Remnants
Nick Svensson | Courtney Osbourne | Jake Mendoza
Nick Svensson | Courtney Osbourne | Jake Mendoza
Download the Experience: Click Here
Spirits roam the land, they are the remainder of the lives they led.
A man travels to an abandoned town, and there he decides to help these remnants pass on.
The unnamed protagonist finds himself looking for an old man, his grandfather, to see why his family is the way it is,
to get closure on something held over his head for the longest time.
Our team created Remnants to convey a story of the past, reflecting on what had become of the future.
Taking inspiration from works such as Little Nightmares, the soundtracks of The Evil Within 2 and visual novel games. We've incorporated a 3D environment and character with 2D animations to better reflect our story and our capabilities individually.
Email:
University: 1023043@student.sae.edu.au
Personal: awesome.finn.321@gmail.com
Social media links:
Twitter: @Finn7360
The Rookies: https://www.therookies.co/u/NickSvensson
Instagram: @Finn7360
Skillset:
2D Animation. Particularly in Clip Studio Paint EX, which was used for this project, but also in Toon Boom Harmony.
Compositing. Some experience in After Effects.
Unreal Engine 4. Used to make this project possible, everyone had a hand in this stage. I worked on the implementation of my work, along with the menu systems and post-processing effects.
Email:
University: 1022500@student.sae.edu.au
Personal: murdocnfloyd@gmail.com
Social media links:
Art Station: courtney_l_osborne.artstation.com
Skillset:
3D Animation
Experience with using MAYA for animation purposes
Unreal Engine 4, experience using this software to create our interactive experience.
Experience in After Effects
Email:
University: 1023176@student.sae.edu.au
Personal: jake.mendoza1998@gmail.com
Social media links:
Instagram: @jayemms.creative
Art Station: artstation.com/jayemms/
Skillset:
CG Environment Artist
Hard Surface Modelling
Texture Artist
Concept Artist
Experience in using Maya, Unreal Engine 4, Adobe Substance Painter, Photoshop, Clip Studio Paint
My main work on this project in terms of what you see in the final product were the animated loops for the grandfather remnant. These, start to finish, were created in Clip Studio Paint EX.
I began with a redesign of the original character design by Jake, in order to bring down the line count. Then, I started with drawing the pose on its own, then moving onto a rough animation to figure out the motion, then cleaning that up and coloring it. It was exported into an image sequence, and brought into Unreal as a flipbook.
Animated Expressions for the Grandfather Remnant:
At Peace
Laughter
Neutral
Chuckling
Wistful
My role throughout this production is 3D Animation. I have had so much fun creating these animations, and adjusting the different aspects I didn't enjoy that much, so that I could get the walk and idle animations to where they are today. Throughout this production, there have been a lot of different changes that have hit us, and changed the way we have all worked as a team, though, we are so happy to show our finished product, and i am especially excited for people to go through our interactive experience, and watch how. the characters animations are being used throughout the game.
Below i have included a variety of different renders and angles of play-blasts all from my process of creating these animations, to get the finished, polished versions. I have got some other animations that we didn't end up using just because we simply ran out of time due to re-scoping the project multiple times, in order to get a completed experience, that works, and something people can still be immersed in, even without the creature animation being a minor thing missing.
MAIN CHARACTER WALK CYCLE
MAIN CHARACTER'S IDLE ANIMATION
CREATURE ANIMATION (DIDN'T MAKE FINAL CUT DUE TO RE-SCOPE)
I was in charge of creating the environment and putting it all together within Unreal Engine 4. I started out with greyboxing through Maya to get a basic idea of the shape and layout for the walking simulator as well as be a guideline for me where to populate props and assets within the floor plans. From then on I gathered asset packs I could use for free and for student licenses that matched our intended aesthetic and fill up the environment to encapsulate that 'worn-down' but 'lived' atmosphere.
Since we were utilizing a sidescroller viewpoint, I purposely had to guide the player's attention to one side of the rooms and made sure that it was spaced out correctly, there were no lacking spots that felt empty and redundant, and that it served purpose as to tell a story through the environment. This was both difficult to manage but also extremely fulfilling as it pushed my novice CG Environment Artist skills to be able to utilize a 3D space within a generally 2D sidescroller camera and movement usage. Having to utilize the perspective to implement specific shadows and cracks and crevices for light to go through.
I also took charge of implementing blueprints for how our text and dialogue would appear, including a fun little physics based blueprint to make an object fly out of screen into the viewport. It was a new and tiring venture for me but nonetheless fun and exciting as there was so much possibilities we could've implemented in the final build. I also made a few specific props and assets that suited the storyline and environment that I couldn't source through asset packs, which I placed throughout the walking simulator. Sadly I didn't have time to fully texture them but once they were placed within Unreal, the default textures and materials were fine to work with.
Aspen Warner -
Achyuth Vignesh -
Unused Audio (didn't make final build)
Sornsiri Ittireogmongkon -