Company of Heroes 3: Console Edition
Live action trailerSee project
At the end of February, we premiered our animation announcing the third season of the Hyper Scape battle royale game “Shadow Rising” created by Ubisoft Montréal. New mysterious locations appear in the city of Neo-Arcadia and intrigue is in the air.
The trailer introducing the third season of Hyper Scape features one of the protagonists already well-known from the Hyper Scape world – the journalist Nahari. While reporting on the launch of the new Season, she witnesses the apparition of the “Temple”, a mysterious structure of unknown origin, which appeared above the virtual city of Neo-Arcadia. She also discovers that high-ranking officers from Prisma Dimensions are getting involved in the game and arresting some of the contenders, even going so far as to suspend the match for their own mysterious purposes. Meanwhile, Basilisk, one of the contenders, enters the Temple and undergoes a strange transformation…
This is the third narrative trailer developed by our studio for the series. Because of the lessons learned from the two previous projects, we were able to focus on telling the story in such a way that all the animations could be viewed as a whole.
“The trailers themselves do not follow a straight narrative line – we jump into the game world for just a moment, leaving the viewer with a sense of mystery. It’s very important for us that the story should be understandable for every player,” explains Bartek Kik.
“The character animation was mostly created by hand. We used motion capture only in the previs stage and rarely as a base, or rather sketch, for the shot animation. Overall, we created 35 shots, 11 characters and countless city and environment assets for this project, and everything was kept within the same stylistic boundaries” adds Bartek Kmita
“The experience we gained during our work on the animations enabled us to discover which aspects we can improve in terms of effects, lighting and scene dynamics. We are always trying to set new challenges for ourselves, which made working on this project both engaging and satisfying,” sums up Mateusz Mizak.