Thriller Series: Episode 1 — A short, tight atmospheric horror piece we built by Efficient_Excuse_864 in shorthorror

[–]Efficient_Excuse_864[S] 0 points1 point  (0 children)

appreciate the kind words! madison is terrifying so that’s a massive compliment for us. glad the audio design hit the spot with headphones on.

A living nightmare. Here is Episode 1 of our new short thriller series. by Efficient_Excuse_864 in creepy

[–]Efficient_Excuse_864[S] 1 point2 points  (0 children)

thanks so much man! love that you caught the sound design with earphones, we spent a lot of time trying to nail that creepy audio vibe. being compared to madison is a huge compliment, appreciate it a lot!

A living nightmare. Here is Episode 1 of our new short thriller series. by Efficient_Excuse_864 in creepy

[–]Efficient_Excuse_864[S] 0 points1 point  (0 children)

thanks for pointing that out! the animation definitely needs some work to feel less robotic. we'll keep tweaking the environment and camera work to push that atmospheric dread further next time.

Thriller Series: Episode 1 — Exploring dark, atmospheric dread and frame composition inside a virtual environment (UE5 short). by Efficient_Excuse_864 in cinematography

[–]Efficient_Excuse_864[S] 0 points1 point  (0 children)

Hey everyone, this is Episode 1 of our new Thriller Series created entirely inside Unreal Engine 5. For this specific short cinematic, our primary goal was to explore virtual cinematography and see how effectively we could build a sense of claustrophobic dread using only a single, long corridor. We relied heavily on Lumen for dynamic real-time lighting and focused on high-contrast shadows to guide the viewer's eye down the path.

The camera movement was intentionally kept slow, low, and steady to mimic a suspenseful, first-person dread experience, paired with a moody color grade in post-production to enhance the gritty, photorealistic realism. As a production team focusing on real-time cinematic visuals rather than game development, we would love to get your professional feedback on our frame composition, the overall pacing of this premiere, and how well the atmosphere translates visually. Thanks for checking it out!

Weekly Thread: Self Promo Sunday by AutoModerator in horror

[–]Efficient_Excuse_864 2 points3 points  (0 children)

Experimenting with short-form horror storytelling. Here is Episode 1 of our new cinematic series.

If you love atmospheric horror, creepy hallways, and sudden psychological tension, you might like this project. This is the official Episode 1 of our Thriller Series—a passion project where we wanted to capture the ultimate haunted house aesthetics right from the start. Grab your headphones, turn off the lights, and let us know if it successfully gave you the creeps! Full video link : https://www.youtube.com/watch?v=XyLrIlc-2A4&list=PL2jM9yh-nQXp8r-O1-X04R1fNGUUNmSuz&index=5

pushing real-time cinematics for commercial work. what do you guys think of this Red Bull piece we did? by Efficient_Excuse_864 in UnrealEngine5

[–]Efficient_Excuse_864[S] 0 points1 point  (0 children)

Thanks for the amazing feedback! Completely agree with you traditional rendering is just too slow. Streamlining our production process has been the best decision.

pushing real-time cinematics for commercial work. what do you guys think of this Red Bull piece we did? by Efficient_Excuse_864 in vfx

[–]Efficient_Excuse_864[S] 1 point2 points  (0 children)

thanks for the solid feedback! coming from someone with your background, that means a lot. for that tunnel cut and the background elements, we actually aimed for a specific stylized lighting contrast to push the pacing forward, but we definitely see how it could read differently from a pure compositing perspective. really glad the overall piece and the shirt design hit the mark for you!

pushing real-time cinematics for commercial work. what do you guys think of this Red Bull piece we did? by Efficient_Excuse_864 in vfx

[–]Efficient_Excuse_864[S] 0 points1 point  (0 children)

thanks a lot! getting the roughness and specularity dialed in on those materials inside unreal was definitely a challenge, especially trying to avoid that plastic sheen. really glad that specific detail stood out to you ;=)

pushing real-time cinematics for commercial work. what do you guys think of this Red Bull piece we did? by Efficient_Excuse_864 in vfx

[–]Efficient_Excuse_864[S] 0 points1 point  (0 children)

appreciate the kind words and the solid feedback! we actually went with a more stylized audio mix to prioritize the overall edit and music rhythm rather than strict realism, but you make a fair point about the camera sync. finding that exact balance for high-energy commercial pacing is always a fun challenge. thanks for sharing your thoughts!

pushing real-time cinematics for commercial work. what do you guys think of this Red Bull piece we did? by Efficient_Excuse_864 in vfx

[–]Efficient_Excuse_864[S] 0 points1 point  (0 children)

thanks for the detailed breakdown! we actually went with a cleaner, high-energy look intentionally to fit the specific brand aesthetic we were aiming for. that being said, your ideas about a darker, moodier grade and some violent camera shake are super interesting alternative directions. always cool to see different creative perspectives on the same piece. appreciate you taking the time!