00:22 – Building modeled and textured by Davide Benetti using 3DS Max and Mudbox. He also cured the lights of the game using Unreal Engine 4.
00:32 – The puppet and the monsters were sculpted in Z-Brush by Sara Irace and Gianluca Squillace, rigged and animated using Maya by Francesco Giorgi and Martino Incarbone. The “magic effect” was rendered with After Effect and implemented in UE4 by Felice Amoruso.
We wanted the magic to resemble smoke but also a breach into reality.
00:40 – The entire city was modeled and textured by Alice Delmiglio, Emmanuele Biondi, Felice Amoruso and Tommaso vita, who also cured the shading. They used 3DS max, Mudbox and UVLayout.
We wanted to achieve a “slum” atmosphere. Architecture from the ‘50s mixed with some fantasy and magical elements. The story takes place in one night so we tried to give the idea of a city under curfew, with nobody around and few lights turned on.
00:56 – The dragon flight was programmed by Felice Amoruso and Francesco Giorgi using blueprints in UE4.
The dragon is going to snatch us and we’ll fly over the city with a rollecoaster type of experience. We tried to give the players experiences like that to fully exploit the possibilities opened by the Oculus Rift.
01:03 – This room was modeled as usual by Alice Delmiglio, Felice Amoruso, Emmanuele Biondi and Tommaso Vita.
The electricity in the turbine and the shading of the crystals were made by Tommaso Vita with UE4 and Davide Benetti created the dynamic lighting.
01:12 – The logo was made by Gianluca Squillace with 3DS Max and After Effect. Music and sound created by Lorenzo Valsassina and Davide Perrone.
Teaser Editing and color correction by Felice Amoruso