Emergency signal received Octavia and Heulfryn listening to the SOS from the Pravarthak   “by myself?” Heulfryn reacting to Octavia’s suggestion that he could get a shuttle back to another station on his own.   “He would want us to try…” Octavia trying to convince Heulfryn to help her on a rescue mission

Dev Diary 017 – The start of the film It’s been a bit since we posted our progress but we’ve been working on some polish details for the start of the film. Obviously none of the sfx are 100% finished, and most of the modeling and texturing for the exterior of the giant mothership (the BuXiu Qixi) is in production,

creating an alien world. Escape to (virtual) Reality One of the most fun and important elements of working in VR is making the viewer feel like they are somewhere ELSE. The alien world our main characters land on is essentially a character on its own! Starting outside a giant space station in orbit, the film then goes down through the

Dev Diary Video 015 – SFX Tests Unreal Engine 4 (UE4) has a really easy way of adding sound fx to animations. All of the button presses are animated using a rigged object (geometry bound to a skeletal system, done in Maya, then brought into UE4) and when the buttons themselves “click” down, we just add a sound cue that

VR Puppeteer In this video, Joel (director) describes how Unreal Engine 4 (UE4) is making animation easier.   “Because the entire film is all one continuous shot, and the viewer is inside the cockpit with the two main characters, I can hop into UE4 with the headset on, put the camera in exactly the same spot as the characters, and

In this development diary video, director Joel Benjamin goes over how the film is using Unreal Engine 4 (UE4) to texture objects and create foliage.     “UE4 is ridiculously easy to use! Honestly without it, and my being able to put together a prototype very quickly, the film was unlikely to have been approved and made at all!”  

Film slice Most of the dev diaries we aren’t posting to the site, but wanted to share a cross-section of the film that’s (… somewhat …) close to finished! Major updates: – Major texturing updates for interior of Desiderus – plus finished layout (and largely texture/decoration) of the Anemone cave – finished layout + foliage + lighting (maybe 80%) of

In this dev diary video I’m testing out the cockpit layout, viewer position, as well as checking on some lighting and material and ocean things.     These videos tend to be a bit slow – largely they are for me (Joel, director) to see what’s working and give myself notes, but it could be interesting for others to see

Cockpit tests This is the very first development diary for Max Q! Director Joel Benjamin tests out some temporary geometry to experiment with the cockpit for the Desiderus – playing with size, viewer positioning, blocking, etc. At this point the script had been finished, dialogue had been recorded, and the initial Bluelight Project crew had more or less been selected.