Retro Repo:
A Title Sequence
Retro Repo is a video series that brings attention to hidden gems and pays homage to games developed between the 1970’s to the early 2000’s.
The inspiration of this animation comes from a popular video series called “Game Theory” and features various home consoles.
It is a core part of the series’ branding assets and marketing strategy.
Time Spent: 13 hours ~ Tools Used: Ableton, Blender, After Effects, and Premiere Pro ~ Duration: 20 seconds ~ Completed on October 18th 2024
Structure leads to flow
The first step of my process is planning. This includes researching, storyboarding, and careful organization. I focus on what I want my audience to feel, to see, and to hear. I consult other creators’ work that inspire me and think of ways that I can accomplish my vision.
The series itself appreciates the evolution of video games throughout the decades. So the initial idea was to follow a pixel that travels through time. I wanted the audience to feel nostalgic in a similar way that recent media set in the 80’s would. I could achieve this feel by using synth-based music and chiptunes as sound effects.
My idea of a journey and a retro-vibe reminded me of a favorite video series growing up: Game Theory. The intro they made for the show in 2015 featured a pixel Mario on an adventure through time and different terrain through logos, images, and animation.
Pictured is one of the last storyboards I drew before creating assets. It uses all the ideas I had in the process along with some notes on rendering, sound design, and timing.
Creating the Building Blocks
When I get the chance to produce music for my animations, I usually make it first. I had a lot of ideas at first and had a lot of fun exploring different sounds. Eventually, I found a guide written by David Engström about mimicking a Nintendo Entertainment System within Ableton. After I created the instruments, I began composing the song. I chose the chord progression by asking myself which progression sounded hopeful and bright.
In my storyboard, I noted that there would be four 3D scenes that featured this pixel going through time. The program I chose for this part of the project was Blender even though I had the option to do it in Maya. I wanted to use this opportunity to teach myself Blender. I kept modeling pretty simple and modeled everything myself to have full control. I then created UV maps to make sure the lighting felt accurate. The last thing I did in each scene was the pixel animation. I found it difficult and time-consuming at first because it was my first time animating a “character” in a 3D space. When I rendered the scenes, I purposefully made the arcade scene the most pixelated, the Gamecube and Playstation 2 scene slightly less pixeled, and the modern console scene the least pixelated. The pixelation is meant to symbolize how hardware and software improved as the pixel progressed through time.
For the fifth and last scene in the animation, I chose to design it in After Effects. This title scene contained the echoes effect and using echoes as color filters that shift as the layers move. Originally, I had the title move from the center bottom to the center of the screen because I thought it would flow better. It didn’t feel right so I went back to my storyboard and made the echoes start where the pixel ends.
Assembling it Together
Now that I had all the pieces, I had to resolve how they all fit together. In Premiere Pro, I fixed some issues with timing across the 3D scenes and it seemed that the title scene in After Effects sped up slightly. I did end up going back to Ableton so I could use the NES instruments to make sound effects for the pixel. The first scene had start up sounds that drew from the NES, Dreamcast, Gameboy Advanced, and Playstation. The second scene features a ‘curious’ noise as the pixel looks at the arcade machines. The third scene includes a ‘joyful’ jump noise that syncs with the GameCube and Playstation 2 in the background. The fourth scene allows the pixel to express disappointment with modern games. At the end, the title scene ‘beams’ through a laser sound effect.
Refining the Process
As one of my first steps into motion design, I feel proud of what I accomplished. At the time of completion, I surprised myself by doing what I thought that I couldn’t. I have never done a project that involved more than two programs and I feel like the process was pretty fluid after I ironed out a plan.
After some time, I have started to train my eye in terms of motion design. I can see that the pixel’s animation has more floaty-ness than I had intended. I would like to revise this aspect by reviewing other cube animations closely and studying what works. The camera feels stiff and unengaged. I would like to incorporate camera movement to let the scenes blend into each other rather than just jump cut. I would also like to fill in the background a bit more.