3D Modelling
Graphic Design
UV Mapping


Autodesk Maya
Adobe Photoshop


Wei Xing Yong


United Kingdom



About Self-Conflict

A long-distance friend, Wei Xing Yong, was dedicatedly working on his Final Year Project for his Digital Character Animation BA at Teesside University, UK.

Devoting himself to his final project, titled ‘Self-Conflict,’ Wei Xing Yong embarked on the creation of a captivating fully animated short film. In this endeavor, he aimed to skillfully portray a 3D animated character navigating the intricate terrain of internal emotional conflicts.

Unlike opting for a traditional dark or blurred background, Wei aspired to achieve more by crafting a complete 3D scene. This approach aimed to better convey the characters’ emotions and immerse the audience in a rich and detailed environment. This particular short film stood not only as a creative venture but also as a showcase of Wei Xing Yong’s exceptional animation skills. It provided a meaningful stage for highlighting his talent, emphasizing the nuanced portrayal of the character as it grappled with the depths of inner turmoil. Each frame became a testament to his dedication and artistry, capturing the essence of the character’s emotional journey with authenticity and finesse.

Challenges to overcome

Wei Xing Yong faced several challenges, and his efforts were directed toward overcoming:

  • Time Constraints
    Character animators often face a time crunch in completing their Final Year Project. This often resorts to showcasing their skills with single 3D characters performing against a dark or blurred background. Wei, however, aspired to achieve more by crafting a complete 3D scene that could better convey the characters’ emotions.
  • Time Zone Differences
    Wei and I encountered an 8-hour time zone difference, but through our collaboration, we successfully navigated this hurdle without it becoming a major obstacle. Clear communication and detailed documentation were key to our effective daily critiques and collaboration.
  • Managing Environmental Timing
    To accommodate Wei not being able to access the environment until it was completed, we began by blocking out the areas using low-poly cubes and creating an asset list. This list helped them keep track of each asset, the different stages, and facilitated constructive critiques throughout the process.


The goal was ambitious, and each presented its own set of challenges. To achieve these goals, Wei and Matt formulated the following plans:

  • Scene Blocking
    For our collaborative work to flow smoothly, it was important for Wei’s character and Matt’s scene to match in scale. We created a basic layout of the scene using uncomplicated, low-poly cubes and integrating the character for size reference.
  • Prop Modelling
    Approaching Prop Modelling, our focus was on crafting key props efficiently, prioritizing practical choices and allowing space for refinements based on collaborative feedback. This approach ensured adaptability and continuous improvement, shaping a dynamic and responsive prop design process within our project.
  • Prop Texturing
    This goal was to blend the cartoony character seamlessly with the realistic scene, avoiding an overly clean appearance. This involved texturing the props and incorporating elements like dirt and grime on the mirror and sink, all while considering color, placement, and lighting to achieve a harmonious integration of whimsical and lifelike elements.
Our Resolution(s)

After meticulously crafting the environment, Wei seamlessly integrated it into his project, showcasing his adept skills in animation, lighting, and camera work, all accomplished well ahead of the deadline for his Digital Character Animation BA Final Year Project. Following the triumphant completion of his degree, Wei embarked on a new chapter at Leading Industries, where he swiftly established himself as a prominent animator. His contributions extended across a portfolio of more than 20 video games, solidifying his position as a valued creative force in the industry.

Recent Projects