![]() ![]() Then it was a case of blocking out the film, adding some sounds, and seeing what worked. From there I made a few adjustments to the house set in Unreal and exported out a low-res version to bring into Storyboarder, a free storyboarding tool that was introduced to me by the Fellowship. I could have gone down a rabbit hole of building everything I needed but I wanted to stay focused on storytelling and wanted to use my time wisely. I made a list of what I needed, a car, house, props, etc, and then ‘scouted’ the Unreal Marketplace, found what I thought would work, and bought them. From there I treated the production as if it was a live-action short. I pitched versions of the short to some close friends and changed things until I had a story that I thought would work. ![]() Steven Elford: Once I had the rough idea in my head I wrote down the scene, and some key shot ideas on Post-it notes so I could move them around to see how they placed out. The film plays out in light and shadows.ī&a: How did you approach the writing, concept, and planning side of the short, in terms of scripting, boards and any early concept work? A house in the woods seemed like a good choice. I knew that I wanted to try to make something in the horror/mystery genre and I liked the idea of keeping the location to one place. The Unreal Fellowship was my chance to open up Unreal and actually use it, see if I really understood how it worked, and test my skills across the board, to see where I would fall down.Īt the first Unreal Fellowship kick-off meeting, they announced that the theme would be ‘Duality’. Steven Elford: In the past, at Mainframe Studios, I had the opportunity to work on a few Unreal projects, one of which was the reboot of ReBoot, but I was never as hands-on as much as I would have liked. B&a: Tell me about the idea behind Dissós and what you set out to achieve in the Unreal Fellowship? ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |