After taking a little break from my previous project (I got pretty worn out from the non-stop working, and late nights), I have started to come up with ideas for my flash animation reel! So far, I am still trying to flesh out my concepts. Here's how I'm breaking it down:
-Characters to use:
-Jay Moonshadow
-One other human character (no idea)
-Moocow (NO PONI)
-Mime acting sequence
-I haven't thought this one through enough
-Dialogue sequence
-Showing I can do acting to dialogue
-I haven't decided on what audio yet
-Action sequence
-Shows a fast-paced fighting sequence or something
Each piece will be between 10 - 20 seconds in length. I don't particularly want a story to go with this, but I do want to use Jay Moonshadow (my main OC), and some other character (Still don't know, but it will be an OC for the use of this demo reel). Moocow is something I always wanted to go into one of my animations. I'm sad that I've never put it in anything since over a year ago. What is Moocow? It's just my OC cartoon cow that I've been drawing since late high school. I do plan on fleshing her out a bit more. It would be nice if I could animate her as good as "My Little Pony: Friendship is Magic." If I want to get into this industry, I'm going to need something really worth showing off. Err, I WAS actually thinking of having ponies, but I thought better of it. I can always do a pony animation some other time (I do have one in mind though, but it's not something kid friendly).
Update: I've been getting several good ideas recently from watching several cartoons and anime. I am able to see what Flash is capable of just by watching My Little Pony: Friendship is Magic, and a Flash short that someone sent me to look at last night (after watching Star Wars EpIV again): "Mace Windu in Clone Wars." It's kinda weird that when some people think "Flash Animation," they think of stuff like Family Guy... and that really isn't that great of animation in my opinion. Flash is just another tool. You CAN do traditional animation in the program if the animator feels the need to. It's not always just simple motion tweens, and whatever. I also saw a very well done animation someone did of Pinkie Pie, and the animation looks a LOT like what I see in the actual show (this guy should get hired at Studio B imo). You can find that "here." I'm getting many inspiring ideas, and I'm getting a feeling that I should probably do a pony as well for my animation reel... just an animated short just like that one. I know I said I wouldn't, but I can't help my urges, ya know?
Tuesday, September 20, 2011
Monday, September 12, 2011
Hiya People
From what I can tell, the majority of the new people coming to this page were linked from my game, "Super Filly Adventure" on Newgrounds. Thank you for visiting! This blog was made to showcase my animation works and stuff I would show off to potential employers. I don't update this blog as often as I do my DeviantART though, so you can go check out that instead here: http://jay6-the-canadian.deviantart.com/. I have some of my traditional 2D animation pieces on the Animations page.
My next big project is to work on a game called "Aftermath Saga" (Essell Series). This one is a game being built by ground up. I'm not the one that's designing the game, but I'll be working closely with SC to draw up the graphics and make the animations. I haven't done a lot for the game yet, but I will be very soon.
Blog link for this game is here: http://teamessell.blogspot.com/
------------------
Sorry if I disappoint some people when I say this, but I don't have the time to put effort into making a sequel right away to Super Filly Adventure. I don't really have one planned currently either, and I don't know where exactly I can go with it. As far as personal projects go, I want to make a 2D animation to use as my second animation demo reel. I was thinking of doing an animation to go with "Something Broke," but daaaaaaaamn it would be bloody/gory. That, and it's 20 minutes long of a song. I'd probably animate to the "Art of Distress" or "Cupcakes" parts of the song since I like those parts the best. What do you guys think? Yay/Nay?
Have no idea what I'm talking about? Go listen to "Something Broke" here: http://soundcloud.com/mistarleadguitar/something-broke (May be disturbing for young ears)
And with that, I'll get right to work on Aftermath Saga.
~Justin Jones (Jay6)
Monday, August 15, 2011
Planning on a new demo reel
Today, I decided to start up a new project that I should do (after I'm finished with a minor project that I've neglected to work on recently). I decided I'd make a new demo reel to showcase my skills in Flash animation. So far, I've only really been teaching myself basic coding in flash to make games, but I haven't so much done much animation with the program. I'm sure that my traditional animation skills can carry over into flash, and I could make some good fluid animation. However, I need a few skits. I don't exactly know what to work with. I'm thinking that I should use cartoon animals. Backgrounds aren't my forte, but I'll need something like that eventually. My main focus would be animation (Key, and in-between). My ultimate goal with this demo reel would be to get into an animation studio. I'll have some acting animation, and some action animation (since I like that stuff). My schedule for this project will go as follows:
UPDATE: (Sept. 1, 2011) I didn't get my one huge project I'm working on done yet, so I'm putting off the demo reel for another half a month. I'm supposed to be done this game project by the 15th of this month, soo... I need all the time I can get. Sept 1: Pre planning
Sept 2: Have main idea done, roughing out character sketches
Sept 5: Have final character designs made, roughing out skit for acting animation
Sept 7: Finalize skit for acting, record skit
Sept 10: Storyboard the acting scene
Sept 14: Finalize the acting scene storyboard, getting it set up in Flash.
Sept 16: Create character rigs in Flash
Sept 18: Start key animation
Sept 21: Review key animation, and do in-between animation if all looks good.
Sept 25: Acting scene done. Start storyboard for action scene
Sept 29: Finalize the action scene storyboard, getting it set up in Flash.
Oct 3: Start key animation
Oct 7: Review key animation, and do in-between animation if all looks good.
Oct 14: Finish project.
There may be some delays, but that can't be helped. If I get it done early, that'd be a bonus. I don't plan for this to be all that long. I want to make something interesting enough that a company would look at it, and watch it for more than 15 seconds. I may have the whole thing be 30 seconds long, or maybe even a minute long at most. Like I said, I want this to be my second demo reel, and something that's dedicated to Flash animation.
UPDATE: (Sept. 1, 2011) I didn't get my one huge project I'm working on done yet, so I'm putting off the demo reel for another half a month. I'm supposed to be done this game project by the 15th of this month, soo... I need all the time I can get. Sept 1: Pre planning
Sept 2: Have main idea done, roughing out character sketches
Sept 5: Have final character designs made, roughing out skit for acting animation
Sept 7: Finalize skit for acting, record skit
Sept 10: Storyboard the acting scene
Sept 14: Finalize the acting scene storyboard, getting it set up in Flash.
Sept 16: Create character rigs in Flash
Sept 18: Start key animation
Sept 21: Review key animation, and do in-between animation if all looks good.
Sept 25: Acting scene done. Start storyboard for action scene
Sept 29: Finalize the action scene storyboard, getting it set up in Flash.
Oct 3: Start key animation
Oct 7: Review key animation, and do in-between animation if all looks good.
Oct 14: Finish project.
There may be some delays, but that can't be helped. If I get it done early, that'd be a bonus. I don't plan for this to be all that long. I want to make something interesting enough that a company would look at it, and watch it for more than 15 seconds. I may have the whole thing be 30 seconds long, or maybe even a minute long at most. Like I said, I want this to be my second demo reel, and something that's dedicated to Flash animation.
Thursday, June 16, 2011
Demo Reel Done!
Today marks the day that Ninja Summer Camp is complete! Check it out!
Ninja Summer Camp has been what I've been working on for a year. I've also had many other projects to work on while working on this big main one. I think I would have rather have done just a few little animations, like a walk cycle, simple 11 second animation piece, and I dunno, some fancy animations? Either way, I did try to do most of that in Ninja Summer Camp. Although it is Lip-sync heavy, there is a run cycle, there is a walk, there is acting, it's got pretty much everything that I wanted to do. On the fire walking scene, I wanted to include "burning coals," live by having glowing spots here and there, but I couldn't figure out how to do it really. The smoke itself took forever to render out. With just the smoke, I think it looks pretty good. Another thing I wanted to add would be a depth of field shader, where I'd have most things in the background out of focus, unless it references things in the background. I didn't get to do that though. If I have time in the future, I'll experiment with that a bit.
Animation done by: Justin A. Jones (Jay6)
Email: animatedjay6@gmail.com (new email, btw)
Ninja Summer Camp has been what I've been working on for a year. I've also had many other projects to work on while working on this big main one. I think I would have rather have done just a few little animations, like a walk cycle, simple 11 second animation piece, and I dunno, some fancy animations? Either way, I did try to do most of that in Ninja Summer Camp. Although it is Lip-sync heavy, there is a run cycle, there is a walk, there is acting, it's got pretty much everything that I wanted to do. On the fire walking scene, I wanted to include "burning coals," live by having glowing spots here and there, but I couldn't figure out how to do it really. The smoke itself took forever to render out. With just the smoke, I think it looks pretty good. Another thing I wanted to add would be a depth of field shader, where I'd have most things in the background out of focus, unless it references things in the background. I didn't get to do that though. If I have time in the future, I'll experiment with that a bit.
Animation done by: Justin A. Jones (Jay6)
Email: animatedjay6@gmail.com (new email, btw)
Wednesday, April 13, 2011
I've done a few things recently
It's true that my demo reel animation (Ninja Summer Camp) isn't rendered yet, nor is all the textures complete, nor is the animation itself quite finished (I want to fix scene 2 for sure), but I've done a few other things on the side. I believe my time was well spent too.
For one, I've made a simple character rig for Game Production Workshop. No textures on it yet, but it'll have cel shading. I don't normally do modeling, but eh, I'd say this was a good attempt. The rig works exactly how I wanted it to as well. I didn't add any stretch though. The model is actually done in pieces, rather than enveloped. This wasn't too difficult, but I had a hard time remembering how to rig.



Another thing that I've been doing is working on 2D sprites. I used to make sprites a long time ago, and they weren't all that great. However, ever since I've been to CATO, I've learned more things about animation, character design, and all that stuff. So, I decided that I'd take my skills back into sprite making, and see how far I've gone. Even though these are just idle animations, they're looking pretty good from my perception.



I'm making these sprites for an action game that a friend of mine is making. These idle sprites are still beta. I've also got a rough run cycle going with one of the characters. It's pretty fluid, but it's still rough. One of my goals are to make idle animations for each character with each weapon they use. The main goal is to make sprites for every action each character does with each weapon, such as movements, attacks, etc.. This is a fairly large project, and I rarely have the time at the moment to work on sprites.
However, there's another project that we're working on that uses smaller sprites, and it's for a different type of game; an SRPG.

This is only a concept sprite, not a final version. I should make a side sprite as well. Weapons will be handled on a separate layer from the character sprite. The game will have 32x32 tiles, so having 32x32 sprites is ideal. We plan on having this game for a portable device. Not quite sure about iPhone yet.
For all I know, Aftermath Saga will take several years to make (game using the larger sprites). We're pretty much a two man army, and we're limited in our skills. Mercenary Saga is ideal to release first since the sprites are simpler to make, and overall, it's just easier to create an SRPG. I don't know what I'm going to do for when a character goes into battle. He mentioned that it should be Fire Emblem style, or Disgaea style... I'm not sure how everything will work out yet. We plan to keep things 16-bit for Mercenary Saga. There are several other game ideas for the same series (Essell Series), but we're keeping to these two for now. Until we can get a bigger team, we'll be pretty slow moving, and we'll be working on these games on our spare time.
For one, I've made a simple character rig for Game Production Workshop. No textures on it yet, but it'll have cel shading. I don't normally do modeling, but eh, I'd say this was a good attempt. The rig works exactly how I wanted it to as well. I didn't add any stretch though. The model is actually done in pieces, rather than enveloped. This wasn't too difficult, but I had a hard time remembering how to rig.



Another thing that I've been doing is working on 2D sprites. I used to make sprites a long time ago, and they weren't all that great. However, ever since I've been to CATO, I've learned more things about animation, character design, and all that stuff. So, I decided that I'd take my skills back into sprite making, and see how far I've gone. Even though these are just idle animations, they're looking pretty good from my perception.
I'm making these sprites for an action game that a friend of mine is making. These idle sprites are still beta. I've also got a rough run cycle going with one of the characters. It's pretty fluid, but it's still rough. One of my goals are to make idle animations for each character with each weapon they use. The main goal is to make sprites for every action each character does with each weapon, such as movements, attacks, etc.. This is a fairly large project, and I rarely have the time at the moment to work on sprites.
However, there's another project that we're working on that uses smaller sprites, and it's for a different type of game; an SRPG.

This is only a concept sprite, not a final version. I should make a side sprite as well. Weapons will be handled on a separate layer from the character sprite. The game will have 32x32 tiles, so having 32x32 sprites is ideal. We plan on having this game for a portable device. Not quite sure about iPhone yet.
For all I know, Aftermath Saga will take several years to make (game using the larger sprites). We're pretty much a two man army, and we're limited in our skills. Mercenary Saga is ideal to release first since the sprites are simpler to make, and overall, it's just easier to create an SRPG. I don't know what I'm going to do for when a character goes into battle. He mentioned that it should be Fire Emblem style, or Disgaea style... I'm not sure how everything will work out yet. We plan to keep things 16-bit for Mercenary Saga. There are several other game ideas for the same series (Essell Series), but we're keeping to these two for now. Until we can get a bigger team, we'll be pretty slow moving, and we'll be working on these games on our spare time.
Saturday, March 19, 2011
SCENE 1, 2, 3, and 5 UPDATE! (March 19, 2011)
Woo! Lots of things to update today! Scene 1 I touched up on Thursday. I didn't update my blog until now though. I DO have a better rendered version, but that will have to wait until I put it all together.
CLICK HERE TO VIEW SCENE 1
Scene 2 took WAY longer than it should have... and yet, I dunno. It's at least better than it was previously. The arms are actually animated! (Animation layers saved me on this >.>)
CLICK HERE TO VIEW SCENE 2
Scene 3 is still in the works. This is the only scene that isn't exactly complete. I hope to do this scene this weekend. Wish me luck! (Holy hell the fire walk is hard to animate! @_@)
CLICK HERE TO VIEW SCENE 3 (or whatever I have of it)
Scene 5 is working out... I don't really get what Derek was saying about the "GUAR-AN-TEE" part, but apparently he didn't like it, while everyone else seemed to like it. Confusing critique. >_>; Oh well, I did what I could. It followed my reference well enough I thought. Also, Moom is a bit more animated. What happens to Moom in the end wasn't intentional, but eh, I guess it replaces the gag from scene 4.
CLICK HERE TO VIEW SCENE 5
If you're wondering about Scene 4, well, it's not gonna happen. For some reason, these 4 scenes take up plenty enough time on their own. Scene 4 had to be scrapped. I do apologize to those who really wanted to see Moom get decapitated by a shuriken.
I really can't wait until next week... I'll finally have some free time for once! ;_;
CLICK HERE TO VIEW SCENE 1
Scene 2 took WAY longer than it should have... and yet, I dunno. It's at least better than it was previously. The arms are actually animated! (Animation layers saved me on this >.>)
CLICK HERE TO VIEW SCENE 2
Scene 3 is still in the works. This is the only scene that isn't exactly complete. I hope to do this scene this weekend. Wish me luck! (Holy hell the fire walk is hard to animate! @_@)
CLICK HERE TO VIEW SCENE 3 (or whatever I have of it)
Scene 5 is working out... I don't really get what Derek was saying about the "GUAR-AN-TEE" part, but apparently he didn't like it, while everyone else seemed to like it. Confusing critique. >_>; Oh well, I did what I could. It followed my reference well enough I thought. Also, Moom is a bit more animated. What happens to Moom in the end wasn't intentional, but eh, I guess it replaces the gag from scene 4.
CLICK HERE TO VIEW SCENE 5
If you're wondering about Scene 4, well, it's not gonna happen. For some reason, these 4 scenes take up plenty enough time on their own. Scene 4 had to be scrapped. I do apologize to those who really wanted to see Moom get decapitated by a shuriken.
I really can't wait until next week... I'll finally have some free time for once! ;_;
Monday, March 14, 2011
Pi Day update (3/14/2011)
I decided I'd show what I have of the whole reel so far.
DOWNLOAD
For some reason, the audio doesn't seem to have the right sync. It's not a HUGE worry though. It's just a matter of moving the audio a frame or two. The music will need to be re-edited.
Scene 3 is currently what I'm working on. The fire walk animation. That... is pretty difficult. I just recorded some reference of myself to hopefully help with what I'm animating:
Scene 3 will be worked on this week, and if I have time, I will get around to working on tweaking all of the scenes to near-perfection (I will try for perfection).
DOWNLOAD
For some reason, the audio doesn't seem to have the right sync. It's not a HUGE worry though. It's just a matter of moving the audio a frame or two. The music will need to be re-edited.
Scene 3 is currently what I'm working on. The fire walk animation. That... is pretty difficult. I just recorded some reference of myself to hopefully help with what I'm animating:
Scene 3 will be worked on this week, and if I have time, I will get around to working on tweaking all of the scenes to near-perfection (I will try for perfection).
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