SCAD Senior thesis film.
A special agent must chase through the streets of San Francisco's Chinatown to recover a stolen bomb, while completely naked.
A hybrid short film utilizing a mixture of 2D hand and puppet animation with 3D environments in Unreal Engine 5.
Our main protagonist, Special Agent Dougie.
I spy your privates is a dynamic action film. The dynamic camera angles required us to push the limits of a 2d rig. With this in mind, I drew Dougie's head in multiple angles so the 2d rig can have wide range for posing.
Our antagonist Special agent Carmen
Carmen went through a numerous amount of iterations. It was imperative that carmen felt like the "female version" of Dougie. Her theme was that she was the other side of the same coin, therefore our experimentation with carmen was figuring out how to contrast dougie's blunt shape language.
Extra characters in the film included: a waiter, a baby, and an old grandma.
Dougie's hotel room had two important aspects:
1. San Francisco's Chinatown cheap hotel room.
2. Dougie lives here.
After researching popular hotel layouts, it was critical to understand Dougie's character and how someone like him would live in a space like this.
San Francisco's Chinatown was the main setting for the film. It was important to differentiate these two locations while keeping the feel of a unified film.
I Spy your privates included an assortment of props that contributed to the film's style.
An important aspect to the story telling of our film was the visual style. Since Special Agent Dougie is disorganized, unkempt, and generally lazy, we wanted the world to mimic his grungy personality.
In certain segments of our film, we took a stylistic step away from the conventional 2D and 3D animation. We called these "Jojo Frames" as much like the anime, the color and style of the film shifted into something completely different from the original feel of the film.
Style frames in the film. I was responsible for making the style frames and compositing them.
In order to achieve the stylized looked Our team developed during the preproduction stage, we utilized deferred decals from Unreal Engine 5.
This technique allowed us to dynamically apply intricate details and effects, such as dirt, graffiti, and wear, directly onto surfaces without altering the base materials.
The flexibility and efficiency of the decals enabled us to achieve our unique visual style.
In the beginning phases, our original intention was to use Blender and create projections for textures, much like the league of legends Arcane series. However, we chose to use decals because of strict time constraints.
I was responsible for painting and creating projections in blender.
Fall, Winter, and Spring promotional posters.
Please visit our film's website to see more of our work!