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    REALTIME WORKFLOWS: My Mixamo Pipeline for Unreal Engine
    REALTIME WORKFLOWS: My Mixamo Pipeline for Unreal Engine
    about 19 hours ago

    🚀 Speed Up Your Realtime Animation Workflow! I’ve just shared a new video breaking down how I use Mixamo to rapidly prototype characters and animation inside Unreal Engine. While it's not what it once was, Mixamo remains my go-to for quickly getting characters on screen, blocking scenes, and telling stories fast.

    🎬 REALTIME WORKFLOWS: Levels and Sublevels in UE
    🎬 REALTIME WORKFLOWS: Levels and Sublevels in UE
    about 4 days ago

    One of the most useful concepts in real-time filmmaking and virtual production is understanding how these work in Unreal Engine.

    🎬 REALTIME WORKFLOWS is live
    🎬 REALTIME WORKFLOWS is live
    about a week ago

    REALTIME WORKFLOWS is a new YouTube series sharing the Unreal Engine techniques I use every day in film production. Short, 5–10 min episodes for students, previs artists, animators & indie filmmakers leveling up their vis.

    GIBLETS update
    GIBLETS update
    about 2 weeks ago

    An update on GIBLETS: a funny motherclucking short film that hasn't got over the line yet 🐔🔪🩸

    Virtually scouting GIBLETS
    Virtually scouting GIBLETS
    about 8 months ago

    Back in April, I utilised Unreal Engine with friends at Dimension Studios to virtually scout a live-action short I intend to make - GIBLETS.

    A decade of INACTION

    May 02, 2024

    Today marks 10 years to the day since I launched my animated Clerks fan-film, INACTION, a moment which ultimately led me to where I am today.

    Based of course on Kevin Smith’s classic film and criminally-underrated cartoon series, with Stephen Silver’s incredible designs, and animated to one of Jay Mewes’ expletive-laden diatribes from Clerks 2, it was a labour of love that I started in the new year of 2014 and worked on full-time for four full months. I did everything - modelling, rigging, animation, lighting, rendering, compositing, editing (some of those things more successfully than others, sure)

    I’m still very proud of this and it really laid the foundations for what I would move onto do in my career. As it was my first animated short, many of the things I learned to do specifically for this would be part of my skillset when I moved into Hollywood film previs animation two years or so later, for JURASSIC WORLD: FALLEN KINGDOM.

    The thing I wanted to do next was a BATGIRL fan-film, and I wrote my first feature-length script for it, but it was way too ambitious and ultimately shelved -- but some of the tools and techniques I developed would be dusted off six years later, when I started work on PRAZINBURK RIDGE.

    And of course, while making that I also worked as Previs Supervisor on the actual fuckin’ BATGIRL movie with Leslie Grace -- and Michael Keaton as Batman -- a life goal complete before it was cruelly removed for us all.

    So from INACTION (1), to designing the iconic shot of the Indoraptor on the roof (2), to that fuckin’ slow-mo shot in Hobbs & Shaw that nobody asked me to design but I did anyway (3), to BATGIRL (4), to designing VFX set extensions for DEADPOOL & f’n WOLVERINE (5), to winning awards for my new film (6), and now prepping for my own live-action feature... and I can look back at INACTION, ten years on, and say, “that is where this all started.”

    Snoogans.

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    ← DEADPOOL & WOLVERINEBerlinale / EFM 2024 →
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