Sho Hsieh Interactive Experience Designer
All work

Endling

A documentary crew interviews the man responsible for the last surviving goldfish on Earth. The folk tale at the centre of that film is told in animation, and the animation is the part I directed.

One shot, one composition, four repaints. The camera never moves; the year does.
Studio
Fifth Atrium
Year
2024
My role
Animation Director
Type
Animation within a short film
What I did
  • Animation direction
  • Animation
  • Character design
  • Concept art

Concept art was shared with the art team.

What I did not
  • Writing and direction of the film
  • Storyboard
  • Title design
  • Archival newspaper graphics
  • Live action
  • Editing
  • Sound and score
Worked with
  • Kelly Yu, writer and director
  • Nastaran Arsalani, co-animation director
  • Karensa Marvella, concept art
  • Angélica Maia Machado Rocha, key animation
  • Animation department of ten
Programme
Rising Voices Season 4, the emerging-filmmaker series from Hillman Grad and Indeed. Executive produced by Lena Waithe. Produced by 271 Films.
Delivered
About one minute of hand-drawn animation, 4:3 at 4K, in twenty production days
Festivals
  • Tribeca Festival 2024, official selection
  • HollyShorts 2024, official selection
  • Los Angeles Asian Pacific Film Festival 2025
  • NFFTY 2025, jury nominee
  • Oscar-qualifying
Credited
Animation department, IMDb

The film is live action. The myth inside it is not.

Kelly Yu's film is shot as a documentary: a crew, a man, an aquarium, the last goldfish on Earth. Roughly a minute of it is something else entirely — the old story of the carp that swims upriver, leaps the Dragon Gate, and is turned into a dragon. In this telling the carp makes the leap and comes through the other side as a goldfish.

That minute had to work as a piece of folklore for an audience that had likely never heard it, land inside a live-action film without feeling bolted on, and be finished in twenty days by a department of ten spread across several time zones. The animatic locked on 12 April 2024. Everything shipped on 2 May.

How do you make an audience watch one animal turn into another, in a shot that lasts about a second?

A watercolour mountain with a golden river running to the foot of it, a dense crowd of small carp packed into the river channel below. The same mountain seen closer, carp scattered in the white water at the base of the falls, a few part-way up the golden cascade.

The Dragon Gate. Every carp in the river is trying to get up the same waterfall, and almost none of them do.

Two goldfish, eight backgrounds

Before anything moved, the director had to see what the film would look like. Several artists pitched directions; two of them were mine. One flat and graphic, drawn in saturated pastels with the eyes doing all the acting. One painted, warm, soft-edged, with pupils too big for the head.

Each was then tested against four different grounds — plain, halftone, deep navy, gold line on black, white plaster, turquoise water — because on a schedule this short the background is not a later decision. It is the thing that decides whether a character can be drawn quickly, by several hands, and still read at speed. A design that only works on white is not finished.

The film went with the painted one.

The flat direction on plain grey: four goldfish in saturated pastel outline with large round eyes. The same four fish on deep navy scattered with small stars, the colours now glowing against the dark. The same design reduced to fine gold line on black, colour stripped out entirely. The painted direction on white: three orange goldfish with oversized dark pupils and soft brushed fins. A single painted goldfish on a rough white plaster ground, seen from above. The painted goldfish on turquoise water, sunlight rippling across the surface behind it.

Top row the flat direction, bottom row the painted one, each carried across grounds it would have to survive. Six of the eight are shown.

A character that ten people have to be able to draw

A design is not finished when it looks good in one drawing. On a frame-by-frame production it is finished when someone who has never seen it can reproduce it at three in the morning and have it match. Ours was going through three inbetween artists, a key animator, a colourist and two more animators.

So the model sheet is not a beauty pass. It is a set of rules. Dorsal fin: three lines. Tail: three lines. The mouth in profile is a heart plus a curve; head-on it is a slime shape plus a curve. The eye is exactly three parts — white, black dot, highlight. The body is an oval from the side and a rounder oval from the front. The eyes bulge, but only to the edge of the head, never past it.

Written that way, the character stops being a drawing and becomes something closer to a specification. That is what let the department work in parallel and still cut together.

A model sheet: the carp drawn in five orientations — side, three-quarter, front, top and back — with construction rules annotated in red around each one.

The turnaround, with the rules written in red on top of it. Notes are in Chinese because the drawing team was; the constraints are the ones above.

Carp style test one: pale grey-green fish with fine ink outline on a light halftone ground. Carp style test two: yellow-finned fish with a heavy contour line. Carp style test three: the same fish as a solid black silhouette with white interior lines. Carp style test four: olive-brown fish with scale texture, the version used in the film.

The carp, four ways. The film uses the last: drab, olive, scaled — so that when the goldfish finally appears, colour alone does half the storytelling.

The goldfish drawn once and then pulled apart: body, both pectoral fins, dorsal fin and the split tail laid out separately with fine leader lines back to where each belongs.
The goldfish delivered as parts rather than as one picture. Fins that can be re-timed independently are worth more than a beautiful single-frame render when there are twenty days on the clock.

Painting the same mountain four times

The passage of time is the hardest thing to animate cheaply, because the obvious version is a montage and a montage costs shots. Instead the sequence holds one composition and repaints it. The mountain, the falls and the framing never change. Blossom arrives, then summer green, then rain, then snow — and the same single carp is at the bottom of the falls in every one of them, still trying.

Nothing in that shot is a camera move or an effect. It is four paintings of one drawing, dissolved. A year of story for the price of a background, which on a twenty-day schedule is the whole argument.

The mountain in spring: green moss on the rocks and pink blossom along the ridges. The same mountain in summer: full green, blossom gone, sky bright. The same mountain in a purple rainstorm, the falls half lost in mist. The same mountain under snow, the rocks capped white against a deep blue sky.

One framing, one year.

An early river-scene painting: dark ink-wash banks and a flat ochre river, drawn wide. The approved river scene: the same valley with softer banks, warmer light and visible current lines in the water.

The river, from the first scene design in March to the approved version a week later. The banks lost weight so the water could carry the shot.

Drawn on eights, delivered on twenty-fours

Twenty days for a minute of frame-by-frame animation only works if you draw fewer frames. We worked at eight drawings per second and output at 24, which is a normal trade and mostly invisible.

Mostly. When the director saw the assembly she flagged two things that felt rough, and she was right about both: moving water, and any shot where the camera itself moved. Those are exactly the two cases where the eye tracks a continuous path and can feel the missing frames.

The fix was not to redraw the film. It was to spend frames only where they were being missed. I re-rendered the water at 24fps and composited it back over the 8fps animation, added motion blur — the editor's suggestion, and it did more than expected — and went back through the sequence to find every shot with camera movement. There were four. Those went to 12fps. Everything else stayed on eights.

A tight school of carp swimming through gold water, long white current lines drawn through and past them. A carp breaking the surface at the foot of the falls in a burst of hand-drawn white spray.

Water was the expensive part, so water was where the extra frames went.

Making the transformation read

The shot the whole minute exists for is about one second long: the fish comes out of the cloud above the gate, and it is no longer a carp. In the first assembly nobody could see the change happen — the goldfish simply appeared. Worse, the director's note on it was blunt and accurate: it looked like a bird flying.

Three changes fixed it, and none of them were a bigger effect. First, a frame-by-frame morph, drawn and coloured rather than dissolved, so the body genuinely changes shape and colour on screen; I specified it and Angélica Maia Machado Rocha animated it. Second, we stopped animating the fins. A fish flapping through air reads as a bird; a fish holding perfectly still reads as a fish that has been fired out of something. Third, speed lines through the cloud, to say the same thing again in a different language.

The same logic cleaned up a smaller problem earlier in the sequence. Carp leaping at the falls were vanishing mid-jump instead of landing anywhere, so I added a splash at the point of contact. A fish that disappears is a bug. A fish that disappears into water is a fish that went into the waterfall.

Close on the carp's face underwater: drab olive body, huge round eyes, small downturned mouth. The last frame of the transformation: a small orange goldfish with white-and-black eyes drifting through pale watercolour cloud, its expression somewhere between surprise and worry.

Before and after, one second apart. Same silhouette, different animal — which is the whole reason the morph had to be drawn rather than dissolved.

The end of the sequence, hard-cutting to the title exactly as the director asked — no fade in, no fade out. Title design and title animation are Yu Chi Fu's; the valley, the tilt and the composite are mine.

Where it went

Delivered on schedule as ProRes 444 on 2 May 2024. The film premiered at the Tribeca Festival in June, then played HollyShorts, the Los Angeles Asian Pacific Film Festival and NFFTY, where it was a jury nominee. It is Oscar-qualifying.

It is the odd one out on this site — a screen, not a room, and a story told to an audience sitting still. It is here because the work underneath is the same work: give a character rules clear enough that other people can carry it, decide where the expensive frames go, and make sure the thing you built can be read by someone who was given no instructions at all.