Creating websites and applying for jobs, internships, and volunteer positions.

Building a dedicated website to showcase your animation work is crucial for presenting your portfolio, attracting freelance clients, and establishing a professional brand. By using a custom domain and creating a standalone site, you gain full control over your content, allowing you to differentiate your work from the clutter of general social media platforms.

However, websites take a long time to build and can sometimes be expensive to maintain. I learned this firsthand. First, I needed to choose a website builder. There are many options available, including WIX, SQUARESPACE, WordPress, Adobe, and more.

I decided to try WIX because I heard it had good ratings, offered creative freedom with a drag-and-drop interface, and provided an all-in-one platform system. It took me ages to get the template and the design of the website I wanted, but in the end, it was a full-on job that I didn’t have time for, and once you choose a template and publish your site, you can not switch to a completely new one; you need to redesign the site from scratch.

Additionally, I couldn’t use my paid domain with the free Wix plan; I had to buy a monthly subscription, which wasn’t cheap. (Lucky enough, I got my money back guarantee)
So in the end, I had to get some advice from my tutors. Lucky Margo from Studio Moth was visiting the university that day, and she gave me lots of advice on how I can still advertise my work without paying for an expenses website.

Laura-Beth and Margo introduced me to Behance.net and Cargo.com, where I can upload my resume and portfolio without all the fuss of creating a website.

Behance is an awesome online platform and social media community where creative minds can show off their amazing work, build their portfolios, and connect with new talent. Owned by Adobe, it’s a go-to spot for designers, illustrators, and photographers looking to gain some exposure and discover freelance or full-time opportunities. Join the fun and share your creativity! And Cargo is a friendly website builder made just for designers, artists, photographers, and all kinds of creative folks! It’s the perfect tool for showcasing your unique work and connecting with your audience.

Building a website takes a considerable amount of time because it involves many complex phases beyond just writing code. However, this hasn’t discouraged me from wanting to create one in the future. Perhaps it will be my next project after I graduate, giving me something to focus on during the summer holidays.

While tackling the website tasks, I have also been applying for job roles and internships. As a person with dyslexia, applying for roles that require a cover letter has been challenging; it takes me a while to write 400 words. I’ve been using indeed.com.

https://uk.indeed.com/career-advice/cvs-cover-letters/how-to-write-a-cover-letter

I have also been editing my CV and making the template more eye-catching and professional-looking.

Challenges of Working Remotely and Coping with Imposter Syndrome.

I have never worked remotely before. Working from home, remotely, or splitting time between home and the office (hybrid working) has become very common.

If someone asked me whether I would prefer to work remotely, I would say no, unless it was necessary. There are both pros and cons to working from home compared to working in a studio. Since I don’t live in central London, I experience less commuting, reduced stress, and lower expenses. I was making the right decision. However, I found it challenging to maintain a balance between my work life and personal life.

During the Easter holidays, I had the opportunity to work as an animator on two projects: “The Cat and the Fish” by John Little Soza and “Brinemouth: Apocalypse Club” by Trinity Hunt. I have been enjoying the process and challenges of animating characters created by other artists. However, I had to deal with reduced communication and limited immediate access to information. While waiting for feedback, I decided to animate my solo projects in the meantime. This makes me realise that human interaction is so important, and without it, isolation and boredom can result. While working on Trinity’s short film, I scheduled video calls with her to discuss feedback and corrections on my work, as well as to have a general catch-up to boost our mental health and well-being.

I have to admit that I didn’t receive some “pre-production jetters” when I started animating these characters for these two projects. I felt like an imposter and was quite worried that I wouldn’t be able to master Trinity and John’s style, and I thought I would struggle to animate them.

I heard that many students and even 20-year veterans experience imposter syndrome; it’s an incredibly common phenomenon in the industry. The root cause is often referred to as the “taste gap,” where you have a clear understanding of what a high-quality finished product looks like, but your technical abilities take time to catch up. This can lead you to view your own work as inadequate.

I often compare my art to others’, and I believe many artists do the same. It’s easy to measure our own behind-the-scenes struggles against the polished final pieces of our peers’ portfolios. Since art and animation are inherently subjective, receiving critiques can sometimes feel more like a personal judgment of our worth rather than an objective assessment of a project.

I have a different art style and animation approach. Trinity’s character designs feature anthropomorphic animals in very cartoonish clothing, a style I haven’t explored before. My usual approach involves semi-realistic characters, where animals look like animals and humans look like human beings, so this was a challenge for me. John’s characters share a similar foundation but lean more towards an anime style, with grounded, stylised animal designs rather than exaggerated ones.

Both projects presented their own challenges. I had to learn the creatures’ animation method using TVPaint. If I had to choose between the two projects, each with its own difficulties, I would select John’s because he animates in the style of Japanese animation. I relied heavily on “limited animation,” drawing fewer frames per second—sometimes as few as 8 to 12—and deliberately holding still frames for several seconds. To compensate, anime often invests heavily in character detail.

MY ANIMATION STILL ON TVPAINT

When I animate, I use the Disney method described in “The Illusion of Life,” which focuses on creating extremely smooth, lifelike, and fluid movements. I often wondered if I was doing it wrong because, in feedback sessions, John would remove some frames and explain his method. He advised that, when tweening, there should be three frames between each keyframe, rather than six, depending on what the character is doing on-screen.

Deciding on a pathway and the overall idea of the project.

For the Unit 3 project, I faced an important decision about which pathway to choose for my final course project. I had to decide between creating a short film or producing a showreel that showcases my detailed animated character performance, including specific scenes, scenarios, or sequences. This decision was difficult, and I felt a lot of self-doubt about whether I was making the right choice.

No matter how many pros-and-cons forms I filled out or feedback questions I received from classmates and tutors, I was still seeking a final answer. In the end, I had to think carefully about what I wanted to achieve from my course at Central Saint Martins and what my goals would be after completing it. Choosing the portfolio/showreel pathway was crucial because it acts as a visual resume. After studying animation for over five years, my next step is to find employment in the field. I want to prepare the essential tools I need to secure a job in the animation industry.

As I near the completion of my project, I made the right choice. My workload is manageable, and I am strictly adhering to my schedule. I am enjoying the challenging aspects of drawing and animating other directors’ characters for their films.

Observing my classmates’ stress and fatigue reinforces the reality that creating a short film independently in 4-5 months is no easy task. If I had more time and a larger team, I would have definitely created my own short film for this unit. However, I’ve won’t lose the opportunity to make a film; my time will come. It’s not impossible to create an animated film independently; it just requires significant time, patience, and dedication.

There are many successful examples of animators and filmmakers who create films on their own. One of my main online mentors for this unit has been Aaron Blasie, who has inspired and reassured me that it is possible to animate a film by yourself. Although it took him three years to create the 2D animated short film “Snow Bear” release in 2024, the result is a beautiful piece of artwork that showcases the hard work and dedication Blasie has put into it.

https://snowbearshort.com

Is choosing the 2D animation route still viable?

After finally deciding to create a showreel, I had to carefully consider how my skill sets and animation techniques fit into the animation industry. I often hear the question from creators and fans: “Is 2D animation dying because of AI and CGI? Should I still pursue it as a career?” This concern has crossed my mind occasionally, but I believe 2D animation is still very much alive! It continues to be produced, although not as much theatrically in the U.S. This situation makes me a bit worried since I have focused exclusively on hand-drawn 2D animation for the past five years. I’m concerned about how difficult it will be for me to find a job that matches my abilities.

Hollywood studios often face challenges in achieving profitability with 2D animation. They typically find 2D animation harder to market, which slows down production and leads to lower merchandising profits compared to 3D films, which can yield higher returns. Following the success of Pixar’s “Toy Story” in 1995, audiences became accustomed to high-quality CGI and 3D rendering. While collaborating with Io Limmer on her 3D animated film, Star Knight, the Pig Kid,” Io sparked my interest in 3D programming by introducing me to the capabilities of 3D technology, such as Blender and Maya. Additionally, studios have noticed that many audiences are willing to pay more to watch 3D animated films in theatres, making it difficult for 2D films to compete financially. Although major American studios have shifted away from 2D animation, the medium continues to thrive in other parts of the world, particularly in Japan and Europe.

Understanding Industry Evidence of research into industry roles and professional practice.

Post 3 – 2D Animator Role

A 2D animator creates animated content by bringing static images to life in a two-dimensional space, often through frame-by-frame sequential drawing using specialised software. Their responsibilities include storyboarding, character design, and animating scenes for various media such as films, TV shows, and video games. This role requires strong storytelling skills in addition to artistic ability.

https://www.screenskills.com/job-profiles/browse/animation/production/animator-animation

I want to be a 2D or Traditional animator!!

Examples of productions include Ethel & Ernest, Horrid Henry, and The Tiger Who Came to Tea.

2D animators create each frame by hand. Nowadays, many animators use animation software in conjunction with a graphics tablet and pen for this purpose. These animators focus more on the overall action and character performance in a scene rather than on producing the finished ‘line’ that appears on screen. They typically create a few clean and on-model drawings as needed for the assistant animator to reference. These reference drawings are commonly referred to as tie-downs.

What are animators’ responsibilities?

  • Storytelling: The art of bringing characters and objects to life in a way that effectively communicates a story or message.
  • Design: The process of developing storyboards, characters, and backgrounds.
  • Animation: The technique of drawing each frame to simulate movement and action, often utilising a graphics tablet and animation software.
  • Visual Effects: The creation of special effects and the animation of scenes.
  • Collaboration: Working alongside a team of professionals, including art directors, fellow animators, and game designers.

What skills and Tools do you need:

  • Software: Proficient in animation software, including industry-standard programs such as Adobe Animate.  
  • Drawing: Skilled in sketching designs and understanding character drawing techniques.  
  • Storytelling: Strong understanding of narrative and the ability to use movement to convey emotions and meanings.  
  • Collaboration: Capable of both giving and receiving feedback and working effectively within a team.
GREAT EXAMPLE OF A 2D ANIMATION SHOWREEL

https://nuttyproductions.squarespace.com/showreel

What to include in a showreel??

Had a chat with Alina Besanidou, a 2D animator from Blinkink Studio, over coffee about what to include in the animation showreel, and she suggested rough animation, tie-downs, and a bit of cleanup. The animation doesn’t need to be entirely composed and clean.

If i had to define myself as an a 2D Animator and Illustrator, i think i would focus on puting my best 2D work in my showreel.
https://www.screenskills.com/starting-your-career/building-your-portfolio/how-to-make-a-showreel-for-film-or-tv/

Understanding Industry Evidence of research into industry roles and professional practice.

Post 2:

As 2D Animation is my speciality and favourite art form, I am interested in working for a studio that focuses on this medium, such as The Line Animation Studio in London. Founded in 2013 by a team of six animators—Sam Taylor, Wesley Louis, Bjorn-Erik Aschim, James Duveen, Max Taylor, and Tim McCourt—the studio has produced music videos such as The Gorillaz and N.A.S.A., advertisements for various brands, including Nickelodeon, Virgin Media, Gucci, Doritos and many others. https://thelinestudio.com/

My favourite project of theirs and how I discovered the studio in the first place was Amaro & Walden – Joyride 2015. Director by Max Taylor & Tim McCourt

Amaro and Walden are two rowdy boy racers, hipster hybrids with a lads-on-tour attitude. Follow them as they race around London, acting like they’re the top dons in a music video.

Team Members:

I have followed and connected the team members on LinkedIn and instagram, its great way to start newtworking by keeping in contacted with creatives you admire. Effective networking in the animation industry is about building genuine relationships through online engagement, attending events, collaborating, and having a strong portfolio. The goal is to make “friends” rather than explicitly pushing for a job.

Bjorn – Erik Aschim – Director & Art Director 
Tabitha Kearney – Production Coordinator
Jesus Ovejero – Junior Production Manager
Viktoria V Milcheva – Studio Coordinator
Max Taylor – Managing Director 
Tim McCourt – Director
Anna Degenaar – Head of CG
Skye van der Walt – Development Production Coordinator
Wesley Louis – Director & Executive Creative Director

WALDEN MODEL AT INMOTION FESTIVAL, LONDON. PHOTO TAKEN BY ME

The area of the industry that I’m interested in working in:

FILM | TELEVISION | ADVERTISING

2D Animation & pre-production in Entertainment, commercials, short films and TV series.

Pre-Production Department

Production Department

Production Management Department

Networking

https://www.screenskills.com/starting-your-career/how-to-network-well

Online Networking

  • Social Media: Follow and engage with artists and studios that inspire you on platforms like LinkedIn, Instagram, and Twitter. Leave thoughtful comments on their work to establish yourself as a familiar name in the community.
  • Online Communities: Join animation-focused forums and groups on platforms such as Reddit’s r/animationcareer or Discord servers where both professionals and aspiring artists interact.
  • Strong Online Presence: Keep an up-to-date online portfolio or personal website to showcase your best work. This is often the first impression potential contacts will have of your skills.
  • Targeted Outreach: Send polite, personalized messages or emails to industry professionals. Express your admiration for their specific work and ask thoughtful questions about their career paths or processes—avoid asking for a job. Most professionals are happy to share their experiences.

In-Person Networking

  • Industry Events: Attend festivals, conferences, workshops, and local meetups. Notable events include the Annecy International Animated Film Festival, SIGGRAPH, and the Manchester Animation Festival.
  • Networking Mixers and Talks: Look for events specifically designed for creatives. These settings provide casual opportunities to connect with others in the industry.
  • Volunteering: Offer your time to help at industry events. This is an excellent way to gain behind-the-scenes access and meet people that you might not otherwise interact with.
  • Be Approachable: Focus on having authentic conversations and being yourself. Keep a compact, portable card with your contact details and a link to your portfolio ready to distribute.

Understanding Industry Evidence of research into industry roles and professional practice.

Post 01

The animation industry combines creativity and technology to produce engaging content for films, television, video games, music videos, and other media. It encompasses various job roles, including animator, director, and producer.

https://www.screenskills.com/job-profiles/browse/animation

Through my online research and conversations with various creative individuals who have left university to pursue careers in the animation industry, I found that they all agree on one point: securing a job in the industry is quite challenging, but it is not impossible.

Need to address the elephant in the room.

During the pandemic, the animation industry thrived because remote work was possible. Studios hired many artists to keep up with the increased demand. However, once the market stabilised and the world returned to normal, studios had to scale back, which led to project cancellations and layoffs. Additionally, streaming services like Netflix generate less revenue than movie theatres.

Many animation studios are already experimenting with AI tools that can generate animation faster and more cost-effectively than humans can. Unfortunately, this advancement could potentially replace up to 90% of animation jobs. However, what many people don’t understand is that animation is fundamentally about human expression, real emotion, and authentic stories. If studios begin to treat filmmaking like a product rather than an art form, it will lose its creative essence. And by understanding why it’s happening, I can now seek job roles while keeping in mind that the reason it can be sometimes difficult is not because my work isn’t good enough, but because the industry is somewhat flawed.

It’s a complicated situation, but I hope it gets better.”

I now have an optimistic view of everything. I decided to reach out to some Central Saint Martins graduates who are currently working as artists in studios. I wanted to learn how they are navigating their careers, hear their stories, and ask them questions about what I might face when I graduate from university next year. Additionally, I sought their advice on how to navigate the challenges ahead.

I began by sending coffee chat requests to artists and filmmakers whom I admire.

Beatriz Antunes – 2D Animator & Designer
https://www.beatrizanimates.com/

Alina Besanidou – 2D Animator and Illustrator
https://www.alinabeska.com

Targeted Outreach: Send polite, personalized messages or emails to industry professionals. Express admiration for their specific work and ask thoughtful questions about their career path or process, not for a job. Most professionals are happy to share their experiences.

Examples of Questions to ask 🙂 And dont be shy. Be polite and friendly.

Simulated Work Experience 2025

Self-reflected Journal: Part 1

Date: 17/02/2025

For my Unit 3 project, I have been assigned to collaborate with second-year students. This presents a great opportunity for me to participate in a group project rather than working solely on my own, and it will also provide me with valuable insights into longer-format animated performances.

I met with second-year students Guanjing (Yoyo) Mu, Mingyu Deng, and Shulei Yin. We had a 20-minute conversation about the project. It was immediately apparent that English was not their first language, as they were from China. I asked them what needed to be done first, and they explained the current status of the animatic. I wanted to fully understand the plot of the film and the message it aims to convey to the audience.

Guanjing, who I believe is the director, sent me a OneDrive link with all the project files, which was very helpful. I was pleased to see that the group was organized, even though they only started the project on January 18. The only challenge I faced was translating the brief file.

My main concern about this project is communication, as I am the only British student involved. However, it’s still early, and I hope this won’t become an issue.

I started animating a scene using fluid animation techniques. I was asked to create the effect of bubbles floating across the screen towards a character. As a rough test shot, I plan to experiment with different methods and styles for animating the bubbles popping.

I hope to receive some feedback from the group this week.

Animation by Laura Carter, 2025 – TVpaint Software.

Animation Test for The Film Bubble 2025 By Guanijing Mu, CSM.

Bubble popping test shot, 25FPS.

Frame by Frame, TVpaint.


Body Acting and Reference for Animation

The purpose of using references in animation is to assist animators in studying and analyzing the movement of objects, people, and animals. By observing how things move in the real world, animators can create more realistic and believable animations. Utilizing external sources such as videos, photographs, and real-life observations helps artists enhance the movement, appearance, and detail of their animated characters on screen.

Using references is not cheating. Many artists take personal pride in drawing from their imagination, but all artists benefit from using references to help guide their choices in acting or poses based on their observations from real life.

Disney created some remarkable live-action references during the Golden Age.


In Unit 1, I worked on animation projects that involved video references, lip-syncing, walk cycles, and quadrupedal movement. Each project presented its challenges, but watching the reference videos and analysing the movements and gestures helped me overcome those difficulties and improve my drawing skills.

I asked my friend Lenny to demonstrate the walk cycle because he excels at conveying himself through body language. And I got some exciting key poses within the walk cycle.

I don’t consider character design when planning an animation sequence; that comes later, after I’m satisfied with the rough animation. My main focus is on movement because I’ve learned that if you move directly from the rough stage to cleanup and character design without ensuring the character’s movement looks right or aligns with the design, it can lead to a failed project. All that time spent on cleanup and coloring will be wasted. Therefore, I prioritize rough poses and movements first, seek additional feedback, and explore second or third options to ensure the animation works effectively.

There are various resources available, such as tutorials, reference sheets, libraries, and other online content. I’ve been following the artist Kibbizer (@Kibbi_the_Instagram) on Instagram, who provides numerous references and consistently studies anatomy. Her work has significantly helped me improve my understanding of the human figure by allowing me to focus on specific body parts, full-body poses, and different perspectives.

The quadrupedal walk cycle was the most challenging exercise I had to create; animating animals is not easy. You need to study animal anatomy carefully, as they have different joints compared to the human figure. I studied and analyzed cats by reading books about the Animal Kingdom and using reference photos from the library. I also recorded videos of my cat at home to observe how he walks. I dedicated time to studying the basic anatomy of the animal, paying close attention to how its body parts are connected. This helps me understand how to depict its movements accurately.

An example of thumbnailing sketches, Pinterest

I start by identifying the main key poses, similar to how a human character would. The first poses I focus on are the full and mid-strides. I’ve observed that whenever the front legs are in a mid-stride position, the back legs are in a full-stride position, and vice versa. Hips play a crucial role; they serve as the engine driving a walk. The head and shoulders primarily guide the character’s direction.


Bibliography

  • BugBoss (2021). Cat Anatomy Facts – ONE ZOO TREE. [online] ONE ZOO TREE – Career Guidance for Children who want to work with Animals. Available at: https://onezootree.co.za/courses-directory/cats-2/cat-anatomy/lessons/cat-anatomy-facts/ [Accessed 3 Mar. 2025].
  • Coconut Press (2023). Disney history: Using live-action footage for animation (1939) Restored 4k. [online] YouTube. Available at: https://www.youtube.com/watch?v=91lEHG9DPrQ [Accessed 3 Mar. 2025].
  • Hendricks, G. (2001). Eadweard Muybridge. Dover Publications.
  • Korkis, J. (2022). Live Action Reference |. [online] cartoonresearch.com. Available at: https://cartoonresearch.com/index.php/live-action-reference/.
  • Mattesi, M. (2021). Force: Animal Drawing. CRC Press.
  • Webster, C. (2017). Action Analysis For Animators..
  • White, T. (2009). How to make animated films : Tony White’s complete masterclass on the traditional principles of animation. Amsterdam ; Boston: Elsevier/Focal Press.
  • Winslow, V.L. (2009). Classic human anatomy : the artist’s guide to form, function, and movement. New York: Watson-Guptill.
  • Winslow, V.L. (2015). Classic human anatomy in motion : the artist’s guide to the dynamics of figure drawing. Berkeley: Watson-Guptill Publications.

British Animation on Channel 4, The Lip Synch Series (1989 – 1990)

British animation truly emerged as a distinct art form in the 1980s; before that, it was primarily viewed as an American phenomenon. Typically, British animation is more experimental and artistic, often exploring darker themes and showcasing a unique, sometimes quirky style. In contrast, American animation tends to be more commercially oriented, characterized by bright colours and a standardized “Disney-esque” aesthetic that usually prioritizes broad appeal to a wider audience.

In the 1980s and 1990s, funding for independent projects was available from various sources, particularly progressive television stations like Channel 4. Animators were fortunate to be in the right place at the right time, as this period allowed independent artists—especially women—to create films that prominently featured feminist and political themes. The channel advocated for more excellent representation of underrepresented issues related to ethnicity and sexuality while also encouraging political critique and artistic experimentation.

At that time, animation was not considered capable of attracting large audiences, which was a misjudgment, as later demonstrated by U.S. series like The Simpsons. This misconception allowed the commissioning editor to prioritize quality and originality in their selections without the pressure to produce work focused solely on ratings.

In 1989, Aardman created a series of five short films inspired by vox pop (the voice of the people) as their subject matter. This series has inspired and helped me create my own lip sync exercises for CSM. The characters have so much soul and warmth. It’s so clever how they animate the puppets’ movement and gestures. You can see so much humanity in there; it’s amazing.

Animating Real-Life Conversations
I will analyze two short films from the series that caught my interest:

Going Equipped 1990 By Peter Lord

The short film is about a young man in prison is interviewed and talks about his life, how he got into prison, and what it’s like doing time.

The body language in this animated model is impressively smooth and realistic. However, the voice delivery is quite slow, reflecting the character’s suffering during his time in prison. In the scene where his fingers touch the playing cards, along with the images of the cards, it becomes clear that he is still affected by his prison experience. His voice, finger movements, and overall body language convey a lingering sense of confusion and sadness.

While it may lack the comedic contrast present in the more famous “Creature Comforts” short from the same series, this direct and unembellished approach remains deeply melancholic and even haunting.

Creature Comforts 1989 By Nick Park

In 1989, Nick Park contributed to this series with the film Creature Comforts, which won an Academy Award for Best Animated Short and was also screened during the main season on Channel 4. Park’s Plasticine animation is brilliantly characterized, with the facial expressions and gestures of the subjects perfectly aligning with the source recordings.

This is one of the wittiest pieces of stop-motion animation ever created. The audio features recordings of real people candidly describing various situations of confinement. Nick had to find individuals who might relate to the situations animals face in order to provide the kind of answers that animals might give.


Bibliography

  • Awn.com. (2025). The History of Channel 4 and The Future of British Animation. [online] Available at: https://www.awn.com/print/animationworld/history-channel-4-and-future-british-animation [Accessed 26 Feb. 2025].
  • Kitson, C. (2008). British Animation.
  • Kitson, C. (2011). British animation and Channel 4: The role of broadcasting in nurturing new talent and creativity in the animation industry. Creative Industries Journal, 3(3), pp.207–220. doi:https://doi.org/10.1386/cij.3.3.207_1.
  • Lucy, L. (2011). British Animation: The Channel 4 Factor by Clare Kitson – Book Review – Skwigly Animation Magazine. [online] Skwigly Animation Magazine. Available at: https://www.skwigly.co.uk/british-animation-the-channel-4-factor-by-clare-kitson-2008/ [Accessed 26 Feb. 2025].
  • Mitchell, B. (2014). Remembering ‘Lip Synch’ with Aardman’s Nick Park & Peter Lord – Skwigly Animation Magazine. [online] Skwigly Animation Magazine. Available at: https://www.skwigly.co.uk/nick-park-peter-lord/ [Accessed 26 Feb. 2025].
  • www.screenonline.org.uk. (n.d.). BFI Screenonline: Channel 4 and Animation. [online] Available at: http://www.screenonline.org.uk/film/id/1282041/index.html

The Three-Act Narrative Structure  

The three-act structure is a model used in narrative fiction that divides a story into three distinct parts: the Setup, the Confrontation, and the Resolution.  

Camera work can be categorised into three main sections:

A) The framing or length of the shot  

B) The angle of the shot  

C) The movement of the camera within the shot  

Each of these elements contributes to the film’s mood, atmosphere, character development, and overall story. By analysing camera work, we can understand how the director manipulates and guides the audience’s experience throughout the film.

Act 1
The first act typically introduces the main characters and their circumstances within the world they inhabit. Later, a significant event known as the inciting incident or catalyst occurs, challenging the main character. Their attempts to address this incident led to a dramatic situation.

Act 2
Rising action typically illustrates the main characters’ efforts to resolve the problem introduced by the initial turning point. However, these attempts often lead to an increasingly difficult situation. The characters must confront their issues, even though they lack the necessary skills to handle the antagonistic forces they face. Throughout this process, the characters gain greater awareness of themselves and their abilities, ultimately leading to personal growth and change.

Act 3
The resolution of the story and its subplots occurs after the climax, which is the moment when the central tension of the narrative reaches its peak. This intense scene answers the dramatic question and gives the main character a new understanding of who they are.