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3D Computer Animation Fundamentals Immersion

Unreal Engine – Immersion Project – 3 – Room Design

Now I have some of the basics down, and some clear inspirations. I’ve started getting some ideas going for the main aspects of the game. After considering various approaches to demonstrate computer animation fundamentals, I’ve decided to create a first-person horror experience that builds upon my previous work with “Burlap Friends”. The decision wasn’t made lightly – I want to challenge traditional boundaries of computer animation by incorporating multiple experimental animation techniques that can only truly be experienced through active participation.

The cool thing about making it first-person is how much I can play with animation in ways that can unnerve people. I want to capture and create a unique feeling where the environment you’re in just feels like it’s working against you. Like, imagine looking at one of these creepy plush toys and seeing it twitch ever so slightly – but when you look back, it’s completely still.

I’m thinking of starting with regular curtains, nothing out of the ordinary. Then, when the player walks into a specific trigger zone, or, what I want to have happen as part of the game mechanics, when a certain time frame as passed, something starts peeking through – this creepy, toothy smile appearing between the folds. I’ve sketched out how it could emerge gradually: first just a hint, then more visible, finally revealing this unsettling face with those wide eyes and grin.

I’m exploring different ways the face could appear. Maybe it stretches unnaturally between the curtains, or maybe it should be positioned outside the window looking in – that could add an extra layer of dread since it implies something’s actually outside, watching.

I want to play with lighting, and maybe have it as an important mechanic in the game. The way a light source is positioned in a room can completely change how the environment is perceived. This light source should be a sort of life-line, being a way of notifying the player of dangers and also creating a sense of unease when removed.

Going on from my research prior, I’m going to implement a door hidden behind the bed. This door will be potentially the most derelict object in an already old and withered room, if I go down that route.

It’s funny because all my work with the Burlap Friends shorts has actually been great preparation for this. I’ve learned a lot about timing and how to make things feel unsettling, and now I get to make those moments interactive. Plus, working in Unreal Engine is pushing me to learn proper techniques instead of my usual Cinema 4D shortcuts (no more hiding everything in post!).

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