Jemma contacted me as the deadline was approaching for the project she was working on for Visible Partnership Ltd, for the clients had given her way too much work for one person to complete within a week, so I decided to help out.
This project was probably the biggest test yet for organizational skills and ability to work under pressure as we were asked to do about a months worth of work in a week.
What the clients wanted was a projection with space invaders floating about that the Chelsea footballers could kick a ball at and each time the balls hit they would explode. There were separate people working on the interactive flash bit, so we were asked to make the visuals. They wanted the space invaders to have five different levels, with five different backgrounds and also an intro to start off the whole thing. The levels included: a lava level, a neon glowy level, a desolate landscape level, a shark in a tank level and a brick wall level. For the intro, they wanted it to be quite colourful and appear as if the projection was initialising with sparks and equalisers as well as 3D blocks that made the projection appear more three dimensional.
As we had to plan the schedule between us, we shared out the work in a way that allowed it to be completed the fastest, so we did whatever we could to help each other out.
I wanted to get the most difficult and challenging part out of the way first, and that was the shark in a tank level. Usually I can make quite a high quality model of something like a shark in a week, but for this project I only had about half a day to complete it. I had to be really concise about everything I did when making the model and so I managed to produce one of reasonable quality in this time limit.

What I then had left to do for that level was to rig, texture, animate and composite the shark.
I had some experience of rigging and found it fairly easy so I managed to make a very simple rig that allowed me to animate him the amount I needed. However, I had previously had virtually no experience with uving and texturing and felt that if I attempted this myself it may have taken far too long, so I asked a friend from animation for help and she was super fast at both of these things so she managed to do it for me in about half a day, which allowed me to also make the rig in this time. So, by the end of the first day, I had a fully modeled, rigged and textured shark, who was ready to be animated.

I then spent about the next half a day, doing two animations for the shark, which would later be looped and flipped to create variation in the level, as the level had to last one and a half minutes. I haven’t had too much experience with animating in maya properly with the graph editor, so it took me a bit of time and the animation could definitely be improved, but I felt it was reasonable and had to leave it at that in order to get everything done. I then did a lighting test, which I thought looked good, so I rendered out the two shark animations.

I then spent the rest of the day compositing it all and trying to make it look sort of like it was underwater and behind a glass window. They wanted him to look like he was in a boxed tank, so Jemma quickly made a tank layout in Cinema 4D for me to use (as it can be used to make quick textures for the ground). I added some light rays, some turbulent noise and colour adjustments to try and make him look sort of like he was underwater. It’s very difficult to make the underwater effect without researching it thoroughly so I felt this was the best I could do for now. I then put together the two animations in a way that would allow it to last for one and a half minutes.
The password is ‘spaceinvadershark’.
It’s not really that exciting to watch for one and a half minutes but for the final thing there will be space invaders in front of it so they will be the main focus.
To finish off what I had to do for the shark level, I made some short cracked glass animations that could be played and overlayed when the football hits the space invader, so that it looks like it’s also breaking the glass in the background.
This animation is so short that it’s actually quite hard to watch it properly on vimeo. It’s basically just the crack appearing and I did this with about four different looking cracks by using masks in After Effects.
For the intro, I made the last and 3D section of it, where the blocks would move in and out to create the impression that the projection was three dimensional. My boyfriend also helped out on the project so he made and set up the initial blocks in maya. However, he was not as familiar with animating in maya so I took over from there and finished off the animation as well as made the texture and glow for the blocks. This was reasonably easy to do but it was quite time consuming because almost every block had to be animated at some point so there were a lot of blocks to go through and animate. The biggest issue with this one was the render time. It would have taken about three days to render it in the highest quality so we had to cut the quality slightly half way through because we didn’t have three days to spare, although this change isn’t really too noticeable unless you watch it a few times.
The password is ‘spaceinvaderblocks’.
The animation of the blocks could definitely be improved but I felt it was okay for the time we were given to do it, which was less than a day.
After Jemma made and rendered out the lava, she gave me the renders to composite in Afters Effects, where I added smoke and a glow to the hardened lava bits on the ground. Also, near the end of the lava level, I played around with the settings and made it look like it was hardening. I also had to mask out some glitches where the lava was still sort of exploding but not ment to be. In the rendered images, after the initial eruption, the lava just stays completely still, and this looked really weird and flat, so I made it sort of look like it was bubbling by using the mesh tool. Below is the smoke and hardening I made:
This lava took forever to composite because some of the smoke was made using ‘particles’ and the particles made it so that it took forever to preview each change I made. I think the bubbling effect could be greatly improved, but it took so long to view every little change that I didn’t have the time to make these improvements.
For one of the levels they just wanted a projection of the wall that we were projecting on, except with neon lines where the pillars were. So I made the neon bars in maya to make them look more 3D and overlayed them on a photo of the wall that was given to us.


It was a shame that I had to work with this photo, as, if the photo had been much higher quality I think it would have looked a lot better.
Jemma had an idea of what she wanted to do for the desolate landscape level, so I just made her some trees in maya using the paint effects tool and then converting them into polygons and positioning them in the right places.

I also made a ufo quickly in maya for Jemma to use for the 188bet logo animation, for they were the main sponsors.
