Project 1 — Deconstruction

30 points · Weeks 2–6 · Sep 1 – Sep 29


The assignment

Choose an existing piece of professional work in your track — a title sequence, a special effects shot, a game mechanic, a character design, a level, a rig. Figure out how it was made. Then recreate it.

You may recreate it faithfully, or you may recreate it in your own style — same structure and same technical approach, your visual voice. Both are valid; decide with the instructor in Week 1.

The creative direction is not yours, and that is the entire point. Someone else already decided what this thing should be. That frees you to concentrate on the only question that matters here: how do you actually get from nothing to a finished, professional-looking result? Most students can identify good work. Far fewer have traced the path to it step by step. This project makes you walk that path with the destination already marked.


Why this comes first

Three reasons it opens the semester rather than closing it.

It removes the hardest variable. Original work fails most often at the concept stage, not the execution stage — students stall for two weeks deciding what to make. Here that decision is already made, so you start producing on day one.

It generates the raw material for Project 2. You will learn several techniques getting through this. Project 2 asks you to take one of them and teach it. So the deeper you dig here, the more you have to work with later.

It matches how studio onboarding actually works. Your first month at a studio is deconstruction: a style guide you did not write, a rig you did not build, a shot that has to match work made by someone else. Reverse-engineering a finished result into the decisions behind it is a daily professional skill.


Choosing your source

The rule is reachable, not impressive. You have five weeks. A modest source rebuilt to a high standard beats an ambitious one abandoned at 60%.

Good source characteristics

Warning signs

Bring two or three candidates to Week 1. We settle it in consultation.


Curated source lists by track

Motion Graphics · Title Design · VFX Sequences

Art of the Title is the primary source for this track. It hosts high-quality video of title sequences alongside interviews with the designers who made them — meaning you can often read the creators explaining their own process, which is rare and extremely useful. Browse their Top 10 Title Sequences of [year] features to survey the field.

Sequences that reward deconstruction and are scoped realistically:

Sequence Studio / Designer Why it teaches well
Se7en (1995) Kyle Cooper / Imaginary Forces The foundational modern title sequence. Analog texture, scratched type, deliberate imperfection.
Catch Me If You Can (2002) Kuntzel + Deygas Pure 2D vector motion and silhouette. Very achievable; teaches timing and negative space.
True Detective S1 (2014) Elastic / Patrick Clair Double-exposure compositing. A clear, learnable technique with a strong result.
Stranger Things (2016) Imaginary Forces Type animation and glow work. Deceptively simple; the polish is all in the timing.
Westworld (2016) Elastic / Patrick Clair 3D, simulation, and lighting. More ambitious — scope carefully.
Game of Thrones (2011) Elastic Mechanical animation and camera choreography.
Daredevil (2015) Elastic Fluid simulation and material work.
Severance (2022) Oliver Latta (Extraweg) Surreal 3D character motion. Distinctive and technically instructive.
Loki (2021) Perception Type, texture, and transition design.

Pick a sequence, not a film. A 60–90 second title sequence is a semester-appropriate scope; a music video is not.

3D Animation

Deconstruct one shot, 5–10 seconds, not a scene.

Character Rigging

Rebuild the system, not the mesh.

Analyze the control scheme and deformation strategy, document the design decisions, then rebuild that system on your own or a supplied mesh.

Character Design · Concept Art · Storyboard

This track is where "in your own style" is most productive.

Reconstruct the underlying thinking — the design logic, the shape language, the staging — then rebuild the piece. Rendering it through your own stylistic filter while preserving the structural decisions is often the more instructive choice.

Technical Art

Rebuild a specific shader, VFX, or procedural system from a shipped game, working from observation.

Document what you think it is doing before you build. The write-up of where you were wrong is the valuable part.

Game Design

Take one level, encounter, or system.

Diagram its pacing, sightlines, beats, and teaching sequence. Then rebuild it as a playable greybox.

Game Programming

Reimplement a named mechanic from observed behavior, not from source code or a tutorial of that exact system.

State your hypothesis about the implementation, build it, then test the hypothesis.

Virtual Production

Rebuild the environment as a real-time set and match the shot with camera tracking. Scope to the equipment you can actually reach.


Milestones

Research — 10 points · due Week 2, Tuesday, September 1

A documented teardown. Not a summary — an analysis.

  1. Source identification — the piece, its makers, where it was published, with a link
  2. Why this piece — one paragraph on what you intend to learn from it, and how it connects to the gap you identified in your portfolio review
  3. Technical breakdown — your reconstruction of how it was made: software, pipeline order, techniques you can identify. Name what you are guessing at. Guessing is fine; pretending to know is not.
  4. Aesthetic breakdown — the decisions that make it read: timing, silhouette, color, composition, camera, pacing, game feel. Discipline-appropriate.
  5. Reference collection — supporting breakdowns, designer interviews, making-of material. Art of the Title interviews, GDC talks, and studio blog posts are gold here. Cite everything.
  6. Technique list — every distinct technique this rebuild will require, marked have it / partial / do not have it. This list is your Project 2 menu. Take it seriously.
  7. Faithful or restyled — state which approach you are taking and why
  8. Production plan — week by week through Week 6, with named deliverables

Format: PDF or Canvas page, 4–8 pages including images.


First Draft — 10 points · due Week 4, Tuesday, September 15

The whole thing present at rough standard. Complete beats polished — every part exists roughly rather than one part existing beautifully.

Track First draft means
Motion / title design Full animatic, every beat timed, all elements placed
3D animation Full blocking pass, keys and timing set, camera in place
Rigging Skeleton and controls functional, first skinning pass, testable
Technical art Effect working end to end, unoptimized
Game design Full greybox, playable start to finish
Game programming Mechanic functioning with placeholder assets
Character design / boards Every frame or view present at rough standard
Virtual production Real-time environment functional with tracking

Also submit: a side-by-side against the source, and a written note on the three largest gaps you can already see.


Final Render — 10 points · due Week 6, Tuesday, September 29

  1. The finished recreation, rendered and exported to the submission standards
  2. Side-by-side comparison with the source — split screen or paired render
  3. Process documentation — 6–10 images or clips showing the progression
  4. Written postmortem, 500–750 words:
    • What matched and what did not
    • Where the source turned out to be doing something you did not initially see
    • What you can now do that you could not do in Week 2
    • Which technique from this project you are taking into Project 2, and why

Presented in Week 6.


Grading

9–10 7–8 5–6 0–4
Research Teardown identifies non-obvious technique; technique list is specific and honest; plan is realistic Solid analysis of visible decisions; plan present Describes the piece more than it analyzes it Superficial or incomplete
First draft Whole piece present at rough standard; reads clearly against source Mostly complete; some sections thin Partial; significant gaps Fragmentary
Final render Close to source (or coherently restyled); clean execution; postmortem shows real insight Recognizable recreation with visible craft Substantial deviation or unresolved technical problems Incomplete or not delivered

Attribution

The source is credited clearly in every deliverable, and anywhere this piece appears afterward. When it goes in your portfolio it is labeled as a study or recreation, with the original creator named.

This is not a formality — studios have rescinded offers over unattributed recreations in portfolios. Labeled correctly, it demonstrates exactly the professional judgment they are screening for. A recruiter who sees "Study — original title sequence by Imaginary Forces" reads that as maturity, not as weakness.