Shadow Moments
We wanted the viewer to have the experience of their shadow moment, a moment of suspense, confusion and ultimately terror.
Due to the current state of affairs around the world due to Corona, our team was advised to create a trailer for game since we were having a lot of technical difficulties in making the game playable.
The trailer introduces the viewer to a path leading to the metallic dome like chamber. There is no other path besides that leading to the dark dome like structure. The sound in the environment is ominous and the players footsteps are echoed with an infinite delay. The whole ambience and aesthetic of the space are meant to add onto the feeling of imminent doom & entrapment.
My role was that of a 3D designer. From creating the 3d space to the elements included in the environment , my team was actively giving their inputs and their ideas for various elements within the space.
Descriptions pertaining to the Environment
The rusty metal plastered in the walls of the chamber as well as on the walls of the structure central to the chamber, are meant to give off the illusion that the chamber in itself was worn- out and extensively used before it was “abandoned”. It is meant to add on to the ominous vibe we wished this environment to exhume.
The fog is also an important element to the scene. We were looking for ways to increase the suspense and mystery of this environment, and we decided that the best way to do this was to add a Fog element to the scene that would partially conceal the objects and structures in the scene.
Personal Reflection
The process of making the scene for the game sparked my interest from the very beginning. I had already worked with Unity previously, which allowed me to go a step further when approaching its design. All models for the scene were made in Maya, apart from the skull that was made in “Sculptris” application.Certain elements added on to the scene, such as the fog, was well as the moving recorder camera were quite tricky to figure out. Notwithstanding I appreciated the research I had to do in order to solve these technical designs and rendering blocks. Overall the research and design process for this chamber piece was very fun, as I enjoyed researching different designs of torture instruments, as well as different design aesthetics that I felt fit with the general atmosphere we as a team wanted to exhume with this space.
Moving Storyboard
Moving Storyboard
Unfortunately i had saved the original documents and the finished animation for this assignment on an external hard-drive that broke throughout the course of this semester. Hence the movie below is not in the finished quality, as the only proof i could find of this assignment was in my Instagram stories archive.
Brushing away is an animation that narrates the story of a toothbrush that has helplessly fallen in love with a red paintbrush. Regardless of them having completely different functional purposes, toothbrush does everything in his power to be closed to his beloved.
My initial approach with the moving storyboard was that too quickly sketch an idea for a final animation and/or story. I had included text a rough sketch of how the scene would look like and how the story would ensure.
It was a good exercise to do, but I realised that I did not have enough time in my hand to complete such an extension animation like the one I had "drafted"
It was a good exercise to do, but I realised that I did not have enough time in my hand to complete such an extension animation like the one I had "drafted"
I had to kill this darling and start anew with a more simple storyline.