By the end of Thursday, June 4th, I’d got Unreal installed and completed the “Your First Hour in Unreal Engine” tutorial, and on Friday I completed “Your First Hour in Sequencer”, by then I was already a convert. I tinkered around for the rest of the day, looking around the Marketplace for potential assets I’d need. I found a Dennis Truck model on a website for a quid or so, and bought that, got it into Unreal. I threw my Mixamo characters in there, and animations, and was able to get them working.
Not a bad start! But what I was going to need first was an environment in which to stage the action of the film. Or, as it’s known in Unreal - a level. This wasn’t a completely alien thing to me...
When I was 14, I made levels for the PC Game BATTLEZONE. My callsign was “Nightwing”, which makes me cringe a bit now but there you go. I was good at it though, and I got paid for it too a few hundred dollars when bunch of my levels were included in an official addon pack*.
This was my first real introduction to 3D graphics and I was ready to just join the games industry except I didn’t really know anything, and I was 14. So I went to college and eventually University and by the time I got there I was more interested in animation, because I wanted to make short films and tell stories (though I still did graphics programming and such at University too, and didn’t make any films).
I did know how to make a level though. I knew about heightmaps, spawn points, waypoints, event triggers, AI, terrain texture layers… towards the end of BATTLEZONE’s shelf life, the levels I made were pretty advanced, with narratives, voice-over and complex goals.
All this contributed to how fast I was able to put the level for PRAZINBURK RIDGE together, all in one day - Saturday, June 6th. I bought a few bits and pieces from the marketplace, barbed wire and stuff, and lucked into some freebies too.
I should note that ordinarily I’d have put a bit more research into this. I had virtually no idea what this should look like, but in previs, it is often the case that when we start work on a sequence, the previs is among the first visual elements created on a project, and sometimes we haven’t seen the script and have to make things up on the fly. Then of course we start to see designs and even fully-rendered models of the sets from the art department that we then need to retro-fit our work into. So, the idea that I’m just making it up on the fly and would probably change it didn’t worry me at all.
Finally, a word on “version integrity”, a concept I’ll bang on about until the cows come home. What this means is that each change (or group of changes) to a level is accompanied by an incremental change in the version number, such that old versions are still available. As such, the “burn-in” information (the text on the rendered image) tells you what version of the level the shot was rendered on.
I’ll discuss version integrity again in a future post about shot and version numbers in Sequencer, but the ability to “roll back” to previous versions is an important concept for a Virtual Production.
* See this breakdown of some of my levels on the Battlezone Fandom page here.