Final Major Project Reflective Journal

(Week 1) w/c 6th March 2017 - Florence Initial Idea Generation

Monday - Wednesday

This week I was in Florence with my project partners Callum Polak and Callum Mackay, we were brainstorming ideas of the project name, what it would be based on, what street art they would add to the map, what out roles would be and how we would complete them within the FMP timescale.

In these first days we went around florence, capturing photos of street art, textures, the style of florence for the game to be based on. I discussed with them what sort of camera shots I was going to do for my cinematic trailer and what shots i would need for them (banners and ground shots for example).

Street Art

We used our mobile phones for capturing the textures and art, although this wasn't ideal Callum Polak had a 4k camera on his phone so we got great detail shots.

Next we are going to capture more images, research what softwares I am going to use, aswell as them, and intial research into other cinematic showcase trailers that are already on youtube.

Thursday & Friday

This was towards the end of our time in Florence and we were just capturing the final shots and textures needed for basing the map on Florence. I was working on my own side projects to get more fluent in using editing softwares ready for the FMP.

Florence Statues, Textures and Street Art

In these days i finalized my own project to get better in Adobe Premiere Pro (Dying Light Gameplay Trailer Remake) ready for work on the cinematic trailer i would be doing for my FMP. Learning to sync audio with video's better. My work experience also helped with this as I produced several trailers for who I was working for, which were heavily influenced by the music in them. I also spent time learning effects in Adobe After Effects in case I need to use it for my FMP. I researched several cinematic showcase trailers in this time and understood to what standard my FMP needed to be at.

Above - My Dying Light Project To Progress my Video Editing Skills

I also found out that I needed to use Unreal Sequencer 4 and Mixamo to achieve a cinematic showcase trailer with an animated character walking through the streets.

Mixamo Character Rigging
Unreal 4 Sequencer

I used Adobe After Effects, Adobe Premiere Pro and watched a lot of youtube to understand how other cinematic showcase trailers looked.

I will be arriving back in the UK to use the Unreal Sequencer 4 to practice my own cutscenes, camera panning and effects that I could use for my FMP. As the Callums will be producing the map up until easter all I can do is storyboard what I want to happen in the trailer and practice every aspect of Unreal Sequencer 4 to be fluent with the camera shots. Whilst also improving my current skills on Premiere Pro and After Effects. I will learn text tracking on after effects as I couldn't do this on my Dying Light Project but I want to add it in on my FMP.

(Week 2) w/c 13th March 2017 - Research and Practice

Monday - Wednesday

Monday - Wednesday I researched on Youtube how to use Unreal Sequencer 4, how to animate characters within it and how to make a full cut scene. I also looked at professional cinematic trailers made by Blur Studios, trailers such as Halo Wars 2. I produced my project proposal and prepared a power point presentation to showcase my FMP to the rest of the class and a guest from Void Games. I have also learnt how to text track for my FMP.

Halo Wars 2 Trailer (Blur Studios) - Shots I Will Be Using

After researching thoroughly how to use Unreal Sequencer 4 I started to practice how the cameras work within it, using downloaded characters, maps and effects. Working towards finishing off the cut scene before the week ended. Throughout these days I liaised with my group partners and asked them to produce certain aspects that they could implement into the game map that I would focus on when it comes to making the trailer. I completely finished my final version of my project proposal and power point by Wednesday, I presented my power point well, shaking off the nerves I had prior to presenting and putting in a good performance.

I have effectively started to learn Unreal Sequencer 4, whilst still honing in my skills in Premiere Pro and After Effects, knowing that I will use them for my trailer too.

I will be finishing off the cinematic trailer before the end of the week, learning how to use shots in Unreal Sequencer 4 fluently, preparing for starting my FMP when my partners have developed the map, or at least some of it.

Thursday & Friday

I discussed with Callum Polak what exactly his role will be and what Callum Mackay's role will be in our FMP, Callum Polak is creating the map and textures and Callum Mackay is character rigging and texturing, whilst I will be making the cinematic trailer.

What Callum Polak Has Made Up To This Point

In this time I achieved completing my first cinematic cut scene following a tutorial, it was finished to a professional standard and now I know how to work my way around Unreal Sequencer 4 and use the different cameras (Camera Cranes, Cinematic Camera, Camera Rails). I will be using all these cameras when I have the map for the FMP for maximum effect and full professionalism. I have also started my own project at home to further my skills in video editing.

Above - My Cinematic Cutscene I Made

I used Unreal Sequencer 4 heavily in the production of my first cinematic cut scene but I finished it off using my own initiative in Adobe Premiere Pro because Unreal Sequencer exports without audio, so I did the audio editing in Premiere to finish it off.

I will be creating more cut scenes and cinematic trailers prior to my FMP because the maps and assets I downloaded I can make many trailers out of, maximizing the practice I can get before putting this practice into my FMP and making it to the highest professional standard I can. I will be making a cut scene using the built in animations I downloaded, using different enemies on a different map to explore the different camera shots I can use. I am excited to use the camera rail, as it pans in a semi-circle with the camera attached to it.

(Week 3) w/c 20th March 2017 - Learning After Effects and Unreal Sequencer

Monday - Wednesday

I started this week by researching livestreams by unreal about using sequencer with VR, as my project partners are making the map to be used with VR, as a fully immersive experience. This made me think about what other camera angles I could have in my trailer, I want to implement a first person view to replicate the effect of VR, having my character look left and right in first person view. I will also use text tracking in after effects to add titles to the walls and floors as the player walks past them.

In this time I have polished up my skills on after effects, learning how to do a bottom third for my social media which i might implement to the start of the trailer. This was more to improve my editing skills but can easily be implemented into my FMP at the start or finish of the video. I have also been looking into different effects that I can use on Adobe Premiere incase I need them, effects such as mirror zooming.

I Have been using adobe after effects, Adobe Premiere and Unreal Sequencer, I am starting to create a second cinematic cutscene made in Sequencer, learning how to efficiently and quickly make a video on it. Which will help me with my speed on my FMP.

Through the rest of this week I will be talking again with my project partners about what point they are up to, if they have any input into what I could add to the trailer, what they are planning to do and also making a second cinematic cutscene in Unreal Sequencer.

Thursday & Friday

In the second half of this week I have been looking at more sequencer tutorials, which ways will be most efficient way to make the cutscenes I am creating. I have also talked with my project partners again and seen what point they are up to.

I have achieved making my second cinematic cutscene, a fight between an Ice giant and a Fire spider, it is based in the ice lands, contrasting to my first video that was based in fire lands. This way I can explore different methods with cameras on different planes, which give me a different perspective on what I can do in the scene. I have been looking at more after effects tutorials in my spare time to improve my own skills. I found a great channel by Justin Odisho where he posts daily videos on Premiere and After Effects.

Once again once I finished my cinematic cutscene I just need to place it into Adobe Premiere to add music, sounds and effects where needed, just to improve the final product. This week I used Unreal Sequencer, Adobe Premiere Pro, After Effects and lots of research on YouTube. My project partners also liaised with me what point they were up to, Callum Polak has created more of the map in 3Ds MAX and Callum Mackay has been testing out VR games to see how they work and what he can do to replicate them. He has also been researching character rigging.

Next week I am hoping to have some of the map that Callum has made, or at least a model of it without any textures on it so I can start to storyboard how I am going to make the trailer, where the character will be walking and get a general idea on what I will be creating over the coming weeks.

(Week 4) w/c 27th March 2017 - Starting Storyboarding and Research

Monday - Wednesday

I started off this week by finishing off my second cinematic fight scene, I added in sounds for the monsters, slow mo sound and also edit the clips a bit for less lag. I also started my storyboard as Callum Polak created the outline of the world so i could see how much space I had to work with.

At the start of this week I finished off my second cinematic fight scene in Unreal Engine, I am doing these just as practice to understand how Sequencer works. I now fully understand how to use the cameras, the play tracks, shots, sub scenes and most of what sequencer has to offer. This has put me in really good stead for when I start the FMP trailer with using the Callums' map.

Once again I finished off the cutscene by adding it into Adobe Premiere, this was to add the sound. I did quite a lot of research into what sounds would be good for the monsters, using Freesound.org for all of the sounds. I also researched other YouTube clips to see how certain things should sound, like when the monster hits the ground.

I also started my storyboard and flew round the basic map Callum had gave me to see what shots I could produce. This is going to make the process of producing the trailer much faster, I can also see how long I want clips to last.

I have used Adobe Premiere Pro, Photoshop and Unreal Sequencer. I effectively worked in Unreal Sequencer, now I know exactly how to use the cameras and tracks and how I'm going to format the sequence when making the FMP trailer for 'ProjectChianti'.

I am going to finish off my storyboard using the basic map Callum Polak gave me and have the

Thursday & Friday

At the end of the week I finished my storyboard, liaised with both the Callums about what shots I was going to add into the trailer and got suggestions of what else to add.

These are parts the storyboard that I made, using the very basic outline of what shape the map will be. I now know exactly how I want the trailer and I will re-do the storyboard later on when the map is fully built.

I've used Photoshop, Unreal and next week I will be looking at how to rig a character, even though Callum Mackay is doing this I want to know for next years FMP when I will be doing it myself.

(Week 5) w/c 3rd April 2017 - Warhammer Cinematic Research - Blur Studios

Tuesday & Wednesday

This week I primarily focussed on research, as my storyboard is complete and I wanted to see how the professionals would approach making a cinematic trailer. Jason gave me some videos showing how the Warhammer Online Age of Reckoning cinematic was made, I went through these and learnt there processes.

War Scene

I now understand how much goes into a professional cinematic trailer, from the initial bullet pointing of cutscenes, to the storyboards, to the detailed storyboards, the concept art, the animations, the modelling and the close relationship between the trailer makers and the company that's making the game. In this case between Blur Studios and Mythic.

I also learnt how using 1 model Ork you can make a whole army by just changing the armour and the keyframe at which they start there movement. Using different camera angles and different fight scenes when the army is bunched together you can't tell they're the same base Ork.

Building the Scene

I have also been researching more effects on adobe premiere just expanding my own knowledge and starting my own project using the game DOOM at home. Following more tutorials by Justin Odisho who posts daily.

I am going to finish watching these videos over the rest of the week and also start looking into character rigging. Watching how Blur Studios made this trailer has given me alot of inspiration to make more of my own projects up until the time of Callum Polak making the map that my FMP will be based on.

Thursday & Friday

I've now finished watching the videos Jason gave me, they gave me a great insight into how the professionals undertake a cinematic trailer. I want to approach mine the same way by making several storyboards and always thinking of time consumption with my ideas. The only thing that is different is that I wont be on a budget like Blur.

I've talked with Callum Polak some more and he's given me more screenshots of buildings he has built, they are really starting to look good with a lot of detail. He has also linked me his spark page to give me insight into his future plans with the map.

One Of the Screenshots Callum Sent Me
Some Of Callum's Future Plans

I have also looked into character rigging on Mixamo and how to import this into Unreal and use it, as I might have to use a placeholder character until Callum Mackay has rigged his own.

I've been using adobe premiere this week enhancing my own skills, I've also looked into more aspects of sequencer, playing around with speed effects, fading, camera rigs of different types. Aswell as this I have looked at how to use Mixamo and how to import there files into Unreal.

By the end of the Easter holidays I'm hoping Callum will have the map done completely with the untextured buildings so I can do another more detailed storyboard and focus on more aspects of the map. I'm also hoping to have imported a character that has been rigged so i can play around with what I want it to do in the trailer.

(Week 6 and 7 I was at work full time, I only had chance to collect some clips for a DOOM project and research some more effects on YouTube)

(Week 8) w/c 25th April 2017 - DOOM trailer, Discussions with Jason, Future plans for FMP

Tuesday and Wednesday

I started this week by getting the footage needed to work on another video of my own, this time I am making a doom video which incorporates cinematics. I wanted to make another video to try out a new effect using the lumetri colour effect in Adobe Premier. This effect focuses on a certain colour and makes everything else black and white, it also gives the video a very professional look. I may use this effect in my cinematic trailer for the map Callum is making, dependent on if it will fit.

Using Lumetri Colour Effect

On wednesday I spoke with Jason about what more I could do with my FMP and what other cinematic projects I could work on up until this point. Jason suggested incorporating more than 2 characters, a big fight scene. This would mean downloading assets and creating the battle with characters that were already rigged as I am learning the rigging part next year. He also suggested a racing trailer that would make the most of camera shots, making a fast paced cinematic with cars racing is a really good idea and I will look into this. Working on these cinematics will be part of my FMP. I will start storyboarding them aswell as the one i'm working on with Callum.

I have started my DOOM video and implemented some lumetri effects, I am happy with how they turned out, focussing on the colour red. However I do feel like I can achieve an even better result with more practice. If I make a racing cinematic I could use this effect some point in there aswell.

My DOOM Side Project

On Tuesday and wednesday I heavily used Adobe Premiere, but when I have downloaded some more assets I plan on going back into Unreal Sequencer and making more Cinematic Trailers. A bigger fight scene and possibly a car chase. Now Callum has given me his map with all the untextured buildings I plan on adding in the cameras and making the cinematic, once I have done this Callum can just transfer over his materials and textures and the cameras will not be affected. I will also find royalty free music for the trailer so I know what tempo to change the camera angles at.

Thursday and Friday

I have now found the royalty free music for my Project Chianti Cinematic, I have gone with a strong 'epic' soundtrack, so when i synced the camera changed with the music it will have a strong effect on the viewer, engaging them fully. I am going to edit this music as i do not want the full soundtrack, trying the achieve a smooth flow throughout the track which the viewer will be unable to notice that I have cut some parts out of it. I will also start getting the camera shots for the Project Chianti Trailer.

I have now got halfway through getting the camera angles in sequencer for the trailer, I will have this finished next week and then I will just be waiting on Callum Polak to add the textures to the map. Because once he has done this I can then export the footage out of Unreal Sequencer and trim and sync the clips to the music. I've now trimmed the music in Adobe Premiere to flow smoothly and be the correct length for how long I want the trailer to last.

Screenshots of Shots I Have Made

When researching other showcase trailers they all seem to be slow paced, I want to change this and have a sharp trailer, cutting from all different angles and really engaging the viewer. I believe that with a faster showcase trailer the audience will be enclined to see even more and want to play the map.

Incorporating More Angles

This week I have used Adobe Premiere and Unreal Sequencer. I have used Sequencer very effectively, getting half of the shots needed for the Project Chianti Cinematic in 2 days. These shots cut from extreme different parts of the map, showcasing it all and when synced with the beats of the music it will have a stronger effect on the viewer.

Next week I am planning on completely finishing all the camera cuts, finalizing the clips and angles I want and starting another project whilst I wait for Callum to add the textures to the map. I am hoping that Jason will have downloaded some assets for me so I can make a battle scene incorporating at least 10 people, this will give me an opportunity to make a more professional looking cinematic because there is much more going on.

(Week 9) w/c 1st May 2017 - Army Cinematic, Finishing Project Chianti

Tuesday and Wednesday

On these days I finished off the Project Chianti Camera's, and I finished editing the audio within Adobe Premiere, ready to transfer the AVI file out of Unreal Sequencer and sync the cameras with the music. I also started off the Army Battle that I was planning on doing with the assets that Jason got me.

On Tuesday and Wednesday I finished doing all the camera cuts for Project Chianti, I was surprised I got this done so fast, and because of this I now had time to be able to start placing in assets that Jason gave me for the Army Cinematic. By Wednesday I had developed two sides of an army, red vs blue using the low poly skeletons Jason provided me with. In total I placed about 150 characters, I have to animate each of these and create a fight scene with them, this may be a bit ambitious but I will cut down the amount of skeletons if needed when I start to animate. I had some trouble with how they were placed on the hill, as the hill had lots of bumps I had to individually jig every character about to stand on the hill properly.

I have used Unreal Sequencer and Adobe Premiere Pro, I have used Unreal sequencer really well, efficiently organizing my work as I become more familiar with it, optimizing the use of sub-scenes within a shot.

Through the rest of the week I want to have some animations implemented onto my characters, possibly the start of a fight. Leading onto next week I want to have added some particle effects.

Thursday and Friday

On these days I animated all of the characters on the one army, some more than others but all of them have at least the basic idle animation to start off with.

I have animated 40 archers to walk over the hill, shoot there arrows at the enemy and roar afterwards, I had a lot of issues in down this as I had to map where each soldier was walking individually, I couldn't copy the key frames over. This was very time consuming but it resulted in a very clean result, with the archers shooting the arrows at the same time and looking uniform throughout the whole walk to the peak of the hill. Just like how the elves are uniform in Lord of The Rings. I also got rid of about 20 soldiers on each side of the armies, this is to make the project a bit easier to handle.

With both armies I have now adjusted the size of each individual soldier, so they look more random and not just copied. Also with the red army I have animated all of them with idle animations running at slightly different times for realism, the king also roars now to tell the archers when to start moving into position.

On the blue army I have only started to animate the blue archers, I have animated their deaths and the red archers will wipe them out instantaneously with the initial raining arrows.

On these days I just used unreal sequencer. I keep getting more efficient with it and I am getting faster each day of using it.

Next week I am planning on finishing the basic animations, hopefully starting the fight with the warrior soldiers, close up sword battles. If I can I will start to add in some cameras to play around with the angles I want to use for this cinematic.

(Week 10) w/c 8th May 2017 - Army Cinematic

Tuesday and Wednesday

On Tuesday and Wednesday I animated all the army to have at least the basic animations. By the end of Wednesday I had started the charge of the red army towards the blue. I discussed with Sean what other ideas I could include into the battle scene.

With the animations I have fully animated the red army to charge towards the center of the map, changing from a normal run into a sprint run as they get closer to the opposing army. They put there shields up when they are running when the blue army's mages cast a bolt that wipes out the red archers on the top of the hill.

As I have to animate and key frame the positioning for each of the characters separately it takes a lot of time to make a simple sequence of running forward with 50 warriors. I will have to look into whether there are other software that can help with unreal sequencer and the tedious tasks. I will probably do this after I have finished this video as I am quite far through it now. I discussed with Sean what else I could add into the battle, he suggested a huge monster coming down the hill for the red army and swiping people out the way and as he swiped his sword it will cut to black. I then developed the idea as there is a certain animation for the king that makes him twitch, I could play this animation as he is growing in size and the king could be this monster. I could even have the blue king do this aswell and as they collide in the center of the battle the camera cuts to black.

I have experienced some trouble with the characters glitching out at some points even though I have changed none of there key frames, it is an easy fix of moving the animation that is glitching and replacing it with the same animation again but doing this for a whole army is very tedious and time consuming.

Throughout the rest of the week I want to animate the blue army to charge towards the red, and have them start to collide and battle with eachother, researching sounds that I could use for the armies.

Thursday and Friday

On the second half of this week I animated the blue army, sorted out issues with glitching animations and started researching particle effects for the mages bolt to wipe out the archers.

For the second half of this week I nearly finished all of the animations for the whole army fight, I have animated all the warriors, grunts and mages to be fighting in the center of the map, they have all collided and it looks like there is a lot going on because they are all swinging there swords and staffs and different times to each other. Once again I am having to go into each of them individually and keyframe the exact points they get hit, swing their weapons and die at but this time it has to be in sync with the enemy they are 1v1 fighting.

I have had alot of issues with the animations of this army battle. Every single time I open up the project the animations all glitch and even though they are all in the exact right spot for some reason a different animation will play at the wrong time when it is not set to. To fix this I have the move the animation that is glitched backwards and forwards into the exact same position it was in to start with and this seems to fix it. But this is a major inconvenience as it takes up to 30 minutes to reset all the animations for the armies as there is alot of characters. I will make a post on the unreal forum and see if anything will fix it.

Over the weekend I am at work but I am hoping to finish off the whole fight scene and hopefully add in some particle effects for when the mages cast a fire bolt or when the archers shoot their arrows. If this isn't done by the start of next week I will have this done by the end of Monday so I can start adding in cameras and finishing the editing in Adobe Premiere pro by next week.

(Week 11) w/c 15th May 2017 - Finishing Army Cinematic

Monday - Wednesday

I came into college on Monday this week as I knew I had a lot to do in order to complete my army cinematic by the end of this week so I could go back to my other project 'Project Chianti' and do the final touches on that in time for the hand in.

On these days I finished off all the animations, I didn't have time to complete this on the weekend as I initially wanted to. I also added in some of the cameras and started to play around with particle effects that I could add in to me sequence.

I started off Monday by completing the animations I had initially set myself to complete on the weekend but didn't have time for, once I had done this I liaised with Jason about adding in particle effects for the arrows and when the mages cast a fire bolt. Luckily Jason had some fire particle effects that I could manipulate within the particle editor to look more circular and like a fire bolt.

On Tuesday I talked to Jason about the arrow particle and he said he would make me an arrow himself and then show me how to play around with the particle settings to make the arrows simulate an arching animation over a set period of time. He showed me the whole process of making the arrow, from 3D modelling it using 3DS Max, wrapping and unwrapping it, texturing it using Photoshop and importing and making the arch simulation in Unreal. Before the end of Tuesday I researched Lord Of The Rings battle scenes to give me an insight into the camera angles that the professionals use and how I could replicate these angles within my own project.

Research Into Camera Angles

At college on wednesday I added in most of the camera scenes, this took me a while as I wanted them to run for the correct amount of time and show off my fight scene in the best way possible, at college I got about half of the camera shots done so I went home and added in the rest of the shots when I got home.

Some Arial View Shots From My Project

For the first half of this week I used Unreal for the particles, Unreal Sequencer for the animations, 3DS Max when watching Jason make and wrap the arrow and Photoshop when Jason was texturing the arrow for me. I feel I have learnt lots in this first half of the week as I now know how to adjust settings within the particle editor.

In the second half of this week I am planning on adding in these particles to the sequence, exporting the file from Unreal, editing it some more in Adobe Premiere Pro, adding sound to it and doing the final 720p export ready for hand in.

Thursday and Friday

In the second half of this week I had some major issues with finishing up the project and major issues with adding in the particle effects but regardless of this I still met my target of finishing off the project this week with sound and at a high quality of 720p.

On Thursday I wanted to add in the particle effects into sequencer but I came across some issues, first one not so major being that I had to adjust some of the settings within the arrow particle Jason had gave me so that It would reach the other army, for this all I had to do was play around with some of the settings within the particle editor.

Inside the Particle Editor

After this was done I had to find out how to add the particle into the sequence and make it editable, to do this I made it into a spawnable so I could adjust the location and when I wanted it to play. Once this was done I quickly realised that the check box for auto activating the arrows to play at the time I wanted them to kept unticking itself, this was strange so I asked Jason what he thought and he said to make a post on the Unreal Forum. I took his advice but I kept researching what it could be before I did that as I was on a tight schedule. No results came up for fixing this problem so I had to find out myself by playing around with it inside sequencer, I found out that I needed to add in a particle toggle system that would make the auto activate box stay on. This took some time to figure out but I was very happy with the outcome, now my arrows and fire bolts would shoot when I wanted them to.

The Issue With Auto Activate Unticking Itself
The Solution With the Particle Toggle System

Once I had fixed this issue I instantly faced another, once again with the particles, but this time it was to do with the arrows not quite reaching the enemy army, I initially didn't know why it was happening and I thought to fix this problem I would just have to change the location from the particle being within a camera shot to outside of it, so the animation would run over to the next clip as well. This led to a dead end though and I had to find a different solution. It turned out the problem was because the arrows would cut off when they reached the floor level that they started on, and because I had started my archers on the top of a hill the arrows disappeared before they hit the lower levelled ground.

The Cut Off Point For the Arrows
My Initial Idea To Fix It, But It Didn't Work.

Jason came up with the solution to this dilemma after I asked him how it could be fixed and he said he would make another arrow particle effect just for the downwards part of the arch. This worked amazingly! I just added in the second arrow particle on the next camera shot and it looked like there was never any problems.

On Friday I tried to export the project after fixing all the broken animations for the final time but even though the animations were fixed on the Unreal screen, on the exported video they would be broken again. So I had to use OBS to screen capture the video when played in Unreal, this worked really well and still came out good quality.

Once I had the exported file I placed it into Adobe Premiere Pro and worked some magic, cutting out the key frames that were frozen for some reason and making the video flow smoothly. After this was done I had to find audio for the video, as I was not making my own audio I needed to research a lot and use freesound.org for a lot of my sounds, I did manipulate these sounds within premiere though, speeding and slowing them down, changing the audio gains and decibels so it was mimicking the process of me making the sound myself. I ended up having lots of audio tracks and it was a hard task to be able to control 14 different audio tracks all filled up with different sounds and getting them all to play at the correct times to make the video sound professional. I also changed some of the sounds within Adobe Audition because I had to change the format of them and how some of them sounded.

Stating Off In Premiere Pro
The Top Half Of All the Audio Tracks I Edited
Nearly All Of the Bottom Half Of The Audio (Couldn't Fit In 13th and 14th Track)

After adding the sounds I exported the video for the final time ready to upload to my Vimeo portfolio.

For the second half of this week the software I used was; Unreal for the particle editing, Unreal sequencer for the animations and cameras, Adobe Premiere Pro for clipping the video, adding audio to it and doing the final export, Open Broadcaster Software for screen capturing the video from Unreal, Freesound.Org for the sounds I used and Adobe Audition for converting some of the audio file types and changing some of the pitches of the sounds. I feel like I have effectively used all these programmes as I have a good understanding of all of them and I feel I have achieved the best outcome I could have, after all the issues I had.

For the next two weeks I am on work experience at Codemasters and I am learning a new audio software called Wwise for this placement, but when I come back I will have a week to finish off my other project - 'Project Chianti' that by this time should be fully textured by Callum and ready for me to export my camera shots and sync to my music I have already edited in Premiere Pro.

(Week 12&13) 2017 - Codemasters Work Experience

Whilst at Codemasters I did Audio QA and was unable to work on college projects but I was able to ask the video editors for criticism on some of my cinematics, they gave me very positive feedback and suggested I just keep on practicing and improving my skills, he was very impressed with what I had produced and this gave me great confidence. I was also able to complete a show reel to show off some of my videos, I showed several people at Codemasters, the audio department, the animators and the 3D artists. All of which have completely different views of how a show reel should be presented and edited so it was really good to hear each of their comments.

(Week 14) W/c 5th June 2017 - Finishing Project Chianti and Hand In

Monday - Friday

This week I was able to get the completed textured map off of Callum Polak and finish editing the Project Chianti Map Trailer, I also rounded up my work and handed in for the deadline.

I started the week by compiling together all of my videos, storyboards, plans and Unreal project files ready for hand in, I had to use Vimeo links for some of my videos though as I had lost the MP4 files. I then got Callum Polak's textured map and transferred it onto my file with the cameras on it. Once I had this I adjusted some of the cameras to show off different parts of the map more. I wasn't able to get Callum Mcckay's character onto the map because he was still adding the final touches to it but other than that with 'Project Chianti' I ran into no other issues.

Textured Map

After this was done I exported this file out of Unreal Sequencer and added it into the Adobe Premiere file which had the audio I had already edited in it. From here I synced the camera shots to the music and exported it to the final MP4 file.

For this final cinematic I used Unreal Sequencer, Adobe Premiere Pro and alot of research from YouTube. I used sequencer to create and export the camera shots, premiere to edit the video and audio and YouTube to research other map showcase trailers to see what sort of shots they used.

Next I have to hand in all my work to get graded and I have started idea generation for next years FMP already.

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Psjwhitey .
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