Lawn Defender
Additional video info
Demo date range: 2022/03/02 – 2022/12/03Demo curation range: 2023/??/?? – 2023/??/??
Removing this, not significant enough, may merge by changing "project editing range" to "project range"Demo rendering range: 2023/??/?? – 2023/??/??
This too, more redundant since now using screen recording instead of slow in-game render
Project start: 2023/05/08Project editing range: 2023/05/08 – 2023/06/25
Removing this too, more efficient
Video upload date: 2023/06/27
Server: Uncletopia (AU)
Music used: Plants vs. Zombies Soundtrack by Laura Shigihara: "Watery
Graves", "Crazy Dave", "Zen Garden", and "Graze the Roof" (in-game
versions)
Overview ⭕
Been some time since last market gardening compilation. I have improved some since then, yes more can improve. I knew yet another market garden video could be too stale from possible over-saturation of MGs, so the challenge leans more into execution of video. What can I do? Decent editing, musical consideration, animation. Even though fun video, still competitive in process, what will make my video worth watching, worth me watching?
Plants vs Zombies themed since shovel named market gardener (gardens are big thing in PvZ), PvZ cosmetics already in TF2 (existing connection), zombie cosmetics in TF2. Reminded me of that gardening game.
Shout-out/thanks to jumper/teacher Soru, came across them in those jump maps about late 2022, helpful. Also unintentionally helped me realize my jumping binds messed with my crouch key which messed my jumps up. Now focus on mechanical skill more, only so much blaming on game you can do as game usually more consistent than you.
I changed the capture method in this video. The driving force for this change is due to the little HUD man on the screen. I was improving the HL1-style HUD, made the killfeed more readable, more name-showing support, breaking a little of the accuracy of the HUD for the sake of the video, added the on-screen names. Now even closer to in-game, less disconnect, more humanize.
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| Imagine this little man shaking uncontrollably |
The third person preview guy was moving too fast when using in-game image sequence render – wasn't too keen on finding out how to mod the animation to be slower to compensate for the fast speed, too many delays. It was to the point of distraction, but I wanted to keep the guy in, it's team information/represents how the third-person view of the character looks, shows current team and especially useful if I upload spy gaming as you see the current disguise. And it took some tweaking to figure out to make it look the way I wanted it, didn't want to waste that/give up too easily.
Previously the footage was recorded in-game with a frame-by-frame jpg image render. This image sequence would have to be imported in my video editor software (HitFilm) and I'd have to make a composite shot to combine the image sequence with the wav audio file to make an equivalent of what a mp4 does (video + audio in one). This is slow, but it's highly lossless for quality – tga image render not worth for large filesize and would have to be converted to png – extra steps, less efficient for negligible payoff.
Now using mp4. There are some drawbacks such as:
- Lag affecting recording, need to close other processes, TF2 running at max/high graphics settings, re-recording needed if recorded laggy footage
- Quality loss, especially fast movement
- Slight color inaccuracy (slightly more than jpg export, can be slightly color corrected but ultimately neglible)
But the speed/efficiency is good:
- No need to wait several minutes to wait for a recording to render out from in-game method
- Video + audio included in one file: mp4
- Filesize ≈ 6 smaller than jpg image sequence render, less worry about filling storage
Maybe this little man helped things work out better, adapting my production to be more efficient.
Whenever I make enough for PC upgrade the lag should be less of a concern and I can go heavier with OBS settings for less quality loss . Sometimes the demo capture itself may have player models "lag"/jitter, not sure if that can be fixed practically.
The video is (loosely) structured like a PvZ level, from the more "intense" moments mirroring flag waves with the adaptive soundtrack, to the ending sequence + credits.
Drawing
Reluctant at first to add some drawings, but felt like it would add to the bhops, could be slightly confusing since there are pogo jumps in TF2 (long horizontal chain jumps with rocket launcher) but the pogo in this case more equivalent to small jumps/hops like pogo zombie. Had to slow down and think of process, used SFM to make reference pose, constructions lines, then tried to make the soldier look similar to the pogo zombie which it's based on. When incorporating the graphic in the footage, made the guy bounce on my target's name – using and interlinking things.
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| Construction lines, the bones |
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Setting up clipping masks to easier coloring
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Camera angles
The extra effort to show more with camera movement/alternate angles, tried to be more conservative with additional camera angles since can be to jarring hard to focus, saw few comments bit confused.
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| This kind of camerawork reminds me of something |
Animation (?) 🏃♂️
I wanted to see what more I can add to the video. Like previous video, I wanted to incorporate more animation with SFM and I do need to animate more to be able to have longevity for my animation channel. This time, I wanted to add a little slideshow cutscene (like this). It was going to be more simple so it could be done but seems like I wanted more and here we are.
Manually posing the characters was too hard/hard to see the vision, so I did mocap (w/ iPiSoft + 2 Kinect cameras). Since I was at this point, might as well act out scenarios – motion. Since it was too hard to keep everything in my head, I storyboard so it's easier to see what action to do with little downtime in the motion capture recording, more space/time efficient to have recording with minimal gaps. If I get consistent and better at this and many people express interest in tutorial, maybe in future.
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| Storyboards |
Due to the out-of-place-edness of this "bit", it may be a little surprise, due to the main video being a frag video, and that was ok. The animation should be decent enough and has coherence.
There was a funny ragdoll that happened in one of the clips and it was a good time to have the animation cut in with a little dream-like blur/fade-to-black transition.
I did have some reluctance to animate, so I did these mini-tests/animations to help build confidence ability + experience to move forward instead waver over inexperience too much, slowing even more. Here are those videos:
Not sure peoples' stance on mocap assisted animation (my setup is nowhere near that professional), I'm more concerned about how it turns out and whether I finish animation. Good time saver when used effectively, cleanup and additional animation to fully sell it. Helps greatly being one person.![]() |
| Pool levels: 3-X |
Music choice 🎵
Music name/author
Music: Plants vs. Zombies Soundtrack by Laura Shigihara: "Watery Graves", "Crazy Dave", "Zen Garden", and "Graze the Roof" (in-game versions)
More of Laura Shigihara's music @ https://www.laurashigihara.com/music
Usage in video
I wanted to incorporate the flags in the video — in PvZ, whenever a flag wave approaches, the music adapts to play a variant with more/alternate instrumentation to accentuate the flag wave, which spawns a bunch of zombies at the same time as opposed to a trickle of zombies before a flag wave. Also bit of challenge to make music work/persist, since music more chill, less punchy action in your face. This is good, contrast. As usual, syncing moments to music, musical consideration harmony.
I initially thought of using the album release versions of the soundtrack, but it was too stiff/set-in-stone. I directly captured the music while in play, made sure to complete the game at least once to get more in the PvZ mood. I gravitated toward "Watery
Graves", since it felt right, despite no water-focused frags in video.
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Music captured from in-game, stitching together multiple takes to my liking.
In ending clip used "Graze the Roof" more fitting theme-wise since on/around roof.
When doing this, accidentally discovered when click and dragging PvZ's window, the music keeps playing with the game frozen, so I wait until
desired moment before big wave comes for music variant, much more consistent way to get the specific music to play at that moment.
Familiarity with the source media you're trying to emulate/reference/pay homage to is helpful, makes it more authentic.
I tried to buy album at bandcamp as to support artist more – I am using their music after all w/o permission, but the website didn't let me, tried many times.
References (to external media – not necessarily PvZ) 🔗
There may be other references/edits you can find on your own, will list mainly main ones.
1:08 – KnowZero (YouTuber/TF2 Gamer) – Cube avatar edit
It's brief but it's there, his cube avatar appears next to him for a few frames, like a stand from JJBA. You may have noticed last appearance of his cube avatar in ConFlicKtest. There is another edit in the next clip at 1:12 where the cube comes out of the HUD where his name is.
2:54 – Tony Hawk's Pro Skater 4 (PS1 ver.) – Cart edgebug
Kind of cool occurence, had edgebug on cart, technically didn't land, horizontal speed preserved and still able to market garden crit. Reminded me of "trick" in THPS4 (PS1) where you briefly grind on a rail and it the game says "kissed the rail" or "clipped/bonked/kissed/tapped it" in later games. The other trick name "bop shove l" based on skateboard move "pop shove it". Graphics themed accordingly to this THPS version.3:08 – Breaking Bad/Better Call Saul – The funny ragdoll hit the stairs
This funny ragdoll reminded me of notable slip-and-falls from Breaking Bad and Better Call Saul (spoiler-ish warnings). I sampled the "slippin'" sound effects and used them for that clip.
3:22 – Steins;Gate – PvZ animation
Far right of frame. Reference to Rintaro calling Kurisu "Za zombie".
3:36 – Predator (1987) – PvZ animation
Reference to the legendary man-shake in Predator when old friends Dutch and Dillon reunite.
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| "Dillon! You son of a bitch!" |
3:57 + 4:09 – Jojo's Bizzare Adventure Part 8: Steel Ball Run – PvZ animation
Gyro peashooter. Then BLU soldier with dark determination, could be mistaken for sans undertale (spoilers).
4:00 – Jojo's Bizzare Adventure Part 5: Vento Aureo – PvZ animation
Diavolo will never reach the truth. Stay away from dangerous and illegal narcotics.5:41 – JoJo's Bizarre Adventure: All-Star Battle R – Heavy surpise
Recreated reactionary cut-in from the game. I don't own this game, especially because of the DLC, incomplete game, they can't drive more sales and make existing players happy from new added characters, they must drain existing users too. The same could be said about Dead by Daylight licensed DLC, but they exist in first place due to the original IP owners having agreement wanting money from sales in first place. At least original DbD characters can be bought with in-game earnable iridescent shards. Politics, two steps forward, one step back, grey areas, etc. Is this our fault for paying for this? Maybe in a few years/decades they'll have a more reasonable sale that compensates for all the DLC, or maybe the game will be long dead by then, replaced by a sequel with more DLC to pay for on release and later on. Not sure if worded it easy to understand, sometimes games have predatory pricing, but normalized enough too many people don't know how to care enough to vote with wallets.
5:54 – The Sopranos x PvZ – Sniper MG
The PvZ wallnut made to look like Paulie Gualtieri, a.k.a. "Paulie Walnuts", that comes out of player "franky meatballs" name in the HUD. The name structure seemed familiar, checked profile, and one of the previous names was "Paulie Walnuts".
6:12 – Jojo's Bizzare Adventure Part 6: Stone Ocean (Anime) – PvZ victory sequence
Very brief Joestar birthmark star flying left (possible spoilers) out of shovel.
6:29 – The hoarding rat – Credits (and animation)
When thinking of some little "easter eggs"/details to put in the animation, thought of that rat that stole a holy mackerel, debuting one of my mini SFM animations, "Heavy dumbbell curl session".
The rat also appears in the animation earlier.
Credits screen 🙏
Might as well use the SFM session. Followed up on the notepad drawing, now colored. I like the changing/themed credits thing, makes less bland. More personal touch with written instead of typed.
Some loose "legal"-ish statements that say I use the music in non-damaging way and I don't own and that the original owners had no affiliation – to eliminate those things somehow being problems. There are grey areas but at the same time I want things to exist instead of not, we see what happens.
I may use piece of music in future that is more mainstream and copyright claimed (YouTube content ID), but maybe it will be kept up at the cost of me making no ad money off it, which isn't completely fair – not even a percentage because that theoretical video wouldn't exist without me too. Not completely sure about asking for permission everytime unless explicitly somehow private music. Just because I may put more effort to credit things, doesn't mean I'm automatically legally approved to use the music/other stuff. I try to use retro soundtracks/public/popular things; things already made available publicly and highly shared.
Good ideas:
- Test upload desired music tracks to YouTube before editing whole video, see if copyright claim content ID hit
- Check for game/company music/"content" policies, example – EA's policy: (sidenote, i didn't search hard enough for this page before but i should be good though especially with explicit non-affiliation and credits, not all companies share same policies)
- See how cool the company/composers are, are they cool with people transforming their stuff creatively? Or are they very strict?
- Make it clear that you don't own the music/not affiliated with the original creators, unless you somehow are (sponsored, you being the composer, having permission, etc.)
- Monetizing your video may increase risk factor (if any) of copyright problems, money and problems, bread and butter
- Be respectful, polite – being unnecessarily unpleasant may make things worse
- Post some links, point people in direction of original owners, especially music credits at least. Game owners especially big ones like Nintendo, EA, Activision aren't charities, they are businesses, businesses like money and will ruthlessly use their lawyers if needed.
Do these extra efforts especially if wanting more professional video maker. I am not lawyer. I am not legal advice. I like the spirit of the law. Main attitude is be respectful with the media you are using, real people made it with intention, not randomly generated things.
Title 📝
A title that hints at PvZ theme. Had few ideas. Initially wanted syntax like "Plants vs Zombies":
- Spades vs Merc-ies (merc = mercenary)
- Mercs vs Shovels
- Heads vs Shovels
- Spades vs Skulls
- Skulls vs Shovels
and finally, - Lawn Defender
I didn't really feel the names but thought more simple yet effective name and "Lawn Defender" clicked when the idea came. TF2 and PvZ both have big defending/attacking elements, lawn is the battleground in which you defend your house in PvZ.
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| Pose inspired by defensive knight statue pose |
PvZ themed, drew shovel from game, made handle blue to fit in with BLU soldier, might as well have soldier BLU since animation part. Made the grenades into cherry bomb, extra reference. Potato mine suits demoman more.
Possible errors ❌
At 5:40, forgot to do the pogo soldier effect that bounces on the player name at bottom of hud when I do the bunnyhop gardens. Boing sound wasn't as loud, however absence of this distracts less from the heavy face edit.
Demo/clip info 📽️
0:00 2022-05-06 [pl_goldrush] "Sneaky garden"
0:28 2022-03-02 [pl_badwater] "Triple overload garden"
0:39 2022-03-11 [cp_foundry] "Garden air-delivery"
0:48 2022-03-25_1 [cp_yukon_final] "Clean garden"
0:55 2022-03-28 [cp_badlands] "Glimpse garden" • deforestation α [...
1:09 2022-03-25_2 [cp_egypt_final] "Taunt vision informs next garden plot" ft. @KnowZero
1:24 2022-03-27_1 [cp_foundry-sol] "Anti-vax garden"
1:32 2022-03-27_2 [cp_foundry-sol] "Vax Med + Heavy chain garden"
1:44 2022-03-30_2 [pl_swiftwater_final1] "Catch-up garden"
1:56 2022-03-30_1 [cp_badlands] "Sandvich savior enables a sly garden at bridge"
2:36 2022-09-30 [plr_hightower] "A very insistent bhop garden"
2:49 2022-11-05 [plr_hightower] "Rad cart edgebug garden"
2:59 2022-08-16 [cp_sunshine] "Softening jump garden"
3:18 cutscene/fever dream sequence
4:15 2022-09-25 [cp_sunshine] "Grateful walljump garden"
4:22 2022-11-13 [koth_highpass] "Window shopping for a bhop garden deal"
4:30 2022-12-02_1 [plr_bananabay] "Quad pogo garden delivery across the railway bridge"
4:42 2022-12-18 [cp_altitude] "Crouchless jump bhop garden finish, softened by friendly gatling pea"
4:56 2022-12-24 [koth_cascade] "Spy duel garden"
5:10 2022-12-02_2 [cp_standin_final] "Jumping scout garden"
5:17 2022-12-02_4 [cp_standin_final] "Downward dig garden"
5:28 2022-12-02_3 [cp_standin_final] "Sneaky slithering bhop garden"
5:36 2022-12-02_6 [cp_standin_final] "Surprise bhop Heavy garden, banana launch denied"
5:44 2022-12-02_5 [cp_standin_final] "Redirected bhop garden"
5:57 2022-12-03 [cp_standin_final] "180° garden + soil compacting stomp, double special"
6:22 CREDITS scene
6:48 2022-03-31 [pl_barnblitz] "Brave demopan garden"
Pinned comments
Extended credits
Sounds 🔊
- Plants vs. Zombies sound effects rip – The Sounds Resource
- campfire crackle: https://freesound.org/people/aerror/sounds/350757/
- sizzle: https://freesound.org/people/Urkki69/sounds/587177/
- crickets: https://freesound.org/people/Defelozedd94/sounds/522298/
- snooker ball clack: https://freesound.org/people/Caitlin_100/sounds/365525/
SFM models 🧊
- PvZ models collection – Models by Popcap Studios and EA Games, ported to GMod by Mister Prawn then ported to SFM by Danecat33
- JJBA models collection – Hirohiko Araki's characters, various model creators, various porters
- Posable Notepad – The Winglet
- Kurisu Makise – Mirbo
- Realistic campfire particle – MysterAC
- Hyperdimension Neptunia Picture Frames – NepDraws
See also
- IULITMx – "Plants vs. Zombies: Garden Warfare - Peashooter", reference for PvZ: Garden Warfare
- The Walking Dead (2010), get into zombie mood, first few seasons ok
- JoJo's Bizarre Adventure: All-Star Battle R cut-ins, used for reference
- Steam SFM guide: "Applying Burning textures and doing it for cosmetics by yourself" by Squintem, CAUTION: suggested to make a separate duplicate folder for the tf models and overwrite those files/vmts instead of overwriting existing files for the burning files, it can get very annoying to disable $detailblendfactor everytime.
- How to use EA content under EA’s IP Policy
- Nintendo Game Content Guidelines for Online Video & Image Sharing Platforms (they still seem to really hate when you try to preserve their music on YouTube)
Some streamers 📺 that played PvZ (speedrun), get into zombie mood 🧟♂️:
- oneeyeddeacon
- A1Major (also street fighter II: champion edition)
- BulbasaurRepresent
- tz_scion
Even this blogpost becomes a project in itself. Maybe I'll try to write it while project in process if it doesn't affect thinking too much. Takes time to go back in time in your head and in the files to remember and attempt to translate those things into the written/typed language. Not sure if I have to condense more in future, don't want to spend more time blogging than making videos.

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