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Camera Rails:

- Main flythrough:
- I added this first rail to showcase the main area of the level that the player would
spawn in. This is to help guide the player and showcase parts of the map that the
player should be aware of, like the chests on the right side of the altar.
- Prison stair flythrough:
- I added this rail to lead down the stairs to the prison area of the map. This would
trigger once the player has found the entrance to the stairs as they’re a little hard
to find, and it’d highlight it as a point of interest for the player.
- Prison flythrough:
- This rail is to show off the area, as it could be used for an arena in-game.

Camera Cranes:
- Main area crane:
- This crane is to help show that there is a chest hidden here, to entice the player
to explore to try and find it.
- Prison Crane:
- This crane is to help alongside the rail to show off the arena area.

Lens Flare:
- The lensflare was added as the camera flies through the main area and passes by a
window to invoke a sense of drama about this area to peak the player’s curiosity.

Bokeh:
- Bokeh translates to blur - so I started my first rail off with it as a transitional effect, as if
the player was just coming in from the outside and having to refocus.

Depth of field change:


- I changed the depth of field as the first rail drew closer to the altar to bring attention to it.

Using Depth of Field:


- Depth of field is typically used to highlight certain areas and draw the eye to points of
interest.

Additional Camera/rendering effect:


- White Fade-In (Post production Render)
- At the beginning of the sequence on the first rail, I added a white fade-in to go
alongside the Bokeh effect to highlight the idea of the player entering a darker
area from outside.
- Contrast Increase (Post Production Render)
- To push the idea of the prison being underground, dark and dank, I changed the
colour values post-production to alter the atmosphere and play into the illusion of
the area being below ground level.
Script

Welcome to my video of my Digital Technology A2 project.


My sequence features 2 rails, 2 cranes, lens flare, bokeh, depth of field and I have used colour
grading and exposure in my rendering effects to influence the atmosphere.
[Title card: Rails]
Rails are used to move cameras dynamically through a level to showcase more of it than a
Crane can. They have their own restrictions, but they are perfect for fly-throughs, lead-ups and
showcases.
[Fade-over title: Main Flythrough]
I added this first rail to showcase the main area of the level that the player would spawn in. This
is to help guide the player and showcase parts of the map that the player should be aware of,
like the chests on the right side of the altar.
I changed the depth of field as the camera approached the altar to highlight it as a point of
interest. Depth of field is typically used in this way to highlight certain points of interest or things
that the player should notice, or to bring a sense of drama to the object or character.
At the beginning, I used high to low exposure to fade-in, to create the sense that the player is
just entering from the outside and is needing to refocus.
[Fade-over title: Prison Stairs Flythrough]
This rail is to lead the player down to the prison area, in-game, this would trigger once the
player has found the entrance to the stairs as they’re a little hard to find, and it’d highlight it as a
point of interest for the player and draw them down further through the map.

[Title card: Cranes]


Cranes are more static than Rails, as they can only move the camera on the X and Y axis. This
is good for drawing interest to certain things, like loot, enemies or points of interest. It’s also very
useful for showcasing areas of the map in a more linear way.
[Fade-over title: Side Area Crane]
This crane is to highlight the area to the side of the place the first rail ends at, which features a
lens-flare. This helps to bring attention to the area and create a sense of drama to capture the
players curiosity and interest.
[Fade-over title: Prison Crane]
This crane is to help showcase the prison area to show the goal at the end of the rail. This
clearly shows the player where they are meant to go.
[Title Card: Unreal Engine and Platforms]
Unreal Engine is a game engine developed by epic games, originally developed for first person
PC shooters. It has been used in a variety of genres since then and has been used in other
industries - most notably the film and television industry. It has a high degree of portability,
allowing it to support a wide range of desktop, mobile, console and virtual reality platforms. It’s
most popular amongst PC and Console games with high graphics capabilities and is used for a
number of games, like the borderlands series or XCOM.

However, the platforms themselves are still restrictive. Mobile devices tend to have graphical
limitations and processing limitations, whilst PCs can either have top of the line graphics cards
and processors, allowing them to handle higher graphical demand and larger games, like open
world games, whereas some will have lower range components and can’t handle games that
are too intensive. Consoles are a middle ground, they all have the same set specifications
(depending on the brand) that allow them to perform consistently well until the parts get too old.

No matter the platform however, they all possess RAM, Processors, Graphics Cards and Drivers
and Motherboards. Some games can be ported easily onto multiple platforms, either because
they have very little graphical demand or they are made in a format on an engine like Unreal,
allowing them to be easily ported across multiple devices.
Script 2

Welcome to my video of my Digital Technology A2 project.


My sequence features 2 rails, 2 cranes, lens flare, bokeh, depth of field and I have used colour
grading and exposure in my rendering effects to influence the atmosphere.
[Title card: Rails]
Rails are used to move cameras dynamically through a level to showcase more of it than a
Crane can. They have their own restrictions, but they are perfect for fly-throughs, lead-ups and
showcases.
[Fade-over title: Main Flythrough]
I added this first rail to showcase the main area of the level that the player would spawn in. This
is to help guide the player.
I changed the depth of field as the camera approached the altar to highlight it as a point of
interest. Depth of field is typically used in this way to highlight certain points of interest or things
that the player should notice, or to bring a sense of drama to the object or character.
At the beginning, I used high to low exposure to fade-in, to create the sense that the player is
just entering from the outside and is needing to refocus.

[Title card: Cranes]


Cranes are more static than Rails, as they can only move the camera on the X and Y axis. This
is good for drawing interest to certain things, like loot, enemies or points of interest. It’s also very
useful for showcasing areas of the map in a more linear way.
[Fade-over title: Side Area Crane]
This crane is to highlight the area to the side of the place the first rail ends at, which features a
lens-flare. This helps to bring attention to the area and create a sense of drama to capture the
players curiosity and interest.

[Title Card: Unreal Engine and Platforms]


Unreal Engine is a game engine developed by epic games, originally developed for first person
PC shooters. It has been used in a variety of genres since then and has been used in other
industries. It has a high degree of portability, allowing it to support a wide range of platforms. It’s
most popular amongst PC and Console games with high graphics capabilities.

However, the platforms have restrictions. Mobile devices tend to have graphical and processing
limitations, whilst PCs can vary greatly. Consoles are a middle ground, they all have the same
set specifications (depending on the brand) that allow them to perform consistently well until the
parts get too old.

No matter the platform however, they all possess RAM, Processors, Graphics Cards and Drivers
and Motherboards. Thanks to advancements over the years, graphics cards and cpus are more
readily available at specs that can handle most modern games, and cloud gaming exists for
people who can’t access those.

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