INCARNADINE

What is it?

Incarnadine is a game made by Sheridan's Co-op/Mentorship program, overseen by professionals at Niantic and EA, with team members including employees from Larian and Sondering Studios.
I worked on this Animated Opening from June to August 2024. I loved the thought of working on something so immersive and part of something so much bigger than just a film. I also love video games and have always wanted to make animations for one, so I was incredibly grateful when my long term friend Iris reached out to me.
My friend, Iris Wei served as the link between me and the game development team. To maintain an element of surprise in the animation, I kept the details close to myself and consulted only a few trusted people, such as my music composer, Joon Oh.
I worked on everything from Thumbnails to Final Edits. Within the timespan, I had to learn Davinci Resolve as a pure Adobe Suite user. I loved learning a new program as versatile as this one and I'm glad to have it under my belt.

Visual Developement

In early discussions with Iris, we decided on a grayscale or black-and-white direction. The game team was inspired by titles like Vampyr and Darkest Dungeon, while I drew inspiration from Castlevania’s glass-painted opening and Black Swan and Acheron's dance from Honkai Starrail. I was excited by the challenge and chose to blend all these influences during the storyboarding process. I went ahead and sketched up a style guide for myself as the game only had lower poly 3D models at the time.

Backgrounds

I specialize in Character Illustration and 2D Animation rather than backgrounds, and focusing on backgrounds doesn't align with my interests or efficiency. It's important to recognize what your strengths and weaknesses are when working on a solo project like this.
Luckily I'd say my other specialty is optimization and creative problem solving.
Being that the whole project would be black and white, I asked for screenshots from the current build and applied binarization. After that I painted over, textured, and strengthen values + forms. I got the idea while scouring manga panels for ideas on how to create depth with only two values.
The process still took plenty of time, especially with all of the hatching and reforming, but the process saved me from having to start from scratch, and also showcased actual areas you would be exploring in game! Win-win in my book.

Animation and Timing

From start to finish, I had around 3 months to work on Incarnadine.
I decided that the animation would ramp up throughout the short until we reached our climax and abruptly end. To do this I started with planning for keyframed animation which would transition into a few shots of slower hand drawn animation, and then to our little fast paced monster mash.
"Coloring" the film was interesting, it was a lot of hatching, tones, and texturing shots. Keeping directional velocity along with being able to carve forms out got difficult at times.

Sound

I was told I would be on my own for everything, including music. Luckily, Joon, who worked on Little Things. was available and willing to help compose for Incarnadine. I have never been more grateful and I respect Joon so much, he is incredibly skilled and makes awesome tracks.I usually always do my own sound, but I wanted to be absolutely sure I would have enough time to finish all animation. I recruited Jake Snyder (who in turn recruited Mayan) to help me hunt for some SFX while I worked on everything else. Luckily Davinci Resolve also came with a database of over 5000 free to use sounds.

Talent

I was told that there was no need for a Voice Actor, and we would only need captions. I didn't want to cover all of the shots with captions, especially the faster paced ones, I was worried that there would be too many things to focus on and it would become overwhelming. I quickly realized this opening needed a Voice Actor, due to how silent it was with the slow paced animation towards the beginning.
I had a perfect voice in my head for our protagonist, Ramon, but the issue was I had no one that could do a voice that deep.
Like an angel, Adrian Sifuentes appeared before me in my instagram dms, claiming he could do this magical voice - somewhere in between Yasuo and ProZD. Although he had never seriously voice acted before, I assured him that he was perfect for what we had. We quickly arranged to do line readings over a call, with me giving voice direction and making alterations. Afterwards, I had Iris and Sam, our original script writer, take a listen and pick their favorites.
He knocked it out of the park, in such a short time span, and I'm honored to have worked with him.

Composite and Editing

I knew this day would come. The day where I would have to say goodbye to Adobe Audition, After Effects, and Premiere. Where was I going to find 3 programs on short notice that I could afford? Oh wait... DaVinci Resolve has dedicated editing modes for all 3 of those categories? and with plugins? and it's free!!!!?!?!?!?
To be honest, I struggled a lot, I was fully talking to my walls trying to troubleshoot and learn new this new program in a few days. I got the hang of it, and I'll say that it was amazing. DaVinci Resolve, Fusion, Fairlight, I love you.

Other Struggles

At times it was difficult to keep focused and motivated due to feeling isolated. As the only person working on everything aside from music, and some sfx gathering, there were times I felt quite lonely. I took on this project as a challenge to myself to do something completely alone in short time span. Not only that, but something that I mostly kept to myself from anyone I worked with was that I had developed an extreme form of OCD and struggled with it for an entire year. I've been getting better slowly, but there were times working on this that I felt plastered to my seat unable to pick up my pen. Finally, as I came closer to wrapping this project, I was finding new methods to help myself recover for the first time. I think working on Incarnadine gave me an amazing outlet to help me work through my pain. And I still finished right on time - a few days early even.
Unfortunately, the day I hit "render", and finally went to bed at 7 AM, I was awoken by upsetting commotion. I ran downstairs and found that my beloved, healthy, and smart bird had passed away. Sudden death with no explanation, but also no pain. So I guess I dedicate my hard work to her this year. Just as "Little Things" was partially dedicated to Dolce. Goodnight Ceetris, fly high and I hope where you land has all you love.

Conclusion

This project would not have been possible without the small team I was so lucky to have. If any of them sound like you'd like to work with them too, please take a look below, the best thing I can do for them is give them my recommendation.
Joon and Adrian specifically, you have been great!
Aside from that, there would be absolutely no end result without DaVinci Resolve, and Clip Studio Paint.

Little Things

Early Pre-Production and Concepts

I wanted to make a film that had a very strong color story that was not only pleasing to look at, but vital to the story telling. There were a lot of goals I had set for this project. Almost all of them were skill sets I hadn't touched yet. I really wanted to use this experience to push myself in all the things I felt I was weak at. Slower, subtle story telling, strong color stories, slower animation, acting, character interactions, After Effects, etc.

Pre-Production

This was the original pipeline test for the film. After feedback and experimentation, I had simplified and locked the design down to be more consistent and easy to animate.
Other changes made, such as line coloring, shading, and lighting took a lot of thinking to find an efficient route. I figured out my Post-Production method in a few hours after experimenting in After Effects.

Main Character

The main character of Little Things always had a sheep esque design, even before having any meaning/adding in the sheep plushie at the end. As production went on, the sheep design came to symbolize a lamb walking towards its own slaughter. The character had to be simplified a few times. Colors were pretty difficult to choose, turquoises and blues were symbolic of life in the film, so I originally wanted to keep their hair blue, but pink was supposed to be symbolic of this "spirit realm". I went with the pinkish brown hair for the cohesiveness and also because SPOILER, the character isn't dead or alive and is somewhere in between. Plus the blue was more of an indigo anyways.

Many Monsters - Designing a clan

With so many characters, it was really important for me to simplify them enough so that if I needed to pass work to someone else, they could easily understand how to animate them. The solution was to have one base body type with slight changes in proportions. When you animate one you, you know how to animate the rest. I would take care of most of the cleans, so even just a few roughs helped immensely for how many characters we had. Personality traits were added which would tie into the family portrait during the void sequence, while also allowing clean-up/detailing to give the individuality.That way I could work on the main cast a little more diligently.
Video games like Valorant use the same concept so that their characters can stay diverse, but also all have the same hitboxes.
As for the actual designs, a few are based off of my family members who had passed in the past few years. A little homage to those who supported me before they could see me graduate - especially to my dad's cousin, who was so excited that I was going to the same college he graduated from and wanted to get lunch. He passed 2 days before I stepped foot on campus.

Little Things went through around 5 different Storyboard/Animatic revisions. Due to yet another death of a loved one - my bird (featured in the film shout out little guy! :/ ), I was pretty behind on schedule, but managed to pull ahead after taking a week to reorganize and plan carefully. We got to a point where all the animation and story was so tightly knit that it was unable to budge in timing. I knew it would be a larger challenge, but I also knew that everything was in place.

Production

Little Things needed to be colored a very specific way in order for my editing process in After Effects to work properly. A mistake could set me back hours to days if not done right. Everyone who took on a shot or two to color helped me so incredibly much, I wouldn't have finished the film on time if not for them.

Extras

2D and 3D Animation Work

Reel

Directed/created by/ Me

Monster Cafe 2022

Work for others

"Dancing In the Dark" - Dir. Edgar Macias

"Atomic Shores" - Keyframes/Inbetweens/Color/Storyboard
/Concept

"Water You Thinking" - Justin Armstrong

Inbetweens

Inbetweens - Frames without construction lines are my work

Product Design - Concept, Colors, Animation, Final Render

General Illustrations


Food

Furby

Minis

Character Designs

Environments/Concept Environments

Life Drawing

About

Hello! I go by Shina/Pipi. I'm a nonbinary LGBTQ+, Thai/Japanese/Chinese American animator and illustrator located in Southern California. I've just graduated with my BFA in Illustration/Animation. Over the past few years, I've been able to do a lot of cool things!
I love all forms of art and creation, they all hold tons of value to my creative process and mindset. I can't wait to see what the future has in store!
Other than that, I love music/playing instruments, animals, and video games. I am also a bit of a self proclaimed dog whisperer (dogs love me and I love them.)

Artistic Achievements And Experience

2024

  • Directed/All Jobs: "Incarnadine" Opening

  • Animation Instructor - Current Position. Do not wish to disclose employer for privacy.

  • Character Design Workshop Teacher for HOC Animation Festival

  • Caricatured at HOC Animation Festival

2023

  • Animation Instructor - Current Position. Do not wish to disclose employer for privacy.

  • Interviewed: "Shina I: Inspirational Interview" by SWIFF Film Sessions Podcast

  • Director/All Jobs - "Little Things"

  • Event Management Team Lead - CSULB Pre-Production/Animation BFA Gallery

  • Exhibited - "Limited Edition" CSULB BFA Animation/Pre-Production Gallery Show

  • Graduated with Honors CSULB - BFA in Illustration/Animation.

2022

2021

2020

2019

  • Exhibited - San Diego Mesa College Student Show Life Drawing

  • Exhibited - San Diego Mesa College Student Show Watercolor Painting

  • Tabled - San Diego Mesa College Student Show

  • Published - San Diego Mesa College Student Show Catalog

  • Sign Writer/Artist and Hostess - Romano's Macaroni Grill

Voice Work