LDTP - NEW ANNOUNCEMENTS

CLIENT: Team Fete

ROLES: Art Director, Concepting, Design, 3D Modelling, 2D & 3D Animation, Illustration

A short video announcing new information and players for a commercial in-person video game tournament, taking place in London, England.

I agreed to create this video under the condition that I would be allowed to create it in any style(s) I desired. I settled on the wide, overarching aesthetic of ‘early 2000s TV + Computers’ in accordance to the genre of the songs that the commissioner asked to use as soundtrack.

This allowed me to work in a diverse range of styles, testing my technical range as a designer, while also limiting me to one decade (~1998-2008) that my designs’ stylistic origins must fall under.

PROJECT DATE: May 2025

PROJECT DURATION: 9 Days

ADDITIONAL CREDITS:

Shirt Designs - Bard (@SsbmBard)

2nd Song’s Mixing - Max Melton

SOFTWARE USED:

Blender (3D Modelling, 3D Animation, Cloth/Softbody Simulations, 3D Environmental Design)

After Effects (Motion Graphics/Design, Digital 2D Animation, Colour Correction, Typography, Concepting)

Final Cut Pro X (Storyboarding, Video Editing, Sound Design)

Krita (Traditional 2D Animation)

STYLE FRAMES

EARLY CONCEPTS AND TESTS

Creation of a shirt model to advertise merch + cloth simulation

Concept art for a scrapped scene where ‘Sandbag’ gets launched by a baseball bat

Early modelling stage of a chibi Y2K ‘Peach’ model

Model comparison between Melee’s ‘Peach’ and ‘Chibi Y2K Peach’

Shader tests to give meshes an authentic claymation look

Concept for ‘Fox’ in the style of Craig McCracken

Closer view of hair simulation

Hair simulation test to create a felt look

First pass of the 2D animation for the scene announcing ‘i4’

REFERENTIAL DESIGNS

The designs of 3 scenes were direct references to pre-existing media.

The styles of Wii Play (2006) (Top Row), The Legend Of Zelda: Ocarina Of Time (1998) (Middle Row) and Windows XP (2001) (Bottom Row) were emulated to further cement the video’s ‘early 2000s TV + Computers’ theming in audiences’ heads.

I remade the Wii Play scene in Blender from scratch, using a combination of 3D modelling and Grease Pencil so that the scene could be viewed from any angle while maintaining its drawn look.

All scene components in Ocarina Of Time’s stylistic recreation were created in After Effects apart from the scene’s character, which was rigged and animated in Blender. The Windows XP scene utilised a multitude of re-created assets made by MarchMountain to save production time.