Hoo boy, this was a big one! I started working on this around mid November, and just barely finished it today. I learned a ton about making a whole animated story from scratch, and if I ever decide to do this again instead of making parody videos (which I plan to do for a while until I can regain my sanity), hopefully things won't go as roughly.
For example, I thought that it would be a good idea to use Source Filmmaker to storyboard the film out. I still think it's a good idea, but now I know it's a bad idea to try to immediately turn that storyboard into an animation without bothering to time things properly the first time around. I threw any sense of timing or pacing to the wind when I roughed out the incredibly basic poses and shots starting out, and it came back to bite me in the butt when I had to constantly lengthen or shorten said shots during the blocking phase.
Another thing I learned is that you'll want to have a good idea of how long your animation is going to be from the start, and to make sure to plan out what models you think you'll need throughout most of the animation. There were countless times that I had to go into a shot and look for the animation set for a model which ended seconds or even minutes earlier than the shot began, all because I didn't think this thing was going to be four friggen minutes and I started blading my shots before I put the main characters in.
On a more positive side of things, I got to put my short-lived days of map-making (back when Portal 2 came out and it was all the rage) to use by modifying the Five Nights at Freddy's map in Hammer, tearing out all the lights. I'd never worked in a totally lightless map before, and I was very tempted to put in the lighting before I was finished with the animation. Working in fullbright mode wasn't easy on the eyes, but it was worth it when I went and put all the lights in and suddenly everything looked cool and dynamic though! Although it doesn't make any sense, I really loved putting lights beneath the characters near the end (where the animatronics are fed up and mob the Pyro into a corner). It looks very pretty when used right, like in Majora's Mask (the N64 version anyway):
Going back to ranty-complainy problems, the whole of the animation portion of this video was a downright treat in comparison to the tedium that was the sound design. There are few things more frustrating than imagining that perfect sound effect to go with this action only to realize that you can't find it anywhere. Or worse, you CAN find it but not unmolested by other sounds or horrid quality. I'm very glad that I managed to scrounge enough sound effects to make this video okay, but there are a lot of places that I wish I could've done better.
Working with a video editor program--of which this was my first time--isn't very fun, either. If you do your sound design in Source Filmmaker, remember not to take for granted the ability to effortlessly add multiple sounds on top of one another. In Adobe Premiere, you have to create a new friggen track to do that, so if you have a single scene with seven sounds playing at once, then you've got seven tracks to put audio clips onto for the rest of the video and you have to organize them all manually. The only thing Premiere has over SFM in terms of sound editing (as far as my knowledge and skill with the program go) is the ability to keyframe a track's volume as well as make a track louder than the default (for some reason in SFM you can't set an audio clip's volume greater than 1.0 to my knowledge, which is incredibly annoying if you have a really quite sound that you want to boost).
But even Premiere's frustrations were a good learning experience. Working with sound aside, it allows for pipelines that make it nice and simple to redo a shot or time things a bit differently without worrying about messing with the entire rest of the video, so it's not hard to go back and forth between it and Source Filmmaker for whatever I need.
So that's what I've been doing these past three or so months. It took forever and was pretty grueling at times, but I learned a ton and made a cool little animation out of it! Hopefully it'll be a bit easier the next time around.