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GAME CINEMATICS


My believe is that a camera is the most powerful tool in any visual entertainment, especially Video Games. A small change in shake or angle can change the complete experience of a player.
My love for camera and film has made me go through a journey of a very unique Designer, with my skill in composing frames, lighting, production design, sound, and music composing I have created lots of game cinematic content in my personal and professional project
s.
Using various filmmaking skills like Editing, Cinematography, Composing, Blocking, and Staging I have created this cumulative content.

GAME CAMERA

UNITY 3D (CINEMACHINE)

 

SOFTWARE
USED IN
PRODUCTION

UNREAL ENGINE 4/5 (SEQUENCER)

 

Adobe Premier Pro

 

Adobe AfterEffects

 

Adobe Audition

 

FL Studio

 

AVID

 

Blender

 

ProTool

 

The Void In Between

3D Action Horror Adventure [Made in Unreal Engine 5]


A student project made by MA Game Design students of the University For the Creative Arts, Farnham, UK. 
I was the cinematic designer/consultant for this project and also a small part of the design tea
m. A game based on the horrors of a military deceased general who is going through an experiment of revival. In this journey, she goes through all her military trauma and experiences to get back to life.

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CINEMATIC DESIGN


Being a very action-heavy game with highly dynamic level design the designers and directors had very specific things in mind where they wanted less cinematics but more theatrics. Using this brief I designed the camera placements where the technical constraints could be ignored.
I used mostly over-the-shoulder cameras for most of the scene and when the cutscene emerged the camera would move away from the character so that the player character animations were not visible. 
I took the reference from the game CONTROL, It was the perfect feel as the lighting of the game matched it a lot. For some special scenes like the confrontation scene of the main character with her sister was done by face mocap and taking reference to some horror closeup video camera angles I set the frame which made the player feel that the character is stuck and cant move.

STORYBOARDING


Once the script was made, I took the script and started storyboarding as many scenes as possible, As the animation of the player character was very mechanical I used mostly close-ups and very wide angles for the cutscenes to hide those animations.
My story board included the lens I wanted to try so that It could let me arrange and choose between different lense while creating the cutscenes in the engine

EDITING


The game had many projector sequences where the doctor had a video journal speaking on his experiments, I took an advantage of this character as he likes old school video blogs I gave these video blog content a 70mm film with a 4:3 ratio addition to film grain in all his journals. The clips were collages of various experimental videos according to the dialogue of the doctor.
The trailer for the game had a strict brief, "it has to be cool" and that's what I went with.
I used fast-paced cuts and rhythmic beats with good-timed dialogue to create hype for the trailer.
The trailer included jump cuts of various environments and fast-paced combat with the flow of background music. A trailer that showed enough but also made you like, "what the fuck is going on".


An In-House project by Hypernova Interactive Studio. An Open world action-adventure highly inspired by GTA, The was set in the fictional city of Mayanagari that was highly inspired by Mumbai. I was one of the core designers for 6 months and left the company for higher education. (due to NDA I cannot share much information about it. 
I designed some camera features for driving, locomotion, shooting, melee, etc., and for the gameplay mechanics like throwables, gun combat, etc. I was the scriptwriter and also the cinematic artist for the initial stage of the game and was responsible for creating a in-house teaser for the clients for funding. For more check the website Hypernova Interactive

Mobile Open - World Adventure

Underworld Mayanagari

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CINEMATIC DESIGN

The teaser had one job which was to attract the players and the client, so to make it that way I tried to design more dynamic shots which included car chases, snap zooms, and dramatic scenes with dramatized lighting

STORYBOARDING

Taking the reference from various trailers and also the characters in the game, I decided to go with making a script that told the reality of Jayanagar and also shows the things that the player will be going through in this entire journey. I made the storyboard by taking references from the best Indian crime movies out there like Gangs of Wasyepur etc. 
Close-ups on guns, characters, and changing the depth of field were something that I wanted to keep for the tension.

EDITING

The game is a very localized game for India and thus the dialogue and songs where Hindi. And this gave me the opportunity to give the local Indian gang feels by using Indian rap in the background. Using the jump cuts while changing the environment allowed me to show all the environment made till that time to the client and a mixture of gameplay and the car chase scene with various cuts and slow motion gave the impact I wanted for this teaser.

Script to Screen Personal Project

The RED Company

A small meeting between two drug dealers were one of the dealers comes to tell that he is done as the whole project is dangerous because the RED company is involved. Watch this small conversation about how the deal gets interrupted by the RED company and lots of shooting. 
This was a small test that I gave where I converted a script into visual using Unity cinemachine and free 3D models from unity store.

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CINEMATIC DESIGN


Taking the reference from various drug dealing scenes I thought of making it a little intense using the lighting and establishing shots. I used very less lights especially spotlights to put lights only on the space which needed to be seen, And it also helped me hide the member of the RED company in the house. 
I used one take or intended to use one take from the point of bullet shot to keep the tension on the character and use the sound for a more intense feel. 
Now the chase didn't go as I thought it would because of my time constraint. I also didnt use any character model because of not availability. But the end of the sequence made it feel a bit intense and I wanted to calm down the whole scenario by letting the character breathe at the end so that the viewer will think that there is more to it and would want to know more. 

 

Live action Interactive Film (Made in Unity )

IF - An Interactive Film

A psychological episode from the life of Raz who is going through Psychosis where he hears voices. These voices manipulate him to do things that he regrets. He finds himself in a cathedral while trying to catch up to a voice that is calling him. Will he be able to confront that voice without getting distracted? Well, the choice is YOURS.

IF is an Interactive Experience where the viewers choose the action of the main character. The viewers are the voices in the character's mind. This was my final project for my Master's in Film. I was the director, cinematographer, editor, and interaction designer of this experience.

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CINEMATIC DESIGN


The complete film was designed and written in a way that it feels like a film and has a continuous flow without breaking the immersion. This made me make the decision to shoot the whole film in long shots via iPhone 13 Pro Max. It gave me the opportunity to get close to the actors without making them fell like a big camera is on there faces. Complete handheld allowed me to show the urgency and tension that the characters are feeling. You can find the complete dev blog in my blog for this film.
 

EDITING & INTERACTION

I used the footage and then stitched each clip according to the different choices and decisions made by the character. Editing in premier pro gave me the freedom of using the SFX in a great way. I stitched all the clips in such a way that it felt like a no-cut. The cinematics started and ended on the character's back and for each shot. 
The ProTool let me put all the voices that I had recorded in a very controlled way according to the narrative events, I took big inspiration from HellBlade Senuas Sacrifice for this film's sound design. 
The clips were then taken to Unity, and I implemented the UI for the choice selection and connected every clip to the dedicated choices.

 

MORE WORK

TRAILERS

SOME STORYBOARDS

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