete and a team has an idea for what game they will be developing. One of the topics that this chapter focuses on are the ideas of software development, waterfall and a more circular idea designed by Barry Boehm. As a computer science major, I have encountered both of these ideas through my time in college and in the busniss world. Both theories have their positives and negatives, but the idea of "waterfall development" is a much stricter way of approaching software development when compared to Boehm's approach.     With a waterfall approach, this does not leave any room to go back and revisit the original idea and add or remove core features. This approach was used in the development of many old forms of windows, which also coincided with how the software was sold. For example, Microsoft's windows operating systems. Win...