Artist-In-Residence: Graeme Daly #6


It’s been rather too long since artist-in-residence, Graeme Daly, and I sat down for a proper blether about his continuing adventures as a freelancer, film-maker and photographer. I keep up with Graeme’s various creative endeavours via his Gentle Giant blog and Twitter feed, but nothing tops an old-fashioned chinwag…


Graeme Daly and Phil Gomm in conversation / August 12th 2021


Ash, from Graeme’s computer-animated short film, The Green Glider, rigged and ready to animate.


From Pools, Graeme’s short experimental film deriving from photographs taken deep in the Irish countryside in the depths of winter.


Shots from The Lighthouse Keeper, Graeme’s in-production stop-motion silhouette-puppet animation.


Graeme is also computer-modelling virtual ‘try-before-you-buy hats’ for Instagram.


Artist-in-Residence: Tom Beg #10


In between his various creative endeavours triggered by The Kick-About, and his day job designing and delivering the curricula for his English classes, Japan-based creative and Red’s Kingdom artist-in-residence, Tom Beg has continued work on his animated short, Tabula 5465. Time for a catch-up…


Hey Tom, it’s been a while since we had you back in Red’s Kingdom: I know how busy you are, so I was excited to see a recent update on your short film, Tabula 5465, which means you’ve somehow been finding the time to continue work on your animated short.  Tell us about all the latest developments.

Tom: Animation on the next creature is well underway. It is still a work in progress, but it is starting to materialise as something. Now I have a bit of time coming up, I’m aiming to make more substantial progress. Stay tuned for more updates later, but for now, you can look at what I have produced so far.



As far as other more under-the-hood developments go, there have been things tweaked and added here and there. For example, to assist in the animating process, I have created a few simple extra controls to the rig of the character to make it easier to get some nice organic bobbing and swaying movement.  On my previous character this was extremely clunky to implement, so I am glad to have it as as something I can control independently from everything else.

Speaking more in terms of things that have a more obvious visual impact, I have made progress towards getting the final look of the animated sequences. I was able to render out a low-resolution version to test out various post-effects. In the end, I got something that was quite close to how I imagine the final film will look.



I’ve also been chipping away at an animated version of the title sequence and branding that is going to open the animation. It’s all very retro-pop!



Learned any new technical tricks lately?

Tom: One of my goals ,as this project developed, was to start using a tool in Maya called MASH, and I’ve been making the steps to start incorporating it into the pipeline of this animation. Unlike just about every other tool in Maya, MASH is a lot of fun to just play around with and get some interesting effects almost instantly. My purpose for it in this animation is to populate the backgrounds with more simply animated creatures, while the hero creatures in the foreground do the heavy lifting.

I couldn’t help but find out what would happen if 1000 creatures were to suddenly be brought into existence. I can conclude that a slow-moving computer and some amused giggling in a one-room Japanese apartment is what happens.  But after the silliness, I did get round to more subtly incorporating it into the animation, as per my original plan.

When you’re working on a long project like this one, the motivation to keep going with it is never guaranteed – especially when you’ve got so many other responsibilities.  When your mojo is running a bit low, what are your ‘hacks’ for getting back into the saddle?

Tom: Due to my day job, the actual production of the animation comes in waves, but even when I am not doing something related to art and animation, I am usually doing something that is exercising my brain in a creative way. That can be something like working on new lesson ideas, studying Japanese, or even just taking a walk around my neighbourhood and going down a road I’ve never been down before. It all tends to yield at least one interesting new sight, the discovery of something new or a burgeoning interest in something. I used to watch so many Japanese films when I younger because I was just so curious about what they had been making over the last 100 years, and here I am in Japan, learning a language that ten years ago, I could never have imagined having any understanding of.

Mostly, I recommend just finding something new that isn’t your comfort food. I think I am naturally curious person about creativity, especially when it comes to things outside the mainstream. I don’t love everything I see, but I am interested to see it at least once. One of the things I used to do when I was a student was just to marathon-watch lots of truly weird and bizarre stuff that probably should have never been made or seen by anyone. Unfortunately, even this became my comfort food and I had to branch out into even weirder stuff! The 70s was certainly an interesting time in cinema! At the very least it always encouraged me to see the world a little differently.

Do you ever find that your ‘extra-curricular’ projects are feeding into your teaching?  How much do your students/colleagues know about your other life as an artist, animator and film-maker?

Tom: I think creating art is about thinking about an audience and making something which could be interesting for that audience. In essence, that is the same as making relatable and enjoyable lessons. To be honest, I don’t do much direct cross-over, besides some amusing PowerPoint tricks and worksheet design. I always feel like if that cross-over was made more explicitly obvious then maybe I have moved too far away from the point I am supposed to be demonstrating or encouraging students to interact with. However, at the end of the day, both animation and teaching are about eliciting some sort of reaction from someone so they feel interested enough to want to experience more or learn more from that thing. That is what I strive for on all fronts!

What’s next on your slate for Tabula 5464?

Tom: Just animating. I think I said that last time too, but my schedule is clear this time!

Finally, paint me a picture of life in Japan right now, weather, wild-life, the Olympics…

Tom: Rainy season is over (and it certainly did rain, as you may have seen in the news) so now the summer heat is in full swing, and the sweating from places you never imagined sweat could come from begins. Our old Kick-About friend, the cicadas, have also started their annual singing competition. Oh, and yes, the Olympics. Let’s just say that is a thing that is happening…


Artist-In-Residence: Tom Beg #9


It was all the way back in November I last caught up with Red’s Kingdom’s artist-in-residence – filmmaker, animator and digital artist, Tom Beg. Since that time, I can assure you Tom hasn’t been twiddling his thumbs. On the contrary, he has been hard at working bringing the illusion of life to the first group of his otherworldly critters, so it’s time for a bit more show and tell.


Phil: How are you, Tom? And life in Japan? What are the headlines?

Tom: Nothing too exciting for me personally but it is coming up to my fifth anniversary of living here, so that’s something. Also, Japan’s educational year actually ends in March, and starts again in April, so in February most students who are planning to go to high school or university are going through what is known as juken jigoku or “exam hell” if translated to English. This means soon it will be spring and graduation ceremonies (socially distanced ones, of course), with cherry blossom flavoured Kit Kats, and cherry blossom flavoured everything available in abundance.

Phil: I’ve been very excited to see your most recent updates, including a sneak peek at the project’s branding.  To kick things off, tell us something about your creative decision-making in regards to your animation’s title.

Tom: The animation’s title is Tabula 5465. Basically, it is inspired by the naming conventions of exoplanets. Tabula is the Roman word for a slate or tablet, on which things are written, while 5465 is a reference to the physical dimensions of Joan Miro’s painting Women and Birds at Sunrise, the painting from which the designs and ideas for the creatures in my animation derive. The logo represents the orbits of eight different planets, each representing the different creatures in my animation. The font was inspired by the one used for the titles in The Undersea World of Jacques Cousteau.  

Phil: I’ve been watching your animation updates appear on your Vimeo channel, and enjoying how you’re bringing more life to your creatures with every iteration. What’s guiding your decision-making in terms of your animation strategy?

Tom: Just making sure everything feels alive and behaving as if it belongs in this world. For this sequence, firstly I thought about how the creatures would behave if they were simply idling about and not doing much at all. From there, it was thinking about how they might potentially go from this idling-around behaviour to different states of movement.



Phil: We’ve talked previously about the challenges of directing a film that is driven, not by story, but by the behaviours of your characters. What is your current thinking about how the film hangs together as a whole?

Tom: I think it’s going to be more in the style of a documentary or educational film. Rather than have the creatures perform for the camera, I’m animating as if they are being filmed in a natural state. I imagine when filming nature in real life, there is probably a certain joy in just watching things happen without any interference, even if it’s totally mundane behaviour. That’s what I’m aiming to capture. It’s not really a story with a three-act structure, but the story of these creatures and how they behave in their own world, and as a group.  

Phil: What are some of the frustrations in regard to the animation process?

Tom: The physic simulations require a lot of calculation that can’t be done in real-time, so if I want to move something, I can’t get accurate feedback instantly. I have to do something called a playblast, which is a way of watching the animation play back at the correct speed. The videos you’re seeing in this post are playblasts. They aren’t full renders, but they play the animation accurately at a lower visual quality for preview purposes. Then there is dealing with models passing through each other because they aren’t actually solid things. I’m constantly having to adjust timing and position. It’s like cutting off the head of a hydra – you fix one and then another one appears!

Phil: And what’s delighted and surprised you?

Tom: I snuck out a few low-resolution renders with the lighting and materials applied, and it is looking quite nice. Unfortunately, you’ll have to wait a while longer to see those….

Phil: Out of curiosity, are you able to add up all the different individual tasks and processes you’ve had to go through to get to the latest stage – and how many processes come after this point to produce a final sequence?

Tom: So far there’s been: design, modelling, rigging, texturing, lighting, going back and fixing the modelling, fixing the rigging, animating, fixing animation, fixing animation and fixing animation. After fixing more animation, I will need to cache the animation and set up the various render passes that will give me the information I need to get depth of field, motion blur etc. After that, rendering the actual animation and compositing the various layers into a final sequence with all the effects applied that give it the final polished look.



Phil: And finally, what’s up next?

Tom: The three-armed pink tentacle creatures probably. I will animate the creatures in the order I made them, although they won’t necessarily appear in the animation in this order.



Artist-In-Residence: Tom Beg #8

It’s been a while since we heard from Japan-based artist, animator and filmmaker, Tom Beg.

Is this because Tom has been twiddling his thumbs or resting on his laurels? Hardly. In addition to teaching English to Japanese school children, and gunning for fluency himself in Japanese, Tom has been continuing work on his ‘Miroverse’ bestiary – his charming and strange cast of CGI-critters first inspired by the paintings of Joan Miro. Something of a project milestone has been reached, with all eight of Tom’s characters being put through their respective ambulations. Time then to catch up with Tom and find out a little more about what it has taken to bring his gang of improbable characters to life…



Phil: I found it very gratifying to see your Miroverse critters moving at last…

Tom: Yes, it’s exciting to see the fruits of my labour and produce some moving image at long last. After building and designing for such a long time, there’s always something satisfying about seeing previously inanimate things you’ve been working on finally come to life, and move how you would expect them to, or sometimes move in ways that gives them personality and character you perhaps didn’t originally expect.



Phil: Let’s imagine you can’t talk too technically about the process of animating… How might you describe what you had to do and how you did it? Is it anything like puppeteering? I have this very analogue image of you standing up ‘above’ these creatures, and moving them like marionettes or old-school rod puppets…

Tom: For the test animations, I’ve been trying to establish a base animation style and pipeline for each of the creatures. I want them to have a very organic and restless look, which I think comes off pretty well in these tests. It might be hard to imagine, but animating them was actually a lot more mathematical than perhaps you might expect for such wiggly things.

In Maya, you can animate very traditionally, or you can animate based more on numbers and graphs and letting the computer calculate what happens. I was actually working more with the latter method, which might be surprising. Lots of typing in different values to work out how many frames of animation would be appropriate for whatever movement. It’s lots of looking at things that don’t look like animation in the typical sense but are nonetheless controlling what’s happening on the screen. When it comes to final animation, it’s going to be a mix of this and more traditional animation puppetry.



Phil: Did any of your critters resist you? I mean, did you think they needed to be animated in one way, only to find they didn’t suit it or demanded an alternative approach?

Tom: In some ways, because it’s not like these are real world things, with real bones, muscles and lots of references to draw upon. I’m also fighting the computer somewhat because a lot of the movement is calculated by the software, so things would behave erratically from time to time, especially at the beginning. That being said, they were mostly painless to get moving. I usually started with a basic full body movement and then animated and refined each part of the creature once that was in place. When there was a convincing feeling of aliveness, I would go back and add some secondary movement and fine-tune lots of settings to give things more or less weight and elasticity.



Phil: For those less technical amongst us, give us an idea of how long these short sequences took to render – I think this means you having to explain 1) how many frames there are in a second of animation, and 2) how long each frame takes to render and 3) what you have to do with all those frames once they’ve been produced?

Tom: Depending on the creature, the render time for one frame of animation can range from about one minute 30 seconds for the quickest, to just over five minutes for the most complicated. There are usually 25 frames in a single second of animation, and each clip is ten seconds long. If the average time for one creature animation is three minutes, that will take something like 12 hours to render. I was sleeping to sounds of whirring computer fans multiple nights in a row and waking up in the morning to get my finished renders, which is very satisfying – but very annoying when you overlook something, make an error and have to do the whole rendering thing again!

When it comes to rendering the final animation, I really must consider how long each frame takes. Adding just 30 seconds onto the render of a single frame will increase the total render time by hours and cost me in more ways than one! When it comes to rendering, time really is money – because I have an electricity bill to pay!

Anyway once everything is rendered, I load all the frames of animation into DaVinci Resolve, a free editing suite, and I can see the final images in action. This is always the best part!



Phil: What’s the next phase of this project look like?

Tom: Hopefully, I’ve proved these creatures can move fairly convincingly, so the next part is to actually turn everything into a short animation. That means lots and lots of animating and lots of decisions about this thing as a film. I’ve been watching a lot of Jacques Cousteau documentaries, experimental animation and microscopic biology videos in preparation!



Phil: Finally then, how’s life in Japan? I think we need to know about the flora and fauna; what excess of wildlife are you dealing with currently?

Tom: The number of creepy crawlies has dropped off but like everywhere we are battling the effects of the pandemic on the economy and people’s daily lives, but things have to keep ticking over and even in these strange times Japan isn’t a country that lets you rest or take your foot off the pedal, especially if you want to try and reach beyond your comfort zone. It has been a struggle to balance all the things I want to do with my life here, especially under the cloud of coronavirus but I’ll keep reminding myself there is still this weird animation that must be made!



Artist-In-Residence: Tom Beg #7


I always look forward to the moment when I get a Skype notification, which usually means artist-in-residence, Tom Beg, has something new to show me. Tom’s been super-busy of late doing sensible things like enriching the vocabulary of his Japanese students, but has somehow found the time to put some finishing touches to his Miro-verse menagerie! We caught up for a brief chat recently and it gives me very real pleasure to share once more the fruits of Tom’s labours!


Phil: Hey Tom. I hope all is well over there in Japan. So, you got all critters modelled, textured and rigged… and then you went back to some of them to make some refinements. What was missing from them originally, and what changes have you made and why?

Tom: I thought everything had something of flat CG look, which was making everything not as satisfying to look at as it could have been. It was probably a case of me being a little timid when it came to turning on some of the extra switches after a long time out and not really knowing what kind of extra steps turning on said switches would introduce. Most of the changes are pretty subtle, but I’ve tried to throw a few things into the mix. For example, making the surfaces reflect and absorb light a little more interestingly, making the highlights pop a bit more and so on. There will be definitely be some more changes when I start animating and see what happens when these things move and react to light more dynamically.



Phil: I know you’re not supposed to have a favourite child… but do you have a favourite creature, and if so, how so?

Tom: I like the red orb with the metallic blue shell! Funnily enough of all the original sketches it’s the one I find the least appealing, but in its 3D, form I think it’s very cute and graphical. It has this mischievous personality that comes across even without an obvious face.



Phil: You’ve been looking at, thinking about, and working on these characters for months now… how have you sustained your interest in the project?

Tom: I enjoy seeing the results each step brings, so I just chip away and take everything day by day! These are strange times, so I don’t beat myself up about missing whatever informal deadlines or goals I’ve set in my mind.



Phil: How’s ‘the story’ coming along – though I’m using that term very loosely!

Tom: I’m aiming for something short and sweet which probably does indeed mean a very loose story! I’m leaning towards something a bit faux-documentary, not too much editing and just letting the creatures’ movement and visual style define how the ‘story’ progresses.



Phil: What can we expect from your next update, Tom? What’s on your to-do list?

Tom: Animation and lots of it! All these critters need someone to get them wiggling and shaking and that’s my job!



Phil: And finally… how’s the cicada situation out there?

Tom: Unfortunately, the cicadas have just about cried their last call of the year, but now hornets are on the prowl and those do actually kill people so I think I should just stay inside and make this animation!


Artist-In-Residence: Emily Clarkson #3


Last time, I caught up with artist-in-residence, Emily Clarkson, I was able to introduce the new project we’re developing together, an animated short entitled Gertie. Things have been moving on since then; the song that underpins the whole story is finished and was given some much-needed spit and polish by a freelance arranger courtesy of the Fiverr site. There’s so much more to be done musically – not least sourcing the vocal talent – and I’m working on that too.



Emily has been working hard on finalising the character designs for the animated short, before turning her attention to some of Gertie‘s more highly-strung set-pieces. Em and I caught up on Zoom a few days back to talk character design and possible stylistic approaches to ‘bringing the mayhem’. You can listen in below.


Emily Clarkson’s character design development drawings for the trio of bullies in Gertie

Emily’s design development drawings for Gertie’s teacher character, Mrs Mason

Emily’s Mrs Mason’s death-scene developmental thumbnail sketches

A few of Emily’s experimental thumbnail sketches for Gertie’s climatic scenes


Artist-In-Residence #5 Graeme Daly


It’s time to catch-up with Red’s Kingdom artist-in-residence, Graeme Daly, and this time, Graeme and I decided we’d capture our conversation ‘as-it-happened’ and put it out on here accordingly. I began by asking Graeme about his most recent updates on The Green Glider



Ash – textured / The Green Glider / Graeme Daly / August 2020

The Wasteground digital set / The Green Glider / Graeme Daly / August 2020


Artist-In-Residence: Emily Clarkson #2

Character design development for Gappy Gertie / Emily Clarkson


At some point in the middle of the lock-down, Emily Clarkson and I had a heart-to-heart on the phone. We talked about ‘what to do?’ in response to COVID. It was an existential question, and one being asked by creatives of all stripes in 2020. Emily and I are both freelancers and grimly aware things are not going to be getting any easier for creatives any time soon. There is the phrase that goes ‘content is king’, but producing content is salve too. Right now, making new work and supporting other creatives through collaboration looks like a sort of power in an otherwise disempowering moment. It was certainly the thinking behind the fortnightly Kick-About. Again and again during these unsettling months, I’ve returned to the Philip Larkin poem, To Put One Brick Upon Another, for guidance and resolve:


To put one brick upon another,
Add a third and then a forth,
Leaves no time to wonder whether
What you do has any worth.

But to sit with bricks around you
While the winds of heaven bawl
Weighing what you should or can do
Leaves no doubt of it at all.


By the end of our telephone conversation, Emily and I had come to a similar conclusion. In preference to biting our nails or throwing rocks at the moon, we too decided to put one brick upon the other. In common with Tom Beg and Graeme Daly, Emily and I would work together to develop a new animated short, and we weren’t going to think too much about the nuts and bolts of it either. Who is going to fund it? Don’t know. Who is going to watch it and where? Don’t know. How are we going to make it, using which techniques, which programmes? Again – don’t know, but to make something at a time when lots of other things feel as if they’re coming unglued seemed like a plan as sane as any other.

That was then, and now I’m happy to reveal we have a story, a finished script – we even have a song! – and the pre-production phase is underway, as Emily begins the character design process.

And the name of our new project?

Gertie.


Arranging the song Gappy Gertie on Sibelius / Phil Gomm


You haven’t heard of Gertrude, but Gertie is a girl you know
Because always there’s a Gertie. You’ve likely bullied one, although
Her name was probably Constance, Simeera, Chen or Sue.
You’ve forgotten her most likely, but she hasn’t forgotten you.


It’s early days, so we’re keeping the exact size and shape of our story under-wraps, but it’s a school-based narrative about a girl called Gertie, who is bullied horribly by her peers. Gertie is inspired by one of her teachers to ‘search for the hero inside herself’ and a series of events are in this way set in motion. The story is built around an original song, and you might say my eureka moment came when I realised I could happily make the name Malala (Yousafzai) rhyme with Brian De Palma! It’s blackly comic – very black in fact – and I must say I enjoyed writing it very much.

There’s been a lot of back and forth between Emily and myself via email, but we caught up again recently when Emily set-up shop at Red’s Kingdom and here’s what she had to say as our work together on Gappy Gertie continues:


Gertie character design development #1 / Emily Clarkson


Phil: Hey Em, so here we go again then! We have another animation project in the offing together, a project with no established funding, a project taking up time and energy when we should both probably be doing more sensible paid things… So, why are we doing it? Why start something new when everything looks so gloomy? Have we lost our minds?

Emily: With things so gloomy, I think if we don’t do such things, we will lose our minds! Or at least, I certainly will. Starting something new creates a space to pump some energy, practice some skills and express ideas.

Phil: Absolutely! This isn’t the first time a new script from me has landed with you – a wall of text, description and some fudgier, spongier bits. What do you do first (apart from sigh inwardly!)?

Emily: Usually, I read it through, picturing the concept, and if it strikes a particularly excitable chord, I’ll find myself muttering ‘oh we could do this…or this… oh I wonder if that thing would be good to riff off…?’ and so on. And after that I’m usually falling over the questions I will inevitably ask in the next email.

Phil: So, what do you think about Gertie? What were your first impressions of the story? 

Emily: I felt an immediate sadness at the cruelty towards Gertie. I was never bullied at school, so I can’t speak from personal experience. I went to an all-girls school. I remember there being very distinct friend groups in my class, but there wasn’t any animosity between them (that I remember). In terms of drama within my class, we were fairly low key! What made you want to write a jaunty tune for a horrendous bullying experience?

Phil: Haha! Blame Lars Von Trier’s Dancer in the Dark! I’ve always enjoyed the way music is so immediate and invasive. Music goes in really quick and I think there’s some fun to be had with the form of the musical short. We assume stories driven by songs and singing must always have great big grins slapped on their faces, but, come one, The Wicker Man is largely a folk musical and I love the way the music in that film works to draw you in, but shock you too – all those people singing along so happily at the end of the film as Edward Woodward goes up in smoke.

You’ve already made a start on character designs for Gertie and her tormentors. Apart from the pointers in the script and in some of our conversations, what are you riffing on?

Emily: I am absolutely riffing on my school experience in regard to the aesthetics. Female students between the ages of twelve and sixteen come in literally all shapes and sizes, so the uniform fit everyone completely differently. For example, it was standard to roll up our elasticated, box-pleat skirts. Some rolled well above the regulation ‘four fingers above the knee.’ (Yes that was a real rule.) It wasn’t all about showing off your thighs though. For some of us it was to make sure the skirt hem wasn’t dangling half way down your calves! Not a good look.

You made Gertie a young traveller/Gypsy girl. Was there a reason you chose to represent the travelling community over other communities?

Phil: There’s no overt identity politics agenda about that, no – likewise the decision to make the bullies themselves a mix of ethnicity. Every community makes targets out of people considered different to them, that’s all. No one is above it or better than anyone else. Gertie is more based on some vague recollections of kids at my primary and secondary schools who came and went, kids who were in someway out of the usual routines, who appeared suddenly, and then vanished again. They were regarded by some in the class as poor and dirty. It was all that stuff about not ‘having a proper home’ – whatever that means, as there’s plenty of dysfunctional families living in ‘proper homes’ too. Sadly, I think everyone is looking down on someone for some stupid reason or another. My experience at school was it was mostly about how someone looked, so their red hair, or a big mole, or too short trousers – or a strange smell – oh yeah, and being a virgin or not being a virgin. That was always a very big deal!


Developing the bullies #1 / Emily Clarkson

Developing the bullies #2 / Emily Clarkson

Developing the bullies #3 / Emily Clarkson


Emily: Have you experienced or witnessed bullying growing up yourself?

Phil: I was bullied pretty unpleasantly for year or so at my secondary school. I kept it a secret. I used to get the train to-and-from school, and the bullying would take place on the platform in the afternoons when everyone was waiting to go home. I also need to admit I bullied someone once – when I was much younger. For a short time, I was pretty loathsome to a rather over-weight boy in my class. I got in so much trouble for that. I still remember standing in a room at my primary school and being utterly eviscerated by the head teacher. It was an early lesson in understanding your victim is a person. I think about that boy to this day (I’m thinking about him as I write this) and I was thinking about him when I was writing the script. I was thinking about my bullies too, wondering if they still think about me.


Sissy Spacek as Carrie (1976), directed by Brian De Palma


Emily: Your script pays homage to Brian De Palma’s horror film, Carrie. Was Carrie White a beacon for ‘poetic justice’ for you as a young cinema goer? Or was she more a terrifying monster?

Phil: My sympathies were always with Carrie! I don’t know anyone who hasn’t at one point or other dreamed of burning everything down that way. Carrie does what we dream of doing, but fortunately, we’ve got Carrie to do it for us, so we have the catharsis of that high-school conflagration, the spectacle of someone failing to ‘rise above it’ in such spectacular style. There is some other less-well thought out concern of mine floating about in here, something more serious about the way young people keep being encouraged to rise to the ‘opportunities’ presented them by the failures of others; to be obedient and mild-mannered, to not give their energy to their fury, but to go to school, go to work, to be good. In light of climate change, Brexit, Trump etc., I do sort of feel as if going ‘full-on Carrie White’ might be what’s needed sometimes!

On a side note, I think I might be one of the few people on the planet who actually saw the original UK version of Carrie – The Musical. I saw it on a school trip when it was staged by the Royal Shakespeare Company in 1988. Carrie is infamous for being one of the biggest flops in theatrical history, but I was blown away – I was thirteen! Perhaps this also explains why I don’t think it’s weird to put horror and musical theatre together…


Original poster for the musical Carrie (1988)


Phil: So I’ve got the song to finish arranging, which is taking me longer than I hoped. I’m nearly there though. What’s next on your to-do list?

Emily: More character designs. I need to nail down how the bullies look. And in addition to that, design their various outfits. After that I need to design our teacher, Mrs Mason, and move onto the environments. And then, to the storyboards! Lots to crack on with!


Gertie’s school disco outfit development sketches / Emily Clarkson


Emily and I will be updating our progress on Gertie here at Red’s Kingdom as-and-when we make some. Like I said, the content is coming first, because that’s the bit we can take control of now. Regarding the future of the project – funding etc – we are interested in hearing from anyone with a fabulously rich very elderly relative… More seriously, we’re also looking for a musical director/singer interested in working with us to get Gertie’s song up off the page. If you’re reading this and you know someone who knows someone, then do please get in touch, if only to put one brick upon the other while the winds of heaven bawl…


Artist-In-Residence: Tom Beg #6


Phil: Hey Tom, how goes it in Japan?

Tom: It goes hot and sweaty. Fallen cicadas dot the streets alongside the occasional spotting of a lizard, beetle, praying mantis or worse yet, a dreaded cockroach trying to make its way inside my humble abode. One thing I didn’t know about Japan before I came here is that it has a lot of bugs, and even though they are fascinating, they are still quite terrifying. I think because somehow, they always manage to find a way in.

Phil: I always forget to ask – what’s the view from your window? I always wonder what you’re looking out at when you’re procrastinating or taking a screen break from your Miro-verse project?

Tom: I look at the same thing that 90% of people who live in an urban area of Japan look at: blocky residential buildings and ugliest power lines you will ever see. Lots of them too. I used to be able to see Mt. Fuji from my old place but these days I’m fortunate to at least have the privilege of seeing the tops of some trees behind the rooftops and masses of wires. But if I walk a few minutes down the road, and climb some steps, I can at least see some…more residential buildings. It’s higher up, so it’s cooler I think?! Here’s a picture of said view:



Phil: Given the exuberant other-worldliness of your creations, people might be expecting your work-station to resemble a laboratory – lots of flashing lights and twitching dials… What’s the reality?

Tom: I live in a fairly small place so I try to reduce the stuff in my immediate vicinity to the bare essentials. My home office is just my laptop, a second screen, a portable speaker, a lamp and an analogue clock. I’m not really big on collecting trinkets and figures (a potentially dangerous game in Japan, the land of such things) so it’s all a bit sparse. I’m hoping to upgrade my set-up soon though, so there might indeed be some cool flashing lights to suitably disrupt my sleep pattern and REM cycles.



Phil: So, we’ve got a double-whammy from you this time; you’ve been in the business of producing swarms. In some ways, these appear simpler than some of your other critters in terms of their physiognomy?

Tom: Yes, it was a lot easier to recreate my original sketches for these into 3D models and instil them with some personality. As always there were issues, but overall, I think they came out looking pretty nice. These days I have a good grasp of the 3D processes for creating these characters individually so the challenge going forward is how to give them life as a cohesive group of characters. I’ve been researching and experimenting a little bit with a tool in Maya called MASH. It’s something that I was unfamiliar with before but has become quite relevant to my needs recently. I hope to be doing a lot of MASHing in the coming weeks.

Phil: I think you’re going to have to explain that, Tom; people reading this are going to think you’ve gone a bit ‘Richard Dreyfuss’ in Close Encounters of the Third Kind

Tom: I want to populate my world with lots of these characters, but more characters obviously means more work! MASH is a nifty tool that can be used for animating large groups of characters and objects with relative ease. There’s still a lot I have to work out, but I think it’s going to be another good tool for bringing this world to life.



Phil: There is something particularly joyous about these creatures – something delightfully rambunctious. I know you’ve been staring at them on screen for hours on end, but what are your feelings towards them? Do you have a strong sense of where they fit in the Miro-verse and how they might conduct themselves? The red ones look very disobedient to me!

Tom: I’ve been working hard to make sure all of the creatures have joie de vivre when it comes to their look and movements, and at the same time I’ve tried to make them very robust. I mean, I’m quite satisfied that they basically function and look exactly as I want, and if any changes do need to be then it’s a case of just fixing rather than throwing everything out the window. I really want this to look like a classic animation with lots of exaggerated and unusual movement. I think these little guys can pull it off!

Phil: And only one more creature to go right? Have you been saving the best for last… or putting it off?

Tom: The last creature I’m going to make is the first one I sketched so in a way it’s come full circle. It wasn’t a case of putting it off, more that for each creature I have incrementally built up my skill set and pipeline methods while learning from the mistakes I’ve made along the way. This character was kind of the natural end point as it’s a mix of abstract shapes and more human-like forms. The challenge of this character is it’s going to be a lot more modular. What I mean is that rather than the model shape essentially being fixed, this one will made of multiple models that can be moved and placed individually. I’m still working out the finer details. Stay tuned.

We certainly shall!



Artist In Residence: Graeme Daly #4


Phil: Hey Graeme! Welcome back. Before we begin I should thank you on behalf of everyone for giving us that image of those dolls and their henchmen spiders in last week’s Kick-About. I’m sure everyone found that very soothing and not at all nightmarish… I noticed a few exciting updates going out on social media about new progress on your animated short, The Green Glider. How’s it coming along?

Graeme: Hey Phil, things are moving forward well with The Green Glider. I just sent the film off to see it will be picked up for some funding. Now things are really revving up, I want to get everything ready and in place if it does get funded. Currently I am translating all the concept art into 3D, and plopping things in place for each world, which is one of the most enjoyable aspects. I love trying to bring the concept art alive through Maya.

Phil: You’ve been learning Substance Painter. What is that, how are you finding it, and why did you feel it was time to acquire a new creative tool?

Graeme: I decided to hop into Substance Painter and use it to UV the bubble cars because the amount of UV pieces, or shells, for the car was absolutely mammoth, and would have taken me yonks to finish in my usual go-to, which is Photoshop. Basically, to UV an object in 3D space allows you to paint and colour your object as you see fit. To achieve this you first have to tell the 3D software the model you want to paint is flat. Imagine you’ve got a simple 3D box and you want to paint it; first you unpack the box so it’s completely flat, and only then do you start painting onto it. Then, later, your painted texture is wrapped back around the 3D box.

The great thing about Substance Painter is it’s a 3D painting program – it is like having Photoshop and Maya together in one program so you can paint onto the actual 3D model – without flattening it first – to your heart’s content, with all the same capabilities of Photoshop, such as layers and blend modes, as well as having a massive library of materials to choose from. It really speeds up the workflow of texturing models, and I can see myself using Substance from now on.



Phil: The value of this new tool for you is it means you can continue to work illustratively with your 3D models. Why is it so important to keep the original style of your concept art when you’re moving from 2D into 3D?

Graeme: I feel really averse to CGI being completely perfect… It ends up looking like plastic. Sometimes when I’m doing concept art, I’ll just do a random scribble to see the kind of texture I can get out of a brush and I decide to leave it in. Usually that scribble adds something visually interesting to the piece and those happy accidents make the piece more analogue. I have a style I like that revolves around imperfection, as it adds charm. I always try and recreate that in 3D. For example, with the 3D bubble cars, I really wanted to add a pop of blue colour on top of the main purple colour, to counteract the blazing orange; I just scribbled a bright blue stroke and ended up loving that random scratchiness to the car, so it’s something that stayed with the final model and was easily implemented with Substance. With the green glider model, it was really important to get across the original style too, especially with the leaf venation, so I modelled the venation in Maya to make it pop more, and also textured more venation in Substance to really show the leaf is budding with life.



Phil: You always sound so excited. I love it. What’s next?

Graeme: I’m doing some long-awaited organic modelling by tackling the characters Ash and Clover. Organic modelling is a totally different ball game to modelling cars and worlds, as for me at least, it’s more difficult to get across the characters’ nuances and quirks suggested by the original concept art. As I said, I like things that aren’t perfect, and Maya makes this difficult with characters, as a character that is asymmetrical is a nightmare to rig and skin, so I have to work within the confines of that and still get across the flaws and idiosyncrasies of the characters populating the world. I’ve said before when I’m doing concept art, there’s a “shite zone” where everything looks crap until one scribble or stroke brings things to life; when you’re modelling characters, the “shite zone” is a lot longer, where they look like horrifying spawns of Frankenstein for what feels like ages! I can’t wait to texture Ash and Clover in Substance, adding details like smile lines, grey hairs, and eye-bags. I want these characters to show they’ve earned their stripes!