Guerrilla Collective 2024
Motion
Client:
Responsibilities:
The Media Indie Exchange
Responsibilities:
Motion Design
It was that time again. April rolls around and one of my favorite teams showed back up in my discord to get the ball rolling for 2024's Guerrilla Collective Digital Showcase!
I can't get me enough Media Exchange and the team they've got over there. Some of the nicest people around with the most honest heart to showcase really great indie games to give them their time in the sun.
This was a fun one, and by far my most favorite showcase we've been able to do to date. My friend and founder of TheMIX Justin Woodward popped into my discord pretty early on this year and I was able to gather some thoughts and pitch him an overall motif for the showcase. What are we wanting to do? What are we wanting to say? Who are we wanting to be in the gaming space? So I spent about a week collecting thoughts and writing a ton of stuff down to then head over to the incredible Fully Illustrated to get his skill moving to build up all the initial concepts to pitch to Justin.
Once Justin saw what Mike did, we were off to the races. Mike got his head down and started to crank out the stills for these assets and I was able to use those and start building out this abandoned arcade in Unreal Engine.
This was my second time using Unreal Engine in a full blown big build like this and it was really incredible. I was able to create, ideate, and iterate in real time. My current workflow is to build up a greybox inside of Cinema 4D to then bring into Unreal to bring it to life. You've heard it a million times before, but what a game changer Unreal Engine is... There's no going back now.
I can't get me enough Media Exchange and the team they've got over there. Some of the nicest people around with the most honest heart to showcase really great indie games to give them their time in the sun.
This was a fun one, and by far my most favorite showcase we've been able to do to date. My friend and founder of TheMIX Justin Woodward popped into my discord pretty early on this year and I was able to gather some thoughts and pitch him an overall motif for the showcase. What are we wanting to do? What are we wanting to say? Who are we wanting to be in the gaming space? So I spent about a week collecting thoughts and writing a ton of stuff down to then head over to the incredible Fully Illustrated to get his skill moving to build up all the initial concepts to pitch to Justin.
Once Justin saw what Mike did, we were off to the races. Mike got his head down and started to crank out the stills for these assets and I was able to use those and start building out this abandoned arcade in Unreal Engine.
This was my second time using Unreal Engine in a full blown big build like this and it was really incredible. I was able to create, ideate, and iterate in real time. My current workflow is to build up a greybox inside of Cinema 4D to then bring into Unreal to bring it to life. You've heard it a million times before, but what a game changer Unreal Engine is... There's no going back now.
You know the deal. Sure these snaps of the showcase are rad, how about you check out the full showcase!
Once I had the scene built out inside of Unreal Engine the fun began.
All I had to do at that point was to move the camera around the scene in unique ways from asset to asset and I had all I needed to get the job done.
Getting all the work done up front to make sure all the cabinets had unique art and content on their screens it made every new camera shot look original and intentional. Which was the hope from the beginning. "How can I do the most amount of work up front so when I start building out camera moves it works from any angle with any movement".
All I had to do at that point was to move the camera around the scene in unique ways from asset to asset and I had all I needed to get the job done.
Getting all the work done up front to make sure all the cabinets had unique art and content on their screens it made every new camera shot look original and intentional. Which was the hope from the beginning. "How can I do the most amount of work up front so when I start building out camera moves it works from any angle with any movement".
Name slates, game names, coming up, and lower third bugs were a blast to build out in After Effects.
Leaning into all the incredible art that Fully Illustrated had built, it was just a matter of figuring out how to make sure the graffiti motif he put together stood out and stole the show.
Building those 3D arcade cabinets in Cinema 4D, then bringing them into Unreal to light, texture, export was the perfect workflow to knock a number of these out quickly and at a high quality.
Leaning into all the incredible art that Fully Illustrated had built, it was just a matter of figuring out how to make sure the graffiti motif he put together stood out and stole the show.
Building those 3D arcade cabinets in Cinema 4D, then bringing them into Unreal to light, texture, export was the perfect workflow to knock a number of these out quickly and at a high quality.
Again, just showing the flexibility of using Unreal I was able to create a ton of different full-screen bumpers using the same exact scene with different camera movements.
With how quickly I could update lighting it meant that it cost me next to nothing to be able to set some of the assets inside this arcade in the daytime or the night time, keeping the reused scene fresh and exciting each time they appeared in the showcase.
And when Justin had a different thought then a version I showed him, he was able to get me back specific and descriptive notes and it took no time at all to make the adjustments and render out another full res version of the asset for him to approve. The time saved using Unreal is unbeatable.
With how quickly I could update lighting it meant that it cost me next to nothing to be able to set some of the assets inside this arcade in the daytime or the night time, keeping the reused scene fresh and exciting each time they appeared in the showcase.
And when Justin had a different thought then a version I showed him, he was able to get me back specific and descriptive notes and it took no time at all to make the adjustments and render out another full res version of the asset for him to approve. The time saved using Unreal is unbeatable.