Overbooked

Over Booked is an animation short my team created in our vertical studio at Texas A&M University utilizing the animation pipeline. The short follows a little witch as she discovers the mysteries of a magic library.
My main roles of the project were creating environment/prop models, lighting, and project management. I also surfaced some assets and manipulated our effect's physics. 
Team members: Alexandra Lindgren, Marla Jones, Greta Yeager, Brooke Slaughter, Xavier Flores
Software Used:  Maya, Substance Painter, Unreal Engine 5.
Environment Models I created
Environment Models I created
Environment Wireframe
Environment Wireframe
Prop Models I created
Prop Models I created
Prop Wireframes
Prop Wireframes
Establishing Shot Lighting
Establishing Shot Lighting
Lights in Establishing Shot
Lights in Establishing Shot
Particles in Scene
Particles in Scene
Particle System using Niagara
Particle System using Niagara
Window Light BP
Window Light BP
Window Image Blue Channel Input
Window Image Blue Channel Input
Window Image Green Channel Input
Window Image Green Channel Input
Window Image Red Channel Input
Window Image Red Channel Input
Environment Light Mixer
Environment Light Mixer
Window Concept by Alex Lindgren
Window Concept by Alex Lindgren
Blurred Image in Photoshop to Use as Light in Unreal
Blurred Image in Photoshop to Use as Light in Unreal
Book Launch Physics Blueprint
Book Launch Physics Blueprint
Emissive Light Door
Emissive Light Door
My Contributions​​​​​​​
Models
I modeled props and the most of the environment for our short. I referenced the Trinity library for our environment for the gothic architecture look it has. The columns are based of the Peabody library with some edits. The lanterns are based on a Halloween decoration, fitting for a witch library. I surfaced the main parts of the environment, namely the its wooden features. 

Lighting
I utilized Unreal Engine's blueprint system for the magical light emitting through the window. I used our concept art of the window, blurred it, and use it as a component to a red, green, and blue light function. I then combined the three functions in the blueprint and gave parameters like attenuation radius and intensity so we can edit the lights quickly. I used a directional light with height fog to make the God ray effect and added the light from the blueprint in front of the window to make it appear as if it is from the colors on the stained glass. 

FX and Physics

I created a magical particle system that floats around the scene using Unreal Engine's Niagara system. The particles are made to float around with a low life span so they dissipate rather quickly. 
I was handed the book launch blueprint for our short. I was able to run the blueprint as a simulation with a delay input so our witch girl would have time to animate before getting hit with said books. I manipulated the dampening of the books to reduce the jitter the books had when on the ground. 

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