STUDIO TEMWA


VOLUNTEER 3D DESIGNER (ENVIRONMENT)
JUNE 2022 - APRIL 2023, 10 Months



OVERVIEW


Studio Temwa, a start-up Animation and Post-production Studio, began the development of a short animated film scheduled for release as an entry in 2024 Animation and Film festivals/ competitions. This opened up volunteering opportunities where I was able to join in the team at Studio Temwa and learn from a breath of talented 3D artists, animation experts, and production specialists.

For 10 months, I dedicated time to volunteering with Studio Temwa, a start-up Animation and Post-production Studio ran by less then a handful of staff and a large base of volunteers. In my role, I contributed to Character and Environment Design, such as producing a couple of low-poly characters and various environment assets including buildings, vehicles, fantasy animals. This experience allowed me to develop skills in 3D software and learning about the industry, while making a meaningful impact by contributing to a start-up Animation for their 2024/2025 film festival competitions. Volunteering has enriched my personal and professional growth, teaching me the understanding of the 3D world, software and learning from other experts.

Roles and Responsibilities:
As a volunteer, I was responsible for producing essential environmental assets, including Kuzumos, Dibles, and the Strawberry Flowerhorn Cichlid Tram, a public transport concept, all designed to specific dimensions and low-poly detail standards. Additionally, I took on a secondary lead role in the absence of the team lead during weekly meetings, providing updates on our team’s progress.

Skills and Experience:
This experience enhanced my skills in problem-solving, translating concepts into 3D visuals, and deepened my understanding of the 3D industry. These skills are directly relevant to my career as a designer, as I sought to expand my expertise into a dynamic industry that continually evolves through innovative visual approaches.

Impact and Outcomes:
My contributions were integral to creating environmental scenes for the first episode, which introduced the setting and characters. The assets I produced facilitated smooth collaboration with the rigging team and scene setters, enabling them to animate the scenes efficiently without additional revisions. The low-poly design also improved rendering performance.

Personal Growth and Reflection:
Volunteering with Studio Temwa has been incredibly rewarding. It provided me with insights into the 3D industry through interactions with experts and connections, and allowed me to learn new software such as Maya, Substance Painter, and continuing to expand on Blender. One particularly memorable moment was when our Team Lead, Jake, often reviewed my work and taught me about 3D and it’s terminology, greatly enriching my personal and professional development.



PROCESS


CHARACTER DESIGN




Character Design:

I was assigned a few characters so complete by the deadline and to send regular weekly updates on. I was able to learn about topography, texturing and nodes. 

This was when I realised that character design wasn’t my passion and wanted to make environment assets as it felt I could be more fluid with the creativity whilst practising Blender.

Big hands was a special aspect of the animation style.






PROCESS


ENVIRONMENT DESIGN



Environment Design:

I was entrusted with creating a variety of building assets, ranging from prominent landmarks to smaller details like corner shop window items.

With guidance from my team manager, who regularly reviewed my work and provided constructive feedback, I gained valuable insights into 3D modeling. This experience deepened my understanding of the type of assets required for this animated short film, particularly in terms of efficiency and collaboration.

I also learned new industry terminology, such as "low poly," and its importance in reducing rendering times and ensuring smooth handovers to the animation team. Additionally, I honed my skills in accurately modeling assets by referencing real-life measurements, using a combination of online resources and in-person observations to visualize both realistic and more whimsical designs.
Items Assets I’ve Made:

Big Clock Tower - Big Ben

Pup Inn - B&B/ Small store

Volkswagen Beetle Type 1

Department Store - Dibles concept

Strawberry Flowerhorn Cichlid Tram - Public Transport Concept

Kuzumos -  Furniture/ Tea Shop Concept

Food Kiosks - Portable Coffee Trailor, Hotdog and Juice Kiosks (Mall Scene)

Miscellaneous - Window Shop Items, Bike Rack and Seagulls/ Birds (For Jake to rig)








Rendering







TEXTURING

By Jake

I suggested to Jake that he could add the signs/ logos as PNG on a flat plane as I have done for the fence on Kuzumos allows for it to be low poly without needing to complicate the animation in the rendering process.







OUTCOME