0:00 - Players are (left to right) John Dunford, Amanda Newman, and myself, Zack Bogucki. I also narrate throughout. Saimon Ma filmed this live playthrough.
0:07 - Saimon modeled all of the architectural kits, and did most of the set-dressing and lighting for the level.
0:16 - The monster's actions are randomized. I programmed its AI in Blueprint, along with the rest of the game.
0:26 - Casey Arterburn modeled additional props for set dressing, as well as the Map Room table.
0:34 - John modeled unique props for the Crew's Quarters.
0:42 - Amanda modeled, textured, and rigged the sailor. She also captured and cleaned up all mocap animations (including separate 1st-person animations) and helped me implement them in engine.
0:47 - I used dynamic Materials in Blueprint to randomize skin tone, hair colors, and mustaches for each sailor. This way we didn't need to create entirely new models.
2:11 - Saimon created all particles used in game, including water sprays, steam, smoke, and reactor sparks.
2:20 - I worked with Saimon to create the dynamic post-process chain used when the player is underwater. If they are submerged too long, theywill get a tunnel vision effect before drowning.
2:50 - I composed a dynamic music track that is driven by game progress. It increases in intensity if the submarine is currently leaking, and each time players hit the monster.
3:05 - Saimon sculpted the monster in Zbrush, and Amanda rigged and animated it.
3:44 - Saimon drew the map of the sub, which is used to indicate damaged rooms. John modeled the frame for it.
4:35 - John almost left me hanging on that high-five.
4:45 - Saimon cut together all used footage and recordings in After Effects to produce the final, continuous video.