KATANA ZERO - FULL CONFESSION
Animation Short, UI, 3D, Design, Animation, Concept, Composting, Art Direction
Katana Zero - Askiisoft
Full Confession - LudoWic (Thijs Lodewijk)
PROCESS REEL
Tunç Çakır - Blue Room (feat. LudoWic)
Song: Blue Room by Tunç Çakır (feat. LudoWic).
Staring off in Zero apartment for the intro. Like in the game tapes have the name of the levels and there items for the throw-able knife or the fish head protein soup on the counter. And the full confession tape in the VHS player.
My “chicken scratches” sketches for the storyboard. Thumbnails going through the game, start to finish.
It was quite difficult for picking a that song that LudoWic and Bill Kiley (there some additional music by Justin Stander) made for the game.
Blue Room or Panoramic Feelings would be great pick, but Full Confession really warps up everything at the end.
Diving into Zero’s past about the Cromag War. Some of the scenes aren't in the game, they depicted by finding art on the some of their social media pages.
Or by going some the artistes that work on the game, like Dave Zhang.
Most of the UI Design was for just DJ Electrohead. Switch all out the faces, audio levels, menus, errors and on/off air screens. Designs done in illustrator and animated in after effects.
Hit the Floor - DJ Electrohead
Character animation was done by mixture of mixamo, keyframe and some meta-humans preset animation.
In one of the levels you do find null subjects in test tubes, so I sculpted out a few where the look like they been in there for years, with chronos effect the rotting bodies, over the top but I was looking a bit towards the secret boss of the game.
Most of the characters were created in meta-humans in unreal engine. Some the clothes assets were already in previous unreal files but something like the null uniform I needed marvelous designer (there 2 different versions of Fifteen because I need him to be bald, so I could attach his anime hair for the present day).
Other characters like the “little girl” was made daz 3d.
Electrohead had bit work, creating the helmet in blender.
I’m no were near being a character artist but the way I was going to shot the film, I knew I could make it work with depth of field or close up shots.
There glitches thorough out the game. So making them in after effects a combiain of data glitches with some effect layered on top.
See the effects of the drug “Chronos” on Zero. Creating the chronos in the niagara particles system in unreal.
Some of the characters don’t have to much too say during game but theirs a few quotes that stand out.
Most UI was for Electrohead but was some for the quotes and for the screen in computer in Leon bunker and the computer the wood shack (something about the null project).
All the comping was doing in after effects using a aces workflow.
All different levels play though out the game like prison, Chinatown, office, hotel etc and the Zero’s past.
Using Joe Grather “Brushify” packs to sculpt out the environment. A lot of kitbash 3d and megascans assets where used to layout the buildings and items.
Some specific assets like the sniper or axe (items that a character or something in certain scene sketchfab was a big help).
Some of the cut scenes form the short.
The movie set with Snow and V, but that pic ended with Snow with references of the movie set background picture of feudal japan brought into more into a realistic set.
Close up of the reflection of Josh Rose falling form the Murdower Hotel, but you can still see him in outer shot of the city (he just a dot).
The vault at the end of fight with the Headhunter.
Special Thanks
Askiisoft and everyone involved (mainly for Justin Stander overall vision, LudoWic for Full Confession, Dave Zhang a lot of the artwork of theirs help out.)
Sketchfab
KitBash3d
Brushify - Joe Garth
William Faucher (great info on unreal)
Epic
Friends & Families (for support and patience, especially that last stretch)