Scoundrels - 2022 Thesis project
Scounrels - trailer pilot Overview
This project is a 3D animated short film being developed from August 2021 to July 2022, aptly named Scoundrels. Scoundrels follows a small group of adventurers that is lightly based off of DnD aspects and personal sessions. The objective of this short film is to create a small trailer pilot. The pilot part is a small-scale interrogation scene between the team and two local officials in a fantasy setting. The trailer aspect comes out in the flashbacks and end montage of what is to come in their story. The main scope is simply a talking scene - the flex part of the scope will be the interweaving scenes of action in the flashbacks and the end montage. The main scene is projected to come out to 4-5 minutes, with 2 minutes possible of added action.
environment Art
Character art
Voice Acting
On smaller scale projects its always hard to find talent and coordinate with VOs for many reasons. I was lucky enough to be able to work with Eli Harris to voice the formidable Sherriff Knight Marcus! I’ve provided a small sample of my script to give a listen to.
Script Sample
Marcus - Well boys and girl, in case you’ve forgotten, we’re in WestVale. I’m happy to charge all these regions postage but I’m not about to do them any favors or take out their trash. We do things differently here. You know what a TruthSeeker is? [pats the old mage on the back forcefully, sort of waking him up]
Trailer Pilot Summary
An opening shot over a few grassy hills reveals a small castle. Closer shots going into the castle keep progress more and more. A large stone inner hallway is shown within the castle keep. A western style knight opens up a door with a large stack of papers and envelopes in one arm and a mug with coffee in the other. His name is Marcus. Marcus walks down the lone hall until reaching a dark archway at the end - tapping his mug against the archway for a signal of sorts. A light comes on in the next room - a mage has lit his hand at a table in the middle of the room after Marcus walks in. The mage’s name is Henroy and is sitting at the table, bored. He snaps his hands and lights all the torches in the room. Chained up and sitting on the other side is the main cast - the Scoundrels. Marcus sits down and goes through the paperwork - explaining that once they managed to detain them for minor crimes, many neighboring regions sent in fugitive reports on them - all matching their physical descriptions. As he goes through with the files he chastises each of the scoundrels for their various “crimes”. Admitting that some were probably just angry kings or could even be political in nature. Flashbacks are used during each of his rants on each main character. Eventually he goes on to explain that his region “does not take out others’ trash” and he only serves to protect his own land and kingdom. He motions over to his silent mage counterpart and says that he is a truthseeker. Someone that will peer into their future in respect to their upcoming shenanigans. This is to make sure the scoundrels do not hurt their particular land or people. If they are clear of this, they will be most likely released. The truthseeker scans their futures and has a seizure-like experience. Ending the ordeal in him telling Marcus to let them go at once, they are no threat. After a cut to them being released and walking from the castle later that evening, the truthseeker and Marcus have a conversation about their future. Marcus asks what their future holds and the truthseeker goes to explain - this then starts the montage of some crazy misadventures to come.
Trailer Pilot Main Scene - WIP
The Process
Base Modeling
Sculpting
Texturing
Shader Development
Character Process: Vox
Vox’s Evolution
Vox’s design is something I’ve worked on for a long while. None are perfect but these different versions have fit her in different ways throughout the years. Iterating on her look to visually tell her story has been some of the most fun I’ve had.
2016 - This was the inception of Vox. Taking place in a fantasy setting that several of my other projects do - placing her in that world always seemed to fit. A world filled with mystery, wonder and hardships. Vox’s original design was rather simple, something that would scream “main character” while also selling the brawler idea. Fiery red hair, bracers to keep her immense strength and headaches at a tolerable level and large boots are something I wanted to see here.
2018 - She got beefed up a bit after some outside inspiration. Keeping the red hair and ditching the bracers for a waist bracer. I also added a more detailed and tattered look, this sells the weary traveler look a bit more.
2019 - I made a micro short with her in 3D! This needed a full 3D model and I spent this time with another design iteration. This time I went with a more mature Vox, someone older and more established. A large trench coat with a poncho and boots seem to fit the bill on this one. I decided to put the power dampening bracers back, as the waist brace didn’t read like how I wanted to. I still like this design, but it doesn’t sell her age like how I want it to.
2022 - Hitting a middle ground between my 2018 and 2019 designs - I feel like I achieved a sweet spot that scratches both itches. Those itches being the need for a weary/tired but strong traveler, and a slight mystery to her. Older remnants of armor remain, some visible injuries and the bracers show a past that begs a few questions. This design also remains pretty functional, much easier to rig and animate than the 2019 design.
Scoundrels Screenshots
Animation Process video (updated Mid July)
Thesis presentation (updated early august)
Still in progress to this day! The base scope of my school program was to make the main scene of Scoundrels from the ground up during my time in school. I’m happy with it so far!
FAQ
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My scope only allowed for little VO and action. I still wanted to tell a larger story though, and hinting at certain things to come. I ended up marrying the idea of teasing the full story and a light introduction to the characters of Scoundrels.
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-3DS Max
-ZBrush
-Photoshop
-Substance Painter
-Unity
-Adobe Audition
-After Effects
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The minimal deliverable of the main scene will be completed by the end of July. The entire Trailer Piltot is expected to be done by late August.
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I love fantasy themes combined with modern humor and narrative elements. Fantasy fiction has no limits - go as crazy or grittily grounded as you’d like.
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Not alone! I’d love to one day follow in the foots steps of the late Monty Oum. A famous animator known for making the hit series RWBY under the guide of Rooster Teeth. He was interested in making all sorts of stories through games and shows, an inspiration I share.
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Nope. This is a project I’ve wanted to do for a long time now, the program is a great excuse though!