SCADPro X FilmHedge

SCADPro X FilmHedge

SCADPro X FilmHedge

This was a collaborative project developed in partnership with FilmHedge to develop and create two scene environments to be used in the movie "Collateral Data".

This was a collaborative project developed in partnership with FilmHedge to develop and create two scene environments to be used in the movie "Collateral Data".

This was a collaborative project developed in partnership with FilmHedge to develop and create two scene environments to be used in the movie "Collateral Data".

Rendered in Unreal Engine 5
Responsible for layout planning and set dressing for Scene 16

Rendered in Unreal Engine 5
Responsible for layout planning and set dressing for Scene 16

Rendered in Unreal Engine 5
Responsible for layout planning and set dressing for Scene 16

Storyboards and Research

Storyboards and Research

Storyboards and Research

We viewed the storyboards for the scene and did some preliminary research to get a better idea of how the scene should look in order to make it feel believable and authentic.

Laying It Out

Laying It Out

Laying It Out

I set up a basic courtyard space for the church with some foliage to create a sense of space and scale similar to what we want to achieve moving forward with the main space. I also set up some shantytown buildings with smoke behind the church to create the environment around the church courtyard that would work best with context of the scene.

Testing It Out On Stage

Testing It Out On Stage

Testing It Out On Stage

After building up the blockout and assembling a more cohesive scene we took the Unreal environment and set it up at SCAD's XR stage. Here we were able to get a better sense of depth when viewing the screen through the camera and how well the scene was scaled. Doing this helped us go back and make adjustments to create a more seamless digital environement for filming.

Final Product

Final Product

Final Product

After viewing the scene on stage we went back and made the necessary adjustments to enhance the scene composition. For me this included adding more environmental props and decals to the courtyard space to make it appear less flat and more varied without overcluttering the space for camera shots. When it was finished we showcased our work with members of the FilmHedge team and sent them the files so they could make final tweaks on their end in order to prep it for use in the final film production.

Overview

For this project my group and I worked closely with several members of the WWE's art team in order to conceptualize and create multiple different augmented reality elements to be used for the entrances of some of their top talents during events. I worked with the art team to help conceptualize the elements we would create and communicated with them to ensure that we maintained a clear scope that could be executed by myself and the rest of the design and tech teams. I also helped work on creating some assets in addition to creating particles systems that would be utilized alongside them in the finalized prototypes we would hand over to WWE. I worked most closely on the prototype for AJ Styles.

Final Takeaway

In the end this project helped me to better understand how to work as efficienlty as possible under a tight deadline. It also really helped me to better communicate with multiple team members, whether I was working directly with them or I was passing/recieving information from another team in order to ensure a smooth and cohesive workflow. This project also has me excited to do more work in fields that involve live entertainment and productions.

Overview

Overview

For this project the team and I divided ourselves into two seperate teams to each work on a seperate scene. Our team worked on Scene 16 while the other worked on Scene 50. The environments themselves where fairly simple but we split tasks off to different team members to make the process as smooth as possible. I helped with early scene blocking and finding various props to set dress the environments while still leaving plenty of room available for varied camera shots and additional design elements.

Final Takeaway

Final Takeaway

In the end this project helped me to gain a better grasp of how Unreal Engine can be used in the world of cinematography and the various finer components of environmental design, from set dressing to lighting to particle effects, there are multiple components that must come together to make a cohesive and complete world for digital media.