Working With Ash, Post Mortem

So whoever is reading this and does not know who Ash is, he is the man who created the sound for the World Builders Atlantis project. And this post is about working with him and what I have to say about that.

Which is nothing really because, he only contacted one of the group members, which is the first issue that occurred during the project. Because only one person was being communicated with, the rest of us didn’t have much of an idea about what was going on. Solution? Make a new slack channel or discord chat, so we can get regular updates and samples on how things are going.

Another issue was the fact that we didn’t get regular updates from Ash, no samples, only the completed audio. It was awesome, which was lucky, but I would to have liked more updates, that way if the tone of the audio didn’t fit our theme then we could let him know earlier rather than later. How I would have stopped this issue from occurring is, in the initial meeting with Ash, I would have made up a document with sample sounds, a description of exactly what we wanted for the audio and some links to any documents and animated sequences we had completed, and given Ash the document. This means he would know exactly what we wanted. I would also include dates when we wanted updates on the audio, just so we know something is being produced and that it is what we wanted.

Considering what could have gone wrong, I was happy with final audio track. It fit our theme quite well.

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Specialisation Post Mortem

 

So my specialisation project is completed, for the trimester, and it’s now time for me to discuss what went down.

During the project, I got into a bit of a slump. I think after the World Builders project I was emotionally exhausted and just wasn’t as keen to complete this project. Unfortunately this caused me to have to re-scope and focus on what specifically I wanted to produce. Considering where I was in the trimester, I’m not sure what a solution would have been. I would suggest a small break, but that would have turned into a longer and longer break. Possibly just keep going and forcing myself to have one day to myself a week.

Another issue that arose was the my uvs suddenly disappearing. After doing some research I found I had accidentally activated a version of edit poly after completing the uvs. There was an easy fix, so I could quickly move on. This happened last minute, so I was quite worried (I was freaking out). The only way I can see of stop;ping this from occurring in the future is being more careful with the buttons I push.

The other issue that occurred was my fur modifiers not working the way I would like, and my computer crashing as a result of me trying to make it work the way I wanted. Eventually through the help of a classmate (Kerry) I got the the colour to work the way I wanted and I started on trying to get to fur to sit the way I want (I will continue to work on it). To stop this from occurring in the future is to do more research into the topic, more diverse tutorials.

One of the key processes that was used throughout this project is research. Research was incredibly important because it was occurring until almost the end of the project, with regards to extra iterations. I would like to improve on this process by, in future, making a more organised and diverse research document, which would include tutorial lists as well as personal comments on the tutorials. For example what was good about the tutorial and what needs further research. I would also like to refine the research part of my gantt chart to show what I will be researching and practicing at certain points.

Another process was feedback. Feedback was really important, whether it was from facilitators or from classmates. This process ended up being an important turning point in the project as it led to me having to re-scope and decide what tasks I can do away with and what ones I wanted to focus on to make this project look good. To improve this process, I would like to write down the feedback given as well as get some feedback from people in other disciplines as well as my own.

Re-evaluation and re-scoping was another key process used. This process was used when I fell behind due to illness. This process was effective because it got me to decide what to focus on and make look good in the amount of time I had left. In the future I would like to pair this with feedback to get an outside opinion, and that way I can get a better idea of what I need to re-evaluate.

I would like to continue to improve my modelling, unwrapping and texturing of organic assets. And the processes that I think would help with these is creating a schedule that has me working on these processes everyday, even if only for an hour. This would help keep me motivated as well as have me continuously producing work and improving my skills. Another process that would be good practice and I think would help in the long run with improving these processes is going through with creating an art bible and a project plan for every new project I decide to create. This would give me a better sense of the project and would therefore mean that the project has a better chance of being what I want it to be.

I would specifically like to continue to improve my modelling, by modelling through different programs. I have found a tutorial that shows different modelling techniques in maya. I have used this program a few times but not when creating organic models and not a lot. I think learning how to model in different programs will help me to become more diverse as well as discover similar tools in one program that 3ds max might have. I also think this tutorial will be beneficial with regards to the different modelling techniques as they should be transferable to other programs, like 3ds max. Below is the link to the tutorial series:

https://www.digitaltutors.com/tutorial/2607-Maya-Modeling-Techniques-Werewolves

I would also like to improve my communication skills and my researching skills. Both of these are important, and while communication wasn’t as important in this project, I will be needing both in the future especially when creating assets from clients. As for researching, more knowledge can never do any harm. A process that will definitely help with the research is creating a weekly schedule and sticking to it. So having days I update and days I do specific things like research and then testing.

I did poorly, with this project, in my transferable skills. And I would very much like to change and fix this. Except maybe my problem solving skills, that one I would like to continue to improve. I was less dependent on others with this project, and I am quite happy about that. Everything else needs to be worked on.

How I plan on trying to stop this from occurring is, getting some professional help and creating that schedule and hopefully sticking to it.

Specialisation Research

Okay for my specialisation for project, I had 3 research topics and they were:

  • Creature Anatomy Modelling (face)
  • Fur Modifiers
  • Creature Unwrapping (face)

And each of these topics had their ups and downs so lets get started.

Creature Anatomy Modelling (face)

I started off by creating a lion head using a muscle image as a model sheet (see below)

Below is the model I made from the reference:

At this stage I learnt that minimal anatomy and facial structure, in fact the only thing that I did learn that ended up being beneficial later on is the the depth of the cheek bones and the muscle underneath. Next time I will have to look for better reference images.

After creating the base model I did a face study. The face study was learning how to draw a lion’s head. The tutorial I used was very good and made drawing (which I am bad at) a lion’s head, easier than I expected. What helped was being able to see the bone structure.

I iterated on the model. I widened the nose to make it more rectangular.

After some feedback I iterated on the face again by lengthening the face, making the brows and cheeks more protruding and again making the nose more rectangular and flat.

Picture5.png

I am happy with the shape and how the face came out. I have learnt that while a muscle reference is good because you can see where the muscles are, I would be better in this case to have used actual lion images, as they show what a lion looks like with skin and therefore what that model should look like in the end. And that an outside opinion can very incredibly helpful.

Unwrapping

This was a challenge as I had never unwrapped a creature face before and I couldn’t find any tutorials on how to do it. I started off by refreshing my memory on how a human face gets unwrapped, I did this by watching a few tutorials and looking at some google images. The image that I mainly used as a reference is below:

I used this reference because it has a protruding chin and large lips, like my lion.

And the tutorial series that I used was this one:

The tutorial series was quite good because it took you through the entire process and made it easy to comprehend because it was both visual and audio.

What I did was basically using what I had learnt, I attempted to apply it to the uvs, of the lion, and then make sure the textures wouldn’t be stretched by applying checkered texture so see where they were stretched. There was some stretching but I couldn’t do away with it without stretching other parts, so I tried to make sure the faces that had some stretching, were faces that were going to have less detail.

What I learnt was mostly relearning how to unwrap a face and that unwrapping creature uvs is a little bit more challenging than unwrapping human uvs, as there is more pronounced anatomy but can have just as much detail in the textures.

Unfortunately while trying to get images of the unwrapped the model, the uv’s reverted back to their default.

Fur Modifiers

Fur modifiers was something I had never done before so I started off by doing research and after having trouble finding a tutorial that didn’t include some sort of plug-in (appropriate naming is important) I was given one by a facilitator. The tutorial was quite good, there was only 2 problems with it, but they had easy work arounds. The first problem, it was for humans, but I adapted and made the hair all over the head. The second problem was it still had a plug-in, but the plug-in was for hair colour change, however, the modifier still gave me the option to change the hair colour. The tutorial also showed me how to style and group hair segments which became very helpful later on. The tutorial I ended up using was this one:

Here is what I ended up having, however, I will be further working on this to complete this to level that I would like.

fur tests

I learnt so much from this particular research topic. I had never worked hair and fur modifiers before this project. I have learnt how to change the colour and even add in a mutant colour that shows itself randomly, this adds variation. I have learnt you can change small things that make a considerable difference, such as root width, tip width, length and amount of hairs. I also learnt how to style the hair and how the style tool can be quite annoying because you can’t go back when you’re in it, so you have to be deliberate. Also in the style tool you can change certain patches of hair with the help of creating hair groups. And I will be continuing to use what I learnt when I continue to work on this model.

Another thing I learnt was to watch through a tutorial beforehand to make sure that the naming is correct and if not to see if you have the tools and plugins used in the tutorial. That occurred to me. I found a tutorial that I thought was good and it said there were no plugins, when there were. And I only figured it out once I had already started and I spent an hour looking for this one option and googling how to find it or make it, only to have a facilitator tell me it’s a plugin and then give me a better tutorial. The original tutorial I attempted to use was this one:

http://hilmiyafi.blogspot.com.au/2015/02/10-minutes-complete-hair-tutorial.html

What I will be doing to iterate on this is make the overall hair longer and then style the hair so it goes along the mesh instead of sticking straight out.

And those are the topics I researched throughout this project.

Atlantis Post Mortem

The World Builders Atlantis project has been complete for some time now and it’s about time I wrote the post mortem. Below is the link to the finished video.

There were ups and downs with this project and a lot of stressful moments. One of these was issues I personally had. I had an issue with the wrong textures being exported due to  the UE4 texture types not being selected at the beginning of the project as opposed to the end. The reason this occurred was because I was unaware that there would be a difference when the option was selected. I do not know how to mitigate from this occurring in the future. It was a misunderstanding that I found out through communication with my other team members. How I would mitigate this from occurring again is to make a document or send a message, to all the other team members, that this issue does occur if the option isn’t selected at the beginning, with screenshots and call-outs. If a message was sent out, I would pin it or label it as important so it would be easy to search for.

Another issue that occurred during the project was lack of communication between the group members. From the beginning the communication between each of us was lacking. And this became an issue later on when we needed to regularly update on where were individually at with our assets. I think the reason this occurred was because we didn’t have someone constantly trying to motivate us to stay in contact. We actually ended up fixing this problem, somewhat, by having a time when we would have to update what we have done for that day, even if we weren’t doing anything that day. I would like to use this technique in the future.

A success that arose, actually started with our group being given hard criticism. We were in the second last week of our project and our project managers told us we had a lot more work to do and that one of them was disappointed in us. This hit our group a bit hard, as we had put a lot of work into the project and only had a week until viewing. So what we did was we buckled down and reevaluated what we had done and decided what we wanted to complete. We worked really well as a team when this occurred and I think getting an outside opinion really helped us make the project better. I would like to use this in the future by actually setting up viewings so people can come in and give feedback.

A process that worked really well was defining who was doing what roles. This process worked really well because it made it easier to decide who was supposed to complete certain tasks and by when.

Updating the group everyday on what each person has completed that day, or what the person will be working on. This both encouraged us to do work and to update the group regularly. This meant the entire group stayed up to date and we each knew where we were in the project. I personally thought this process worked but I think it would have been more effective if it was started at the beginning of the project, instead of in the middle.

I would like to work on my communicative skills, for example be the person that is encouraging team members to update and be more involved socially with the other team members, by being the person who makes sure everyone updates and the person who sets up regular team meetings with reminders of upcoming meetings. I would like to hold these meetings at the beginning and the end of each week to discuss what needs to be done by the end of the week and what has been completed at the end of the week. I would also like to continue to improve my modelling and social skills by asking for advice and what the other team members think of my work. As for modelling, we were doing a lot of hard surface modelling, and I am not very good at it. I would like to improve this and pair it with sculpting to be able to make more realistic models.

Below is a tutorial series on a variety of hard surface modelling techniques:

https://www.digitaltutors.com/tutorial/178-Mixed-Modeling-Techniques-in-3ds-Max#play-8726

And below is a link to a tutorial series that focuses on different workflows in Mudbox:

https://www.digitaltutors.com/tutorial/88-Sculpting-Workflows-in-Mudbox#play-8331

These two tutorials show how to best use the tools available in both programs and will be useful in improving my modelling and sculpting in the future.

With regards to improving my social skills, I have been told to try and get involved with people. As for the modelling, that is just practice and more tutorials.

During the project my work ethic and positivity fluctuated. At times I would get really into the work and other times I wouldn’t be as keen. In these moments I think the reason was because problems kept occurring. I think when this occurs, I need to take a small break, to de-stress, and then jump back in.

As mentioned before, the communication started off a bit bad and then improved. I would like to continue to fix this.

My time-management skills towards the end of the project was better than when we first started. I had a few time demanding commitments outside of uni and I ended up having to stop one of them, for the sake of uni work. Since this project I have had to learn how to prioritise, and have already let one of the outside commitments know that next trimester, it is likely I won’t be able to attend.

My problem solving skills didn’t really improve towards the end of the project, they did in the second half of the trimester though. I learnt to be less dependent on the people around me and learn to do my own individual research. I would like to do this more in the future.

I think my team player-ness fluctuated during the project. At times I was really wanting to get involved and then at other times I was a bit distant. This need to be fixed. I need to continue to motivate myself to stay involved.

So during this project I was the documentation lead, this means I oversaw and often did the documentation, and made sure it was completed to be handed in. And since I did most of the documentation, it was easy to make sure it was all done. I think I was suitable for the role. I am generally pretty good at writing professionally and was one of the people writing down and organising the documentation.

And that is that for this project.

Until next time,

Fi.

 

Shot Deconstruction

Journey 2: The Mysterious Island

Unfortunately the original video I had has been taken down and I can’t find another. So here is some images

Method_042_LC045_comp_v00081_R-1

This image has the correct shot distance.

journey-2-the-mysterious-island-05

This image is the correct lighting.

The film was initially released on the 19th of January 2012 as part of the second installment in the Journey to movies. Both of the films are based in the world of Jule’s Verne’s stories, that go by the same name, however as if they were discovered in modern times. Both of the films belong to the fantasy adventure genre and surround the character Sean Anderson, who has a family history in the belief that these places actually exist, as well as trying to find them. In the second Journey movie, Sean decodes a hidden message from his missing grandfather, with the help of his new stepfather. With the help of others Sean finds his way to the Mysterious Island from Verne’s books. Sean finds his grandfather and soon after discovers the island is about to sink. Him and his companions have to find a way off the island.

The film uses the locations and civilisations used in the original book, and my shot showcases one of these locations. The shot I will be analysing is an establishing shot of the lost city of Atlantis, which is located on the island. The city instills the fantasy and adventure theme by presenting it as a reward and rediscovery of this civilisation that is considered fictitious.

The director of the film was Brad Peyton and what makes his films unique is he doesn’t create the social normal movies. His other films include San Andreas which is a drama, disaster themed movie and Evelyn: the Cutest Evil Dead Girl and the film is described as a black comedy short film. He is also directing the next film the Jules Verne movie franchise; From The Earth to the Moon, which is due to come out this year. So this film fit in nicely with his style of films he has previously directed. Through the use of some impressive visual effects, Peyton created a great film, I will be analysing a shot from the scene when they first see Atlantis. I will be discussing the use of camera movements and angles, the lighting and the colour palette within the shot and how it makes the viewer feel.

So let’s get started:

Framing, Camera Angle and Camera Movement:

The camera movement, that is used in the shot, is an establishing shot, with the camera off center but the framing, of the city, is centered. The main focal point is centered and this is usually looked down on but, it works well with the camera at an angle facing the main focal point. The rule of thirds is also used at the start of the shot and the end of the shot.

The rule of thirds is putting a grid over the shot and having a main focal point on one of the intersecting lines. By placing your focus on one of the four points, you can still give the viewer information about the surrounding area while keeping them focused of your point of interest. The rule of thirds also keeps the shot looking more balanced.

In the shot the main focus at the start is the statue, as shown by the rule of thirds, and as the shot zooms in, the focus becomes the city. At both the start and the end the shot looks natural and balanced which is one of the main objectives of the rule of thirds.

Lighting:

The lighting in the shot focuses on the main elements of the city, this leads your eye to those points. And because these main elements are the tallest and largest buildings. These things plus the lighting give you the feeling of awe. The lighting is supposed to be coming from the sun, to create this effect they used soft light. Soft light makes the shot look more natural, which the technique does in this shot. They also added a bit of contrast to the mountains in the back to provide that extra bit of natural detail. A similar effect can be seen in real life, for example this image of Table Mountain

The overall lighting and contrast make the shot of Atlantis and the surrounding area look realistic and adds to the suspension of disbelief.

Colour Palette:

The 3 main colours in the shot are Green, Yellow and Blue. Each of these colours were used to give the viewer a specific feeling. These colours are part of an analogous colour scheme, and this gives off the feeling of harmony and serenity.

Analogous colour scheme

Green is the primary colour in this shot and the meanings of green include:

  • Endurance
  • Harmony
  • Safety
  • Growth
  • Hope

In the shot, the green gives the viewer the feeling of harmony and endurance. Endurance comes from it’s use of the plants taking the city back.

Yellow is the secondary colour in the shot, the meanings of yellow are:

  • Joy
  • Happiness
  • Intellect
  • Energy
  • Caution

The yellow effectively emphasises the harmony and awe feeling of the shot. However the yellow that is used also symbolises caution, so this is a clue to the what is to come later on.

Blue is the accent colour in the shot, the meaning of blue is:

  • Wisdom
  • Intelligence
  • Tranquility

Blue symbolising the tranquility of the shot is the most accurate meaning, however, if one does their research on the legend of Atlantis, the civilisation was considered intelligent beyond their years.

Specialisation!

So I can’t actually remember if I told you guys what I was specialising, so if not I decided to do a high poly anatomy sculpt. I am going to go through what I will/have already done for this project and the research and decisions that went into the final product.

When I decided on this project, I wasn’t really sure what I was going to do (species, sex, body type). I knew what programs I was planning on using but that was about it. I knew I wanted to create this character using the program Mudbox. After talking to one of my facilitators, he suggested I make a base mesh in 3ds Max and then import it into Mudbox, so to avoid   random high density topology clumps. I thought it was a great idea so I went with it. I started looking at a website that has figure drawing model pictures. I used this to try and give me ideas on what I would like to draw. The website was organised into albums of one person per album. I came across a figure that had a figure I really wanted to draw, and in my opinion that is a good reason to sculpt a person. The person was a male with an athletic build.

CC Photo Archive_Dwayne. (2016). On Air Video, http://www.onairvideo.com/cc-photo-archive_dwayne.html

The next thing I did was find an average male reference sheet. Luckily I had already created a similar character in a previous class, so I went in search for those model sheets and used them. These were the character sheets that I used:

So after making all of those decisions, I started modelling. Using 3ds Max I created my base mesh and then used the turbosmooth tool to add a lot more topology. My base model ended up looking like this:

With regards to this part of the project I spent the most amount of time on the face and the hands. The next step was exporting and importing into Mudbox. And after that was the sculpting part.

I started off by looking at anatomy books that specialised in drawing and anatomy that can be seen. The main books that I used were; How to Draw and Paint Anatomy and; Figure Drawing For All It’s Worth.

http://212.50.14.233/Knowledge/Art%20%26%20Design/Magazines/ImagineFX/ImagineFX%20Presents%20-%20How%20to%20Draw%20and%20Paint%20Anatomy.pdf

http://www.alexhays.com/loomis/Loomis%20Figure%20Draw.pdf

Using the book and comparing it with the figure model pictures, I was able to find start making my sculpt more life-like.

I started off with the torso. My mesh had a smaller chest when compared to the references. Athletic builds have a triangular shape to their chests like in the image below:

I changed the shape of the chest to fit the references better and the torso ended up looking like this:

torso

As you can see I also added more definition to the breasts and hips. I also ended up adding abs. For the abs I mainly used the model pictures as reference. I used a bit of the other books as an overall shape reference but beyond that was the model pictures.

Next I moved onto the back. This part was a bit complicated especially with regards to the shoulder blades. Shoulder blades have interesting shadows that change when the arm is moved. To help with modelling the shoulder blades I started off by getting the overall shape of the shoulder blades and then how it works with regards to the spine. Once this was done I used the model reference to put in the indents and get the shadows right. Unfortunately I didn’t find many references that talked about shoulder blades.

I ended up using the left shoulder as a reference for the shoulders.

The next part I did was the butt and the Sacrum. With regards to the butt most of the images in the anatomy books were for female butts. The difference between male and female butts is how the fat distribution to them. Males generally have smaller, flatter butts, whereas females usually have bigger rounder butts. What I did to fix this problem was make the area around the great trochanter less pronounce. I also made sure the butt was less round and ‘bubble butt-like’. The reference helped with this a lot.

I’m not fully happy with the Sacrum but for now I am leaving it be. I plan on fixing it up in the future.

I moved onto the arms next and this was when I realised having a good base mesh really helps. most of the overall shapes were already there. The only bit I needed to change was the shoulder and that was widening it a little bit.

When doing the arm muscles, all of the anatomy book references, had really defined muscles whereas the figure model has arm muscles that are more subtle. for this reason I tried look more at the figure model reference instead of the books. I think what I created in the end, looked pretty good with regarding the closeness to the figure model reference. However I ended up having a bit of trouble with the lower arms. For some reason, everything that I tried didn’t look good enough, by my standards, so I ended up leaving the lower arms with predominately correct muscle shapes. Below is the before and after shots as well as the references I used:

After the arms I moved onto the legs. Unfortunately I didn’t have a lot of time left and only ended up doing small adjustments. I tried to create some definition in the legs muscles and give the feet a more realistic look. Since I didn’t get time to do much of a study, the legs are still a work in progress. Here is what I created so far:

I really enjoyed doing this project and I would like to do something similar again, maybe something more challenging. Mudbox was fun to learn, and it was interesting to learn all the different tools and techniques that work best.

 

Post Mortem:

https://drive.google.com/file/d/0B2I2goxPpAzRZFlnY19mN0JvTXM/view?usp=sharing

Above is the link to my model in mudbox.

Important things that happened during my project:

During the project one of the main things that occurred was loss of work. During the sculpting phase, I was comparing two different versions, when the computer I was using crashed. Unfortunately both the versions became corrupted and so I had to redo what I had done. I was working on the torso and the end result ended up looking better than what it originally looked like. Unfortunately the only way to prevent this thing from happening is to have a really good computer and have incremental saves of your work.

Another significant event that occurred was the finishing of the base mesh. The reason this was significant was because I put a lot of effort into creating the base mesh. The base mesh took a lot of time to create, especially because I was decided to create the face. The only issue I had with the face was that I created it in one sprint. It took me about 2 full days. I was in a rush when creating it, so I burned myself out a little bit. In the future I would like to be more organised so I won’t have to rush final details.

One of the main creative processes that was a key element to completing this project was learning how to use Mudbox. I tried using Mudbox with both mouse and a tablet. The tablet worked the best, probably because I’m left-handed. I would like to work more in Mudbox to learn more about the tools and the best ways to use them, possibly do some tutorials to get some extra tips.

I would like to work on my time management skills. I had a few projects going at the same time and I ended up prioritising certain projects over others. I would like to work on that a lot more by creating a schedule and sticking to it.

Overall I think the project was a success but I would like to continue working on the model, to improve it.

That’s all from me,

Fi.

Meet The Team Post Mortem

So I am going to reflect on how the Meet The Team Project went with regards to both the team and myself.

Issues and success that occurred:

Our team leader disappearing without any communication. This ended up being a major issue because our group couldn’t get a hold of him and we weren’t sure what was going to happen with his bit of the project. A few days later I personally got a message, from our team leader, saying that he ended up having to leave the project. How I would have handled the situation was, as soon as I knew what was going on, let the group know and also provide the files that I had been working on. This event occurred at the end of the project so there wasn’t much we could do but cut his segment out of the final video.

A success was having an audio student do our sound. I think we were pretty lucky, while he was the only audio student to show up to our presentation, he showed us some of his stuff and he was pretty good. The only things I would change about our collaborative work with the Audio student are; more communication; and be more organised so he has more time to create the sound.

The only other issue is during the project is seemed like there was a responsibility shift. In the beginning our team leader was the one making sure we were keeping on task and then a few weeks in, one of the other team members was taking charge. I think the reason this occurred was because the original person wasn’t doing it as often and we were getting behind. I’m not sure what a solution should be, this seemed like a pretty good solution to the problem. A possible other alternative would be to message the team leader and possibly remind them of to encourage the other team members and be on their case.

Final Output Reflection:

I think a great creative process that was used was having weekly deadlines. This worked with keeping us on track most of the time. It encouraged us to work through everything bit by bit and gave us time to fix any issues that occurred, during that part, and fix them before moving on to the next. The only thing I would do to fix this is possibly set up a system to show what exactly is due at the end of the week. Other than that, I would keep the process and use it again.

Another process that was used was our use of Slack. This was our major messaging program between the group members and our facilitators. Most of the time the program worked. Since it was an instant messaging system through a mobile app, it was really good. However, the main issue I had with the app was sometimes it wouldn’t notify me that I had a message. However, this can’t be fixed by me. I would suggest using another app but I am yet to find one that doesn’t overly compress files and images. There was one other issue I had, but it wasn’t with the app. When trying to contact specific facilitators, I would find that it would take days for them to reply, or they would not reply at all. I have no clue how to fix this issue.

I would like to become better at time management, and recently I have been. While I have less free time due to work, it has motivated me to become more organised. towards the end of the project I was doing uni work during the day, and having some personal time, and then working at night. Another thing I would like to continue to improve is my communication skills. Towards the middle of the project I didn’t update as often as I should have. However, towards the end of the project I was updating a few times a week. I want to continue to work on this. I also have been checking our Slack channel every few hours to make sure there weren’t any messages I missed.

Production Process Reflection:

I’d like to work on accepting criticism. There was an incident early on in the project where it felt like people were taking my jobs from me, and then when it was decided that I would continue to do them, there was a few critiques and I took it really personally. It is something I’d like to work on. I think the main reason I reacted badly to it was it felt like my abilities were being undermined and my confidence just kept taking hits. I have no clue what to do to fix this. Possibly learn to separate my emotions from uni work.

I think the ownership of responsibilities from the overall group needs to be worked on. Like I mentioned before that there was a shift in who was in charge. In my opinion, if a person decides to take on a role, they should stick to it, but I also think other group members should encourage the team leader. I also think other group members suddenly taking over the team leader role can have an effect on how the project turns out. As I mentioned earlier, in our situation, I think the group member taking over from the team leader helped the project moved along and continue progress.

I felt like I did an job being a team member (my role). Towards the middle I was less of a team member due to communication and confidence. However, towards the end of the project, I was doing well as a team member. I was communicating regularly and getting most of my tasks in on time and to the standard I wanted.

In the future I would like to be a team leader, I think it would help be become a better team member.

In the end, even though we had ups and downs and surprises, the project was a success. I enjoyed doing most of the work and I learnt a lot, mostly from my group members.

That’s all from me today,

Fi.