There were a lot of technical hurdles to overcome with this animation. Not the least of which was the decision made early on to only use the newer EEVEE engine in Blender. Which, for context, is more like a game engine in that it offers impressive real time graphics but does a lot of back-end limitations to fake what real light and physics do. This means that it can render incredibly fast, but at the cost of quality. This quality difference can be lessened and worked around with the right knowledge and skill. Doing just that proved the greatest challenge of this project.
Aside from learning to work well with the new engine, I was also challenged with trying to bring the script to life with minimal direction. This required a deep breakdown of the script and many rough, quickly (and badly) drawn storyboards. Once I had the concept and the art style approved, I broke it down into a series of mini scenes. The only remaining challenge was to then figure out a way to move in a flowing and seamless way from scene to scene.
Overall, I’m quite pleased with the results. As with all animation work though, I do wish I had more time to work on it. That’s the trouble with these things though, you can endlessly polish them if you are not careful. In the words of the people behind the Star Wars prequels “Films are not released, they escape.”