1. 01

    Description

  2. 02

    Stills

  3. 03

    Process

SQUALL

City of the Dead

YEAR

2022/(wip)

TYPE

Personal

TOOLS

After Effects

&

Cinema 4D

DESCRIPTION

01

Squall was my thesis project, formerly called "City of the Dead," and the product of months of hard work. I consider it deeply unfinished, and remains something I'm excited to return to when I have the time. In its current state it's evocative, but I'm eager to push it in a direction with a concrete storyline.

STILLS

02

Still Trying

02—1

Even though work on my thesis wrapped when I graduated from college, there is still a great deal I wish to say with this project. I’m so invested in this world. I want to know what happened to it, why it exists, and who inhabited it. I can’t tell that story if I let it sit as is.

Still Trying

02—1

Even though work on my thesis wrapped when I graduated from college, there is still a great deal I wish to say with this project. I’m so invested in this world. I want to know what happened to it, why it exists, and who inhabited it. I can’t tell that story if I let it sit as is.

Low Budget Technique

02—4

Because this was a school project, I didn't have a budget, or much time. I rendered out a still frame of this shot and animated the flicker using a lighting pass in After Effects.

Low Budget Technique

02—4

Because this was a school project, I didn't have a budget, or much time. I rendered out a still frame of this shot and animated the flicker using a lighting pass in After Effects.

Origins

02—6

PROCESS

03

There was a coal processing plant next to where I was living in Sarasota, Florida. Every time I drove past it, I felt filled with awe. So many complex machines! Pipes! I wanted to try and communicate how that made me feel with this project.

I started this project with the final frame, and tried to build backwards from there. Since I was, again, strapped for budget and time, I had to asset bash almost everything. The smoke was simulated in EmberGen.

SCOPE

4 Months

CREDITS

Directed by Gabe Nadel / Audio by Kelly Warner

EXTRA

Supervised by Jill Taffet

  1. 01

    Video

  2. 02

    Description

  3. 03

    Stills

  4. 04

    Process

SQUALL

City of the Dead

YEAR

2022/(wip)

TYPE

Personal

TOOLS

After Effects

&

Cinema 4D

VIDEO

01

DESCRIPTION

02

Squall was my thesis project, formerly called "City of the Dead," and the product of months of hard work. I consider it deeply unfinished, and remains something I'm excited to return to when I have the time. In its current state it's evocative, but I'm eager to push it in a direction with a concrete storyline.

STILLS

03

Still Trying

03—1

Even though work on my thesis wrapped when I graduated from college, there is still a great deal I wish to say with this project. I’m so invested in this world. I want to know what happened to it, why it exists, and who inhabited it. I can’t tell that story if I let it sit as is.

Still Trying

03—1

Even though work on my thesis wrapped when I graduated from college, there is still a great deal I wish to say with this project. I’m so invested in this world. I want to know what happened to it, why it exists, and who inhabited it. I can’t tell that story if I let it sit as is.

Low Budget Technique

03—4

Because this was a school project, I didn't have a budget, or much time. I rendered out a still frame of this shot and animated the flicker using a lighting pass in After Effects.

Low Budget Technique

03—4

Because this was a school project, I didn't have a budget, or much time. I rendered out a still frame of this shot and animated the flicker using a lighting pass in After Effects.

Origins

03—6

PROCESS

04

There was a coal processing plant next to where I was living in Sarasota, Florida. Every time I drove past it, I felt filled with awe. So many complex machines! Pipes! I wanted to try and communicate how that made me feel with this project.

I started this project with the final frame, and tried to build backwards from there. Since I was, again, strapped for budget and time, I had to asset bash almost everything. The smoke was simulated in EmberGen.

SCOPE

4 Months

CREDITS

Directed by Gabe Nadel / Audio by Kelly Warner

EXTRA

Supervised by Jill Taffet