Categories
Advanced & Experimental

Week 1: Mise en scène & PREVIS

Introduction to the module and assessment

This module spans 2 terms, that’s total of 22 weeks and 40 credits.

There are 2 different projects, one for each term. The blog must cover all 22 weeks, including weekly exercises.

  • Project 1 must be submitted by the end of the first term for formative feedback, and it must be submitted by the hard deadline. Project 1 is focused on previs, and it can later evolve into the Final Major Project (FMP) or become Project 2, depending on the student’s choice.
  • Project 2 is an artifact or experiment (e.g., creative coding, VR, or physical computing).

A Final Major Project Proposal should outline the work to be carried over the summer.

The showreel is a collection of all the work created during the term.

There will be a Work-in-Progress Show in early February, on the 6th and 7th.

There are 4 weeks of lessons, followed by in-class work and revisions.

Previsualization (previs) is the process of visualizing complex scenes before production or filming begins. It involves rough animation or planning that outlines the full sequence of events. This technique allows animators to take on the role of a director, using key scenes or storyboards to guide the story. Previs ensures that audiences can follow the narrative by providing a clearer sense of what is happening in the scene.

Previsualization in Filmmaking: The Art of Visualizing Complex Scenes Before Production

For example, in the production of Spider-Man, previs was used to establish how much camera movement could be implemented in post-production. This was done to ensure that the final film would be engaging without overwhelming the audience. Previsualization helped determine which camera movements and effects were acceptable and wouldn’t cause distractions.

What is Previsualization?

Previsualization, or previs, is the process of visualizing a scene or idea in 3D before production begins. It’s a crucial tool for directors, allowing them to plan shots, timing, scale, and character movements. Previs can also help identify which shots are most important for storytelling and whether certain actions or movements support the overall narrative. Previs can be thought of a product design, the outline of the donut before gets baked and coated in the icing.


Mise en scène: The Importance of Scene Composition

Mise en scene refers to everything that appears in front of the camera in a scene, including setting, props, lighting, costume, and the positioning of actors. It’s the visual arrangement that helps tell the story.

Here are some key components of mise en scene:

  • Character Placement: The way characters are positioned in a scene and the areas of the screen they occupy.
  • Shot Framing: Deciding between tight or loose shots to highlight the emotional tone of the scene.
  • Blocking and Screen Density: How actors move within the frame and the overall density of the image.
  • Composition: The use of horizontal, vertical, and directional lines within the frame to direct the viewer’s attention.
  • Lighting and Color: Setting the mood and ambiance through the manipulation of light and color, such as high-key or low-key lighting, and using high contrast to create dramatic effect.

Breaking the Fourth Wall

In traditional cinema, the “fourth wall” refers to the invisible barrier between the actors and the audience. In some cases, characters break this wall by directly engaging with the audience, creating a more immersive experience. This can be seen in films and TV shows like The Office, where characters occasionally speak directly to the camera, making the viewer feel as though they are part of the scene.

Body Mechanics and Environment for Exploration

The exploration and testing of your idea will involve focusing on body mechanics and the environment. This will help you understand how the characters interact with their surroundings and how to represent movement authentically.

Establishing the right mise en scene is crucial for storytelling. This involves planning the arrangement of elements within the scene—such as the positioning of characters, props, and the environment—to enhance the narrative.

Additionally, the camera angles play a key role in storytelling. You should carefully select camera angles that support the emotion or action in the scene. The composition of each shot is essential, and you’ll want to focus on using established guidelines like the Rule of Thirds and the Golden Ratio.

The Rule of Thirds: This compositional technique divides the frame into a 3×3 grid, creating points of interest at the intersections or along the lines. By placing key elements of the scene along these lines or intersections, you guide the viewer’s eye naturally through the shot, creating a balanced and dynamic composition.

The Golden Ratio: A more advanced compositional guide, the Golden Ratio is a spiral that can be used to create a visually harmonious layout. By positioning key elements along the spiral’s curve or at key points, you can draw attention to specific areas of the frame in a way that feels aesthetically pleasing and balanced.





protagonist begins at the top must descend figuratively in the story and literally in the circle. At the bottom of the circle, they are at their literal and figurative “low point,” and their rise to success in the end is likewise represented visually on the Story Circle.

  • 1. You A character in their zone of comfort
  • 2. Need wants something
  • 3. Go! so they enter an unfamiliar situation
  • 4. Struggle to which they have to adapt
  • 5. Find in order to get what they want
  • 6. Suffer yet they have to make a sacrifice
  • 7. Return before they return to their familiar situation
  • 8. Change having changed fundamentally



Exercise: Came up with 3 ideas for the previs/story, and set it within the Dan Harmon Circle. Then create story boards with the justification to what type of shots are used, what camera angles, and the layout in the consideration pf rule of thirds and golden ratio.

First Ideas
  1. Character Story: Exploring Mental Health and the Impact of Social Media This concept will focus on telling a sophisticated story about mental health and how social media affects it. The narrative will explore emotional experiences through ambitious transitions that are surreal or metamorphic in nature. The visuals will include thought-provoking imagery to convey emotional responses and the complexities of emotional control in the digital age.
  2. Video Clip for a Chosen Tune: Audiovisual Storytelling This idea will combine music with visual narrative to create a unique audio-visual experience. The chosen song will serve as the audio narrative, guiding the story. The question to explore is: How does this fit within the context of credits/authorship? It could raise interesting points about the relationship between sound and visuals, and how they complement one another in storytelling.
  3. Environmental Clip This concept will focus on exploring the environment as a key storytelling element. The environment will help convey mood, emotion, or even narrative progression, acting as more than just a backdrop.
  4. The Story of Narcissism and Social Media Impact This story will delve into the issue of narcissism and the psychological effects of social media on mental health. It will explore the design choices of figures like Mark Zuckerberg and the comparison to gambling techniques used to drive dopamine-fueled escapism. The concept will also examine the virtual world and the idea of the virtual avatar. The narrative could depict a character growing increasingly obsessed with their own reflection, eventually falling through the screen and becoming consumed by it, symbolizing the dangers of self-obsession and digital validation.






Close up shot, grabbing phone action.

Character comes visit daily an elderly neighbour to take her of groceries, as she is shielding at home during covid outbreak. It’s intensify, that daily routine. So the the scene when he call but cant get trough, there an assumption something is up. When he is out shopping, there’s scene with the ambulance passing bye, which is exaugurated. So at this point audience put puzzles together and think it’s the elderly woman in emergency. So now when the main character runs for life, to go to her door, and finds no response, he is convince that the elderly woman is dead, he panics, he cries.

The way it conveys the feeling of being scared to death for the dark scenario appearing to be truth, is quite something. (2:44-3:12).

The mood changes, it’s definite path of the story, until out of sudden the elderly woman, poke his shoulder form behind, telling him she was out in the clinic for her vaccine. Very clever way of leading the story and building up the suspense.

“In my heart”. I really like the way the colours are used, desaturated reality to depict routine, the daily obstacles, the unconsidered crowds of people, that the cheerful (colourful) character passes bye.


Memories for sale

Categories
Final Major Project

Theory with Nigel week 1-2


Categories
Immersion

End result: summary and reflection

Submission


Showreel Animation Kewin Skrzekut

Design Proposal

Design proposal

Reflecting on the experience of working on the project in UE5

I had no prior knowledge or experience with game engines before starting this module. At first, I was extremely intimidated by the interface and the level of sophistication, so it took me a while to wrap my head around it. However, after working on this project, I’ve gained control over the navigation and the level of comfort necessary to explore further. Overall, throughout my time in this module, I’ve built a strong foundation in Unreal Engine, which I plan to put into further practice.

As a UE beginner, I initially struggled to come up with a project idea because I wasn’t fully aware of what was possible to achieve. After watching numerous YouTube videos showcasing Unreal projects, I had a vague idea of where I could take my project, but it wasn’t until I started implementing my own ideas as the project progressed that I understood the full range of possibilities—beyond the predominance of the game industry. As a result, I stumbled, and my project ended up being somewhat meandering.

My approach to this first encounter with Unreal Engine was to learn and practice a hard set of skills. As such, my work on the project was mostly exploratory, with a focus on technical implementation. Going beyond the techniques taught in class, I was particularly interested in procedural techniques for world creation, which required me to learn node-based coding within the UE5 interface. This took up most of the time spent on the project, mainly due to the range of tutorials available online being outdated and often causing confusion. Additionally, optimization issues and frequent crashes of Unreal Engine—due to the excessive computational power required for generating environment elements using multiple point clouds—added to the challenge. I worked with stochastic functions, such as random seeds or noise, and other mathematical calculations across different point clouds for purposes like intersection detection and asset subtraction to prevent overlap. During the initial attempts and learning PCG, the computer’s power often exceeded its limits, leading to crashes—one incident at the Digital Space caused the system to crash, resulting in the loss of an entire day’s work, as the PCs there are set to erase all data upon crashing. This painful lesson taught me the importance of saving regularly and backing up my work to an external drive.

Initially, I envisioned setting the aesthetics of my scene in surrealism, inspired by certain paintings. After my first consultation with Serra, I received feedback that led me to further explore this idea. I began reading The Red Book by Carl Jung and researching Salvador Dalí’s experiments with sleep and dreams. Dalí often intentionally interrupted his sleep cycles to explore the unconscious mind and capture his dreamlike visual experiences. This became a key inspiration for my project, drawing on the psychedelic, mysterious landscapes he created. From surrealist art, my inspiration expanded into film and cinematography. The examples that stuck with me were those that created suspense and mystery, often using unusual shots and perspectives, like Dutch angles, which gave an uneasy impression. This led me to explore Stanley Kubrick’s famous bird’s-eye angles and camera movements, incorporating the principles I learned in Nigel’s animation and cinematography theory classes.

Transitioning from a creative tech background into the School of Screen, I decided to approach this project from a technical perspective and learn the engine in order to become more confident and proficient in its use. I also aimed to incorporate the theoretical knowledge of cinema and visual storytelling through framing, as taught in Nigel’s class. This was a great opportunity to integrate skills and knowledge across modules from the first term. As a result, I now have a better understanding of camera animation and the shots that underpin a visual narrative.

The establishing shot is a wide-angle view showing a mountain-like landscape in the background, with the sunset over the forest. This signals to the audience that time is passing and the day is transitioning into night. The closing scene shows the car driving into the forest, coming to a stop as the road ends. The camera then zooms out to capture the full perspective of the forested area from a bird’s-eye view, revealing a question mark-shaped negative space, where the forest has been deforested due to the road cutting through it. To enhance the odd and uneasy aesthetic, I used chromatic aberration with the post-processing volume.

My final work is a short film that predominantly showcases the movement of a car through a landscape, driving into an upside-down world at dusk, when day transitions to night—the unknown, the questioned. The mise en scène is modest and can be broken down into several elements: the car with dynamic lights, the terrain with foliage and trees, the landscape, and the default sky, fog, and directional light from Unreal Engine. The directional light, combined with the post-processing volume, is used to alter the visual aesthetic and create the desired mood and ambience. Throughout the short video, changes in values for both the actors and other variables, such as saturation, contrast, exposure, and intensity, are animated to visually enhance the transition between the familiar world and the unfamiliar upside-down landscape. The dark, high-contrast red light creates the impression of the sky bleeding and breaking.

In addition to the contrasts of day and night, familiar and unfamiliar, up and down, I was also intrigued by the relationship between positive and negative space. This led me to use the spline technique to define the shape within the landscape, which serves as a closing shot. As the car moves, its destination remains unknown, but it is clearly heading somewhere—somewhere unfamiliar. This inspired the title of the project: Quo Vadis? (Where are you going?). This is the very question I asked myself at the beginning of the project: where am I going with this? And here is where I landed.

Overall, I’m pleased with what I’ve managed to deliver. With respect to the visual end result, I’d like to think of this as a prototype on its way to improving in quality, especially in the realm of animation. However, my primary focus was the experience itself, which has definitely allowed me to become more proficient in Unreal Engine and given me a better understanding of the production pipeline. I plan to make the most of this experience in future projects during Term 2



Categories
Immersion

Post production & editing


First renders + Post-production Volume

Overexposured, bad image quality.

Better result but trees started resembling palm trees, changing the ambience into the beach, seadie-like drive.

Colour grading to enhance image quality and cinematic aesthetics

High-contrast lighting, paired with post-processing effects, establishes a dreamlike and otherworldly ambiance. The bleeding red sky transitions from day to night, symbolizing the journey from the familiar to the surreal. Adjustments to saturation, contrast, and exposure were carefully made to mirror the emotional and narrative beats, enhancing the unsettling and mysterious mood of the environment. These aesthetics were achieved through meticulous color grading, performed on a 4K monitor with a high sRGB color gamut, ensuring accurate and vivid color representation.

Editorial in Adobe Premiere Pro

Premiere Pro Adobe Certificate Course

Editorial—something I knew very little about, almost nothing. To move the scenes forward from the shots, I had to learn yet another software. I managed to secure a spot in the Adobe Certified Courses at the Digital Space, led by Oscar, one of the technicians working on the side. It was an intense week packed with knowledge, culminating in an exam on the final day. Unfortunately, due to a scheduling conflict, I couldn’t attend the private screening of the MA 3D Animation previous cohort’s work on the same day. Fortunately, I was able to absorb all the course material and pass the test successfully

Performing audio-visual editing within Premiere Pro, including deciding on cuts, transitions between shots, adding subtitles, as well as designing the cover page and listing the credentials for assets used in the production.

Categories
Immersion

Animating car: Working with camera rig trail/rail in UE5


Overview

The Camera Rig Rail can be used to manually define the pathway for camera movement, offering precise control over its trajectory. Additionally, it allows for the attachment of other objects, effectively replacing the camera with anything from props to lights. I used it to define the trajectory of the car movement, that aligns with the spline trajectory, to allow for car movement through the landscape populated with trees.

I worked through numerous tutorials to fully understand these techniques. These include, but are not limited to, the following sources:

Implementing camera rig rail & animation in sequencer



The images below are screenshots of my own notes, representing the process of the camera rig rail implementation within the sequencer, and in detail cover the consecutive stages and exploratory work represented within the attached screenshots.

Reflections on Using Camera Rig Rails and Sequencers

I ran into an issue with the camera rig rail that took some time to untangle. The rail kept readjusting itself back to its initial location, refusing to align with the desired position along the spline pathway I had created on the landscape actor. It was frustrating at first, but after some troubleshooting, I realized the problem lay in the transformation keys applied to the camera rig rail within the sequencer.

Because the camera rig rail was tied to the car’s sequencer, I needed to check the settings there carefully. This taught me the importance of double-checking sequencers whenever something unexpected happens, especially when working with multiple elements linked together.


Experimenting with Viewport Playback

While testing, I also explored the two main ways to play actions in the viewport:

  1. Playing the Main Level Action
    When I played the main level action, the animation logic tied to the level came to life. In my case, this was the cube moving along the spline. This method works perfectly for testing animations or behaviors tied to the overall level design.
  2. Playing Through the Sequencer
    Playing through the sequencer, however, was a more focused experience. It allowed me to test specific sequences without triggering the entire level logic. This was especially helpful when I wanted to isolate the camera rail and check its behavior independently.

Creating Cinematic Camera Movements

As I continued working, I experimented with combining a cinematic camera actor and the camera rig rail. This setup felt like stepping into real-world filmmaking. By making the camera actor a child of the rail and resetting its location to match the rail’s position, I was able to simulate smooth, professional camera movements.

It’s satisfying to see how these tools can replicate real-world production techniques in a virtual environment. Each step in this process brought me closer to understanding the intricacies of cinematic effects in game development.


Putting it all together: TESTING

The following shows the testing of the car animation using the camera rail. The car is attached to the rail, moving along a manually defined trajectory that is fixed to the floor. This setup allows for animating the car’s movement, which includes changes in its position within the coordinate space, such as translation and rotation.

The car moves in an arc, so the default settings are maintained, based on the assumption that the car needs time to accelerate and decelerate smoothly, rather than coming to an abrupt stop, which would occur with linear interpolation. For finer control over the car’s movement, a control rig was implemented in the previous phase, enabling more accurate animation, such as steering and wheel rotation, as the car follows an organic, curvy path.

Since this is a test, some things are breaking, but that’s expected! Haha

Categories
Immersion

Car rigging

Overview

There’s no character in my scene, but there is a car, assumed to be self-driven, with no passengers involved.

This post discusses the rigging of the car as part of the consecutive stages of the project. While the car is the main actor in my scene, the primary objective is actually the camera movement. The car driving through the landscape serves as a reason to showcase the landscape shots and the experimental camera rotations that I’ll be implementing moving forward.

Control system – rigging of the car in UE5

My primary goal was to implement a control system that would allow me to create effective animation – a car rig. To support this, I’ve relied on YouTube tutorials as supplementary resources to reinforce class concepts.

Guiding my creative process, by prioritizing functional requirements for individual scenes to develop a Minimum Viable Product (MVP), I was sure to get things working first before I could worry about creative direction, aestetechics, and visual qualities.

Exploring Car Mechanics and Cinematic Camera Movements

Reassessing Focus: Cars as Tools for Cinematic Exploration

After researching the topic and watching numerous YouTube tutorials, I realized that developing car mechanics is an extensive project in itself. There are entire YouTube channels dedicated to this topic, often covering everything from modeling and rigging to simulating car physics for realistic movement within virtual worlds.

This, however, is not my primary area of interest. I don’t drive myself, so I can’t evaluate the accuracy of my creations based on personal experience. For me, the car is merely an asset to facilitate the development of camera movement across the scene. My primary focus lies in exploring and recreating cinematic camera movements characteristic of filmmaking.

Using City Sample Vehicles for Efficient Integration

To streamline the process, I’ve decided to use Epic Games’ City Sample Vehicles, which I sourced from the Fab platform. This approach allows me to incorporate a moving car into my scene without dedicating excessive time to car mechanics, aligning my project with its intended focus on cinematography.


Learning from Tutorials and Class References

Rigging and Animation Insights

One tutorial I followed involved rigging a car model within Unreal Engine and creating a control rig. In this process, the car’s suspension animation was generated procedurally using a custom function. I found this tutorial both informative and practical, expanding on the knowledge I gained in class during Week 6, where rigging was a key topic.

Car rigging: ULTIMATE ONE CLICK CAR CONTROL RIG – Unreal Engine 5.4

The model of the car has been provided by the author of the tutorial via the Google Drive share link who is the content creator for both the tutorial and the car model. Contact information can be found here: postprocessed.media – Contact

The end results: blueprint class for the forward solve graph implementation for the wheel rotation, steering and body control.

Future Aesthetic Enhancements

The car’s aesthetics, such as its materials and textures, can be customized later. I plan to revisit this in a subsequent phase of the project, focusing on enhancing the visual appeal and coherence of the scene.





Categories
Immersion

Spline

Spline is a very effective tool for path-making and for drawing clouds of points. These clouds do not necessarily need to take the shape of an actual cloud but can represent something less volumetric, like a road or path. I have explored the implementation of these techniques in both landscape and modelling modes. The tutorials I referred to include, but are not limited to, the following sources:

Follow a Spline and Report Distance Along It Using an Actor Component | Epic Developer Community
How to move things along a spline path – Unreal Engine 5 Tutorial

Exploring Splines, Timelines, and Lerp Functions for PCG

Timeline Function

The timeline function is equivalent to the draw function in other programming contexts. It runs repeatedly to create continuous updates.

Lerp Function

The Lerp (Linear Interpolation) function is used to interpolate between two values, A and B. For example, interpolating between the RGB values of orange and blue will produce a smooth colour transition between these two colours.

Setting Up the Blueprint Classes

Two Blueprint (BP) actor classes are required:

  1. BP_Spline: Defines the pathway for the object’s movement.
  2. BP_Cube: Represents the object moving along the pathway. This class contains all the logic, referencing the BP_Spline file.

The entire code is contained in the BP_Cube class, which executes the movement along the spline by referencing BP_Spline.

Code Explanation: BP_Cube

  • In the top-right corner, the Get Actor of Class node references the BP_Spline.
  • The returned value of this function is stored in a variable named Custom Spline.
  • For the object to move along the spline, the function must be explicitly called during execution.

Timeline and Object Movement

The timeline function defines the duration of the movement. This determines how long the object takes to travel along the spline.


Applications and Next Steps

  1. Use PCG techniques to build terrain for large-scale world creation.
  2. Study car movement dynamics, including acceleration, deceleration, and how speed changes based on pathway curves.
  3. For an MVP, experiment with basic movements using a cube before transitioning to a car mesh with mechanics and rigging.
  4. Implement camera tracking for dynamic shots, such as top-down or rotating angles, following the car’s motion.
  5. Research cinematic references for camera movements, such as Kubrick-style angles and transitions to an upside-down world.


PCG implementation/ instructions


The images below are screenshots of my notes, representing the process of PCG implementation, consecutive stages, and exploratory work.

Categories
Immersion

Project objective: Camera movement

Changes to the project agenda

While studying narrative for animation and cinematography as a newcomer in the School of Screen, I realized that it would make perfect sense to reflect on theory and incorporate the techniques I’ve learned in practice. Visual storytelling in film involves the concept of cinema as a frame, which one can manipulate to alter the audience’s perception and, consequently, deform or deconstruct the familiar world depicted. I was particularly interested in camera movements and shots that provide viewers with unsettling, uneasy impressions. Hence, the following techniques became a priority: Dutch Angle/Tilted Angle, Dolly Zoom (Hitchcock’s Vertigo), and the Rolling Camera which shifts the perspective upside down.

There was one particular camera movement that I kept seeing across various scenes in recent productions: the 180-degree roll, which essentially flips the world upside down. When it comes to shots and views, there’s one called the eye-level view, which is an approximation of human perspective from the height of our own bodies. While we may be becoming more familiar with the bird’s-eye view due to booming drone technology, it’s still not inherently part of our nature. I decided that this could easily be classified as unfamiliar. For example, portraying the car driving through the forest from angles different from the eye-level view, using a camera movement that unsettles the audience with an altered perspective

Storyboard for project reflecting changes

Project objectives

Animation:

  • Animate the vehicle using a control rig.
  • Implement camera animation for establishing shots of the landscape, focusing on capturing the accelerating vehicle.

Research:

  • Study car animation techniques and camera animation, particularly top-angle shots and rotations, with reference to examples from cinematography.

Assets:

  • Landscape model.
  • Rigged car model.

Aesthetics:

  • The landscape will be designed to create a negative space that symbolizes the human brain, with the car’s journey representing a surreal exploration of the unconscious mind.
  • Camera movements will be employed to symbolize the transition to an upside-down world, serving as a metaphor for the deconstruction of a familiar environment

Examples of Works Featuring Notable Camera Movements:


This section in short covers the camera movement and hidden meaning/ symbolism that I found within the production/ contemporary cinema, which accounts for some of the inspirations that informed me about shaping my visual storytelling.

A pivotal moment in Smile (2022) occurs when Rose Cotter (Sosie Bacon), the protagonist, is driving her car after experiencing a distressing sequence of events. She begins to realize that she is being influenced by the curse of the “smile.” This moment becomes particularly striking when the camera shifts to an upside-down perspective. Beyond being a visual trick, this inversion serves as a metaphorical device that reflects Rose’s emotional and psychological turmoil, as well as the confusing nature of her new reality.

Stranger Things uses a variety of visual and cinematic techniques to portray the characters’ psychological and emotional experiences, particularly their perceptions of reality. The show is known for its use of camera angles, reflections, and environmental distortions to represent themes of trauma, fear, and the collapse of reality. These visual cues mirror the protagonists’ emotional and mental states, much like the upside-down camera angles in Smile, which symbolize disorientation and the breakdown of reality.

Similar camera movement can be spotted at the Infinity Pool (2023) by Brandon Cronenber, introducing a range of camera movements, rotations, and zoom techniques to enhance the film’s bizarre and dizzying atmosphere.

In Enter the Void (2009), directed by Gaspar Noé, rotating camera angles, first-person perspectives, and distorted zooms are used to convey the sensation of out-of-body experiences.

180 camera roll: What do I want to convey?

The camera movement depicts the transition to the upside-down world, delivered with a rotation of around 180 degrees. The camera spline trail is used to define the path for the car movement, which is the same path used for the camera capturing the car from the above, ‘the bird eye view’ that rotates upside down. Bringing unsettling sensation to the audience-screen relation, similar to the Dutch angle, but more of a feeling of spinning.

Symbolism: Indirect messaging.

While researching camera movements and the Paramount production for the movie Smile, I discovered a hidden meaning. In the opening of the film, the Paramount animation logo is altered, flipping 180 degrees in a snap. This flip seems to symbolize or reference the theme of the film, as the stars form the shape of a smile. I was astonished that I figured this out on my own! Initially, I had been focused on the camera movement itself and hadn’t considered this deeper connection until it came to me.

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I really love this idea. I’m all about the Gestalt Principles, which focus on finding patterns and meaning in chaos. This concept inspired me to incorporate negative space into my shot. Initially, I wanted to create the outline of a brain in the middle of the field. However, during the early research phases, the idea of exploring the unconscious mind led to something that turned out a bit strange—almost like UFO traces or too vague for someone to understand unless they were really looking into it. In the end, I decided to deliver a question mark shape, which I outlined with a spline. This spline created the pathway and procedurally altered the generated content by removing overlapping points from the clouds along the trajectory of the question mark.


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Categories
Immersion

Procedural Content Generation

Procedural World Population

Populating the world procedurally required learning a lot about node-based coding in Unreal Engine 5 and generating point clouds. I worked through numerous tutorials to wrap my head around these techniques. These include but are not limited to the following the following sources:

PCG basic Save Days! Procedural Content Generation Framework (PCG) – Photoreal Landscape Tutorial
PCG and spline 7 Minute Photoreal Forest! Procedural Content Generation PCG in Unreal Engine
PCG theory Procedural Content Generation Overview | Unreal Engine 5.5 Documentation | Epic Developer Community

The images below are screenshots of my own notes, representing the process of the PCG implementation, consecutive stages, and exploratory work.

Procedural environment exploration result

The video below shows a screencast of manually exploring the world using keyboard navigation. The scene features an Australian landscape created using Pixel Pack assets and PCG techniques, including the spline technique. This approach allows for altering the landscape dynamically, such as adding a town in the middle of the terrain and a road running through the entire environment.

All of the assets used come from the Fab platform, which was encouraged by the module leader.

Categories
Animation

Week 12: Body mechanics spline.

Critique body mechanics spline.

Refining animation in blocking

Animating of legs and hands

In accordance with the given feedback, I further refined the blocking and added new poses for the leg movement, as they were rolling up while being dragged toward the chair prior to the standing pose, as per the reference.

The hand animation was performed solely in spline, switching between FK and IK as discussed in the previous post.

I was unable to receive initial feedback on this work due to my enrollment in Adobe Creative courses and subsequently falling ill prior to the Christmas break. However, I do hope that this implementation meets the required standard.