Unreal Engine 5.4, Niagara, Substance Designer, Embergen, DaVinci Resolve. 2024.
Electrical sparks, dripping water droplets, and a keyframed explosion were set up with Niagara. A flipbook animation was used for the steam coming out of pipes. For most Niagara components, I used Lerp Float, Float from Curve and Random Range Float in the A, B and Alpha inputs to introduce variation in the colour, size and particle behaviour across systems. User control parameters were set up to be accessible in the level to facilitate control.
I chose to include a character from Paragon which came with its own animation sequences. The latter were relatively short which was challenging and resulted in a lot of short camera cuts. Flickering lights and the characters' location and rotation were keyframed with each take being contained in an individual subsequence. Camera shake blueprints were used sparingly. As the game was not simulated, blueprints and optimisation were not prioritised.
Point and spotlights were used as key, fill and rim lights with hidden planes shaping or blocking certain light sources. Different takes were shot in the same parts of the level, thus different light setups were keyframed to switch on or off depending on the active camera. Attention was paid to continuity and balancing the attenuation radius and intensity of diegetic lights.
I had originally started with a master cut featuring multiple locations using sublevels. For the exterior, I had included an explosion built in EmberGen and had attached the camera to the character's root. The cut did not work as well as anticipated, as the camera angle was jittery and the explosion was too large and tanked performance. Ultimately, the teaser was filmed in a single contained location which introduced a more coherent narrative.
SFX and colour grade were added in DaVinci Resolve.
Key references were Arrival (2016) and Blade Runner (2012).