The year is 1944 and the Allied Air Forces are launching a very dangerous and risky daylight bombing mission over Nazi occupied Germany. Along side escort cover from P-51's and P-38's, the bombers deliver their payload to the targets with only marginal success.. As fighting breaks out and the heavily damaged bombers turn back, intense dogfighting rages and ground targets are pulverized while both sides suffer tremendous losses.

 The film, while not intending to be a historical documentary, will show a moment in the struggle for air superiority over Europe in late WWII and also the excitement and horror experienced on both sides of the conflict. This project has been very close to me since it's conception in 2001, and it's all I can do to just finish it soon!

The airplanes that will be making an appearance in the film are probably the most well known and best planes at the time for getting the job done. Click on the images below to get information on a specific plane:

 In my story, I have a fairly large flight of B-17' s on a bomb run to a large cluster of factories and other strategic locations, while there are simultaneous attacks on a nearby bridge which feeds a main artery to the Nazi war machine. Meanwhile, a dogfight of 20 strong is taking place right above an anti-aircraft fortified train yard as everyone tries to escape certain doom!

 The story began as just a simple idea as most ideas start out, then just got completely out of control in no time at all. Basically, I wanted to build a working model of a P-51 Mustang in Maya that you could control without even touching the model using 'driven keys'... After it was completed I decided to do a P-38 because the 51 was so fun and was such a challenge. It was a few months after I built those two planes and had moved to Seattle that I actually decided to do a short film with the two and maybe a few more.

 The idea was really small at that time, just a little 3 minute dogfight, no story, no dialogue, just fighting... So, after about 2 months of off and on work, I knew that I needed to do this right, for myself at least. I immediately constructed a binder to house the project while it's building on paper and started to amass everything I knew about what I wanted to make. The binder was filled with lots of paper and off I went to work with what soon outgrew the half inch binder and into a 1 inch, and onto a 1.5 that's its in now... I'm estimating the film length in its entirety will run for roughly 25-30 minutes including credits. The whole reason that I even decided to do this in the first place, and especially do this entire thing alone, was the fact that I have always wanted to do a movie with my favorite planes and actually see what it would have looked like and try and recreate a feeling to then totally experience what those kids actually had to go through. -I realize that the whole WWII genre of films are a bit more niche and there's a narrower audience, so I should say that I'm only doing this one because the aircraft and subject matter are special to me and this is what I love to do... Basically, it's something for people like myself who wish that they wouldn't have ruined Pearl Harbor with a damn, sappy love story!.. and who are aviation enthusiasts... Besides, this one is just a warm up because the next one will be much better and a full length as I will have help from a team of more than just me, and a scheduler to work with quite hopefully.


Pre-Production Shots

 Using what little knowledge I've soaked up from the game industry as far as project management, I decided to take this project on completely alone. -And since this project is so big, to help manage it I've split the files up into a file tree that holds each piece of terrain, objects, shaders, and the lighting and camera rigs separately. This will not only allow me the luxury of importing and referencing objects into a master scene file, but also the safety of having separate files in case of a mishap. The pre production is starting to kill me here, I really just want to get to work but I know the importance of this step. I make games for a living, and THIS is the most common step overlooked and it throws the rest of the project out of whack from the get-go! Once this step is out of the way however, I should really be able to get cracking at a pretty good pace. The story board was finished recently and and will likely go through one or two more revisions before final.

 The next step then would be to move onto a rough animatic with all stand-in objects and a rough audio pass to get the rhythm and pacing down, so that later on I can just drop all the final models and animations in and hit render. -Speaking of rendering... I'm also going to need a better machine than the one I have now. I plan to just set up a new one, something along the lines of a dual-dual core cpu and just having my current machine as a server and storage for images and possibly have it grab a frame or two to chew on every now and then to help out the beast.

 If you'll notice the chart on the right, you can see a graphic representation of the project status as individual tasks broken down and a total at the bottom. For the latest, come back here and view this table and any of the "behind the scenes" material that I post below throughout the process to get your intel!  Check out the animated images and asset list below..


P r o j e c t   C o m p l e t i o n   T a b l e
Story Board
Dialogue
Audio
Terrain
Locations
Models
Characters
Textures
Effects
Animations
Light Rigs
Camera Rigs
Total

As I get scenes done and completely rendered, I'll post them here and continue to update it with test animatics and basic stuff, but no final scenes or anything that good yet!

Rendering will be done with Maya's default scanline renderer, which has proven to be a total pain and there will most likely have to be extensive compositing and post processing done through After Effects in the end. Afterwards, when all the scenes have been completed, I'll then take it through Premiere to edit and lay in the audio and score. All of the audio will be cut with Adobe Audition using sound files from various aircraft cds of the real aircraft and an original score purchased for the project. The final step will then be to put it all together into a DVD compilation and master it for 5.1 surround sound in Encore DVD.


Test Renders

The plan right now is to have the main feature in a somewhat muted color scheme with a small amount of film grain for a touch of authenticity, nothing major. However, for the end credit sequence, I'll switch to a really poor, scratched and grainy film quality to give the authenticity the story will require to convey the feeling and emotion I'm after in the end... There's not really a set look or feel to the film yet and will most likely be subject to some level of experimentation to achieve the desired result in the end.

The following videos are tests, the equivalent of doodles on paper, just to see how I was going to set some things up and see how they looked while in a scene, or just as an exercise and and to learn from the mistakes. None of these are final quality and won't be until the end, but are only here as supplemental material of the project. I'll add new clips as they are freshly pulled from the renderer throughout the process. Keep checking back for updates to this section!


This probably dates back to the time when all I had were two airplanes and no story.  This is the first animatic I put togerher for fun before I  actually came up with  the full blown story that's in production now. One of my newer tests  that includes shoddy, downloaded sound effects and a free music sample to see how it all tied together. This animatic was a test to see how the drop tanks would look detaching from the wings. Just another test with two fighters messing around. A very early test to see the engine startup  procedure. A early gun fire test to get the tracer smoke trails looking decent.
This animation shows a simple and pretty light flak field that cover most of the sky throughout  part of the film. This is a newer gun fire test with a rig that I created that enables you to turn the muzzle flashes and empty shell casings on and off with the ease of a slider. This is Poochy. This is one of the crewmans' dog that's featured in the first opening sequence of the film. - -

 
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