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3D ARTIST / REAL TIME

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Amara's Quest
( Project Management )

The story takes place in a peaceful Native American-style village that is authorized by a demonic spirit. Amara, the village shaman, during the attack sees her kidnapper daughter Althea. Having a vision of a way to recover her child and destroy this evil entity forever, she undertakes a long journey through various lands in the hope of saving her beloved little girl from the clutches of the demon who has taken her prisoner.

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Mood Board

Initial Script

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The script is inspired by the lore of league of legends, the visuals correspond somehow to this game .

Script written by Anna Martini

2nd year Project Management: Based on a script, work in groups and in project mode on the CONCEPT & PRE-PRODUCTION phase, up to the finalized animatic .

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On April 18, 2023, 3 groups were created in order to rewrite the scenario and create a 3d animatic.

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The groups were as follows, and I was in Group 2:

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  • Group 1 : Damien Mormiche, Arnaud Massinon, Romain Thevenon, Gregory Legeais, Grégoire Leydier, Benjamin Belloir, Léa Guerber

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  • Group 2 : Pascal Robin, Romain Kaptur, Etienne Portuguez, Megan Larcher, Alexandre Gittens, Asma Atabet

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  • Group 3 : Yann Etrillard, Ilona Ribeiro, Anna Martini, Julien Chevalier, Sylvain Alessandri, Alexis Desabres

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Mood Board ( Made by our group )

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Our group has chosen a whimsical universe, approaching the Amerindian style. Nature is highlighted by a marked contrast. Clean and stylized graphic rendering. Images taken from the game Everwild by Rare studio (planned release 2024

Rewriting script

The class a was divided into 3 groups and we had to rewrite the basic scenario by answering the project manager's question

meeting REPORT

Choice of assets

Distribution of the groups and the different sequences to be carried out. And assignments of the different assets that each group needs,  after consulting with the rest of the students

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Common asset documents

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CHARACTERS

For each of the groups, I was in charge of reskinning the characters of Amara and Althea

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ALICE BY FATCATS

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ALTHEA

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AMARA

PSYLOCKE BY DAN EDER

VISUAL REFERENCE

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GREAT HORNED OWL BY 
PROTOFACTOR INC

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GRANDMA  : SHAMAN WOMEN BY HIGHPOLYFOREHEAD 

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DEVIL : MAW J. LAYGO
MIXAMO

VILLAGER : STYLIZED WARRIOR BY URICARO97

Environment 

In the sequences that we had to achieve we had to represent the long journey of Amara and therefore we had a succession of landscapes to achieve.

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VILLAGE

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SNOWY MOUNTAIN

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MOUNTAIN

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CLEARING

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MAGIC VEIL ( MOUNTAIN TOP )

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BEACH

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FOREST

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VALLEY

SHOTS

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SEQUENCE 3,  SHOT 1 : 

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Wide shot of the village, introductory shot to announce the scenery

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SEQUENCE 3, SHOT 5 : 

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General plan, Beginning of the trip. Amara and the deer have taken the road and begin the ascent of the mountain.

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SEQUENCE 3, SHOT 9 : 

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Amara climbs the rocks to continue her ascent and the deer takes the opposite path to return to the village, all this in a general plan

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SEQUENCE 3, SHOT 13 : 

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Close up of the objects on the stump and Amara coming close to them

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SEQUENCE 3, SHOT 2 : 

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General plan, situating the characters in the scenery, Amara is preparing to leave the village

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SEQUENCE 3, SHOT 6 : 

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Shot where we see Amara and her deer sinking into the mountain and disappearing behind the trees

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SEQUENCE 3, SHOT 10 : 

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American plan, Amara finally arrives at the top and her shamanic powers make her appear a kind of magic veil in front of her.

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SEQUENCE 3, SHOT 14 : 

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General plan where we see amara lowering to the level of the stump with the village below

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SEQUENCE 3, SHOT 3: 

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American size plan. Goal plan, the mountain is shown, to climb that is the goal to climb

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SEQUENCE 3, SHOT 7: 

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They then arrive in front of a scree of rock which is an obstacle to them.

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SEQUENCE 3, SHOT 11: 

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Chest shot, in profile, we see Amara who is about to cross the magic veil in front of her

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SEQUENCE 3, SHOT 15: 

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Close-up of amara getting ready to grab objects

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SEQUENCE 3, SHOT 4: 

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American plan, interaction with the deer. Amara caresses the animal before the long departure.

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SEQUENCE 3, SHOT 8 : 

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Amara makes her faithful companion understand that this is where their path separates

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SEQUENCE 3, SHOT 12 : 

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Shot where we see amara who crossed the magic barrier and saw a stump appear with the compass and the potion seen in her visions

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SEQUENCE 3, SHOT 16 : 

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Low angle shot of Amara holding the compass in her hand, with the needle moving in all directions

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SEQUENCE 3, SHOT 17: 

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Amara's shoulder shot against the field facing the owl, who is about to guide her on her journey

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SEQUENCE 4, SHOT 1 : 

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Wide shot, beginning of Amara's long journey on a snowy mountain following the owl flying above her

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SEQUENCE 4, SHOT 2 : 

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Wide shot, Amara still succeeds the owl but change of landscape, this time she is in a clearing

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SEQUENCE 4, SHOT 3 : 

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​Wide shot of a beach, Amara continues her journey and braves a storm always guided by the owl

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SEQUENCE 4, SHOT 4 : 

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Wide shot, followed by several intermediate shots in reverse shot between the owl and Amara who seems to be discussing before the owl guides her on the right path to take

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SEQUENCE 4, SHOT 5 : 

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​Last wide shot of Amara arriving in a huge valley and the owl overlooking it

ANIMATICS

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Among the 3 groups being in charge of rewriting the scenario, it was ours that was selected by our project manager who then assigned us sequences to be produced in 3d animatics.

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The Group 1 had to do sequence 1, that is to say the exhibition and group 3 sequence 7 which is the Climax.

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Group 2, of which I was a part, was responsible for making the animatics of sequence 3 and 4, which is composed of the triggering incident and the crux of the plot .

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The sequences were made by Etienne Portuguez for sequence 3 and Alexandre Gittens as well as Asma Atabet for sequence 4 on Unreal Engine.

2nd Year Project Animatics Chronology

Group2 Animatic Seq3+4 version 1
01:03
Group2 Animatic Seq3+4 version 2
01:08
Group2 Animatic Seq3+4 version 3
01:11

ANIMATIC VERSION 1 : 

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Animatic 1 is a block out animatic, to know how to arrange the elements such as the village, the landscape, the characters and the camera .

ANIMATIC VERSION 2 : 

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In this second version, the stage is set and most of the assets are are put in place .For example , the village made by Gregory Legeais and Ilona Ribeiro  What's not good about this animatic are shots that are too mundane to convey the intent of the script.

ANIMATIC VERSION 3 : 

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In this Third version, we have modified and added some intermediate plans to create consistency

Last Animatic

The last modifications were made from our point of view after having discussed it with our project manager who helped us to improve our plans in relation to our certain angles of our cameras and here is the last animatic that we proposed for these sequences.

I added the soundtracks to create an atmosphere for this project.

 

So here is our last animatic proposed by group 2

Here is a last montage with the animatics of the 3 respective groups. So in summary, sequence 1, 3, 4 and 7.

 

 

Good viewing .

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