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TADC HAS BORING CAMERA-WORK
Another thing that bogs the storytelling down is the lack of creative cinematography in TADC. I mean, think about it. It's not a 2D animated show - it's not harder to visualize and place characters in a 3D space. The show *is* 3D. They can place a camera and put it absolutely anywhere in the setting! The sky is the limit, so long as the image properly renders. (That being said, I have no experience with 3D animation, so take what I say with a grain of salt. I'm talking about the "viewers perspective" here).
They can change the depth perception, they can cheat the camera way more, there's so many 3D options to play with!
And yet the way it's blocked and storyboarded, it *looks* like a 2D animation on a limited budget. Shots are repeated many times, the choreography is mostly flat and uninteresting. It looks like the characters are on a stage/in a play, instead of navigating a truly 3-dimensional space. The most creative use of the camera was, I wanna say, the intermission sequence? And the shot with Pomni running down the distorted corridor.
Most of the time, the camerawork is just so flat and uninspired. Imagine how much more drama and emotion we'd actually feel if the camera was more creative with its placements. I'm not a film expert by any means, but I've been studying film for several years now, trying to teach myself. And the more media I watch, the more uninterested I become by flat camera-work. Maybe I should add some visual examples to this post later, but in the meantime, here's a video about the camera-work in "Better Call Saul". Better Call Saul is a beautifully evocative show with a powerful visual language. It's a masterclass in cinematography.
Seriously, give this a watch. It's only 5 mins.
(There's another good analysis of Better Call Saul's visuals, but that video is longer, so I'm recommending this video first).
EDIT: Forgot to mention lighting and colour composition. That's also important.
TADC has great *foreground* animation - the characters look great, everything is well rendered. But all this talent is wasted on a boring-looking show. The presentation style is very bland.
Film-making should be an *art*. Not a compromise.
„It’s a fever dream talk to an idiot“
light and shadow….
Visual Symbolism in Ave Mujica 12
One of the strengths in Ave Mujica is how well the visuals complement the story being told. The fact that animation necessarily conveys part of its story through visual means seems like an obvious statement, but some productions are definitely better at it than others. If you're interested in learning about cinematography, the theatricality of Ave Mujica makes it a pretty decent starting point. It is never particularly subtle, as every narrative beat is accompanied by a strong visual device to emphasize it. The scene composition, the objects in it, and the lighting and coloring are deliberately chosen to complement mood reversals, the relationships between characters, or even consciously reference the narrative's literary inspirations. The clear intentionality in the production team's visual staging are really instructional in how these choices work to complement stories in general. I'll share a few neat examples below the break for spoiler containment.
Swarla scene visual language analysis
I was replaying this scene from 9th October 2024 (episode directed by Séan Healy) for the gazillionth time and because I had the sound turned off it became quickly apparent how the visual direction conveys the scene's evolving narrative and shifting temperament as Lisa and Carla struggle to reach some sort of resolution.
Just prior to this, we saw that Carla's desperate for them to talk about their Moment from the previous night, while Lisa is clearly reticent to address it but gives in at the other woman's persistence. She gestures for them to move into a different, more private, room.
From the moment Carla and Lisa enter this room, we don't see them within the same frame - even when they enter, Carla walks out of frame before Lisa enters the shot.
As they converse, they're both siloed within their own individual frames. It couldn't be clearer that in this moment they are at odds, divided. Framed apart, there's a disconnect between them. Vertical lines in the set design add to the feeling that they're partitioned from one another.
Carla sits down, placing them at different height levels and suggesting a subtle power differential - the ball is very much in Lisa's court... and she's refusing to play with it. There's no over-the-shoulder coverage shots to create a sense of intimacy or understanding between them while they talk - this isn't intimate; it's awkward. For now once Carla is seated, the camera remains static and at a medium distance from the two women, allowing us to see their body language. Lisa, with her hands in her pockets, is trying her best to appear aloof. Carla gesticulates as she tries to get a handle on what's happening between them.
Neither woman is able or willing to be fully open about what they want, so they talk around their feelings for the first few exchanges of dialogue. But then Carla delivers a timely reminder that they're friends, and she doesn't want their friendship to become collateral damage. As she speaks, the camera now begins to gradually move in on her.
They're still not on the same page ("we had a moment, and now the moment's gone," "yeah...," "you straight birds, honestly") but as the camera continues to slowly move in closer to each of them, we start to hope that some kind of common ground can be established. Carla, now almost in close-up, reiterates her desire that their friendship not suffer, reminds Lisa that her divorce papers arriving had left her feeling vulnerable, offered as an explanation for her behaviour the previous night.
And now, when we cut to Lisa, suddenly she too is in close-up.
She visibly softens, and makes a concession that puts them on more level ground, admitting to her own recent vulnerable state.
When we next cut to Carla, the camera angle has changed a little so that she's more face-on. She pleads with Lisa for them to draw a line under the whole situation, to which Lisa agrees, and then when Carla stands, we see why the camera has moved position now they have reached some sort of accord.
As she moves, the camera shifts with her into an over-the-shoulder position from behind Lisa, and finally, for the first time since they entered the room, they're both shown in the same frame - just.
Carla continues to appeal to Lisa, Lisa smiles, and with crisis averted Carla audibly exhales. With an awkward thumbs-up, she passes Lisa, and we see them framed together - reunited - as they both leave the room in another medium shot.
Of course there is plenty more awkwardness and unspoken feelings and swerving one another to come - as we soon see in the following scene - but for now the important outcome is that their friendship has been saved, and can live to develop into something else another day.
first and last looks
Queer Emotionality as Form
This body of work reimagines post-impressionist expression not as nostalgic style but as a living, queer emotional language.
Rather than illustrating gay relationships through narrative scenes, these paintings embody the emotional architectures — yearning, rupture, tenderness, euphoria — that shape queer life. Emotion is treated not as theme or subject but as material: brushstroke, color, rhythm.
Queerness in this work is not located only in subject matter (two men in intimacy) but in the very structure of the paintings:
Fluid boundaries between figures and environment reflect relationality over rigid identity.
Luminous, symbolic palettes (pink, gold, silver, deep shadow) break from naturalism to celebrate emotional truth.
Non-linear emotional phases resist traditional narrative arcs, mapping queer experience as a cycle of struggle, healing, and liberation.
By centering emotional visibility, chosen connection, and the refusal of fixed form, the work queers expressive painting itself — expanding it into a space where feeling is not illustrated but inhabited.
In this world, as in queer life, emotion is the medium.
So, maybe a bit too vague but how do you go about designing a character?
Within the context of game development, there's usually two ways to approach this. In the first, you start with the character design and then design the rest of the game around the character. This is usually how some licensed titles are built - the licensed property drives the kind of game it is, so the character design is also driven by the license. The second method is to figure out the kind of game you want to build and then design characters to fulfill certain roles within that game. Most games with multiple playable characters/classes/roles, especially multiplayer games, fall into this category. We often need to differentiate how each playstyle works at a glance, which means the character needs to showcase that playstyle visually. We tend to use the second character design approach for NPCs as well, since we design with their supporting roles in mind. Here's an example.
Early on, Pharah in Overwatch was supposed to be "Rocketman" - a flying character that shoots rockets. Visually, this character needed to immediately show all players that he/she flies and shoots rockets. Thus, the concepts here all involve some kind of wings and flame trails to evoke the flying, and large-barrel tube-shaped weapons that evoke the look of rocket launchers. Note which major features remain in her final design.
The way a character looks and moves should convey a lot of information to the player. Consider these two monsters from Monster Hunter World - which of these monsters do you think feels faster than the other just by looking at them?
Character design is about conveying the important information about the character to the player visually. This can mean strength, speed, weaknesses, relevant abilities, the character's role, and so many other things. Designing a character is usually about figuring out all of the things you want to convey about the character, and then figuring out how to show that in a cohesive way visually. Consistency in visual representation across character design, environment design, item design, and all the other elements across the entire game becomes a visual language that we designers use to convey information to the player.
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