Why is Pre-Production CRITICAL?
● Like building a house, you need a detailed blueprint (pre-production) before you start
construction (production). Changes are cheap in pre-production, expensive in production.
● Goal of Pre-Pro: Define the story, look, feel, and plan before sinking time and money into
making 3D assets and shots.
● Forgetting this means: Wasted effort, budget overruns, inconsistent results, potential
project failure.
Key Pre-Production Stages
1. Research & Development (R&D):
○ What: Gathering inspiration and information.
○ Why: Adds authenticity, informs visual style, explores technical feasibility.
○ Outputs: Mood boards, reference libraries, style explorations, tech notes.
○ Ghibli Note:
When considering studios like Studio Ghibli, this research phase often involves
incredibly deep cultural immersion and meticulous location scouting. Directors like
Hayao Miyazaki and Isao Takahata would personally undertake extensive trips to
absorb the atmosphere, architecture, and natural beauty of real-world locations,
which would then be distilled into the evocative and authentic worlds seen in their
films. This wasn't just about visual accuracy but about capturing an intangible
"feeling" or essence. For anime productions, particularly those adapting existing
manga, the research heavily focuses on a thorough understanding of the source
material—its lore, character arcs, established visual style, and fan expectations—to
ensure a faithful and compelling adaptation.
2. Script:
○ What: The story, dialogue, action on paper.
○ Why: THE BACKBONE. No story = no film.
○ Output: Finalized screenplay.
○ Ghibli Note:
While a finalized screenplay is the standard output, it's notable that Hayao Miyazaki's
process at Studio Ghibli often diverged. He famously began animating based on
detailed storyboards (e-konte) before a complete script was written, allowing the
story to evolve more organically and visually. The narrative was discovered and
refined through the act of drawing and storyboarding, making the visual storytelling
paramount from the very outset.
3. Script Breakdown:
○ What: Reading the script and listing everything needed.
○ Why: To know what 3D assets (characters, props, environments, VFX) need to be
created.
○ Output: Detailed asset lists.
4. Art Design (Concept Art / Visual Development / Settei)
○ What: Designing the LOOK of everything.
○ Why: Visual blueprint for the entire film/series. Defines character appearance, world
aesthetics, prop details.
○ Outputs: Character designs (turnarounds, expressions), environment paintings, prop
designs, color scripts (emotional color journey), style guide.
○ Anime Note:
In the realm of anime, the equivalent of this stage places immense importance on
settei, which are detailed model sheets for characters and key props. These serve as
the definitive visual guide for all animators working on a production, ensuring
consistency in appearance, proportion, and detail across countless frames and
different artists. Studio Ghibli's approach to art design is legendary for its
breathtaking background art, often created by master art directors like Kazuo Oga.
These hand-painted environments are not mere backdrops but are imbued with
character, atmosphere, and a profound sense of place, contributing significantly to
the films' emotional impact and immersive quality.
5. Storyboard & Animatic (E-konte):
○ What:
■ Storyboard: Comic-book like panels showing shot-by-shot action.
■ Animatic (Video Conte): Storyboards timed out with scratch audio/music.
○ Why: First visualization of the film's flow, pacing, camera work. Test if the story works
visually.
○ Outputs: Approved storyboards, locked animatic.
○ Anime Note:
For anime production, the e-konte (storyboard) is often the director's most critical tool
and the primary blueprint for an entire episode or film. These storyboards are
typically far more detailed than their Western counterparts, often including precise
timing notes, camera movement instructions, dialogue cues, and even rudimentary
character acting indications. They are followed with great fidelity by the layout artists
and animators. At Studio Ghibli, particularly under Miyazaki, the e-konte was not just
a plan but an evolving expression of the film itself, often created concurrently with the
unfolding narrative.
6. Shot List:
○ What: A spreadsheet/list of every single shot derived from the animatic.
○ Why: Organizes production, tracks progress.
○ Output: Comprehensive shot list.
7. Casting (Voice Actors / Seiyuu):
○ What: Finding voices for characters.
○ Why: Performance breathes life into animated characters.
○ Output: Selected cast, recorded dialogue (scratch or final).
○ Anime Note:
A common practice in Japanese anime production is afureko (after-recording), where
voice actors (seiyuu) record their lines after the animation (or at least the lip-flap
animation) has been completed, timing their performance to match the existing
visuals. While pre-scoring (presco), where animation is timed to pre-recorded
dialogue (more common in Western animation), is also used in anime, especially for
musical sequences or scenes requiring very specific vocal timing, afureko remains a
prevalent technique.
8. Environment Design / Location Recce
○ What: Finalizing digital set designs, ensuring they work for planned shots and are
technically buildable.
○ Why: Avoids problems when building/shooting in 3D environments.
○ Output: Final environment concepts, tech notes for modelers.
9. Risk Assessment (Production & Technical):
○ What: Identifying the pipeline (software, hardware, dependencies, file management
and what could go wrong (tech issues, bottlenecks, data loss).
○ Why: To plan mitigation and avoid project derailment.
○ Output: Risk plan, data management strategy.
○ Anime Note:
Confirmed software/hardware setups, pipeline workflow document
For anime, particularly TV series produced on notoriously tight schedules, risk
assessment heavily revolves around managing production timelines and maintaining
consistent animation quality. The intense pressure to meet broadcast deadlines
means that delays in one department can have cascading effects, making proactive
identification of potential bottlenecks (like availability of skilled key animators or
outsourcing challenges) absolutely crucial. Quality control across numerous
episodes, often involving multiple animation teams or studios, is also a significant
area of concern that requires robust checking and supervision processes.
10.Production Schedule:
○ What: Detailed timeline for every task and who does it.
○ Why: Keeps the project on track and on budget.
○ Output: Project schedule (e.g., Gantt chart).
11. Budget:
○ What: How much will everything cost?
○ Why: Can you afford to make it?
○ Output: Detailed budget.
Production Stage
1. Asset Development (Building the pieces):
○ Modeling: Creating the 3D shapes (characters, props, environments).
■ Sculpting: High-detail organic forms (ZBrush).
■ Retopology: Optimizing sculpts for animation.
■ Hard-Surface Modeling: Man-made objects.
○ UV Unwrapping: Flattening 3D surfaces to apply 2D textures.
○ Texturing & Shading: Painting surfaces (color, roughness, etc.) and defining how
they react to light.
○ Rigging: Creating a digital "skeleton" and controls so characters/objects can be
animated.
2. Shot Production (Assembling shots from the animatic):
○ Layout / 3D Previz: Placing characters/props in 3D environments, setting up
cameras (3D version of animatic).
○ Animation: Bringing characters/objects to life with movement and performance.
■ Disney Note:
The Disney character animation process transforms a 3D model into a living
performance within an assigned shot. Animators begin by deeply
understanding the shot's narrative purpose and identifying key emotional
beats. They often explore ideas with 2D thumbnail sketches/ reference
videos/ recording their own acting. This focuses on strong posing and clear
staging. This translates into a 3D blocking pass, where key poses and
timing are established in stepped mode, laying the foundation for expressive
pantomime. Subsequent passes refine these keys, introduce breakdown
poses that define motion arcs, and layer in principles like anticipation and
weight. The animation is then "splined" for smooth motion, with meticulous
attention to detail in overlapping action, follow-through, lip sync, and subtle
"aliveness" even in holds. A final polish pass scrutinizes every frame for
appeal and clarity, ensuring the character's performance effectively
communicates their thoughts and emotions, all leading to final directorial
approval.
1. Narrative Purpose
2. Emotional Beats
3. Thumbnailing / Referencing / Record Animator Acting
4. Blocking initial pass with timing and staging
a. Posing Start, End and Emotional Beats
b. Determine Natural Motion Arcs
c. Anticipation, Action, Reaction
d. Weight and Balance
e. Refining Emotional Beats
5. Lip Sync or Pantomime
6. Splining / In-betweening
a. Smoothing Motion Arcs
b. Adjusting Spacing
c. Overlapping Action and Follow Through
d. Perfecting Holds
7. Finessing
a. Eliminate twinning of limbs
b. Strong Silhouette of Key poses
c. Refine eye direction and focus
d. Subtle Variety and Adding Nuance
■ Anime Note:
Within traditional 2D anime production, key distinct stages include Key
Animation (Genga), where highly skilled animators draw the main, defining
poses and movements that establish the acting and timing for a shot.
Following this, In-between Animation (Douga) is carried out, where other
animators (or sometimes assistants) draw the frames that smoothly connect
these key poses, creating the illusion of fluid motion.
○ VFX / Simulation: Creating effects (fire, water, smoke, cloth movement).
○ Lighting: Illuminating scenes for mood and storytelling.
○ Rendering: Converting 3D scenes into final 2D images (computationally heavy).
○ Compositing: Combining all rendered layers (characters, backgrounds, VFX) into
the final polished image.
○ Anime Note:
The Compositing (Satsuei) stage in anime is also critically important; it's where all the
separately created elements—the animated character cels (or digital layers), the
painted backgrounds, and any integrated CG elements or special effects—are
digitally combined to form the final, cohesive shot. This stage often involves adding
camera effects, lighting adjustments, and ensuring visual harmony between
disparate elements.
3. Post-Production (Final Polish):
○ Editing: Final assembly of shots.
○ Sound Design & Mixing: Adding/mixing SFX, foley, ambiance.
○ Music Scoring & Mixing: Adding/mixing the music.
○ Color Grading: Final color adjustments for consistency and artistic intent.
○ Final Output/Mastering: Creating deliverable files.
IV. Scheduling a 3D Animated Short Series
● Key Idea: Efficiency through planning and repetition.
● Core Principles for Series:
1. Batch Tasks: Do similar work across episodes together (e.g., model all common
props).
2. Stagger Production: Episodes overlap in the pipeline (Ep1 in animation, Ep2 in
layout).
3. Asset Reusability: Design characters, props, environments to be easily
reused/varied.
4. Clear Milestones: Know what "done" means for each stage, per episode.
5. Contingency: Buffer time is NOT optional.
● Phased Approach:
1. Series Pre-Production (Global Setup):
■ Solidify Series Bible, overall style.
■ Lock scripts for early episodes.
■ Identify & prioritize all assets needed for the whole series.
■ Detailed Visual Development for core (reusable) assets.
■ Pipeline/Tech setup.
2. Core Asset Production (Runs in Parallel with Ep 1 start):
■ Build main characters, key recurring environments (modularly!), common
props.
■ Consider an initial animation library (walk cycles, etc.).
3. Episodic Production (Iterative & Staggered - for each episode):
■ A. Episode-Specific Pre-Pro: Storyboard/Animatic, design new assets,
voice recording.
■ B. Episode-Specific Asset Creation: Model/texture/rig unique elements for
this episode.
■ C. Shot Production: Layout -> Animation -> VFX -> Lighting -> Rendering ->
Compositing.
■ D. Post-Production: Editing -> Sound/Music -> Color Grade -> Final Output.
● How to Create YOUR Schedule:
1. Define Scope (episodes, length, complexity).
2. Break Down an "Average" Episode into tasks.
3. Estimate Time per Task (be honest!).
4. Identify Dependencies (what needs to finish first).
5. Allocate Resources (who does what).
6. Map Core Asset creation early.
7. Stagger episode workflows.
8. Add Review Cycles & Buffers.
9. Use a Scheduling Tool (spreadsheet, project management software).
10.CRITICAL: Get Episode 1 (or a pilot) fully through the pipeline FIRST to learn
and adjust the schedule for the rest.
Animation Studio Principles:
● Pixar/Disney/DreamWorks: Story is King. Character is Paramount. Collaborate. Iterate.
"Pencils before Pixels." Believability > Realism.
● Ghibli: Deep research for atmosphere. Artistry in backgrounds. Director-driven visual
storytelling (Miyazaki's e-konte).
● Anime (Toei/MAPPA): Efficiency for episodic content. Strong adaptations. Dynamic
integration of 2D & CG. E-konte is the blueprint. Production committees often fund.