AN INVESTIGATION AT THE INEFFICIENCIES ENCOUNTERED THROUGHOUT THE ANIMATION PRODUCTION PROCESS
DOI:
https://doi.org/10.48047/eavthj24Keywords:
Graphics production, Character Architecture, Time Management, Productivity difficulties, Creativity Workflow.Abstract
This project aims to optimize the workflows of the animation industry by better understanding the hurdles that hamper productivity throughout the animation production process and finding strategies to overcome them. It takes a lot of creative thinking, technical expertise, and cooperation to complete each stage of the complex animation production process. Inefficiency often arises from a combination of factors, including poor communication, overspending on resources, outdated machinery, and difficulties in integrating creative and technical teams. This research used a mixed-methods approach, analysing production pipelines at both large and small animation companies. It also surveyed animation professionals and conducted in-depth interviews. Significant problems, such as postponements in pre-production storyboarding and conceptualization, production challenges in meeting technical requirements, and rework or changes caused by team misalignment, were revealed by the findings. Overall, the study demonstrates how production timelines are impacted by factors such as reduced funding, skill shortages, and an excessive dependence on manual methods. Centralized project management systems to improve communication, increased investment in workforce training, adoption of agile production methods, and usage of contemporary animation software are some of the solutions proposed in the research as ways to tackle these challenges. The animation business is very intricate, requiring careful coordination throughout all stages of production. The primary objective of this research is to identify and analyse the causes of inefficiencies in these phases. The objective of this study's quantitative and qualitative research strategy, which involves analysing real-world animation projects and conducting interviews with industry experts, is to identify and comprehend the most prevalent obstacles to efficient workflows, such as problems with technology and resource management. The analysis suggests that there could be room for improvement in many areas. Software for animation, project management, and communication are all part of this category. This research aims to help find ways to fix these industrial process inefficiencies. Better animations may be generated with less effort and money spent. Results from this research on animation's complexity will be useful for everyone working in the field, from students to teachers.
Downloads
References
Agbo, F. J., Oyelere, S. S., Suhonen, J., & Tukiainen, M. (2022). Design, development, and evaluation of a virtual reality game-based application to support computational thinking. Educational Technology Research and Development, 71, 1–33.
Andreev, A. N., Emtseva, O. V., Babkina, E. S., Dolzhenkov, V. N., & Kudryashova, N. V. (2021). The effectiveness of using visualization tools and forms in distance learning. Revista Tempos E Espaços Em Educação, 14(33), 2.
Li Shurui. Research on the Cultivation of Innovation and Entrepreneurship Ability of Animation Majors Taking the practical teaching of two-dimensional animation creation under the direction of serving local economic development as an example [J]. Art Education Research, 2020(08): 150-151.
Liu Fei. Research on the role of digital painting technology in the production of two-dimensional animation [J]. China New Communications, 2020, 22(13): 142-143.
Qi L., Research on knowledge gap identification method in innovative organizations under the “internet+” environment, Information. (2020) 11, no. 12, 1–14,
Shi X. and Tsourdos A., Environmental efficiency evaluation of Chinese industry systems by using non-cooperative two-stage DEA model, Mathematical Problems in Engineering. (2019) 2019, 10, 9208367,
Sohn Y. and Kim Y., DEA based multi-period evaluation system for research in academia, Expert Systems with Applications. (2022) 39, no. 9, 8274–8278,
Suharsih, R., Febriani, R., & Triputra, S. (2021). Usability of jawara sains mobile learning application using system usability scale (sus). Journal Online Informatics, 6(1), 41–5.
Wang, S., De Boeck, P., & Yotebieng, M. (2021). Heywood cases in unidimensional factor models and item response models for binary data. Applied Psychological Measurement, 47(2), 141–15.
Yildiz Durak, H. (2019). Examining the acceptance and use of online social networks by preservice teachers within the context of unified theory of acceptance and use of technology model. Journal of Computing in Higher Education, 31(1), 173–20.
Downloads
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution 4.0 International License.
You are free to:
- Share — copy and redistribute the material in any medium or format for any purpose, even commercially.
- Adapt — remix, transform, and build upon the material for any purpose, even commercially.
- The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
- Attribution — You must give appropriate credit , provide a link to the license, and indicate if changes were made . You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
- No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation .
No warranties are given. The license may not give you all of the permissions necessary for your intended use. For example, other rights such as publicity, privacy, or moral rights may limit how you use the material.