a lot of the assets for the game were already designed by the game creators, Windwalk, so we didn't need to worry about the style and feel of the trailer, but we did convert all of the ingame models to high poly assets.   This also meant that we could use a lot of the ingame assets for previs and story boarding which helped speed up pre-production.

We chose to render this project in real-time as not only did it help keep the aesthetic feel of a video game but it also helped speed up production and allowed us to implement feedback faster than usual.   

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