Quickly setting up some slightly more dramatic lighting for the characters. Still something I can probably use some more practice with, but given my usual method involves maybe a single point light and a spot light... this covers a bit more.
#Unity#Cinematic#Lighting#GameDevTV
Enhanced my skills by seamlessly transitioning from gameplay camera to cinematic camera in Unreal Engine! I'm activating the sequence using the PressurePlate.
#ue5#gameplay#cinematic
Here is a new bumper created by Justice Joseph and myself, Dan Santoni.
Justice created the lab 9 films models, doors, frame, sign, and films, in zbrush and substance. I ingested the assets in Unreal and took over from there. Building out the environment, handling the animation and lighting fx. Also, I added the sound fx in post via After Effects.
The bumper was created for Lab 9 films. Lab 9 Is a top secret film production company specializing in UFO and paranormal feature documentaries.
https://lab9films.com/Unreal EngineUnreal Games#unreal#paranormal
A great #trailer can lead to boffo #boxoffice as well as first-day #videogame sales. By extension, great #cutscene#cinematics can elevate a game above its mechanics or lesser gameplay graphics, when the most important aspects of the game are brilliantly rendered (sometimes not by the studio producing the game itself, a strategical tactic which can work very well).
Comedy is hard, but #cosmichorror is probably hardest, because you're supposed to be scared of something you *cannot* understand and/or see. As H.P. Lovecraft would say, they would be visuals that would cause the mind to "break," because what one saw defied physics and the understanding of natural phenomena from our plane of existence.
#BeautifulLight, a game by #DeepWorlds, and with visuals by #NorthStudio is a good example of this. Have a peek at the world building and #storytelling in this trailer.
A great #trailer can lead to boffo #boxoffice as well as first-day #videogame sales. By extension, great #cutscene#cinematics can elevate a game above its mechanics or lesser gameplay graphics, when the most important aspects of the game are brilliantly rendered (sometimes not by the studio producing the game itself, a tactic which can work very well).
Comedy is hard, but #cosmichorror is probably hardest, because you're supposed to be scared of something you *cannot* understand and/or see. As H.P. Lovecraft would say, they would be visuals that would cause the mind to "break," because what one saw defied physics and the understanding of natural phenomena from our plane of existence.
#BeautifulLight, a game by #DeepWorlds, and with visuals by #NorthStudio is a good example of this. Have a peek at the world building and #storytelling in this trailer.
Inspiration: Gameboy Advance bootup screen
When I was pretty young, my cousin gifted me his Gameboy Advance with a Kirby & the Amazing Mirror cartridge. The bootup screen is cemented in my head. The smooth flow of the multicolor letters along with the iconic audio would be the first thing I saw every time I flicked the power on.
On a whim at a cafe, I decided to try and recreate the top text animation in Rive.
#visualdesign#motiondesign#nintendo
A great #trailer can lead to boffo #boxoffice as well as first-day #videogame sales. By extension, great #cutscene#cinematics can elevate a game above its mechanics or lesser gameplay graphics, when the most important aspects of the game are brilliantly rendered (sometimes not by the studio producing the game itself, a strategical tactic which can work very well).
Comedy is hard, but #cosmichorror is probably hardest, because you're supposed to be scared of something you *cannot* understand and/or see. As H.P. Lovecraft would say, they would be visuals that would cause the mind to "break," because what one saw defied physics and the understanding of natural phenomena from our plane of existence.
#BeautifulLight, a game by #DeepWorlds, and with visuals by #NorthStudio is a good example of this. Have a peek at the world building and #storytelling in this trailer.
I was experimenting with Cinema 4D's amazing new particle system in preparation for some classes I taught at Full Sail University. One of the cool things you can do with it is make mold grow on an apple. Also useful for moss or the spread of infection. With several different kinds of emitters, as well as particle groups, conditional statements, modifiers and forces, there are so many creative possibilities.
#cinema4dMaxon#particles#3D#animation#3Danimation#visualeffects#vfx#digitalart
Co-Founder/Creative/Director at Playard Studios
4dFinally