Re-Train
Samantha McGregor | Adin Roberts | Alex Ireland | Alex Ireland | Natasha Standen | Jessica Della-Vecchia | Grace Ryan
Samantha McGregor | Adin Roberts | Alex Ireland | Alex Ireland | Natasha Standen | Jessica Della-Vecchia | Grace Ryan
McGREGOR S., SCUSSEL M., ROBERTS A., IRELAND A.
Animation Studio 1
Re-Train is a walking interactive narrative experience that features unique monologue and a developing story achieved through environmental storytelling.
You play as an old train conductor who is reliving his life he spent in the Victoria Express. Inspired by the TV show Snowpiercer, Re-train shows the hierarchical separation of the different social classes.
Re-Train teaches the value of appreciating one's past life, it's lessons, and a sense of community. The hope is that this story will invite the reader to consider a new perspective, reflect on their own lives and remember this message.
Email: samantha.mcgregor7@gmail.com
Artstation: smazza.artstation.com
Instagram: @smazzamc
Role: Leader & character artist
Skillset: Character/creature design, sculpting, VFX. (งツ)ว
Email: cleoadinroberts@gmail.com
Artstation: fruglemyster.artstation.com
Role: Animator
Skillset: Character design, 2D/3D Character animation. ヘ(◕。◕ヘ)
Email: alex.ireland2001@gmail.com
Artstation: irale.artstation.com
Instagram: @irale04
Role: Asset developer
Skillset: 3D modelling, Texturing (╯°□°)╯︵ ┻━┻
Email: manuel.scussel@outlook.com.au
Mobile: 0423161938
Artstation: manuel_scussel.artstation.com
Instagram: @manuel_scussel
Role: Programmer & layout artist
Skillset: 3D modelling, visual scripting, script writing. (ʘ෴̴͜ʘ)
Email: blueketchupillustration@gmail.com
Instagram: @blueketchupillustration
Role: Design
Skillset:
Photoshop, Indesign, Illustrator and Xd
Concept Art
Brand Development and Visual Identity Design
Event Marketing Design
User Interface Design
Illustration
Email: jess.dv2000@gmail.com
SoundCloud: Nēv https://soundcloud.com/user-258927097
Instagram: @jesper_nev
Role: Audio - Soundtrack
Email: blargmbr@gmail.com
Role: Audio - SFX
When thinking about animation the process starts with the action or movement. Figuring out the different was to achieve the desired action and how to create an interesting motion. From here the hunt for references and different sources begins as the accumulation of all sorts of variations of the same action begins. Then with the references the animation process begins, collecting and tweaking the best bits, or strongest poses and silhouettes from the references to piece together Key frame by Key frame the core pieces of the animation. The next step is to fill in the gaps starting with the halfway mark of the inbetween and then filling in from there. The last step is to tweak and exaggerate actions, squashing and stretching or adjusting for larger arcs in an action or including more overlapping actions to create more interesting movements.
The workflow for creating the assets starts at the block out stage: creating the basic silhouette. Once the block stage reaches a stage that is adequate, move on to make high poly model whilst creating keeping on mind that the details will be baked down to a normals map. After the completion of the high poly, the retopology phase starts creating the basic shape and connecting all sections together whilst keeping the mesh under 300 faces. After creating the textures, it starts baking the normals down to a map and then implementing it in Unreal Engine 4.
The first step is to research/design the character. Understand as much as possible about them. Next is to get a basic idea of what it should look like, using references and communicating with the team to stay on track. Once this is all completed and confirmed, move on to the production stage in Z-Brush. Start with a low-poly block-out of the character. Then, turn on Dynamesh. With every stepped increase polygon count, move the mesh around and build up the defining features. This repeats until the sculpt is finished. Communicate with the team and make changes/cariations where needed. Retopologise for export. This is the high-poly mesh. Once confirmed, export and open in Maya. Here build the low-poly mesh around the high-poly, keeping it as close and as low a face count as possible. Create UVs for the low-poly mesh. Then, export the low-poly mesh with the UVs and import to Substance Painter, making sure to set the file for Unreal Engine 4. Here, bake the high-poly to the low-poly. This can now be textured on the spot or passed on for texturing which will then be ready to animate and use in Unreal Engine 4.
Made in ZBrush
Made in ZBrush
At first, you need a "greybox", which is the basic, textureless layout of the assets in your environment. From there, you can start building the system that will allow the player to experience the immersive environment. I needed to write down a list of things that I had to take care of from the beginning, like the character walking and interacting with some objects, or the character talking. I also need to make sure that all the assets given to me can be implemented or need refinement.
An important part of integration, is to keep the visuals consistent with the story.
When scripting, you need to breakdown the action to a very simple level.
The environment progress of each carriage.
High Class
Middle Class
Low Class