Broken Angel - Episode 4
3D - Houdini / Mantra, 2D - Nuke, After Effects,
Audio - go to "Audio / bits & pieces" section for list of gear used
This is an ongoing episodic piece that I'm making called Broken Angel (working title). It is an attempt to bring audio and abstract (ish) CGI together in a variety of interesting and/or affecting ways. The idea with the episodic thing is for three reasons; the first is that it's much easier to split such a big project into segments and actually finish things. The second is that I thought it'd be an interesting idea to take an almost "madlib" approach (or like these drawings you did as a kid where you make funny monsters on a folded bit of paper), where I end each episode with the first frame of the next episode, and vice versa with the start. Although the whole thing has been sketched out, the details of each episode will dealt with episode-by-episode. Finally, I wanted to have a different theme and style to each episode, whilst maintaining a continuous (albeit loose and abstract) narrative.
This is the fourth episode (fourth one to be completed). 3D was in Houdini, 2D in Nuke, with some extra things in AFX. Audio in Ableton, with a couple of hardware synths. This episode was pretty complex and intricately designed. There's a lot going on, and a lot of audio - viz stuff that's quite subtle and isn't necessarily obvious it's there. It started from an abandoned concept I did for the Game awards in 2016, which never got used, so I resurrected it for a BA episode. The central idea is a digital and an analogue world, separated by a water horizon. So, the sound and visuals are similar, but have a digital look / feel on one side, and an organic, warm feel on the other. The digital side has glitchy, angular shapes, and harsh, aggressive synths, and the organic side has warm, rounded shapes, and analogue instruments. The note quantisation was also tight on the digital side, and I played the instruments live on the organic side.