Research is an essential part to any production process, as it is the means by which we justify and inform our ideas. It is vital to ensure that I find credible and suitable sources for my secondary research, while also ensuring that I provide developed analysis with my primary research. As a result of this, my research needs to stem from a wide swath of sources. I intend to break down my research into several categories of development, then attempt to locate a primary and secondary source for each, ensuring that my creative choices are well-read and informed to a high degree.
Thematically, my project aims to focus on condemning generative AI and its increasing usage for the desire to prioritise profits, over societal development. I additionally wish to utilise this animation to show how the arts enrich our lives, and why they existed in the first place. My line of research for thematic relevance is focused on the consensus people have on generative AI specifically, as opposed to AI, since my focus is the abolishment and threat upon creatives and their practises.
As a gauge for my research, I had created a form with questions that range from thematic opinions to visual style. This form (Seewoolall R., 2026) had queries regarding generative AI specifically, and more vitally, their opinions on its uses. My specific queries were two closed questions that allowed me to understand the overt opinion on how generative AI is currently being used, as well as how surveyors would interact with a piece of media that actively condemns it. [Refer to images adjacent]
The initial query on where surveyor’s opinions lie on generative AI and its uses yielded overtly useful results, namely having a split on the degrees of an overtly negative opinion. This information allows me to consider that despite people overtly disliking generative AI currently, not everyone seems to outright state their opinion as “very” negative. This provides the impression that some people are relatively tentative when it comes to generative AI, which is an entirely understandable approach to have on the matter. Generative AI is still a very new creation, and its place in society is still being learnt. Many intend to wield it with malicious intent, but it cannot be denied that anything, even something like this, could potentially have positive applications if we only understood it more. Additionally, this result being an even split, shows that there is a slew of people who think the opposite. They are firm in their stance on the matter and have an outright negative view on Generative AI. It is with this information I can effectively gauge what my audience will think, as my peers fall under the target audience I intended for this project, and these responses will therefore prove to be vital to my work. The final deduction I can grasp from this question and its responses alone is that the consensus is that generative AI has overall negative connotations.
This information will justly inform my creative process and can affect my work. The research here tells me that opinions on Generative AI aren’t entirely formed yet, and as such, it would be well-informed to consider this group in my work. Instead of completely shunning Generative AI through my imagery of AI advertisements and billboards, I’d like to portray that the larger majority may not be as affected by this automation of art and creatives would be. Background elements of crowds could really show this well, it wouldn’t be a wave of dreary faces, but instead a mixed variety. My initial intention was conveying a world where no one is happy or enriched. What I didn’t consider however, is that people would still feel happiness and joy, but not in the way it once may have been when creativity ran rampant. Doing this will really aid in making sure my work reflects the potential future we are moving towards as a society in as accurate a portrayal as possible.
Regarding secondary research, I decided to search for a news article that covered responses to their own queries about the subject. This was covered by the BBC in an article, titled “What do people think of Generative AI?” (Archer, P. 2024) where they had conducted around 150 interviews with people from the UK, USA and Australia. This forum enabled them to learn about their thoughts and reactions to generative AI, which would provide a better view of the public consensus than a more closed form created by me. Overall, its responses will prove vital to my animation, as it will enable me to truly learn how people perceive Generative AI outside of my own world view.
The forum covers a myriad of responses, however, most helpfully, it covers open and closed questions so there is a wide plethora of results to work with. Starting with its range of closed questions [Refer to image 1 adjacent]
The closed question I want to discuss is one that asks about the general awareness of AI currently. The results show that there is a high level of understanding, over ~60% of people from each country understands what AI is so some degree. This will aid in the wide berth my message will have when the animation is shown to audiences, as this from roughly covered adults from each country, which would make up a larger amount of the viewer base for my work. One thing to consider, is that this source originates from 2024, and it is highly likely that AI has been much more prevalent in the public conscience as time goes on. Therefore, these results may be even higher were this interview process carried out in 2026
This allows me to alter my creative process to accommodate a wider range of audiences, solely because the overt understanding any audience could have with generative AI is likely quite high. This would also mean I need to ensure I don’t specialise my audience too heavily and reflect that in my work too prominently either. Having a wider appeal would greatly help me convey my message to audiences, as I can focus on showing the personal impact Generative AI will have on creatives, as that is an experience not everyone will initially understand. Specifically, I intend to be a bit clearer with my messaging, instead of hiding it behind deeper metaphors that the majority of my audience may not understand.
For an open question, the interview begins to try understanding some audience perspectives on Generative AI. There are a few quoted responses from surveyors, and these are quite telling, while also as vital, I’d say [Refer to image 2 adjacent]
This section deals with the concept of Generative AI potentially being a prevalent part of life in the future. Comparing it to that of the invention of the smart phone, and how that revolutionise our way of life, and society. Conversely, it was also considered that some of these potentially society altering inventions don’t always live up to expectation, namely NFTs and the blockchain. Surveyors considered this, but ~58% of people from all three countries believed it would likely “profoundly change daily life in the future”. One answer stated that “I feel like you never hear any positive news about AI. I’m sure there is lots of really good stuff that it is doing. But it’s always like job losses and the dangers, you know.”. The impact Generative AI specifically may have in the future cannot be understated, it is accelerating at an alarming rate, and larger companies already aim to find methods that allow them to cut costs and save time. This threat is the heart of my animation and its message; I wish to show what a world without any human creativity may seem like. This research very much justifies my concepts.
As an additional result of this information, I am firmer in my notions and concepts for this animation. My ideas feel grounded as there is a consensus that AI as a whole is generally understood to likely have an extremely prevalent part of our future, my animation aims to explain just that while also showing a somewhat extreme result of AI’s growth. The synthesis of society and generative AI may potentially be positive, as some people in this interview did hope for, however I intend to show the negative side, that is just as believable.
In regard to visual style, I intend to have a bold look that really emphasises the message I wish to present. One of my unique selling points is that I wish to utilise the colouring of my scenes as a narrative device, showing colour to be the result of human creativity and hope. Besides this, the general visual style will focus on monochrome scenes, where there is a wide range of adjacent media and pre-existing concepts that have very much inspired these ideas.
As an avenue for my visual style, my inspiration was heavily derived from the animation “Paperman” (Disney, 2012). The art style was experimental for its time and was also expertly curated to emphasise colour as a narrative device, like I wish to do. Prior to creating my proposal, this animation was an inspiration for visual styles I have wanted to experiment with myself, and as such, I wish to learn from it, and take its teachings to create my own unique visual style.
After watching this animation myself, I have truly understood the effectiveness of cohesively blending your visual style with the environments. It is a testament to the synthesis of 2d and 3d animation, which is truly fascinating as it allows for very expressive movements, while still giving a new look to 2d animation. The animation itself is a romantic comedy, that covers a small story between two characters. It has no dialogue, and truly never allows you to long for its presence, words aren’t needed for what they story wants to convey. This is truly shows that a story can be told through the expressiveness of movement, as they say, actions speak louder than words. Going back to its visual style, the animation is entirely in black and white, which poignantly stresses the dreariness of the main character’s office job laden life. The only colour in the entire animation is the colour of a woman’s lipstick that ends up on a piece of paper he’s holding; this effectively symbolises the contrast and spontaneity she has added to his life. This is evidently effective at showing how colour can say what isn’t directly said to the viewer.
The effectiveness of this technique really spoke to me as I had analysed this piece of media, I really wish to attempt to utilise this in my own project by portraying colour as a metaphor for creativity and enrichment in the lives of those who have lost it. My main goal with the animation is to really emphasise the importance of pure human creativity, and colour will really show how vital it is to ensure we have it in our daily life. One thing to consider as a takeaway from this example, is that the message was clearer and more impactful in Paperman (Disney, 2012) due to the intentional control on how much colour is shown. In any scene, even those with the bold red colour of the woman’s lipstick, it’s in a small dose, really emphasising the prominence and contrast it provides on the monochrome backdrop. In my own work, I want to ensure that when I portray colour initially it’s more concise, to really make clear how much my hypothetical future lacks in life and vibrancy.
As an additional perspective into the visual styles I considered, I had utilised a secondary source to understand the variety of lighting and art forms I could apply to my project. One art style I’ve always been fascinated by are silhouette driven depth effects; this essentially covers scenes that use black and white to present a scenes depth with black being the objects the closest and white being the objects farthest away. Upon research, this effect is often used for more practical applications of compositing and image editing, it is deemed a “Depth Buffer”. In an artistic sense, this is the usage of silhouettes, while the terminology borders onto technical practises. To truly understand how silhouettes function and work, my secondary source for visual style is an animator's guide on “Silhouette animation: Definition, History, and Uses” (Thompson R., 2026)
This guide covers a myriad of points around the usage of silhouettes in animation, and how one may need to consider character movement and its portrayal to provide a better scene. Despite the focus on animation, there are still especially vital points on how the visual style is defined, and what characteristics make it unique in its own fashion. The first point it raises on the visual portrayal of silhouettes is that high contrast is something that is vital, “This strong contrast makes shapes stand out clearly, like shadow puppets”. High contrast enables the animation to be striking, and bold, while also allowing for a heavier focus on character movement, as opposed to visual style itself. This is fascinating as it makes the over piece a lot more memorable too, silhouettes aren’t commonplace in the animation industry currently, so I’d like to take advantage of that. Another point the guide raises, is that silhouettes place an emphasis on negative space, stating that” The story comes from the outline and the space around characters. Facial features and details aren’t shown; therefore, shapes convey the story”. This is a characteristic I believe will really aid in the conveying of my animation’s message, a very unique way to build the world I’d say.
As a result of learning this, I can understand that my visual style could benefit from silhouettes. The high contrast characteristics and the usage of negative space would allow me to catch attention, while also ensuring that I can build the world without outright stating anything on the backdrop of society as it currently is in the animation. Negative space will directly allow me to show the overwhelming nature of a world that doesn’t care for you and is entirely daunting in its focus on AI as opposed to people. Subliminal messaging will also slowly become a unique aspect of my work.
As every creative product created, there’s often a need to understand the state of the markets your work would exist in, attempting to pre-determine their success. Researching that state of certain areas your work falls into, like its medium or themes will prove useful to me, as I can alter and adjust my work to better suit the current markets.
Regarding the market presence my project may hypothetically have, I have once more utilised the form (Seewoolall R., 2026) mentioned prior in this document to cover the understanding of my market. My focus was initially understanding my audience as they provided responses to my investigation. This encapsulated my attempts to gauge exactly what my audience actively interacts with media wise, and how their choices of genres/thematic preference can impact their interaction with certain other themes that pertain to my project. This would allow me to understand the potential markets my work would fall into, and how my work may potentially be received in various other markets.
To begin, the main query I wish to discuss was the one where I had asked how my smaller audience interact with various art forms, and which ones they would say they actively engage with. The question outright asked, “Which of these media forms do you enjoy and actively engage with?”. This question was met with varied responses, which proves useful as it allows me gauge which art forms are the most relevant, and where film/TV may lie, as this market is where my project would fall into. As is evidenced on the results here, videogames and music are the most relevant, which is understandable considering my audience/the demographic of my surveyors. The intriguing aspect of this, however, is that there is a striking popularity with music. It ranks the same in terms of votes and implicates that my audiences would very likely be interesting with the prospect of music. As an additional note, film and TV are relatively high, hopefully indicating that the market for films/TV products would be strong, and diverse, even within an audience of videogame focussed surveyors.
As a result of this, it seems like an effective approach to consider placing a slight focus on music throughout my work. Music seems like a sure-footed market, as it proves to be popular even amidst a slew of results that favour videogames as an art form. My initial intentions were to avoid the existence of music in my work entirely, leaning into the desolate atmosphere my world could have, even with the arts, I still wanted the world to feel lacking. With the new-found knowledge as a result of my research however, I now wish to consider placing music alongside the story, to ensure my work could draw into this viable market.
Ultimately, it is important to consider the state of the markets relating to 3D Animation as a whole, since this is the medium my work will be created in. I intend to carry out a cursory analysis that is still equally as effective at providing insightful results for my work. For this, I have located a comprehensive deeper break down to the 3D animation market, and intriguingly so, the drivers that push the market forward, which aids in gauging its future growth. This source is an analysis report (Gupta M., 2025) that provides an industry overview for 3D Animation entirely.
The reports itself initially cover the dynamics of the 3D Animation markets currently, discussing drivers and restraints, both of which are just as valuable to my work. Starting with drivers, one of the more relevant ones to my project is the “Increasing demand in Entertainment and Media”. This driver seems to be characterised by the increasing desire for emotionally engaging stories that are only emphasised by the presence of 3D Animation. Visually stunning effects and emotionally engaging scenes are large factors the drive appeal, while also being parts of what makes 3D Animation so viable as a medium. These factors provide useful insight on what makes the market appealing, and what my animation should consider making sure it fits into the market perfectly. On the contrary, a restraint that I deem relevant to my project is the focus on “Lack of skilled talent” within the industry. It seems that the market for 3D Animation is held back partially by the lack of high-quality products.
As a result of these findings, my creative process is ever so slightly altered since I need to now consider what keeps this market strong, while also ensuring I am aware of what holds it back. One the aspect of drivers, I now truly gauge the importance of impactful visuals that allow viewers to feel connected to the story. I wish to carry this philosophy within my project and therefore, I intend to make sure my visuals are striking and stunning, to make sure audiences feel engaged and connected, similarly, to makes the market thrive regularly. My visual style will be curated as a direct result of this to have the visuals be wildly unique, while also ensuring the art is fit for purpose and the story it wishes to convey. In regard to the restraints of the market currently, high-quality work will always be revered and held in high regard, as such, I need to ensure my work exudes a level of attention to detail and quality that will immediately show audiences my care and passion for the work. This may alter my choice of length for my animation, preserving quality over quantity of animation.
Audio is a vital aspect to the creation any media product, it engages our sense in new ways and allows for a deeper level of immersion that cannot be achieved by just visuals alone. The soundscape for my animation is important to consider, it will be the way by which I can set the atmosphere of my work, drawing audiences in and ensuring they stay.
For solidifying my initial concepts I had for sound design, I intended to research a deeper dive on the place audio has in animation, and the importance of its presence (or the lack of it). As such, for this line of inquiry, I have sourced a blog post (Eddy, 2025) that aims to cover the importance of audio in animation. This post covers a myriad of avenues for this topic, initially imparting an understanding of the role of sound design within animation and moving on to the various elements that comprise differing uses of sound design.
The initial premise of “Understanding The Role of Sound Design” is what I deem the most relevant to my own project, as it will enable me to gauge how sound design would be applied within my own work. The blog states that “Sound design in animation is far more than simply adding background noise. It is a deliberate and intricate process that shapes the audience’s perception”. This statement portrays the specialised focus that sound design brings to animations, being “intricate” in its application, and therefore specially crafted for audience effect. “Sound is a powerful trigger for emotions”, is a point that I believe will very effectively drive my creative decision making when it comes to my sound scape. I believe the sound I choose will completely change the emotive presence my animation will have, so this is a premise I must adhere to.
Regarding my own animation then, my intention is to create an atmosphere of dreariness and isolation, this feeling really could be imparted via sound effects. In line with this idea, for the building of my world, my initial idea of utilising a lack of sound for emphasis of a world without artistry. Flipping the concept around will effectively allow me to control the emotions of my viewers to be ones of loneliness and desolation, normal SFX could be made even louder to really draw viewers to the smaller sounds in the animation, once again really placing a focus on the lack of sound. To still ensure I cover the basis of utilising some music for a focus on audiences appealing to it, my plan to have music present only at the end, where the main character finds out the world can still have art, and is truly inspired beyond compare.
Upon continuing my deeper analysis of sound design within 3D Animation, I decided to carry out another form of secondary research to deeper
◊ Seewoolall, R. (2026) Final major Project - Primary Research, Google. Available at: https://docs.google.com/forms/d/e/1FAIpQLScFBLT3fw2-O80Ao5O2S2IF6MU0xm3WUWhXEuxT40kbZrdgnw/viewform (Accessed: 18 March 2026).
◊ Archer, P. (2024) Embedding the audience putting audiences at the heart of Generative AI, What do people think of Generative AI? Available at: https://www.bbc.co.uk/aboutthebbc/documents/what-do-people-think-of-generative-ai.pdf (Accessed: 18 March 2026).
◊ Reed, K. (2012) Paperman. Walt Disney Animations Studios. Available at: https://disneyanimation.com/shorts/paperman/ (Accessed: 18 March 2026).
◊ Thompson, R. (2026) Complete guide to silhouette animation: Definition, history, & uses, Fox Renderfarm Cloud Render Farm Service. Available at: https://www.foxrenderfarm.com/share/silhouette-animation-guide/ (Accessed: 22 March 2026).
◊ Gupta, M. (2025) 3D animation market – global market size, share, and Trends Analysis Report – Industry Overview and forecast to 2032 | data bridge market research, 3D animation market - Industry Overview and forecast to 2032. Available at: https://www.databridgemarketresearch.com/reports/global-3d-animation-market (Accessed: 23 March 2026).
◊ Eddy (2025) Sound design in animation: Bringing stories to life, RMCAD. Available at: https://www.rmcad.edu/blog/sound-design-in-animation-bringing-stories-to-life/ (Accessed: 25 March 2026).