The brief for this full-screen sequence was fairly simple in that a Cargo Plane departing from Bangkok had to be tracked across the globe and finally intercepted over Antartica. The challenge was to create a camera move flexible enough to track the plane but also stray from the path when needed and reconnect at a given position. The air traffic and GPS tracking data language was added to further develop the narrative and add interest to a fairly lengthy load movie.
The main Sentinel control room is the nerve center where drone feeds and communications take place. The environments and characters were produced by 3D animation studio Digic. Various screens for global positioning, drone feeds and attack vehicle schematics were designed and animated for characters to interact with further developing the narrative of the sequence.
Detail from some of the screens used in the San Francisco B Load movie.
For the load movie Lab, the narrative required various visualisations of the Manticore 'dirty bomb'. I also developed visuals depicting mass manufacturing sites, casualties and the spread of the outbreak.
The Sentinel system required various maps and schematics to show various feeds, targets on the ground and drone views to give a fuller picture of the action taking place.
There were certain aspects that were developed at the early stages of the Sentinel look. The sample scripts pointed towards the development of terrain schematics to show various locations and forces on the ground.
An early concept focused on a more expositional based delivery of the story. This more abstract concept focused on the various scenes which were presented in a dioramic format. Key story elements would be built up in an open space which would make way for other story elements.
Continuing with the abstract theme - I developed a future tech concept for the look and feel of vehicles and terrain schematics.
An early script featured an elaborate visualisation of an air traffic control system. This was explored together with a functional and efficient graphic system.
Early drone system developed together with terrain schematics to identify different topologies.
Client: Activision / Sledgehammer Games
Produced by: Spov
Project Lead / Sentinel Concept Design & Visualisation: Miles Christensen
Motion Design & Animation: Paul Hunt, Kieran Gee-Finch, Andrea Braga, Mantas Grigaitis, Ryan Hays, Adam Roche, Ian Jones
Graphic Design: Khairul Ahmed
Producer: Emma Middlemiss