
In 2006 whilst working for Catalyst Pictures in Manchester we were offered the opportunity to produce a “Habbosode” for Habbo Hotel (a large on-line children’s virtual world). As part of the pitching process, fourteen animation studios from across the globe were invited to create a short animation using very specific characters and with a huge bible of guidelines covering everything from environmental settings to character temperament (remember: this was aimed specifically at children). We were allowed to develop our own storyline and cast our own voice artists though.
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It’s difficult to find anything at all about the competition now: I know we didn’t win, but I don’t think anything ever came of it, and the only place you will find remnants of it now are on YouTube, although ours never made it there.
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Judging by the other entries I have been seen, the overall quality of work was very high and even so, we did pretty well. The project itself was a dash towards the deadline from the very start. Having entered the competition late, we were disadvantaged, but even more disadvantageous was the time limit on the animation itself: no longer than five minutes. We had an excellent script, very talented animators and excellent voice artists and yet we ended up being force to cut out a lot of the jokes and reaction timings in a crash-diet attempt to slim the animation down and avoid overshooting the time limit.
What we were left with was a very beautiful to look at short, but with content that reflects a little too much of inside jokes and only-funny-if-you’re-there type of humour. I’m sure I’m more critical of it than anyone else who watched it but the script was great and would have been far better suited to a longer animation.
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From character design to animation, to sound tracking (we were given that by Habbo too), to recording, to rendering, to mastering. This was the first project where I was entrusted to lead the production: with four of us, the accountability rested on my shoulders. The final animation isn’t perfect: some scenes needed further work but looming deadlines didn’t permit it; the lighting on some of the shots (the hardest part about 3D) is a little out, and the time restraints (both in development time and actual shot length) cut out a chunk of everything that was funny about it. Even so, I’m proud of our Habbosode, and I think it reflects really well on the skills of everyone who worked on it, especially considering the time constraints and pressure it put us all under.






