Tech
- rufusmcleod03
- Sep 25, 2025
- 7 min read
Updated: Dec 11, 2025
Summer 2025
Over the summer I began experimenting with different software to familiarise myself with other animation pipelines.
Project 1: 24hr AnimChallenge - Agora Community
For my first project, I decided to team up with a fellow undergraduate studying animation at Bournemouth University. He and I had stumbled upon a challenge posted by Agora Community. The challenge: create an animation in 24 hours based on three words - TIME, CHAOS and SWITCH.
We joined the competition with only a day left to spare.
So as soon as we received the brief, we instantly got started on storyboarding.

We assessed our options with the brief and decided that the setting of an underground train station would suffice for CHAOS and TIME. From there we worked out timing and key narrative points. SWITCH would come in later as our gimmick (we wanted to incorporate a time dilation/freeze moment).
Once pre-production was sorted, I tasked myself with finding rigs to use from the Agora Community page and got started on posing a handful of them to act as a crowd.

Everything was going well, however, we had not anticipated how much time would go into each shot. What ended up happening was the both of us getting burnt out very quickly and having stayed up all night working on this, we had lost our vision.
Still, the takeaway from this project was more valuable than the chance of winning, learning to cope under pressure with the reality of animating to an extremely tight deadline.
What were my strengths? What were my weaknesses?
My strengths were being able to communicate with my team effectively and to be able to demonstrate quick problem solving skills (beneficial to my workflow).
After missing the deadline, we decided to call it quits on the project as we had lost our love for it - this'll happen if you stay up all night working on something for 24 hours.
Here is the result for my contribution to the project:
Project 2: MB12 Productions
Experimentation with new software began when a friend of mine studying Film at Royal Holloway University approached me with an idea for a short film series he was hoping to direct. Keen on the idea, I asked him if he'd be interested in having a studio ident done for him since he'd mentioned he would be sticking with the same cast and crew throughout. He was delighted to receive the offer so he quickly gave me a rundown on how he wanted it to look.
The brief was simple; he wanted:
Old school type font
Typewriter noises
Moody lighting
Stoked, I became very excited to jump straight in. However, there was one problem.
I knew I didn't want to produce it in Maya because I wanted to expand my skillset.
What did I do ?
I opened Blender.
I watched a couple of relevant tutorials to help me achieve the vision my friend and I had established.
The first tutorial I watched inspired the way I would incorporate moving text in the sequence. https://www.youtube.com/watch?v=3ykQbF2j5zw&pp=ygUWYmxlbmRlciB0ZXh0IGFuaW1hdGlvbg%3D%3D
Once I had the idea for how I wanted to animate the text, the rest of development was devoted to how I wanted to evoke an 'old-school' vibe.
And it hit me right then and there. To deliver this animation I had to focus on the lighting heavily too.
For lighting reference, I looked at the music video for Hatchet by Archive as I had noted in the past that the way the lights move around in the scene really give a dramatic and atmospheric tone to the video.
Eventually I was able to produce a first draft for the studio animation, and here it is:
After finishing this draft, I knew there was room for improvement.

I realised the graphics were poorly positioned in the frame and the camera movement had janky keyframes. To solve this, I went back to the drawing board and started brainstorming to generate some concepts for title card visuals.
After deciding on a new visual, I communicated with the director and we both agreed that the second graphic was visually a lot better.
Allowing myself time away from Blender for a couple of weeks allowed me to come back to the project and see it again with fresh eyes. This time around, I went ahead and changed the position of the lettering and reworked the camera movement, also incorporating HDRI lights to illuminate the scene better as my main criticism from before was that the letters were too dark. As of this stage, the camera movement is not remotely finished.
Experimenting with Depth of Field was also super helpful as I believe this will be necessary for my projects during the semester.
Since I was working to a time crunch, my current workflow with animating in Blender is very unrefined, with my methodology for creating a sequence of shots being to render each shot and compile them in Premiere Pro. Had I had more time, I would have looked into what kind of camera sequencing is available in Blender and used that approach instead.
Semester One | September - December 2025
Over the course of this semester, I will be exploring new tools to help improve my workflow as a 3D animator. These tools will range from plug-ins I have found to help make certain tasks easier to save time; experimenting with simulations; to considerations of how I can implement AI in my work to improve workflow.
Portfolio Task 1 - Body Mechanics (MAYA) - Workflow & Tools

PLP Task (BLENDER) - Camera Sequencing
Portfolio Task 2 - Previs (BLENDER) - Video Sequencer Tool Experimentation
Portfolio Task 2 - Previs (BLENDER) - Non Linear Animation Editor Tool Experimentation
Portfolio Task 2 - Previs (BLENDER) - Non Linear Animation Editor Bug
PLP Task - Lighting Tutorials (MAYA) - Viewport 2.0 Lighting



Portfolio Task 3 - Previs (MAYA) - Workflow





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