Juan Garzon: Post Mortem

Juan Garzon

The pre-production phase (The first three months… okay 6-8ish months):
Unofficially we had several months of pre production work that we utilized to find out what story we wanted to make, it was here where several story ideas were thrown. Originally pitching a story that was an adapted from a book. This was one story that I personally did not gravitate toward, primarily since it felt that it was a forced endeavour by the team to make the story work. It frankly did not feel natural for direction of the group and I felt we could come up with our own unique story instead of adapting one and adding our own spin on it. Eventually the story we had created began to grow to big for its own good, and as such, needed to be thrown away to start fresh with new ideas. Within a couple months we began formulating several different stories, eventually settling on the plot we had for our story today. By the start of the preproduction phase in the fall term, I began to have my first iteration of issues, primarily having problems adjusting to school life after having an experience of the work environment. This eventually accumulated within week 5 with an animatic that was not rendered before review, resulting in a submission of an old file; however, I was told that someone else would render the animatic the day prior. Nearing the end of the pre production cycle, I began working on cleaning up the pipeline so that when the production cycle could move smoother when creating production animatic.

Production Phase (The winter months):
Quite honestly, these months were a bit of a blur to me; though at this point, I had gotten over my issues with my co-op transition. But so began my issues with animating scenes; while off into a rocky start, it fluctuated between doing decent work in some scenes, and going pretty bad in others; however, my input to the team also functioned well within the modeling division and input with the storyline during the initial phase of critiques. My problems began to arise when I began to work on roughing in and polishing the hallway shots in scene 3, it became the bane of my term as it consumed my hours of work in order to make it function properly; sadly, the amount of hours entered into those shots yielded slow results.This was confusing since I worked on other scenes originally and had better results in animating them at the time, and it was only that shot that was weak in its animation front under my jurisdiction.

Post Production Phase (The spring months):
The team was still animating during this time, making sure all the notes given since our last screening would be applied to the animation. I still had issues in terms of animation, specifically in the scene 3 department, but other scenes I had better luck in the animation turnaround. During this point in time, I also helped rig a couple of models so that the we could push two nearly completed shots to their final stages of animation. By this point, I began to work under Avery’s supervision in setting the scenes up to be rendered and also get trained in using Avery’s template for composting, eventually I relearned Nuke’s compositing layout to start creating some templates that would require a bit tooling as some scenes had a few missing passes. It was here in this stage where I felt that the team was getting its old humor again, and it felt that we all knew what we were doing and focused on one thing only: Finish SPROJ so we can sleep.

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