The Night Watch - Fake Trailer For A Fake Game That Will Never Be

I had this image of a man smoking inside a museum ingrained in my brain for a while. Don’t ask why. It just was there. Then I went to Rijksmuseum. Then I watched John Wick. Then I had a free Easter weekend. And this was Born. A fake trailer for a fake game that will never be. Running realtime in UE5.

The scene is a mix of Megascan, Metahuman, Dekogon, BMS and my own assets. Animation is keyframe. Coat was made and simulated in Marvelous Designer (I know it’s broken, I’ll fix it someday ;). Graded in Resolve in post. Typography and Title design by Paulina Łukiewska. Sound Design and Music Edit by Grzegorz Michalak. Huge thanks to everyone who contributed to the scene, helped with their feedback and word of encouragement.




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Greetings @AbdelPK !

We warmly welcome you to the Unreal Engine community! :medal_sports:

In true screw-the-rules John Wick fashion, the Night Watch trailer builds with the potential energy of epic action! I was really entertained by the slow pulling back of the camera to reveal the aftermath in its bloody wake! It’s a shame this isn’t a real game trailer. Hopefully, there’s some kind of force field protecting Rembrandt’s tour de force from laser lights and bullets! :face_with_peeking_eye: Great font choice for the title!

I had a thought to see how many years existed between Mozart’s Requiem and Rembrandt’s The Night Watch. Requiem was composed 149 years after The Night Watch. It’s so awesome that you’ve had the honor of seeing this art in person! It’s also fitting that you chose Requiem for the music. I’m reminded of the title “Requiem for a Dream”, and it is from a kind of dream that this “Fake Trailer for a Fake Game That Will Never Be” was born! :wink:

One question - Was there an artistic motivation to go with a slightly unstable cam instead of a steady dolly shot?

Thanks, glad you liked it! The intention behind the camera movement was to make you feel a bit uneasy as soon as it starts pulling back. After a bit of back and forth of pulling the intensity of the camera shake I landed in a spot where it was “just a bit too much” to make the viewer uncomfortable enough to think that “ok, something’s not right”.

At least that was the idea.

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Hi there @AbdelPK,

Hope you’re doing well :slight_smile:

I just recently watched John Wick for the first time and seeing this made me want to rewatch it all. Your project definitely captures the calm control that made the movie feel so awesome to watch. It’s almost taunting with how unaffected the man is.

But now I desperately want this to be a real game. :joy: Thanks for sharing and hope to see more of your work!