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ASCII Machine-Vision Animated Short

A 3D animated short made in Blender, set on a future Earth where humanity has gone extinct and semi-sentient mecha houses traverse the landscape rebuilding damaged ecosystems. With no human observer left, the only view of the world is the machine's view — so the entire environment is rendered as compressed ASCII data, where every character carries a functional meaning about what the machine has detected.
I built the full encoding system inside Blender's compositor: each scene is split into its render passes (depth, normal, position, colour) and run through a custom ASCII converter that assigns different character sets to different elements — water, fire, organic, inorganic. The mecha themselves stay photoreal, because they're the ones doing the encoding; the world, parsed through their sensors, becomes data.
Made as part of my Master of Animation, Games & Interactivity at RMIT University.

Viewport scene

Viewport scene

Render passes feed into the PreASCII node group

Render passes feed into the PreASCII node group

Inside the node group: preps the data and splits the Z-depth into close, middle and far mattes.

Inside the node group: preps the data and splits the Z-depth into close, middle and far mattes.

Custom character glyphs fed in as image inputs — any character set can be swapped in here.

Custom character glyphs fed in as image inputs — any character set can be swapped in here.

The image is pixelated into a grid, and then each cell's luminance picks a character

The image is pixelated into a grid, and then each cell's luminance picks a character

A ladder of Greater/Less Than nodes isolates each brightness band and maps it to a glyph.

A ladder of Greater/Less Than nodes isolates each brightness band and maps it to a glyph.

The full luminance-banding network — each band assigned its own character across the tonal range.

The full luminance-banding network — each band assigned its own character across the tonal range.

All encoded layers and mattes are exported into a single multilayer EXR for the final composite.

All encoded layers and mattes are exported into a single multilayer EXR for the final composite.

Final frame. The world is rendered entirely as the machine's compressed ASCII view.

Final frame. The world is rendered entirely as the machine's compressed ASCII view.