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Stylized Rendering with Brushstrokes
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  • Sprite Fright
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Production Logs

Follow the latest updates and progress on Sprite Fright.

  • Oct 21
  • Sep 21
  • ...
  • Jun 20

Production Log #64

  • Sept. 27th, 2021
This week on Sprite Fright

Environment shading for the intro sequence is completed. Meanwhile, at the other end of the film: the final shot is given lighting attention. All of 'Grove' has received an initial lighting pass, and awaits refinement. Plus character lineup files for you to download.

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Simon Thommes
Simon Thommes 3D Artist

This week I finished the shading for the bird, finished the shading for the environment of the Intro sequence (including the logbridge prop) and picked up some small prop shading tasks that still needed to be done.

Final Bird Shading - Frame

Final Bird Shading - Frame

Bird Shading - Back

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Bird Shading - Back

Bird Shading - Front

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Bird Shading - Front

Logbridge Set - Shading Adjustments

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Logbridge Set - Shading Adjustments


Andy Goralczyk
Andy Goralczyk Art Director

I put some finishing touches on 010_intro and continued lighting on 140_fannypack. I picked up 150_boss and gave each shot an initial lighting pass. The final shot of the film in 170_parade also got more attention.

010_intro.lighting.v004

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1:03

010_intro.lighting.v004

150_boss.lighting.v001

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0:29

150_boss.lighting.v001

140_fannypack.lighting.v002

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0:09

140_fannypack.lighting.v002

170_parade.lighting.v002

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0:18

170_parade.lighting.v002


Beau Gerbrands
Beau Gerbrands 3D Artist
Andy Goralczyk

This week, all of Grove received a lighting pass. For the upcoming days we need to refine the lighting to match with other sequences and shots. Bring more life back in the backgrounds by lighting the scenery with subtle strokes of light.

Grove Lighting Progression

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1:23

Grove Lighting Progression

Grove Contact Sheet

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Grove Contact Sheet


Julien Kaspar
Julien Kaspar 3D Artist

Apart from small tasks for the movie I started creating lineups of the final characters.

Press Character Lineup - Sprites & Animals WIP

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Press Character Lineup - Sprites & Animals WIP

Press Character Lineup - Teens WIP

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Press Character Lineup - Teens WIP


Rik Schutte
Rik Schutte Lead Animator
Daniela Avilés
Pablo Fournier
Gerard Manresa Ortega
Monica Eggert Roig
Ruth Taylor

This week we continued on finishing the 'Boss' and 'Escape' sequences. Both sequences will be delivered next week while the whole animation team is collaborating to get these last bits done!

animation sequence progression: Boss

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0:29

animation sequence progression: Boss

animation sequence progression: Escape

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0:35

animation sequence progression: Escape


Production Log #63

  • Sept. 20th, 2021
This week on Sprite Fright

A Sprite .blend file available for download. Also, lots of lighting and a little less shading (because environment shading is in the process of being wrapped). Plus, mood for a central set -- the Grove -- is explored.

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Julien Kaspar
Julien Kaspar 3D Artist

Various tasks for sets and characters were wrapped up. Only minor set dressing tasks are left now.

Log Bridge Set - Feedback Adjustments

Log Bridge Set - Feedback Adjustments

Mushroom Grove - Bush Wall

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Mushroom Grove - Bush Wall

Mushroom Grove - Grass Tufts

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Mushroom Grove - Grass Tufts

Sprite Parade #2 (Revised)

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Sprite Parade #2 (Revised)


Andy Goralczyk
Andy Goralczyk Art Director
Simon Thommes
Julien Kaspar

It's crazy how many scenes were handed over to lighting this week! I worked on finalizing 010_intro and 050_ritual while picking up 140_fannypack and 170_parade.

050_ritual.lighting.v003

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0:39

050_ritual.lighting.v003

170_parade.lighting.v001

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0:18

170_parade.lighting.v001

140_fannypack.lighting.v001

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0:09

140_fannypack.lighting.v001

010_intro.lighting.v003

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1:03

010_intro.lighting.v003


Simon Thommes
Simon Thommes 3D Artist

This week for me was wrapping up the environment shading that was left to ship the Sprite Village and Ritual sequences. Part of that was also a general pass on the bark of our trees and making sure the brightness levels of the general environment shading are matching up. Other than that a spent a bunch of time figuring out the feather system of our bird character.

Bird Feather Technology

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1:10

Bird Feather Technology

Bird Feathers

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Bird Feathers

Leaf Brightness Adjustment

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Leaf Brightness Adjustment

Tree Shading Adjustments

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Tree Shading Adjustments

Cloud Adjustment

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Cloud Adjustment

Phil - Dead Shading

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Phil - Dead Shading

Phil Pit - Shading

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Phil Pit - Shading

Elder Sprite Reveal Tree - Shading

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Elder Sprite Reveal Tree - Shading


Beau Gerbrands
Beau Gerbrands 3D Artist
Andy Goralczyk

This week, our goal was to establish the right mood for the grove establishing shots. After which we can split the establishing shots into the other grove shots (for better consistency and practicality). Next week we want to have a lit and rendered result for Grove, so we can iterate and refine during the third and last week.

Grove Lighting Progression

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0:13

Grove Lighting Progression

Grove Establishing Shot (020_0010) Lighting Progression

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0:12

Grove Establishing Shot (020_0010) Lighting Progression


Production Log #62

  • Sept. 13th, 2021
This week on Sprite Fright

Progress on animation for "Grove," an important scene as it establishes the main characters for the first time. Plus: eerie lighting tweaks on "Ritual." And lighting on daylight shots in general, helping the environments pop. Finally, work on the "Boss" sequence began.

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Rik Schutte
Rik Schutte Lead Animator
Daniela Avilés
Mack Bo Ross
Pablo Fournier
Ruth Taylor
Gerard Manresa Ortega
Monica Eggert Roig

This week, the animation department continued to rock on the 'grove' sequence. This sequence establishes all the characters with their own personalities and reveals the sprites for the first time. A bunch of new shots have been added, some WIP and some finalled. Which character do you like the most and why?

animation sequence progression: Grove

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1:23

animation sequence progression: Grove


Andy Goralczyk
Andy Goralczyk Art Director

This week was all about finishing lighting on 050_ritual: Creating fire simulations, tweaking the lighting, making the lights flicker to create that eerie fire effect to make this scene super dynamic! Furthermore, I went back into 010_intro and continued refining the lighting there.

050_ritual.lighting.v002

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0:39

050_ritual.lighting.v002

010_intro.lighting.v002

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1:03

010_intro.lighting.v002


Julien Kaspar
Julien Kaspar 3D Artist

This week I've been doing a lot of smaller tasks. Apart from that there were some changes to the bushes to increase their quality and remove intersections. The clouds for the ending also got some new models.

Forest Ending - Clouds

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Forest Ending - Clouds

Ritual Bushes Tweaks

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Ritual Bushes Tweaks


Simon Thommes
Simon Thommes 3D Artist

This week I focused mainly on generally overhauling our environment and plant shading. We are now rendering our daylight shots and there the environment should really shine. Specifically I looked in the shading of the sprite village set and the shading of our leaves for the bushes and oak trees, as well as the ferns among other things.

Branch (Nest) - Shading

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Branch (Nest) - Shading

Dandelion Sponge Shading

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Dandelion Sponge Shading

Snail Leaf Shading

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Snail Leaf Shading

Boombox Buttons Flip

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Boombox Buttons Flip

Oak Leaves Shading

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Oak Leaves Shading

Plants Shading Overhaul

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Plants Shading Overhaul

Elder Sprite's Tree - Shading

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Elder Sprite's Tree - Shading

Sprite Village - Ground Shading Comparison

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Sprite Village - Ground Shading Comparison

Sprite Village - Ground Shading

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Sprite Village - Ground Shading

Cloud Movement

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0:07

Cloud Movement

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Beau Gerbrands
Beau Gerbrands 3D Artist
Andy Goralczyk

This week I wrapped up Village lighting. Some shots needed more attention for better continuity and focus, guiding the viewers eye better. Next: Groovy Grove Goodness.

Village Lighting

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1:25

Village Lighting

Village Shot 0150 Lighting Progression

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0:06

Village Shot 0150 Lighting Progression

Village Shot 0130 Lighting Progression

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0:07

Village Shot 0130 Lighting Progression

Village Shot 0110 Lighting Progress

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0:03

Village Shot 0110 Lighting Progress

Village Shot 0080 Lighting Progress

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0:05

Village Shot 0080 Lighting Progress


Pablo Fournier
Pablo Fournier Animator
Daniela Avilés
Gerard Manresa Ortega

this week animation team started on the boss sequence

150_boss.anim.001

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0:29

150_boss.anim.001


Demeter Dzadik
Demeter Dzadik Rigger

Working on CloudRig tutorials, bugfixes and new features, while fixing minor stuff on Sprite Fright that comes across my desk.

CloudRig Rig UI: Dynamic sub-panels

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0:44

CloudRig Rig UI: Dynamic sub-panels

Custom Properties: Everything's exploding!

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Custom Properties: Everything's exploding!

Fannypack: Nightmare never ends

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0:11

Fannypack: Nightmare never ends


Production Log #61

  • Sept. 6th, 2021
This week on Sprite Fright

Eerie lighting for a flame-filled demise (yes, that's a spoiler). "Village" nears completion, both in terms of animation and lighting refinement. The animation team combines their efforts to work on the last big sequence. And a semi-procedural cloud .blend file to download and explore.

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Andy Goralczyk
Andy Goralczyk Art Director

This week I turned over 030_village to Beau and started lighting on 050_ritual. The scene features some super eerie stylized green lighting which was a lot of fun to do! In addition to that I did fire simulation which will be finalized next week.

050_ritual.lighting.v001

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0:39

050_ritual.lighting.v001


Monica Eggert Roig
Monica Eggert Roig Animator

This week I've been working on the last village shot yay!! We are really close to finish up this big sequence, so exciting!

030_0070: Rex has a plan!

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0:12

030_0070: Rex has a plan!


Rik Schutte
Rik Schutte Lead Animator
Daniela Avilés
Mack Bo Ross
Pablo Fournier
Ruth Taylor
Gerard Manresa Ortega

This week we continued working on animating shots for the Grove sequence. The majority of the animation team is putting their best step forward to get this last massive sequence done. The sequence is scheduled to be finished animation in 3 weeks. Go team Go!! :D

animation sequence progression: Grove

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1:23

animation sequence progression: Grove


Beau Gerbrands
Beau Gerbrands 3D Artist
Andy Goralczyk

This week I took over the Village scene from Andy. This scene already has nice lighting in many of the shots. My goal is to improve on these shots and apply some additional set dressing and optimizations.

Village Lighting Progression

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1:25

Village Lighting Progression


Simon Thommes
Simon Thommes 3D Artist
Julien Kaspar

Apart from addressing a bunch of smaller shading notes here and there I did another pass on the bloody shoe shading that needed to be adjusted for readability, made more tweaks to elder sprite and worked on the lookdev of the cloud for the beginning and ending shots of the movie.

Bloody Shoe - Shading Pass

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Bloody Shoe - Shading Pass

Elder Sprite - Beard Layering

Elder Sprite - Beard Layering

Semi-Procedural Cloud Setup - File

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Semi-Procedural Cloud Setup - File

Forest Set - Clouds

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0:07

Forest Set - Clouds


Julien Kaspar
Julien Kaspar 3D Artist

This week I mainly worked on the log bridge set to make it ready for the last 3 sequences of the movie. There were also a bunch of adjustments to other sets and shots based on feedback.

Log Bridge Trunk (Roots)

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Log Bridge Trunk (Roots)

Log Bridge Set - Background Forest (0050)

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Log Bridge Set - Background Forest (0050)

Log Bridge Set - Clay Render (Ending)

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Log Bridge Set - Clay Render (Ending)


Demeter Dzadik
Demeter Dzadik Rigger

Props here, fannypacks there, tiny fixes and other things that aren't even worth mentioning!

Spidey Squash

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0:27

Spidey Squash

Tent tweak

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0:16

Tent tweak

Fannypack: Nightmare continues

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0:22

Fannypack: Nightmare continues

Prop rig: Chasm Tree

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Prop rig: Chasm Tree


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