Seven Thirty
Student Submission: No
Credits to sourced content:
Visual:
- Materials - Quixel Megascans
- Character - MetaHuman
- Sky - Pixabay
- Typography - Josefin Sans (Google Fonts)
Sound:
- Music - Untitled Sample (This is Cruelty)
- Mixing - Glide Studio
My contributions:
- Lighting
- Prop and Environment modelling (UE4 and Maya)
- Compositions/cameras
- Sequencing
Other resources:
- Particle Effects Tutorial - Christopher Turner
- General guidance on lighting - Yan Ostretsov
- Visual references:
- Grim Fandango - World design, Peter Chan
- A Clockwork Orange - Production design, cinematography
Progress Screenshots:
Description
My name’s Ed, I’m a Product Manager and Visual Design Specialist based in the UK.
I periodically dabble in cinematics and narratives through the use of light in Unreal Engine, but invariably fail to maintain motivation for sufficient time to realise any such work to a standard above - ‘meh’. Thank you to Epic Games for imposing a level of discipline clearly beyond my own volition and in turn, forcing me to do something productive with my spare time other than fail at Ultra-Nightmare runs of Doom Eternal (bloody Gargoyles).
The relevance of my submission to the theme is through the use of light to convey both the passage of time and its ability to freeze that with which it engages; shafts of luminescence from the outside world spin like the hands of a clock, while static blocks within hold everything they touch a trance. Or something? I don’t know. To be honest, I just started running with the concrete pit idea and low key light approach before really considering the theme in depth, so anything I say now is little more than a feeble attempt to retroactively shoehorn something vaguely resembling a creative thought process.
Maybe 3 days development time in total, spread across mornings before work and evenings when I’m supposed to be redecorating our hallway. Materials and polish are severely lacking but generally happy with the compositions and atmosphere. The final submission was exported using Adobe Premiere because I didn’t get the music mix until leaving to work away from home and my laptop doesn’t like rendering graphics. The raw, uncompressed export from UE is available here for validation: Dropbox
Made in UE4 because my 9 year old rig has an asthma attack if I so much as click ‘download’ on UE5.
Engine version:
UE 4.26