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Grace Projects

The Kraken’s Tooth

Over two semesters in Animation Lab, I worked as a surfacing and technical artist on the animated short The Kraken’s Tooth. I helped develop the surfacing style, supported other surfacing artists as they joined the team, and created scripts to streamline parts of the pipeline.

During the first few weeks, we experimented with art styles to find one that fit the tone of the short. Our main inspiration was the 2D video game Don’t Starve. We wanted to bring its scratchy linework and watercolor feel into a 3D environment.

These images are reference artwork from Don’t Starve and its official animations, used as inspiration for the style.

Translating that 2D style to 3D took a lot of testing. These initial surfacing tests were not final, but they helped shape the hand-drawn feel we were looking for.

A purple 3D cube with uneven black outlines and mottled, watercolor-like color on each face.
An initial cube test combining painted color with hand-drawn edges.

After the initial tests, we settled on a more consistent art style. Each asset still took multiple iterations to get right. I also had to consider render times: rendering calculates how light interacts with the assets to turn a 3D scene into a final image, and the materials we chose affected how long that process took.

For this glass bottle background asset, the first version was too bright for the aesthetic and took too long to render. The second version matched the mood and rendered efficiently, but it did not look like glass. The final version kept the glass appearance without slowing down render times.

I also worked through iterations of an advertisement for the treasure hunt the protagonists go on. The earliest version had no map. We decided to add a dotted route and landmarks to give the audience some foreshadowing of the journey to come.

When I returned for the second semester, I helped train newer surfacing artists. I helped create a style guide and provided detailed instructions so they could understand and work within the style we had established.

We also needed to change certain attributes across every asset passing through the surfacing team. I took the initiative to write scripts that made those bulk changes faster.