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SHOWREEL

GET TO KNOW YOUSEF

Can you describe the extent of any relevant work experience you might have?

While I do not currently have any forms of work experience in the industry, I have attended screenings of movies and met with people from the industry, for example: I went to an Inside Out 2 screening where the Director was there and we got to ask him questions and he would provide good knowledge and a good insight into the industry which better evolved my understanding of it. One thing that may not correlate as much is that during Sixth form I had a personal Youtube channel in which I did 2D animation on a software called stick nodes. It is similar to Pivot but for mobile phones and I would make my own 2D animations consisting of very anime inspired fight scenes, specifically Dragon Ball, and would upload them onto Youtube over the course of 2 years before moving to 3D whilst at university.

How would you describe your contribution to your group project?

In the project: 'AFK', my role was Lead Animator. As Lead Animator I worked on shots and reviewed them as they came along and helped anyone with progressing shots. I also made sure that the way things were animated stayed concise and flowed correctly between shots especially. I also tested rigs and looked for any problems by stress testing and sometimes purposefully breaking the rig in order to see how much squash and stretch was able to be done as due to the projects very video game nature, it would be a key detail that I wanted to implement into the project.
Another role I helped with was Directing. Once our team had the idea for 'AFK', I took the idea and with the help of our producer and other team members developed the idea into its current state. I aided with fight choreography, camera angles, and general storyline to the project and how scenes should play out and directing who got which shot and managing the direction in which things played out.

What do you specialise in and what made you choose that specialism? 

I chose to specialise in character animation and body mechanics as the reason I fell in love with animation was due to the way characters would be moving in very action heavy sequences. I animated more fast paced and action scenes due to this and practiced my skills in implementing squash and stretch and anticipation in order to make sure the poses and silhouettes were satisfying to look at during my main sequence.

What would your ideal first role in the industry be? 

My main role would be Character Animator with the primary focus of animating action scenes such as fights.

Which of your student projects are you most proud of, and why?

My two most proud student projects are 'Back on Track' and 'AFK. I loved working on 'Back on Track' as it tested my body mechanics in a different way than I was used to with a longer animation sequence and dynamic movements and also allowed me to do a lot of clean up animation which I thoroughly enjoyed. It gave me a taste of the kind of job a lead animator would do which is why I became that in my next project in 'AFK'. In that project we had action sequences which I really had fun with and pushed myself to do well in. It allowed me to refine my body mechanics and showcase what I believe to be my biggest strength in terms of animating. The clean up and taking over shots also let me push out lots of animation which allowed me to learn a much better method of time management and work ethic, and further develop me as an animator.

What’s a piece of media (film, game, animation) that changed the way you think about your discipline? 

There are many medias that changed my perspective on animation. Anime is what brought me into it with Dragonball Zs fight choreography and Attack on Titans action sequences. The fluidity and cinematography of these shows truly made me understand the complexity of animation and led me to seek more of an understanding. Halo 2: Anniversary was a highly pivotal moment for me as watching Blur Studios cutscenes, and the way they looked and how they were animated really stuck with me. The way characters would react, the weight of things when it even came to lifting objects and just the subtle animations all over that game sparked a deep interest of animation with trying to understand all the concepts of animation. Another game would be Marvel Rivals. The animation in that game is really captivating to me with it also being so stylised to fit the comic feel (similar to Into the Spiderverse), which aided my approach with doing stylised animation. It is something I enjoy looking at and examining and something I want to practise and become very good at in the future

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