Guest
Lectures
CALLUM TAI
Cinematic Designer
I worked on The Dark Pictures Anthology: House of Ashes within the Design team at Supermassive Games.
House of Ashes is a choice-based, survival horror game released in 2021.
The project has two intertwined playable stories each with unique cinematic content, shot in real-time within Unreal Engine 4.
Data Revisions
I joined House of Ashes at an advanced stage of development, where all content had been recorded, and implementation was well underway. This presented a unique challenge: any revisions or enhancements to be made necessitated the creative repurposing of existing data into new sequences, or splicing existing sequences with extra data.
Navigating this late-stage scenario required a keen eye for detail and an innovative approach to problem-solving. Every adjustment had to seamlessly integrate with the established framework while elevating the overall experience. I collaborated closely with the wider team, including Cameras, Animation, and Lighting, to identify areas for improvement and devised creative solutions that maximized the potential of our existing resources.
Navigating the late stages of development presented unique challenges that demanded close collaboration with directors to ensure their creative visions were realized. With scenes often incomplete and characterized by specific, non-negotiable requirements, the team was split into strike-teams.
These strike-teams were dedicated to refining scenes and executing the directors' vision. As a Cinematic Designer, I led a few of these teams, working hand-in-hand with the Game Director to understand their objectives and translate them into actionable tasks. This involved analyzing scene requirements, identifying areas for improvement, and implementing strategic solutions to achieve the desired cinematic impact.
By leading Strike-teams, I played a crucial role in bridging the gap between directorial intent and practical execution, ensuring that every scene in House of Ashes met the highest standards of quality and fidelity. Through effective communication, problem-solving, and a relentless commitment to excellence, I helped bring the directors' visions to life, contributing to the overall success of the project.
Strike
Teams
Sequences in Exploration
House of Ashes saw a trend in Supermassive Games's portfolio of moving away from classic tank-controlled survival horror, to more involved third-person action horror. Even with this change in perspective, my work involved ensuring that players would feel the scares that we intended for them as they explored our levels.
I worked in many levels, building up the tensions as we began to introduce the creatures, adding them darting across your field of view, just beyond the reach of your flashlight.
As the player delved deeper into the creatures' lair, their behaviour would shift, instead stalking you from above, gliding silently around the now more expansive map or following you into more close quarters, choosing an opportune moment to spring from where you'd least expect.
I assumed a mentorship role, guiding the development of Junior Designers within the Supermassive team. Collaborating closely with my Design Lead, I dedicated myself to imparting our studio's processes and design philosophies.
A cornerstone of my mentorship approach was hands-on guidance and support. I actively engaged with Junior Designers, offering constructive feedback, and sharing insights gleaned from my own experiences, including ways to ensure a cinematic cohesion whilst working within the confines of data reworks. Whether it was through one-on-one mentoring sessions or job shadowing, I endeavored to cultivate an environment where learning and growth flourished through questions based in understanding and a drive to achieve the same goals.
Alongside this, I played a pivotal role in managing urgent tasks and aligning team priorities. Leveraging my experience and expertise, I collaborated closely with my Design Lead to address pressing challenges and provide clarity to production on the team's progress. This involved stepping in to assign tasks, streamline workflows, and ensure that everyone was aligned on project objectives and timelines, including Production during busier periods.