



They were quite quickly roughed out but again they didn't go for it. I thought I would put them up here to show some of the things I've been up to on the freelance front.
Cartoon illustration using Photoshop, Illustrator, or good old Pen, Ink and Markers. I can also provide character design, and background design.
I have spent the last 2-3 years writing, drawing and self publishing independent comic stories.
That's right, Bloodwhat comic started exactly one year ago today! The very first post on the old wordpress site was 29th April '09 and I thought it would be a good idea to look back and see how far this strip has come.
Tommorow's update will be strip #150, and just this week I have finished writing the script to the final conclusion of the story. When I started out I was planning a series of animated shorts, but I soon decided to make a comic and never looked back.
Obviously the comic is based on a computer game and it is one that my brother and I would play over and over when we were younger. It still held it's appeal over the years and with PC emulators and PSP's we've always been drawn back into playing it again at some point. For some reason this game was just hugely immersive and addictive so I am very happy to have created this tribute in the form of parody. I would suggest anyone reading the comic should try to get a copy and play through it... although maybe it is one of those things that requires nostalgia.
This was the first ever strip
And this is the One Hundred and Forty Ninth!
I think my drawing has improved a lot, during the process of drawing the strip 3x a week I have simplified the characters and boiled down the designs to fewer and fewer lines. I think my storytelling has improved dramatically too. I am now building up longer storylines that will unfold over the next few weeks. It is a gag strip and I try to make it funny every update but sometimes I like to break up the pacing and try something different. In #149 for instance there isn't a punchline at all, but it is building up a recurring story with Murlack having found a walkthrough guide to the game. I think when I eventually compile all these strips into a book it will be a very satisfying read through and that has always been my end goal.
I have learned a lot from making this strip, I often hear the advice handed out to create something that you would want to see... This without doubt is purely something I am doing for my own amusement and it seems like a few people might be enjoying it with me.
If you would like to leave Bloodwhat a birthday wish by leaving a comment or sending me an email I would really appreciate the support. dougwilson83(at)hotmail(dot)com
This ones head fell off... rather unfortunate. Glued it back though.
K-9Lives: Episode 3
I must be streamlining my process of making these... this one took a day and a half less time than episode 2. So hopefully I can get Ep4+5 going soon and then I will put together an 8 minute film, cut together with Episodes 2,3,4+5. That's the plan at the moment anyway.
My previous experience of taking Episode 1 to film festivals was that it was too short a film to really grab people. I think the idea of K-9 takes a while to sink in with people. It is a bit weird and surreal so perhaps several episodes together will let them grasp the concept better. Also I think each of these films is improving as I go. So hopefully given the success of the first one I should get a good festival run out of the next film.
I am also busy with other comics work and preparing for a convention in May so we'll see how soon I can get going on the next episode...
At this stage I am generally not even touching the facial expressions or lip-sync. You want the performance to work without, so don't add it until you're happy with the physical acting. There are points in this where I want Karl to be thinking to himself and you can already see that coming across just because he stops looking at the other two and sort of retreats into himself physically. Ricky is quite manic and so his character is fast moving and dynamic but the other two are both quite dead pan deliveries. It should make a nice contrast and also it allows for some more subtle acting. It can be quite tempting in animation to over act but when a character is not moving, generally it means they are thinking. And that is when an audience starts to get drawn into a performance or character when they see a thought process stirring up inside.
Next installment: Blocking Second Pass (Part 2)
I have changed one of the camera choices from the animatic too beacuse I needed to frame the characters a bit differently. Some of the acting/pose choices have evolved here too. I am constantly acting it out in my head and getting up and doing little gestures to see what might work better for the character. Some people would shoot reference before starting to block out the shot but I like to get quite well into the second pass blocking before I shoot any reference on something like this. Really I will only use that to get ideas for where I can refine and add extra realism which comes much later. It's important not to get bogged down in details at this stage. For now I'm happy with the first pass and where it is leading... you might want to get some feedback at this stage or show it to your director to make sure you are getting what you want from the keyposes. Even though I have blocked it very simply it is important to have some idea of where you are going to elaborate on actions in the next phase.
Next installment: Blocking (plus)
Here are some of the rigs I found at 11 second club. They have a great website where you can enter a character animation competition each month. Some rigs are better than others, the three in the middle of the above picture are the ones I have chosen. Partly because I have used them before and know they work well and partly because they fit the characters of the dialogue.
As you can see I have chosen to use MAYA. This is the program I am most comfortable with but there are a multitude of choices around. The best bet is to decide based on the industry standard software of the field you want to crack into. High end character animation almost always uses MAYA. Games animation would be 3DS Max. Investigate the companies you want to work at and see what they use.