I've worked on a solo project of this scale before at college, where I followed a workflow that looked a little like this: concept art > design > storyboard > 3D modelling > animating > rendering > sound production > editing. I wasn't too intimidated by this project to begin with, although I realised the importance of having a steady, planned workflow, as things can get a little hairy in places.
This is the college project animation that I produced, if it's of any interest:
I wanted to present a lot of dynamic shots in that video, and have good variety in camera work and compositions - much like I'm doing now - but there's definitely a degree of flexibility when working with 3D software: it's a little more forgiving and makes it possible to correct shots and angles on the fly. On the other hand, with illustrations like I'm working with now, if I decide a particular shot isn't working out I need to get back to the storyboard then redraw that whole shot from scratch - as I did later on in the parallax project. So I'm very aware of the possible extra man-hours required of illustration-based animations. However I've learnt now that if it's planned well enough in the early stages, the need to go back and make any changes/corrections should be minimised.
I figured that in order to get a good, clean start to my parallax project, I'd have to get a narrative planned out before beginning work on the storyboard. After a day or so of scribbling down ideas and sketches I finally had something to work with. The important thing was to choose a theme and characters that would keep me interested throughout, which would help me to stay engaged and work faster and harder. So I chose the Fantasy genre, with a story about knights and demons.
This was my first narrative draft:
When I wrote this up, I was trying to plan ahead and take into account the pace changes that I'd seen in several of the clips I had studied from earlier.
From there I went on to draw up a storyboard, with some of the sketches I'd been working on providing me with inspiration. I'd never been great with storyboards in the past, so I sought a little help with technique and came across this post from Videomaker.com, which made things go a lot smoother.
I was also referring to Setting the Scene (MacLean) which is invaluable with several sections devoted to storyboarding, scene layouts and animation planning.
This is the first storyboard I created:
In hindsight I wish I'd established more of a concept art stage beforehand; my character designs were based off an image I'd drawn a couple of months prior so I was able to draw up a few alternate designs easily enough, but the demon designs I was having to make on the fly for the storyboard, so there was a bit of lag there and the final result probably suffered quite a bit.
I'd made sure to keep all the important layers seperate in each panel of the storyboard so that I could quickly get them into After Effects to edit together an animatic. This would be the first test for flow and timing, so it was a major step in the project.
Here's the first draft of the animatic:
As soon as I had the animatic playing, there were a few points I noticed would need refinement. This was to be shown to the class for group feedback, so I hoped that any errors I'd missed would be brought to my attention.




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