 All right, let's watch this here. I thought this was really cool on many levels. I like the finger into action I like the idea like the effects of this here And I like the ends that we have something that comes towards camera, and it's the first person sexual Character here that does that I like that idea a lot, but if you go one by one I thought this is really neat because this is hard to do This is a big pain where you have to really go frame by frame and adjust to make sure distance works But it's cool to like the offset in the asymmetry there. It's neat. I like that as At the beginning and it draws mean already just because of the complexity. I Think if I be picky, I will probably change some of the finger pose I like this. There's a enough of a difference there in that pose This gets a bit too evenly spaced out and I would probably either bring that thumb lower So you have space between the thumb and then the pinky or kind of readjust the pose there Or potentially as we scroll forward here You can see how it kind of rests there with a slight change So it could be something where it had a little bit of a finger wiggle potentially just something a big a Bit different there in that pose, but I like that. There's a change. There's a change a in position, right? Up and down but also then a slight change in the fingers But again, it could potentially be pushed, but here I like the separation there for sure love all this Love the look of that and how it expands and how it changes I like how it's It's potentially simply made just like this model here, but it tells the story Like the track there and the fingers as well with a nice snappy Grab and I love that and that's the end. I think in terms of Presentation when you do the rum into that I mean it goes away and then loops back into nothing for that So I mean it works as a loop if that was the intention if I would do this I would probably do that a bit higher and by that I mean that the The bite here and the hand that it will be more center frame and potentially leave it and not go back into nothing Because it's it's it's a fun idea, but it's kind of almost undersold where it's kind of close to the edge there So I would probably just go a bit higher if If it's okay to leave it there for uncentred as the end of the story But if it's supposed to be somewhat played as a loop I mean he'll be eating over and over, but it's cute how it does go away and starts over So that would just be the my change of critique there You know depending on this needs to this needs to loop or not now if this were the challenge There's a time restriction But afterwards you can always bring that into frame here and then bring it back So hold it longer a little bit and then go back out of frame to go into nothing Afterwards, you know, what's the challenge is done? You can always make tweaks on it and make it a bit longer if needed But other than that that's that so very cool Let's watch this one. I thought this was really that I mean not that I have experienced a Finger like this. I do have The middle thing in my right hand broken with some basketball injury, but what I like about this is that it's not a lot of first-person Shots they have they have weapons. There was somewhat of a repetition in terms of the content. I love that in this case It's actually just about the hand and it's about an injury and I love that I think potentially To not be someone in the same color value there. Maybe I will potentially just bring it up bigger It may be white or something just pop here since it's so dark and really go for maximum color contrast It may be give this a bigger You know a bigger thing or maybe even some more RR something in there. Just kind of push that and potentially I don't mind that it's Tracking with the hands the other reason why I think up here would be potentially better because you're getting a bit close There almost from the tangent there, but I wonder if I would loosen up. I'm not saying that it should be Snap here and stay put and be locked as the rest happens So a little bit of tracking and following is kind of neat Or maybe just a bit less. It doesn't go down So far or as much I think that'd be the the biggest thing I would say just about that And I know this is as always with the challenges. There's a time constraint, but It could be interesting too to if you would go back in there and kind of readjust things a tiny bit Potentially bringing in the hand in a different pose You would have to find an angle where the finger doesn't look broken where you see the hand was right off the bat It's revealed something's wrong, but it could also be fun where the hand seems okay And then it rotates into this pose and go. Oh, this is really not okay and then do that For fingers though, I would be careful to not Move all these fingers at the same time a little bit of slight offset Probably especially in this one where they seem okay, and maybe you want to delay this one a bit more because this one It's just you know, it's pain and it's healing and maybe at that point It would be just a bit further out and then you can bring it in take all right That seems pretty good. And that same thing maybe fanning out a little finger wiggle It was one thing I'm looking at is like this is a It's like a finger like a finger out like all fingers are out and then into a bent all finger fist pose Versus well, this is the one that's injured. So it could be something where it's mostly one finger It's kind of like just the index curls in and out to kind of check if that one's okay It's almost like you want to go from this to this and then bend only that finger It's kind of like as a as a check for something here offsetting fingers Other than that, it's a really cool idea and the only other thing in terms of detail and it's a bit of a pain But there could be something where as you wrap those fingers around the index finger there to have a bit more of a Feeling of that they're connecting so as this is now connecting that this finger starts to move this section starts to move a bit So it doesn't feel so disconnected so that you can feel the grip and the tightness Because here's a bit of a cheat how it goes in there That's kind of that. It's very neat. Love the idea I love the idea of seeing the fingers and having that be the focus of the shot This one's need to looking at that one. I picked this one just because There are a couple of things I want to mention. Hey, I like I would like the idea I like with this rig and the technical aspect of the gun and all the details that you can put in Why I'm picking this one here is that when you have This shooting a I would make this potentially a bit bigger Maybe it's like glow not that you want to render this but maybe you know, whatever effects that don't need the renders adding in there So we can clearly see what is going on was as you as you start this we can kind of see it But it also goes away fairly quickly and what we need to have the projectile be a bit bigger so we can really follow what's going on and then The reaction of this character just feels a bit Non-existent if you just look at the character and ignore all of this It just feels like it's just the path and it doesn't even feel like with that direction change that there is a slight Change or a lean it feels a bit on the path with the same Cycle somewhat up until around here ish So to me it feels like a bit of a clear view of what is you know shooting out there Then a bigger reaction to a I'm actually being shot at to maybe change direction Maybe go lower duck a little bit or something that would be something then into this So watch out. It feels a bit Strictly was we're overlapping this shooting With what's going on here. And also it feels like it's gonna go out this way But then it kind of goes then away from us watch out for the path of This here But mainly is that we're almost missing the extension I was gonna jump you always want a full extension of the leg for couple frames one or two at least right But then we straight back into a bent so we kind of missing the stretchy power And we kind of going quickly. I know there's a little bit of offset, but it has a slight Twin feel and I know there's you know, they're visual offsets there But just as a whole I feel like there's a little bit too much mirroring there And the other thing is once we get to here It feels like that is a very clear look of ha I Got you there now as the character the first person you care to drops I hope you need to get more darts on that character following Tracking how this character falls over just something about him kind of spaced out looking losing focus there Rest is okay. Just felt like that. So we're just gonna get what I've left for him To kind of have that evil stare that victory stare, but follow and if that means I need to close the eyes a bit later I mean, I think that would be totally fine And that is that Always a fan of Zelda You got sound here too All right, let's turn this off quickly the sound What I like this I like the looking we're not quite sure what's happening and then you have that slightly coming in here Reloading for the focus and I was a big fan of those side dashes with interesting mechanics and offset poses really pushed body poses and Using the set to so you go from that hopping on to that then on to this with a clear silhouette The only thing I would say is potentially changing the colors of the background as this starts to blend in a little bit starting to kind of I mean, you can still see what is going on, but you could potentially make it a bit clear. So yeah, like this is fairly clear for this As it comes in, I know this is really fast But I still I feel like I'm registering this pose and this is slight Worry in that face. I think maybe I don't know if that's possible but more for snarl potentially or even wider eyes, maybe not Blocking the lower part of the pupil you're fairly up there in the And covering of that size if you have, you know, almost a full white around the eye and potentially either an angrier eyebrow That's my awesome drawing skill Just something or push post was again when there's such fast movement You're not going to register much, but if I'm watching his own over. I'm just seeing that frame So I wouldn't really really push That and again, was it so fast? It's it's not really a problem But watch out for the broken wrist for that one frame It could still be somewhat cheated and modeled with the wrist and then a finger adjustment so that it doesn't have that broken feel and Potentially taking this and she did where it may be seen somewhat hidden behind the body So it doesn't feel like Yeah, hold on This is the fur and then this is that just making sure that everything is really clear even potentially not overlapping here Well, it's not too crazy because we have a very Clear here and then probably what I would do is once you up here and you hold hold hold hold Because like everything goes down. I'm probably one frame earlier Do the legs first while the rest stays put so it almost like legs are now initiating that drop into this And it's true keep it the eye she disappears but potentially have even that eye here The head here just because we are somewhat here and adjusting or Indicating a path this way and then suddenly the body Switches over there Just because it's over one frame. I think you might be okay with that here and even potentially deforming that sort into a curve maybe But having that eye that face here And then into that That's my two cents, but it's very cool and I like the detail too of that adjustment jump with a slight Slide right an adjustment in this leg coming out. It's not a cool mechanics. I think the rhythm is cool, too Landing hold quick quick hold hold and I like that too that it breaks frame Are we going? Oh where where do you care to go? And then we catch up and oh boy It's over. I'm into that to lots of really cool stuff in the shop. I Thought this was really clever to add a mirror because when you have a first-person view There's not much you can do in terms of well, I can't really see my face So I thought this was really neat I would I would just do and push this furthest because if you don't know that it's a first-person thing It's kind of like well, what's moving? What are we looking at? Oh wait? This is a mirror because this is really Edging frame here. So you could potentially just have that door maybe cut off But you know, it's not super comfortable. So you kind of push the Uncomfortable aspect of that so it's not here So, you know, you don't want to make it too comfortable but because of that you would have the character a bit more off-center to the right and Because of that it will give you a room to bring up that hand here right with the lipstick and then the actual hands here Bigger just because you will make that connection a bit more with this Right there overlapping, but you want to give it enough room so you understand. Oh, okay. This goes down this arm goes down Oh, okay It's a mirror so that you make that connection right off the bat because it's really really edging frame there And it's cool too, especially here now as we she then turns Just watch out. It feels like That is a bigger turn in what we're seeing here either through eyes or a head turn So make sure that this matches really as we're starting to move that there's more movement in the head and you exaggerate a little bit And I see that the eyes are starting there But I think you can push that a bit more And then we're back into this and I like the and it's going back to really first-person view I mean, I know it is before too, but I just like that switch that contrast of seeing the body and then Going over there That's that straight clever. I would like this Let's watch this here I kind of picked this one too because of a couple things way. I like basketball. It's gonna need to see That type of thing done the first person but the reason why I'm picking two and it's almost like Taking the idea, but I would just push that further and this might not be the shot for it to do to do it but I like this So you have your first person view that means you can't see the body But you could add some interesting stuff where because we see the shadow you can almost tell another story So I know this is completely off-topic of what this shot is, but it just gives me a thought of Imagine you would have a shadow, but it would be longer and the character might be doing something nice clean silhouette So you can play with this so we might see some arms here Doing something and that's reflected in the shadow here I don't know cigarette or reading a book or having a cell phone or so whatever you wanted to do here and then The gag would be that there's another shadow coming and That could be a burglar someone surprising another person or something But it would be the fun thing of rewatching the shadow play out a potential situation that the character is completely Unaware of because we're you know, we and you can play this with the animation where so defined So whatever action a character is doing with the hand is kind of potentially playful or more, you know Peaceful while that's the shadow while another shadow comes in and we're anticipating something That's a bit more violent in nature or surprise or something that you know that this character is not aware of like that I know I'm completely going off-topic with what this shot is But I like that shadow here just gave me a thought of as a scoop You really need where we could push the idea and do kind of a shadow play storytelling With you know within that first person frame. All right, and that's kind of it Another Zelda clip here the sound It's cool too, but I like that They're ringing in the ears after all this when I bring that sound down So do like the son of that in it and it's I just like the animation is nice with That clean stance you could potentially bring out the arms in the sword out So there's a more separation. You don't want to overlap darker, lovey hands here with the legs But then I like this. This is a nice change with that arc and a clear Move out there, but again because we are going further away This is just a tricky thing as we are with that perspective something where we might see maybe maybe even if it's kind of like a Makes no sense like a smoke trail or something, but so you can see a bit further Kind of see what is happening there But what I like too is that we have then cool effects and I like This character's anticipating like oh boy And especially this that we have the effect impacting your first person use and now you can have some interesting camera work with What just happened and also some story tale by just seeing the arm on the floor Change of camera there and then coming up into that reveal and then ending there. It's cool. I think just as a Mechanic there and as an action piece I think there are a lot of cool elements where you have shooting and dodging so mechanics of that affects thing more camera work and bigger mechanics here I think overall, that's very very cool. It's really ending to with with that conflict of this the camera You know with the angles all that I think is very Well done here. Also. I'm just getting big Zelda fans. So any of that just immediately catches my attention But yeah, very very cool. Again that clever usage of sound doesn't go back and play this again with sound It's very cool This is very cute got a dog. I know exactly how that feels I think I will probably play with the playfulness being rich where it may be that path will be a bit more Curve little hop hop run It's a bit more contrast in the action of what that dog is doing But the thing that I liked is that at the end it's like, oh, what happened here and that the character is so small in frame So what I would do personally is if possible I know if you have to jump into frame a bit more about something where imagine the dog is Bigger in frame. It could almost be that, you know, the dog is really close With the paws on the body it's my dog does that a lot where it kind of gets on his back feet and the front legs are on my chest and The reason I'm saying is that you would have bigger contrast of big to Small really in for reinforcing the the loneliness Sadness just through the size in frame. So that's the only thing I would do here where Potentially bringing this closer and it would be also be really cute And you can see a bit more first-person interaction with the legs and maybe the cameras down and see part of the chest and then jumping off and Again, like I said, a bit of a more complex path and actions on the dog Because it feels like it's also moving almost a bit slow looking at the leg moves But then everything feels just a bit smooth and very straight path wise But it's like the end the lot. It's just the the small character in frame Like oh, it just reinforces that sadness and that's I mentioned the bigger frame You just to kind of push that contrast a bit more. It's very cute Baby time Super cute I like this just because usually again with first-person shooters You have or a first-person view you have the shooting aspect and guns and everything. I thought this was a cute change and You know, I have kids and I know exactly this I can I Can see myself in this and it's just a cute angle and you just could play a lot with Scale differences with a bigger finger smaller fingers interactions of that I mean, that's a tiny tiny hands But I was really really cute and it could potentially be pushed further where it could be again, this deviating from what the shot is but Taking the idea and potentially grabbing the baby in a baby is super happy smile and everything and Then moving over as imagine you move the baby over from where it's being held in the air to a table Or it's little bath station where the baby is put into water and then the water is not exactly what the baby expected So you have a bit of contrast of you know, happy face moves over then the head is here and being put into the until bath tub and then going into ah really cold just kind of pushing the idea a bit further and Pushing the facial features, but as an idea. I love this. I love that you have It's the action with the baby and seeing just that perspective and not the usual first-person gun or our action sequence It's very cute. Yeah, the whole thing. I'll be just I would say just kind of pushing that idea further And going for a bit for more contrast in terms of what is going on and what do you do with the baby? And it is the action because it would be also fun if you hold the baby Imagine your character is walking you could see the feet and it would be a change in scenery as you know camera moves forward All that could add some energy and then like I said at the end putting that putting it down to the bathtub or it'll you know, whatever People use at that point. They're so small. You have a little bucket there with water So yeah thought I was very cute very cute idea I like that. I like that It's good framing there. You got the hand over the face You just see one eye. I think that was really cool and I like this too because it's something about zombies being slow Right and it's something where and it's not Exactly what's happening here But I like the idea for slow-moving zombie where you can almost kind of push the idea further where you you have Arms out and then it becomes more about I know it's just totally different than what the shot is But I see this and it gives me an idea of What if the character would be playing with the zombie where you can have fast movements of the human contrasted with slow movements of The zombie and I know this is not at all But I like the shot I like the idea and I like that little That end I think that's really funny and this could always be something with a title or something There are many things that you can you know put on top of that But if anybody's watching is going oh, yeah, I was zombies first-person view I mean it's something that you could play around with and it could be All kinds of things where again for me It's just the contrast and taking advantage of the speed difference of a slow zombie in a fast human This could be human running away. I'm she could be running away and into a building closing the door And then just have that face and at the hand of the zombie against the window Or you know something in interaction where character holds something to push the zombie off And obviously you can do all kinds of things with that conceit of first-person zombie view but for this shot I really like this and I think the whole thing I would say is potentially extremely picky but Having a slightly different position on that hand so that this doesn't quite fall on that hairline there So you have the finger above that believing this empty space and like all of this and like the Frame can almost bring that thumb a bit higher. So it's almost a bit more in their grabby position Also, this seems a bit broken might argue. Well, it's a creature. It's a zombie or whatever it is You know, it's okay, but just a bit of a weird deformation there, which is you know your fault That's the the rig but something I think I would Curl this up and have a slight change in that thumb position and just bringing that out a bit more Other than that, I mean you can also play around potentially with since she is closer to the arm where you would have a You know kind of like a grab Maybe you leave that hand actually a bit lower and it's this hand because there's so much room here for silhouette That it's almost like the you know, hand is down and then going out for for a grab During all of this and then that hand is lower here And then this hand extends to try to grab this just maybe pushing that a bit more terms of what the arms are doing So as of now, it's the kindness on what Steve and it's the camera head that does most of the work So maybe pushing that a bit more And camera wise I would probably put in the set or pieces of something stone Cobble something or if you're inside a house just because we that way we can see a bit more what the camera is doing If there's like how much forward translation is there and what is going on there, you know Now that being said, this is also a very very fast move So if you're saying that the creature is jumping suddenly or whatever is happening there that will Facilitate that, you know, there could be something maybe an anticipation in this maybe arms go up a bit and then tightening of the fingers because of all the Urgh and tightening of the muscles to go forward into that Maybe that as a critique. I would probably push that a bit more to tie into that some lunch there And that's kind of it. It's very cool. This one has a very clever change With that and it's seeing what's going on. I love this idea, too battery down and Looking at that Definitely a very very pushed Focal, you know, feel the view there. I think but looking at this what and it is not a critique of the shop It's I like what's going on. It's potentially not super clear even though It's clear because of color that there are two creatures There's something where I see all that stuff happening with the shooting and then there's that oh wait, okay That's a creature on there because it gets a bit bit dark And then as we're about to understand this this happens and then this goes off frame And I know this is the focus at this point, but I think there's anything you can do To kind of push the separation between this creature this creature and the background in terms of color Maybe you need to have some elements in between some hazing or smoke elements to separate those layers That's probably what I would do here, but I also love this idea of switching The view where it's it could also be something where you have, you know other readouts whatever and then as this happens It could be a visor that's being flipped up from a helmet or the helmet is being taken off I know this has nothing to do with the shop But I just like the idea a lot of seeing this and then changing into that Now you're arguing, okay We're very close to this camera here is the face so close to this but it also potentially be more Readouts or something to kind of push the idea even further. It's not just that to really really understand. This is totally different But I might know, you know cameras phone cameras, especially don't have all that stuff in there Kind of that's the idea, but you know, it might also say well, maybe it's a tablet Something that's part of the suit So here are the kind of the things that I I'm seeing here. I like the idea a lot and It's things a cool springboard for other things you can do with a switch between a readout display Are we looking through? You know, it could be a helmet that has just one section It's almost like it's up display on a swivel thing here where you have that Looking somewhat differently with readouts and that's the rest of the real world And as this happens only this section swivels up versus a whole screen or a helmet being taken off Anyway, again, I like this idea a lot into cool springboard for kind of pushing the idea further doing something somewhat inspired by that cool actions to though of the creatures definitely complex with the interactions of The big creatures when the little one coming in but again, I feel like we could push the clarity of that just a bit more And that's about that This one was really clever for this. I really like this idea Where even if this was a gameplay thing where you know, it's not shooting or action stuff where it's you You know kind of walking simulator type of thing where you have props like this and as you do that It gives you a readout of this of your lungs. I think that's I don't I thought that was really clever also like that there's an interaction between Armin and the head so as you shake this that it would impact your view. It's a small thing, but I like that if that be super picky Not they have to squeeze it too much more of the like that you have a change in the fingers It could also be a potentially a bit bigger change in those fingers there. It's extremely picky because you do have Changes in all the other ones also like that. It's offset Thumb and all that sorry, you know nice little details in technically a simple concept there But this is really neat I just love that idea of that prop that prop interaction and that as a UI element in a potential game for something like that It's very neat. This one's sound That's very good. Ah, and it's still not working. It's still glitching. I want to take that sound off here, but It's a if you know this if you grew up with this You know what's going on here Now if you don't know what's going on. Oh, if you don't have that experience without the sound this might be tricky And I think the only thing I would do here Just expanding on that where there might be You can see a repeat. It's definitely not working. Maybe just pushing that imagery of some Some slight movement. I know if that's not completely accurate, but just kind of you know take some liberties with that But as you go down A couple things that I would do I'd be careful with The fingers. I don't know if you're saying that the fingers are now touching this and that's why they're compressing against that Because it's almost like what are we looking at? We're looking at the thumb pushing this But then is it also supposed to do something with that and I think this could be just a big clear with potentially just bringing in those fingers and as having Fingers not out, but it's more of a fist with the thumb out and maybe changing the rotation a bit more So that when you do this is that thumb is here, but it's the rotation out this way. So the thumb is here Uh hand is here. So it's all about the thumb push of that not Implying some connection there now that it's super wrong, but I think this could could be pushed That way I like that we'll stretch in that only thing I would say here is that when you go into grabbing this To be less this is to me too Vertical with that frame. I would have a slight diagonal in there and then Grab this and I'd be careful. It seems like you're grabbing this and there's a slight move up and down where It's it's almost like you're grabbing this, you know, like the NES cartridge and you just blow into it And I wonder if this is just too much that gives us a weird Add a thing so it's Blowing on to this but then there's also a move down Does it have to move down? Is it something where it's Are we doing something with it that needs that move down? That's the only thing I would say that might just to make it clear come up here Into more diagonal Doesn't be that crazy. Just, you know a slight offset there and then Just that then going back into this but It's a tough sale Blowing on this without the sound And that's probably what I'm thinking why this is added with that move down. So well, if you don't have sound Might just be boring to just have that cartridge there um I think what you could do you might be just running out of time where you grab this And then when you're done, maybe like a slight Shaking of it or something I know you're running out of time there, but I love this here that it's almost back and then Turns into this also loops nicely play this again Which you know, uh anybody has done that you would try this over and over and over But that's kind of that. Yeah, it's a tough sell when you do something that really requires sound To make it super clear But that's it cool action moment there I kind of grabbed this one just because Of the interactions a couple things I would probably do to make it a bit clear I like that you have a difference there in the set, but I would probably add some other lines there So that once we're down here Especially on something like this where it just turns it to all gray here To have a better understanding of what the head is doing is that I mean, I see there's no shadow change, but just for extra clarity You know, is this the character being dragged or is that the head and I know it's the head But it could just be something where anything where you have a set piece that is a solid color Just adding lines or anything there will give us a better idea of what is really going on Once you lose that that gives us, you know context of okay up and down and All that stuff there what I like about this here too is that I mean, I would probably push These effects a bit more they're there somewhat subtle Even on something like this So if you ever have that if you already have that in there, I would kind of push that a bit more Just why not could we go home? but as a Shot piece I like this I like that there's interaction especially in something like a graph that's potentially a bit more complex Especially this The thing about this one is that it's a bummer that the knee Is covering that leg the only thing I would say here is if anything Changing the potential position so we can really see That leg but also the clear bend and breaking Of the knee section there. So looking at that By some good hold. I like the rhythm of it Into this Could almost be something where as you go back with a slight maybe a drop And then in the widening of this so it's not so overlapping through here Also so that the character doesn't stay put this for so long So it's kind of I'm Punching oh up and blocked. Oh, what's next and then just implying a new little bit of a move a bit of a change Maybe a slight head rotation in the beginning of a body rotation And then this happens to break up that movement and I wonder since That's kind of a not a knockout, but But instead of going back into a straight head Where this feels normal and balancing the character is okay Could almost be pushing this idea of Hit this And then as you go forward that head is slumped over And on that pull you can then drag a bit more And then overlap and slump a bit more. So at this point, it's almost like well this character is almost It's always a knockout already and that's the the final thing of bam and we break that leg on top of that So that's the only thing I would probably just push that moment a bit more Again, not that this is wrong at all. It totally works. There's little elements here and there that might benefit from some pushing and just kind of Going a bit further than what's there Ah, yes the old laser pointer With I love the idea and I like to the the contrast in all the moves where you have That pose of the arms you go way away, you know slap slap and then Into a closer And then the slap movement so in terms of contrast and just variety. I think it's really cute also What the laser pointer is doing staying there and kind of teasing around And then disappearing coming back with a bit of a wiggle there And then some bigger moves Even though this looks simple, there's a really good variety good contracts and all those moves Now looking at this, I know this is you know, there's a contest limit in terms of how many seconds you can do this But I would love to push this where imagine You would have as you see this here You have the character doing that it almost gets a bit lost. It's almost part of the furniture So you don't have a super clean silhouette of shoes As it goes over there, we're almost like here I guess this is part of something. Oh wait, this is the character actually doing this. We have a slight foot movement. So I was thinking To be honest at first I missed this my thought was what if we had Feet and legs and it's almost neat. I won't say a party But you know more stuff so that when the cat goes through a foot has to get up to make room Maybe a little smaller kid has to run Off maybe maybe there's a little kid and has toy blocks and the cat goes through and then there's more mayhem kind of pushing that further into Cat is peace at peace or it's all peaceful and then this Escalates the shot into more chaos as the cat goes through people through objects or whatever it is That's the only thing I would say here Now I might also argue that such the cute little side thing that does need further You know clarity of visibility, but you could kind of potentially just poof the poof is not a word move The shoe around for silhouette or maybe change your colors or maybe even bring it closer So that's really clear. Oh that person is doing that at this point here I love this just love the idea. I love the animation again contrast and everything is really great It's really a shock