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3D Computer Animation Fundamentals Immersion

Unreal Engine – Immersion Project

My project idea for this unit is to extend upon the stories I’ve been developing in the past couple years, being the Burlap Friends! short films. The premise of these stories revolves around these small plush toys called burlap friends that are inspired from “ugly” plush toys from the 80s and 90s.

A screenshot from my original horror short film “Burlap Friends!”, showing one of the antagonists.
An example of an “ugly” toy from the 80s
Boglins, among other vintage toys that have captured my imagination.
I like the idea of these antagonists coming in threes, with different designs and personalities.
The opening sequence to the sequel, Burlap Friends! 2 Inheritance. This short film is set almost entirely in one bedroom, emphasizing a feeling of isolation in a place where you should feel comfort.
The final scene of Burlap Friends! Where a monster leads the viewer down a hallway and to the end of the video.
In my planning, I observe the importance of lighting to create ambiance. I want to set this scene at night, so lighting can be much more dynamic and suited to my needs. I really enjoy the idea of an old room, this would create a feeling of both comfort and feeling misplaced in a sense. Like staying over at your grandma’s house.
On the right here, you can see the asset I used in BF2 Inheritance. The original asset was a photogrammetry done in the day time which I set up to also work at night. I experimented with the idea of a ceiling fan, creating a constant drone/ ambient sound that maintains a feeling of unease. Could I remove this sound after a while? What is the value of giving and taking away?
Here I play around with the idea of having an inaccessible door. I like the idea of there being a whole room that can’t be seen or has never been seen. I plan to implement this into my scene and grant it a level of importance, potentially revolving the whole narrative around it.
Windows are also a portal of some sort, windows and doors are both a source of comfort and way in which a monster can enter a room. Do I offer them as sources of reprieve? Or sources of anxiety? I love the idea of pairing a spotless room with a derelict, destroyed room. People have always had a fear of abandoned places.

In terms of narrative elements this project aims to integrate symbolic features like inaccessible doors and windows to imply hidden environments/ worlds to spark viewer’s curiosity and fear. I want to have the viewer question the surroundings and prompt them to question the nature of these spaces. This, paired with unsettling creatures that pursue has the potential to really frighten and engage people. I have plans to maybe develop this as an interactive experience to really create that feeling of unease.

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