During formative feedback week, After talking with my PAT she wanted the character to be more graceful and ethereal. I decided to go about this in two ways, one was to update the characters idle and move animations and the second was to create an opening cutscene, as this will be hand drawn and animated frame by frame and can make the character smoother.
Before I began drawing I refreshed myself with the team mood board about the art style.



In this mood board we looked at the game Gris as recommended by our lecturer, for the cutscene I searched for some animation references from it. I do not believe I can make my animation look as smooth or refined as Gris but I will certainly be using it as inspiration.
First Draft
This cutscene plan was in the GDD so for my first draft I created a variation of how it looked.

This was the original version in the GDD.
“Starting cutscene. The MC is waking up from slumber in the middle of the forest, covered in flowers and grass that turns in her hair and clothes as she gets up. This location can have the same environment as the Lakeside.”

To create what was specified in the GDD I knew I would need a good reference so I enlisted my sister to film a short video of the characters movements I then went through it and screenshotted key frames. I took these into Ibis Paint x on my tablet and created a draft of frames.
In this speedpaint I am importing the keyframes and tracing over them, I then am using the eyedropper tool on the finished character and quickly adding colour to the sketches. I also experimented with different types of backgrounds, by warping the finished environment painting to fit the perspective and playing around with different layer blending modes. I ultimately paused this idea for this iteration and created a mock up of what it looked like in the GDD. I then exported the different frames, 12 in total.
This is what I put together in Flip a Clip (a frame by frame animating software.) It is 15 frames in total at 3 frames a second. Using the brushes in the software I added some movement in the background and on the trees. The ease of use in this software helped me iterate versions quickly and try out different techniques.
The first version was 3 seconds long and felt very stilted. After watching it a few times I got the idea to add in low opacity versions of the previous frames to act as a smear frame and simulate more movement than was actually happening.
Second Draft
After I had the first draft I sent it to my team to see if they liked where I was going with it, they did and I promised them I would have the final one ready the Wednesday before the playtest
I decided to make the final version in Photoshop as I am very comfortable with it and it is what I have been using to animate the whole project.

The first thing I wanted to get done was to have the background finished. Using watercolour brushes I began painting my own inspired by the environment artists work. Midway through doing that when It looked like this, I realised I was being silly and making life harder than it needed to be. All of the environmental asssets had already been created, I should just use those. I found them in the shared slack channel and imported them into the file.



Using the ground painting I roughly rounded out the edges and added some white dotty texture around the edge. I added clouds and a dark streak to signify shadows in the back. I then added in the trees the envrinment artsit made and used a clipping mask over all of them to darken them as if they were in shadows. To frame the scene I kept the two trees around the edges of the screen.


I then added in midground trees and the foliage assets to hid the awkward sharp edges where I’d cut the ground out. At this point I was really happy with how this was looking. The final elements I added were interestingly shaped leaves on the trees to match the current trees. I painted these on myself mimicking the style.

To test this background with the character I imported only the frames of the characters movements and created a gif. After making this I was excited as it was coming together now and I could fully envision the final product in my head.


To try and replicate the physical watercolour textures I used these two brushes. The left one for the colours and sahding as it is a watercolour replica brush. The left one has texture that matches watercolour paper texture.
Once I had the background done I moved on to the character. Using my first draft as references for how detailed each drawing needed to be I began painting. For the first frame where the character just begins to form I used the colour picking tool to paint different streaks of ground colour in the shape of the character.



With each new drawing I added more details, such as white lines that then turn into black lines and the green colour becoming more prominent.


Before finally the character becomes rendered with bright colours, the final things that materialise are the vines on her skin.



For the frame where she’s pushing herself up I worked slowly methodically with the lines first then flat colours then shading and details.


Once that frame was fully coloured and shaded I hid the colour layers leaving just the lines and then began drawing the sat up frame, using the previous as a reference to make sure the sizing between each frame was consistent. As in the first draft it was not.


As with in the first version I kept the low opacity “smear” frames, as I really liked the effect it created.


When it came time for the animation itself I copy pasted my layers into a different Photoshop file to preserve them. I then merged layers into individual frames as the only way to make frame animations is to make frames from layers.

Once I did that I had a timeline of frames I set the delay to 0.2 so that it was not too quick. I then tweaked it by duplicated frames until I was happy with the length and speed. I then exported it as an MP3.
Sound
The sound for the cutscene is important, I had a good idea of what I wanted it to sound like so i went onto Pixabay and began looking for sound effects and music.
For when the character materialises I wanted it to sound like a plant as she is being made from organic materials. I found this sound effect of plant leaves rustling against one another.
As the custcene itself signifys a beginning both fo rthe character as she is “born” but also for the player as they begin a new game, a new experience. I wanted the music to sound hopeful and like it was rising. This works nicely and fits the mood I was envisioning.
To match the games soundscape I also found this of birds singing and wind rushing to try and give the scene more life as I made the decision to not animate the background as it was outside of my skills.
Adobe After Effects

Now that I had sounds and the video itself. I created a new Adobe After Effects project. I chose this software as I had briefly used it in college. In this menu I added the video and the sounds then all I had to do was click and drag them into the timeline to add to the finished video.
I began by lining up the sound effects. This was easy enough for the ambience and the music as it just needed to play throughout the whole video. The plant sounds were a bit more complicated. After researching I discovered I had to keyframe the audio levels, so when I wanted the sounds to start I put a keyframe in the timeline wih the volume on then when I want it to end I put a keyframe on the timeline with the volume off, this creates a subtle fade out.


At the beginning and end of the cutscene I wanted there to be white fade ins and outs. I achieved this in much the same way like the sound effects by using keyframes for the opacity elements of a white solid I had added to the timeline. I put three keyframes in, One where it was at full opacity then another where it was at 50% then the final one where it was at 0%, this created the natural fade in. For the fade out I reversed the keyframes and put them at the end.



Once I was happy with how it looked I exported the video by rendering it, as the cutscene is only 9 seconds this did not take very long. I exported two versions, one with the music and one without. I will now send these to my team and see what they think.
Final Thoughts –
After sending them to my team I received the feedback that the one with the music is the better of the two, though the music is a touch too technological. But they really liked the cutscene itself. I also sent the video to some outside people who were unfamilar with the game and project to get a fresh perspective.
The feedback was positive especially for the unique look of the video. I am very happy with it and think it is successful, when I began to make it I did not think I would be able to so I am proud of myself that I managed to create something that is not half bad.





















































































































































