
Programs used: Unity, Unreal Engine, Wireless Motion Capture, Autodesk Maya, Premier Pro, SoundQ
Our project draws inspiration from a scene in the game Fear to Fathom. When connecting it to the concept of surrealism, we aimed to create a film resembling a nightmare—something trapped between reality and imagination. This is reflected in our choice of environment design, which adopts a realistic style, combined with character design in a stylized approach. Additionally, the motion of the trees, stretched and distorted, paired with the rigid and eerie movements of the characters, serves to depict a dark and haunting atmosphere, something rarely found in reality.



Our team consists of four members: Khanh Dao, Abir Ashraf, SooLiang, and Danial Han.
Soo and Danial were responsible for character design, rigging, and cleaning up the motion capture data. All of us participated in two motion capture sessions, during which Khanh directly performed the motion capture, guided by Abir's feedback and acting direction. Danial and Abir supported the sessions by adjusting the equipment as needed.
The environment design, including the overall landscape (the forest, lighting, and campfire), was handled by Khanh using Unreal Engine for scene creation and Maya for modeling. Post-production tasks—such as setting up cameras, importing motion and character data, and integrating sound—were carried out by Abir using Maya, Unreal Engine, After Effects and Premier Pro.