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Reflection: Real Worlds

 Reflection: Real Worlds 


What went well 

To me the project as a whole went quite well especially the character design portion. In the latter portion of this project I would say my success came from my production process, first iterating in 2D then 3D to create my composition it was a freeing experience to do so, I didn't have to stay as rigid as I usually am the nature of 3D is much more modular in the sense of me being able to change up compositions on the fly with 2D you can't really do that without scrapping a lot of work even if you're working in digital. Receiving feedback from industry professionals was a good experience it gave me a bit of insight into the working relationship between an employee and the employers when it comes to developing art. The majority of my artwork came out fairly well I am happy with where they all ended up. 

What could be improved

The biggest thing for me to improve upon is my time management - the first half of this project went smoothly but the second half kinda fell off in terms of time management, with the deadline approaching for all of the projects I found myself constantly rotating through each of them throughout the day without checking off my checklists on my Miro boards so it looks worse than it really is. I also definitely need to sharpen my environment painting chops, I focused so much on trying to draw people this year I neglected my environment drawing skills so I'm going to have to try and balance the two the next time i embark on a project like this.

What did I learn

During the course of this project I learned a style of time management that I enjoy using one that's not restrictive in anyway and one that gives me a path that I can follow and diverge if need be, I also learned the importance of a relatively detailed backstory and a setting. Having both of those can help to inform my design work massively. The proof in that is obvious when you compare my character design work to my environment work.

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