KOLEJ KEMAHIRAN TINGGI MARA REMBAU 2D ANIMATION: ALICE ADVENTURE This report submitted under the requirement of the Kolej Kemahiran Tinggi MARA Rembau for the Diploma in Digital Media Design NAJIHAH AZIZ DEPARTMENT OF DIGITAL MEDIA DESIGN 2023
KOLEJ KEMAHIRAN TINGGI MARA REMBAU TAJUK : ALICE ADVENTURE SESI PENGAJIAN : JULY - DEC 2023 Saya NURUL NAJIHAH BINTI ABDULL AZIZ Mengaku membenarkan Laporan Projek Akhir ini disimpan di Perpustakaan Kolej Kemahiran Tinggi MARA Rembau dengan syarat-syarat kegunaan seperti berikut: 1. Laporan Projek Akhir adalah hak milik Kolej Kemahiran Tinggi MARA Rembau dan penulis 2. Perpustakaan Kolej Kemahiran Tinggi MARA Rembau dibenarkan membuat salinan untuk tujuan pengajian sahaja dengan izin penulis 3. Perpustakaan dibenarkan membuat Salinan laporan Projek Akhir ini sebagai pertukaran antara institusi pengajian tinggi. 4. **Sila tandakan ( √ ) SULIT Mempunyai maklumat yang berdarjah keselamatan atau kepentingan Malaysia termaktub dalam Akta Rahsia Rasmi 1972 TERHAD Mengandungi maklumat terhad yang telah ditentukan oleh organisasi/badan dimana penyelidikan dijalankan TIDAK TERHAD ……………………………… TANDATANGAN PENULIS ………………………………. TANDATANGAN PENYELIA Cop Rasmi ALAMAT: TARIKH: TARIKH: BORANG PENGESAHAN STATUS LAPORAN PROJEK AKHIR
iii DECLARATION I hereby declare this report entitled“2D ANIMATION: ALICE ADVENTURE“ is the result of my research except as cited in references. Signature : ……………………………………………….. Author’s Name : ……………………………………………….. Date : ………………………………………………..
iv APPROVAL This report is submitted to the Department of Digital Media Design KKTM Rembau as a partial fulfillment of the requirements for the Diploma in Digital Media Design. The member of the supervisory committee is as follow: ………………………………….. (Signature of Supervisor) Official Stamp of Supervisor
v APPROVAL This report is submitted to the Department of Digital Media Design KKTM Rembau as a partial fulfillment of the requirements for the Diploma in Digital Media Design. The member of the supervisory committee is as follow: ………………………………….. (Signature of Head Department) Official Stamp of Head Department
vi DEDICATION I dedicate this work to my lovely family, my father, my mother, and all my siblings, who have always been patient and supportive of me. They always remember me in their prayers. Also, I dedicate this work to my lecturer, supervisor, and my classmates who have supported me throughout my candidature. I hope I have made you proud.
vii ACKNOWLEDGMENT In the Name of Allah, the Most Gracious, the Most Merciful. First and foremost, all Praises and Thanks be to Allah for providing me with the health and ability to complete my doctoral degree. Then, I would like to express my gratitude and my special thanks to my supervisor, Puan Husna Sari Binti Abdul Rashid . Her valuable advice, endless support, and continuous encouragement were motivation and guidance for me while writing my dissertation. My thanks and appreciation also go to my lecturers Encik Akasyah bin Abdul Wahab and Encik Huzaini Bin Saari for their precious feedback which enriched the quality of my dissertation. My gratitude and appreciation should go also to my family, my parents for their prayers, love, and endless support, for their patience, support, and love through this journey, my classmates for bringing joy to our lives, and my brothers and sisters for their encouragement to see me achieving my success.
viii TABLE OF CONTENTS TITLE PAGE DECLARATION ……………………………………………….. iii APPROVAL …………………………………………………… iv APPROVAL ……………………………………………………. v DEDICATION …………………………………………………… vi ACKNOWLEDGMENT ………………………………………… vii TABLE OF CONTENTS ………………………………………. viii-ix LIST OF FIGURE ……………………………………………… x–xi CHAPTER 1 INTRODUCTION 1.1 Research Background ……………………………… 1 1.2 Problem statement…………………………………… 2 1.3 Objective ………………………………………………. 3 1.4 Research Question …………………………………. 3 1.5 Hypothesis …………………………………………… 4 1.6 Scope …………………………………………………. 4 1.7 Limitation ……………………………………………. 4 CHAPTER 2 LITERATURE REVIEW 2.1 Introduction …………………………………………. 5 2.1.1 State of the art ………………………………… 6-8 2.2 Research Gap ……………………………………….. 9-10 CHAPTER 3 RESEARCH METHODOLOGY 3.1 Research Design……………………………………… 11 3.2 Area of Study …………………………………………... 11 3.3 Population of study ……………………………………. 12 3.4 Sample of Population ………………………………….. 13 3.5 Sampling Tecnique ……………………………………. 13 - 14 3.6 Instrument for Data Collection ………………………. 15 – 16 3.7 Data Analysis ………….………………………………. 16 - 19 3.8 Summary…….………………………………………… 19
ix CHAPTER 4 RESULT AND DISCUSSION 4.1 Pre- Production …………………………….. 20 4.1.1 Characters sketchers.……………………… 21-23 4.1.2 Environment ………………………………… 24 4.1.3 Thumbnails …………………………………. 25 4.1.4 Promotional item ………………………….. 26 4.2 Production ……………………………….….. 27 4.2.1 digital logo production …………………… 27 4.2.2 digital character …………………………… 28-31 4.2.3 Digital storyboard …………………….…… 32 4.2.4 New Storyboard …………………………….. 33-36 4.3 Post – production …………………………… 37-39 4.4 Result and finding …………………………. 40-41 CHAPTER 5 CONCLUSION AND RECOMMENDATIONS 5.1 CONCLUSION………………………………………….. 42 5.2 Recommendations …………………………………… 43 REFERENCE ………………………………………………………………… 44
x LIST OF FIGURES FIGURE NO. TITLE PAGE Figure 1 Percentage of respondents age 12 Figure 2 Percentage of respondents answers 14 Figure 3 Percentage of respondents answers 14 Figure 4 Questions and Answers of Respondents 16 Figure 5 Questions and Answers of respondents 17 Figure 6 Questions and Answers of Respondents 17 Figure 7 Questions and answers of Respondent 17 Figure 8 Questions and Answers of Respondents 18 Figure 9 Questions and Answers of respondents 18 Figure 10 Questions and Answers of Respondents 19 Figure 11 Questions and Answers of respondents 19 Figure 12 Alice character sketches 21 Figure 13 Alice face sketches 21 Figure 14 May character sketches 22 Figure 15 May face sketches 22 Figure 16 guardian character sketches 23 Figure 17 guardian face sketches 24 Figure 18 environtment sketches 24 Figure 19 thumbnail sketches 25 Figure 20 thumbnail sketches 25 Figure 21 promotional item sketches 26
xi Figure 22 digital logo production 27 Figure 23 Character Alice 28 Figure 24 Character Alice after changed 28 Figure 25 Character Alice reaction face 29 Figure 26 Character May 29 Figure 27 Character May reaction face 30 Figure 28 Character guardian 30 Figure 29 Character guardian new 31 Figure 30 Character guardian reactian 31 Figure 31 storyboard 32 Figure 32 storyboard 32 Figure 33 New storyboard 33 Figure 34 New storyboard 33 Figure 35 New storyboard 34 Figure 36 New storyboard 34 Figure 37 New storyboard 35 Figure 38 New storyboard 35 Figure 39 New storyboard 36 Figure 40 New storyboard 36 Figure 41 Promotional Items 38 Figure 42 Promotional Items 38 Figure 43 poster 39 Figure 44 pie chart about respondent age 40 Figure 45 pie chart about respondent believer 40 Figure 46 pie chart about commit suicide 41 Figure 47 graph respondent start feeling depressed 41
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1 CHAPTER ONE INTRODUCTION 1. 1. RESEARCH BACKGROUND Digital Media Project (DMP) was one of the subjects that we needed to finish to graduation. this subject had 2 parts, part one Digital Media Project 1 (DMP 1) and Digital Media Project 2 (DMP 2), DMP 1 is what we had to interview to choose our major. we have advertising, video production, and animation. For this project, I was chosen to major in animation. For this Digital Media Project 2, we need to continue the progress of Digital Media Digital 1 that we already did back then while in semester 4. We had done the pre-production and production. Now we will get through the post-production session. Animation is a fascinating and diverse field that has a long history of captivating audiences with its ability to bring imaginary worlds to life. it encompasses a wide range of techniques, styles, and applications, making it a significant and influential part of the entertainment, arts, and communication industries. This project’s name is Alice Adventure, Alice Adventure is based on 2D animation. The story that I will make is about fate. "Fate" generally refers to the concept that events in a person's life are predetermined and guided by a force outside of their control. It is the belief that certain events, outcomes, or destinies are inevitable and beyond human influence. The idea of fate has been a significant theme in mythology, literature, religion, and philosophical discussions throughout history.
2 1.2 PROBLEM STATEMENT 1.2.1. Lose Belief in their religion Some people consider bad luck to be something worse and can ruin everything around their life and they don't know that every bad thing has a good side. In this era, many young teenagers have trouble until they misunderstand and start to lose belief in their religion. 1.2.2. Put Too Much Belief in Luck. Lack of Responsibility: Relying too heavily on luck might lead to neglecting personal responsibility and accountability for one's actions, attributing success or failure solely to external factors. Unrealistic Expectations: Believing that luck will always favor them can create unrealistic expectations, leading to disappointment and disillusionment when things don't work out as hoped. Undermining Effort: Placing too much faith in luck might diminish the recognition and importance of hard work, dedication, and skill in achieving success. Ignoring Probabilities: People may underestimate the importance of probabilities and rational decision-making when they attribute events solely to luck.
3 1.3 OBJECTIVE. The objective is to make an animation that can inspire other people who think that their life is already fate to be so unlucky. Besides that, games will be included in this story to avoid users from being bored. After learning and understanding I hope they got some moral value that can be related to reality life. Here are some potential effects of placing excessive faith in luck: 1. Optimism: Believing in luck can create a sense of optimism, providing hope that good things can happen unexpectedly, even in challenging situations. 2. Stress Reduction: Trusting in luck can alleviate stress and anxiety, as people may attribute both positive and negative outcomes to external factors beyond their control. 3. Perseverance: The belief in luck might encourage some individuals to keep trying even when facing obstacles, as they hope for a fortunate turn of events. 4. Humility: Recognizing the role of luck can lead to a humbler outlook, acknowledging that success is not solely the result of personal brilliance or effort. 1.4. RESEARCH QUESTION 1.4.1 What will happen if humans start to lose belief in fate? 1.4.2 What is the effect of religion?
4 1.5. HYPOTHESIS Hypothesis 1- The better of quality of the animation, its will be easier to attract attention from the target. Hypothesis 2- A good storyline will have the ability to convey concepts visually and will be easy to understand Hypothesis 3- A lot of humans had to bear the consequences if the quantity that person put 100 percent belief in luck 1.6. SCOPE The scope of Alice Adventure is targeting teenagers who are easily influenced so they do not arbitrarily change direction or become a person who easily despair and hope. This animation was planned by me after my own experience when I was putting too much hope into something without making an effort to finish the problem. 1.7. LIMITATION In this modern age, there are still many people who put all their faith in luck, so some people don't even try to get something they want. Besides that, some are willing to do something just because they believe in luck. even tho it was something horrible. On the other hand, some people believe in luck so much that they leave their religion.
5 CHAPTER TWO LITERATURE REVIEW 2.1. INTRODUCTION Digital Media Project (DMP) was one of the subjects that we need to finish to graduation. this subject had 2 parts, part one Digital Media Project 1 (DMP 1) and Digital Media Project 2 (DMP 2), DMP 1 is what we had to interview to choose our major. we have advertising, video production, and animation. For this project, I was chosen for majoring in animation. For this Digital Media Project 2, we need to continue the progress of Digital Media Digital 1 that we already did back then while in semester 4. We had done the pre-production, production. Now we will get through the postproduction session. Animation is a fascinating and diverse field that has a long history of captivating audiences with its ability to bring imaginary worlds to life. it encompasses a wide range of techniques, styles, and applications, making it a significant and influential part of the entertainment, arts, and communication industries. This project’s name is Alice Adventure, Alice Adventure is based on 2D animation The story that I will make is about fate. "Fate" generally refers to the concept that events in a person's life are predetermined and guided by a force outside of their control. It is the belief that certain events, outcomes, or destinies are inevitable and beyond human influence. The idea of fate has been a significant theme in mythology, literature, religion, and philosophical discussions throughout history.
6 2.1.1 STATE OF THE ART The first article is from Huasheng Gao, Donghui Shi, Bin Zhao, released on June 2021 and the title is Does good luck make people overconfident? Evidence from a natural experiment in the stock market. The aim of this article is a study changes in the trading behavior of investors after winning a purely luck-driven event. These investors then become overconfident. Using statistical methods can be employed to analyze patterns and determine whether significant changes could indicate a shift from luck to some other factor.For a sample overconfidence in luck can lead to irrational decisions, ignoring sound advice, and dismissing proper analysis. It's a classic example of the "hot hand fallacy," where a series of lucky events leads someone to believe that their luck will continue 2.1.2 STATE OF THE ART Michael Sauder's article, "A Sociology of Luck," published on August 19, 2020, presents article aims to argue that this mission is, in fact, an oversight: An explicit and systematic engagement with luck provides a more accurate portrayal of the social world, opens potentially rich veins of empirical and theoretical inquiry, and offers a compelling alternative for challenging dominant meritocratic frames about inequality and the distribution of rewards. This article method develops a framework for studying luck, first by proposing a working definition of luck, examining why sociology has ignored luck in the past, and making the case for the value of including luck in sociology’s conceptual repertoire. Sample for the article then demonstrates the fertile research potential of studying luck by identifying a host of research questions and hypotheses pertaining to the social construction of luck, the real effects of luck, and theoretical interventions related to luck.
7 2.1.3 STATE OF THE ART On dated march 7, 2019, Mark B. Anderson, released an article “Moral luck as a moral lack of control” USING the aims by Thomas Nagel originally coined the expression “moral luck,” and he used the term “luck” to mean a lack of control. this method was a matter of stipulation, as Nagel’s target had little to do with luck itself, but with the question of how control is related to moral responsibility. sample for this article is luck can influence our moral judgments, even when individuals may have acted in similar ways given the circumstances 2.1.4 STATE OF THE ART In their work published in March 2021, Zhao, Jianbin; Li, Zheng; and Xiong, Guobao, title “Effects of luck beliefs on Consumers' variety-seeking behavior. The aim of this journal is, from a risk perspective and use the courage–ability– willingness theory in relation to consumer choice. using methods conducted an online survey and analyzed data from 593 participants using structural equation modeling. sample for this journal is luck beliefs influence variety– seeking behavior by motivating one to explore new options and attribute experiences to luck. while this mindset can enhance the enjoyment of novel experiences. it also raises the importance of finding a balance between luckbased decision-making and other relevant factors that contribute to being wellinformed.
8 2.1.5 STATE OF THE ART The collaborative work of Ching Sin Siau, Lei-Hum Wee, Suzaily Wahab, Uma Visvalingam, Seen Heng Yeoh, Nur Atikah Abdul Halim, And Norhayati Ibrahim, published on August 26, 2021, with the title “THE influence of religious/spiritual beliefs on Malaysian hospital healthcare workers’ attitudes towards suicide and suicidal patients: a qualitative study. This study aims to explore qualitatively the influence of religious/spiritual beliefs on healthcare workers’ attitudes towards suicide and suicidal patients in the culturally heterogeneous Malaysian population. For the method, thirty-one healthcare workers from diverse religious backgrounds, professions, and medical disciplines were interviewed. Thematic analysis revealed the centrality of religion in determining healthcare workers’ acceptability of suicide, specific religious beliefs that influenced their views on the right-to-die issue, perceptions of the suicidal patient’s religiousness/spirituality, and the aspects and extent of religious relevance in professional philosophy and practice. The sample is religious faith has long been associated with prosocial behaviors, including charitable giving, but the mechanisms through which religious beliefs impact these behaviors remain complex and multifaceted. Utilizing a mixed-methods approach, this research investigates the interplay between religious beliefs and charitable giving tendencies in two distinct cultural settings: the United States
9 2.2. RESEARCH GAP Conclusion The article “Does good luck make people Overconfident? Evidence from a natural experiment in the stock market” is A cognitive bias titled Overconfidence is empirically found to be able to reliably predict a wide range of economic outcomes. In this essay, we ponder what causes people to be overconfident. Because "good luck" is difficult to assess empirically, there isn't much evidence on this topic in the economics and finance literature that is right now. Based on my observation about the trader's confidence level by inviting them to a purely luck event “the more winning they got, their confidence level was highly up.” This led to a discussion about luck is very important for a few people in this world. The secondary article is a sociology of luck concludes by highlighting the distinctive contributions sociology can make to the growing interdisciplinary interest in this topic. Note that previous studies IN sociology look at luck challenges us to think critically about how social structures, free will, and chance all affect how people live their lives. It forces us to think about how chance interacts with structural factors and personal stories to shape not just our own experiences but also the larger fabric of human society. The third article is about moral luck as a moral lack of control, in conclusion, the concept of moral luck challenges our intuitive understanding of moral responsibility by highlighting the role that luck and chance play in shaping the outcomes of our actions and the judgments we make about others. Moral luck challenges us to critically examine our tendency to assign blame or praise based on outcomes, and it encourages a more nuanced and compassionate approach to moral evaluation. It urges us to recognize the limitations of holding individuals fully accountable for their actions when factors beyond their control shape the course of events.
10 Effects of luck beliefs on consumers' variety-seeking behavior concludes The results show that personal luckiness and belief in luck positively affected variety seeking, psychological security and self-efficacy mediated the influence of luck beliefs on variety seeking, and optimum stimulation level positively affected variety seeking and positively moderated the effect of personal luck on variety seeking. An intriguing field of study that emphasizes the complex interplay between psychological variables, decision-making processes, and results is the impact of luck beliefs on people's behaviours. The perception of luck can have a substantial impact on a variety of areas of human behaviours, including purchasing decisions, performance reviews, and even interpersonal interactions. Last but not least, the influence of religious/spiritual beliefs on Malaysian hospital healthcare workers’ attitudes towards suicide and suicidal patients: a qualitative study article concludes that the formal integration of religious/spiritual practices into the professional care of suicidal patients was indicated. Religion has a profound impact on individuals' thoughts, attitudes, actions, and interactions, shaping their perceptions of the world, ethical values, and social behaviors. This influence extends across diverse domains, ranging from personal decisions to societal structures.
11 CHAPTER THREE RESEARCH METHODOLOGY In this chapter, I discuss the research design, area of study, population, sample of the population, sampling technique, instrument for data collection, validation of the questionnaire, administration of the instrument, and method of data analysis. 3.1. RESEARCH DESIGN The researcher chose a survey research design because it best served to answer the questions and the purposes of the study. Survey research is one in which a group of people or items is studied by collecting and analyzing data from only a few people or items considered to be representative of the entire group. 3.2. AREA OF STUDY In this study, I choose the options, opinions, and feedback of the general public and students about their mental health, opinions on depression, and their knowledge of fate or luck. As my survey sample, my target inputs are student Kolej Kemahiran Tinggi Mara Rembau, a student from another Institute, relatives, and friends.
12 3.3. POPULATION OF STUDY The target population that I got from this study was the respondents for this Google form survey sorted by age. there are 54 responses that I got from this survey. The pie chart below shows present a record of the number of respondents in the Google forms FIGURE 1 The target population for this research is defined to include the respondent's age since there is a different age gap within the survey reach. In this study, the accessible population comprised all aged responses.
13 Table 3: list of the number of age percentages a despondences Age Percentages (%) Total 15 - 20 22.2 % 12 20 - 25 68.5% 37 25 – 30 7.4% 4 30 – 35 1.9% 1 3.4. SAMPLE OF POPULATION On the other hand, the population for this research is also aimed at both genders (male and female) and someone who is a student, worker, and unemployed. With this research, we can conclude since when they start to feel depressed or stressed. With this information. action can be taken for my final project. this survey took several days and got only 54 respondents to this Google form the elements making up this sample are those that are actually studied. 3.5. SAMPLING TECHNIQUE In this study, public surveys were utilized to gather quantitative data on beliefs in fate or luck. Respondents were provided with a link to access the survey and had the option to select or write their answers. A quantitative survey and research methodology were used to ask 54 participants, most of them were students and other normal people from Negeri Sembilan, Perak, and other states. The statement mentioned in chapter one serves as the foundation for surveys and quantitative investigations. This technique is appropriate for the study as it investigates the perspectives and experiences of people who have been in a depressive state. The Google form asks, "Did you believe in fate/luck? " As much as 83.3% equal to 45 people answered yes, and 16.7% equal to 7 people answered no.
14 Figure 2 Therefore, when the Google form asks “Is fate positive or negative”, it received 85.2 % equals to 46 people answers yes, and 14.8% equals to 8 people that answers no . Figure 3
15 3.6. INSTRUMENT FOR DATA COLLECTION Data collection devices refer to tools, instruments, or technologies used to collect information, observations, or measurements from the real world in a systematic and structured manner. These devices are used to capture data for a variety of purposes, including research, analysis, decision-making, monitoring, and more. The interview questions were designed to elicit information about their knowledge of the literary company. Below are some questions in the literature reviewed. The questionnaire has 14 questions: 1. Gender 2. Occupation 3. Religion? 4. Age? 5. Did you believe in fate/luck 6. How old are you when you start to believe in fate / luck? 7. Is fate positive or negative? 8. Does fate can change? 9. Have u feel stress/ depressed? 10. if yes, what causes the stress / depressed? 11. how old are you when you started to feel depressed? 12.do you ever think to commit suicide? 13. how do you handle your mental health? 14. how do you think people nowadays can prevent themselves from mental health issues?
16 The instrument was structured in modified for respondents to choose the “yes, no, or maybe “option. Subjects then were asked to give their opinion and answers in a short paragraph. 3.7. DATA ANALYSIS The data collected from the field were analyzed. Statistically weighted mean was used in answering the research questions. The response options in the instrument are shown below: Figure 4
17 Figure 5 Figure 6 Figure 7
18 Figure 8 Figure 9
19 Figure 10 Figure 11 3.8. SUMMARY The main purpose of this survey sets out is to find out what happens to people's mental health, now many people that have been depressed and stressed nowadays. The assumptions as well as the findings are stated in the last section of chapter four.
20 CHAPTER FOUR RESULT AND DISCUSSION In this chapter, I discuss the result and discussion about my project which is Alice Adventure 2D animation, and show the process which is started from preproduction, production, and post-production. 4.1. PRE-PRODUCTION Based on my observations, I realize that today's young people are straightforward to give up and put everything on luck/destiny without bothering to solve the problems that come their way. People may carry lucky charms, perform rituals, or engage in specific behaviors to attract good luck or ward off bad luck. For this project, I chose to make a 2D animation to educate people and open their eyes to make them realize the impact of putting too much trust in luck/fate. Firstly, I did some research and asked some opinion to my family, friends, and surroundings. Finally, I got an idea to make my storyline. Then I focused on creating the character for my story, this story has 3 characters. Alice ( the main character ), May (the second character ), and the last one is the guardian who guards the workspace. after that, I began to make the environment and thumbnail for my story to make it easy to think about my storyboard. After I finished my environment, I started to make my storyboard for my story Last but not least I made a few promotional items
21 4..1.1 CHARACTERS (SKETCHERS) Figure 12: Alice Figure 13: Alice Face
22 FIGURE 14: May Figure 15 : May face
23 Figure 16: guardian character Figure 17: guardian character
24 4.1.2 ENVIRONMENT (SKETCHERS) Figure 18
25 4.1.3 THUMBNAIL (SKETCHERS Figure 19 Figure 20
26 4.1.4 PROMOTIONAL ITEM (SKETCHERS) Figure 21
27 4.2. PRODUCTION Post-production, I started doing digital design with Adobe Illustrator. At first, I created a logo production for my story. Then I started making the character based on my sketches, and then I decided to make some changes to my main character. I changed the main character from freehair to wearing a hijab. I also changed to guardian character from a fairy to a normal human wearing a formal outfit to make it look more suitable for the Malaysian style. next, I make a digital storyboard to make a easy to see and make a reference before I start to do my animation. After using Adobe Illustrator to build the character and storyboard, I tried to do the animation using other software from the internet but the final decision. I utilize Adobe Animate as a platform to organize and make a video animation. I decided on Adobe Animate since it makes creating walk cycles and traditional tweens simpler for me. Compared with other software that I have been trying to use. that’s a lot of disadvantages that I have. such as some have a watermark, and there are limits for character movement Adobe Animate makes the process of designing every scene simpler and more precise. The process of editing and rendering video is made easier by using the currently available tool 4..2.1 DIGITAL LOGO PRODUCTION FIGURE 22
28 4..2.2 DIGITAL CHARACTER FIGURE 23: ALICE BEFORE FIGURE 24 : ALICE AFTER CHANGE
29 FIGURE 25 : ALICE REACTION FACE FIGURE 26 : May
30 FIGURE 27 : May Face Reaction FIGURE 28 :Guardian Character
31 FIGURE 29 :Guardian Character FIGURE 30 :Guardian Reaction Face
32 4..2.3 DIGITAL STORYBOARD Figure 31 :Storyboard Figure 32 :Storyboard
33 4.2.4 NEW STORYBOARD FIGURE 33 FIGURE 34
34 FIGURE 35 FIGURE 36
35 FIGURE 37 FIGURE 38
36 FIGURE 39 FIGURE 40
37 4.3. POST PRODUCTION Post-production in animation involves several stages and processes that refine and enhance the animated content after the initial animation work is complete. Here are key components of what I have done in post-production. 1. Editing, Scene Editing: Similar to live-action films, animated projects go through a scene editing process to arrange and finalize the sequence of shots. 2. Timing Adjustments: Fine-tuning the timing of each frame or scene to ensure proper pacing and flow. 3. Export and Mastering, I was Preparing the final version of the animation for distribution. This involves exporting the animation in the appropriate format and resolution for its intended platform. 4. Screening and Feedback, I also show the animation to a select audience or team members to gather feedback. This step helps identify any final adjustments that may be needed after the animation is edited and finalized. I put the music, and audio and add the subtitle. In addition, I created promotional items to attract customers and audiences also made a poster to promote my story
38 FIGURE 41 FIGURE 42