Monday, February 28, 2011

In which greg trades sleep for progress

I'm so very tired, but that's okay. I can sleep after thesis is done, right guys?

In the meanwhile, here's an updated story reel, featuring (for the first time) a majority of what will be the final animations! WOOO! Over the past few weeks I have come up with a few tricks to slim down my work process even more, trimmed one scene from the script lengthened others to match what their acting required. In the end, the film got slightly longer, and we are now just a hair under 2:20. That must be a good sign, because that's my lucky number. Yay superstition!

Based on the comments and feedback of my advisors, a lot was changed from the last version. For starters, I re-rendered the entire thing. Thanks to the game engine, this was a quick and fairly painless process :) Both scenes were 're-decorated' and almost every camera angle was at least slightly changed. And some of these camera angles are already doomed, and will be changed again. Look forward to the next one!

Wednesday, February 23, 2011

A real studio just did what my thesis is doing

I feel relevant!

A studio called the House of Moves just basically did what I'm doing on this thesis project. Only they used the unreal engine instead of the Source engine. Also, they were paid cashmoney to do it, whereas I (as a student) am doing quite the opposite.

Small differences aside, they did the same project: used production tools to make stuff, rendered it in a game engine, and saved lots of time rendering. In the article they mention some of the limitations that they faced, and some of their statements mirror my own description of game-engine limits on previous blog posts. Some of the similarities are almost word-for-word.

So yeah, further proof that this is a solid idea and that I am on the right track. Here's the article if you'd like to take a peek:

Tuesday, February 8, 2011

Story Reel update

This is what I have so far. Lots of work needs to be done, but you can start to get a flavor of what it'll look like when we get the final version out of the Source engine.