An exploration into motion graphics principles and sound design via HUD graphics.
Everything is made entirely from Notch's internal Shape 3D primitives, cloners, effectors, and modifiers - no outside geometry or assets of any kind were used other than audio samples for sound design.
All the shapes and geometry were generated using the internal 3D shape primitives in combination with interesting sets of cloner systems. For example, triangles can be easily made by creating a cylinder with only 3 subdivisions along the circle face. Similarly, the hexagons are cylinders with only 6 subdivisions along the circle face.
In some cases, I used cloners within cloners to easily multiply the complexity by an exponential degree. This also saved a great amount of effort in iteration and animation due to the procedural nature of the system. By combining different types of effectors, the cloner systems could be easily varied and animated with color, size, position, and number of objects.
Math Modifiers were used to create Perlin noise functions to drive some slow drift and create depth from the flat layout. Continuous modifiers were used to animate slow spinning of various elements around the circle. Delay modifiers driving Randomize Effectors and Turbulence Effectors created the staggering of animation for the intro / outro using a single set of keyframes. The slowly increasing flickering rate was controlled by a Math Modifier driving Colour Ramp effectors.
In essence, the whole system was designed for easy adjustments for creating iterations, and intended to be animated by as few keyframes as possible.