I used Cinemachine for all the camera work. Timeline was used for animating just about everything. Post Processing Stack v2 was used from the very beginning to quickly establish the mood of the scenes. I also used some custom scripts to make things a bit easier:

I used Cinemachine for all the camera work. Timeline was used for animating just about everything. Post Processing Stack v2 was used from the very beginning to quickly establish the mood of the scenes. I also used some custom scripts to make things a bit easier:

I used Cinemachine for all the camera work. Timeline was used for animating just about everything. Post Processing Stack v2 was used from the very beginning to quickly establish the mood of the scenes. I also used some custom scripts to make things a bit easier:

My name is Maciej Szcześnik, I'm an independent game designer with experience in triple-A projects (mostly The Witcher series). I've always wanted to create a game just by myself and I'm slowly heading towards this goal. I thought that Neon Challenge is the perfect occasion to try and create not only a single scene, but something like a visual benchmark or a target movie. So here it is - a target movie for my dream game set in a dystopian retro-futuristic world where people are forced to "digitalize" themselves. I hope you like it!

My name is Maciej Szcześnik, I'm an independent game designer with experience in triple-A projects (mostly The Witcher series). I've always wanted to create a game just by myself and I'm slowly heading towards this goal. I thought that Neon Challenge is the perfect occasion to try and create not only a single scene, but something like a visual benchmark or a target movie. So here it is - a target movie for my dream game set in a dystopian retro-futuristic world where people are forced to "digitalize" themselves. I hope you like it!

My name is Maciej Szcześnik, I'm an independent game designer with experience in triple-A projects (mostly The Witcher series). I've always wanted to create a game just by myself and I'm slowly heading towards this goal. I thought that Neon Challenge is the perfect occasion to try and create not only a single scene, but something like a visual benchmark or a target movie. So here it is - a target movie for my dream game set in a dystopian retro-futuristic world where people are forced to "digitalize" themselves. I hope you like it!

Here's a link to the 4K version on my Google Drive https://drive.google.com/open?id=19FyqtoYnHwHOkshZtTBJ5wbOa791v738

Here's a link to the 4K version on my Google Drive https://drive.google.com/open?id=19FyqtoYnHwHOkshZtTBJ5wbOa791v738

Here's a link to the 4K version on my Google Drive https://drive.google.com/open?id=19FyqtoYnHwHOkshZtTBJ5wbOa791v738

Seeker search light is looking at a target with a LookAt() function. The target is animated with the Timeline.

Seeker search light is looking at a target with a LookAt() function. The target is animated with the Timeline.

Seeker search light is looking at a target with a LookAt() function. The target is animated with the Timeline.

Police signal lights on the motorbikes are also animated with a script - they are looped so it was easier to write a few lines of code than to create animations for timeline.

Police signal lights on the motorbikes are also animated with a script - they are looped so it was easier to write a few lines of code than to create animations for timeline.

Police signal lights on the motorbikes are also animated with a script - they are looped so it was easier to write a few lines of code than to create animations for timeline.

The dialogue text is animated by script (a simple "text writer effect"). The same method was used for the computer terminal text in the last scene.

The dialogue text is animated by script (a simple "text writer effect"). The same method was used for the computer terminal text in the last scene.

The dialogue text is animated by script (a simple "text writer effect"). The same method was used for the computer terminal text in the last scene.

I didn't use any specific concept art for creating the scenes, but I was inspired by:

I didn't use any specific concept art for creating the scenes, but I was inspired by:

I didn't use any specific concept art for creating the scenes, but I was inspired by:

In every case I started with setting the mood first. I used Cinemachine to set the desired camera angle, and Hx Volumetric Lighting plugin to create the atmosphere. Here you can find work in progress GIFs of the scenes:

In every case I started with setting the mood first. I used Cinemachine to set the desired camera angle, and Hx Volumetric Lighting plugin to create the atmosphere. Here you can find work in progress GIFs of the scenes:

In every case I started with setting the mood first. I used Cinemachine to set the desired camera angle, and Hx Volumetric Lighting plugin to create the atmosphere. Here you can find work in progress GIFs of the scenes:

Creating the scenes - the mood goes first

Creating the scenes - the mood goes first

Creating the scenes - the mood goes first

I've prepared two making of videos, where I describe the process:

I've prepared two making of videos, where I describe the process:

I've prepared two making of videos, where I describe the process:

At first I just wanted to create one scene. It took me about two weeks (from initial concept to current stage). I've received a huge positive feedback after uploading it. That, plus the fun I had when playing with Timeline, pushed me to create two additional scenes for the final piece. As I was already familiar with Timeline and Cinemachine the work was pretty fast. It took me just 3 days to design, create, animate and render those two additional sequences.

At first I just wanted to create one scene. It took me about two weeks (from initial concept to current stage). I've received a huge positive feedback after uploading it. That, plus the fun I had when playing with Timeline, pushed me to create two additional scenes for the final piece. As I was already familiar with Timeline and Cinemachine the work was pretty fast. It took me just 3 days to design, create, animate and render those two additional sequences.

At first I just wanted to create one scene. It took me about two weeks (from initial concept to current stage). I've received a huge positive feedback after uploading it. That, plus the fun I had when playing with Timeline, pushed me to create two additional scenes for the final piece. As I was already familiar with Timeline and Cinemachine the work was pretty fast. It took me just 3 days to design, create, animate and render those two additional sequences.

I've observed that if you put an object onto the timeline and add an animation clip to it, it will take the position from the animation (so it will be moved to the 0, 0, 0 coordinates). I've handled that by parenting animated objects (such as characters) to empty objects, that I could then move freely through the whole scene and position as I wanted.

I've observed that if you put an object onto the timeline and add an animation clip to it, it will take the position from the animation (so it will be moved to the 0, 0, 0 coordinates). I've handled that by parenting animated objects (such as characters) to empty objects, that I could then move freely through the whole scene and position as I wanted.

I've observed that if you put an object onto the timeline and add an animation clip to it, it will take the position from the animation (so it will be moved to the 0, 0, 0 coordinates). I've handled that by parenting animated objects (such as characters) to empty objects, that I could then move freely through the whole scene and position as I wanted.

Simon Stalenhag's art (also one of my favorite artists)

Simon Stalenhag's art (also one of my favorite artists)

Simon Stalenhag's art (also one of my favorite artists)

Jakub Różalski's art (one of my favorite artists)

Jakub Różalski's art (one of my favorite artists)

Jakub Różalski's art (one of my favorite artists)

Conclusion

I've proven myself that Timeline and Cinemachine is the way to go with target movies. It was really fast and efficient. I've managed to learn a lot about my dream game. It looks like it's the high time to finally start working on it :).

Screens

You can find some screens from the movie below.

Used Assets

I used a lot of additional assets to speed up my work (I have a huge collection of assets built gradually since the Asset Store launch).

Advanced Foliage Pack (used for those small bushes and grass): https://assetstore.unity.com/packages/3d/environments/advanced-foliage-pack-1-103151

Amplify Color (used for prototyping the final look with LUT textures): https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/amplify-color-1894

Cinemachine (used for all camera movements and animations): https://assetstore.unity.com/packages/essentials/cinemachine-79898

Controller Overlays & Button Kits (used for UI icons): https://assetstore.unity.com/packages/2d/gui/icons/controller-overlays-button-kits-3-styles-x6-controllers-keyboard-72273

Cover Rifle Animset Pro (used for character animation): https://assetstore.unity.com/packages/3d/animations/cover-rifle-animset-pro-23360

Digital Glitches (used for UI appear animation): https://assetstore.unity.com/packages/tools/particles-effects/digital-glitches-29261

Unity Particle Pack (used for robots' death VFX): https://assetstore.unity.com/packages/essentials/asset-packs/unity-particle-pack-73777

Extreme Vehicle Pack (used for vehicles in the background): https://assetstore.unity.com/packages/3d/vehicles/land/extreme-vehicle-pack-8344

FPS Weapons (I used only the pistol for the girl): https://assetstore.unity.com/packages/3d/props/guns/fps-weapons-46108

Free SpeedTrees Package (used for the trees in the background): https://assetstore.unity.com/packages/3d/vegetation/speedtree/free-speedtrees-package-29170

UI Gamestrap (used for UI elements, backgrounds and borders): https://assetstore.unity.com/packages/tools/gui/ui-gamestrap-28599

GUI Icons Pack (used for UI icons): https://assetstore.unity.com/packages/2d/gui/icons/gui-icons-pack-736-24576

Hx Volumetric Lighting (used for volumetric lights - 90% of the effect of the whole scene): https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/hx-volumetric-lighting-67665

Impacts and Muzzle Flashes (used for impacts and muzzle flashes): https://assetstore.unity.com/packages/vfx/particles/impacts-and-muzzle-flashes-57010

Movement Animset Pro (used for the male character): https://assetstore.unity.com/packages/3d/animations/movement-animset-pro-14047

Female Movement Animset Pro (used for the female character): https://assetstore.unity.com/packages/3d/animations/female-movement-animset-pro-48903

Neon Signs Asset Pack (used for the "Hotel" neon sign): https://assetstore.unity.com/packages/3d/neon-signs-asset-pack-14715

Pistol Animset Pro (used for girl animations): https://assetstore.unity.com/packages/3d/animations/pistol-animset-pro-15828

Post-Apo Pack (used for garbage and debris): https://assetstore.unity.com/packages/3d/environments/urban/post-apo-pack-16452

Rifle Animset Pro (used for robots' animations): https://assetstore.unity.com/packages/3d/animations/rifle-animset-pro-15098

Rifle Crouch And Prone Pro (used for robots' animations): https://assetstore.unity.com/packages/3d/animations/rifle-crouch-and-prone-pro-20380

Covered Cars Free (used for cars in the background): https://assetstore.unity.com/packages/3d/props/exterior/covered-cars-free-74510

Modern Ruins (used for the walls, barrels and some other props): https://assetstore.unity.com/packages/3d/environments/industrial/modern-ruins-4136

Suburb Neighborhood House Pack (used mostly for sidewalks): https://assetstore.unity.com/packages/3d/environments/urban/suburb-neighborhood-house-pack-modular-72712

Wet Road Materials (used for the road texture in front): https://assetstore.unity.com/packages/2d/textures-materials/roads/wet-road-materials-77612

CTS (used in the second scene for terrain materials) https://assetstore.unity.com/packages/tools/terrain/cts-complete-terrain-shader-91938

Render Monster (used for final render) https://assetstore.unity.com/packages/tools/utilities/render-monster-82563

Mad Goat SSAA and Resolution Scaling (used for final render) https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/madgoat-ssaa-and-resolution-scaling-86368

Military Pack (used barbed wires, guard tower and a few other models) https://assetstore.unity.com/packages/3d/environments/military-pack-part1-22338

Cow lowpoly (used in the second scene) https://assetstore.unity.com/packages/3d/characters/animals/cow-lowpoly-82765

Realistic Explosions Pack (used in the last scene) https://assetstore.unity.com/packages/vfx/particles/fire-explosions/realistic-explosions-pack-54783

Mixamo animation (used for the crawling robot and his death) https://www.mixamo.com/

Sound:

Again, I used a lot of sound libraries from the Asset Store. Most of the sounds were combined and / or modified in Audacity to achieve desired results. Those are the sound libraries I used:

Advanced Game Sounds: https://assetstore.unity.com/packages/audio/sound-fx/advanced-game-sounds-37339

Terrorist Attack Shooter Pack: https://assetstore.unity.com/packages/audio/terrorist-attack-shooter-pack-16850

Pro Sound Collection: https://assetstore.unity.com/packages/audio/sound-fx/pro-sound-collection-50235

SYNTHWAVE 001 Cyberpunk Music Asset Pack: https://assetstore.unity.com/packages/audio/music/electronic/synthwave-001-cyberpunk-music-asset-pack-84025

Universal Sound FX: https://assetstore.unity.com/packages/audio/sound-fx/universal-sound-fx-17256

My own assets