[German]

Games

Tortuga - Two Treasures
2006

Mall of America
Kicker Manager 2004

Holiday World

2004
Sacred
2003
Bundesliga Manager X
2001
Pizza Connection 2
2000

Film

Urmel aus dem Eis
Thief Lord

2005
Back to Gaya
2004

Visualization

DTE
2006
Ballpoint Pen
2003

Research

Brook

2003

Mountain FlightCloud Flythrough  
Tree Magic
2002

Software Development

Fur Simulation
2002
CPS
Footstep System
1999

Portfolio

Mall of America
Copyright 2004 4Head Studios / Activision

Credits
Software Development
Lighting
Special Effects
Rendering
Compositing
Dirk Bialluch
Modeling
Skinning
Marco Windrich
Texturing
Kay Poprawe
Animation
Rigging
Carla Heinzel
Software
Maya 6.0, Digital Fusion 4.0
System
Dual AMD 2800+, 1.5GB RAM, Quadro FX500

Within 6 weeks we produced a 70 second intro for the PC game "Mall of America". The mall is being build from single elements on a drawing of the mall's ground plot. The first days of production we spent creating animatics to get a feel for camera motion and timing.

Since there is a theme park in the center of the mall with several attractions we decided to start construction of the mall at this location with the placement of an oversized figure of Snoopy.

Starting from this figure a roller coaster is assembled. The camera follows its construction to the shopping area of the mall.

The mall is being constructed in two steps. First a wireframe becomes visible followed by ground and wall elements. Thus the mall is assembled from over 400.000 single elements. Both generation of the wireframe and animation of the building's elements were realized using prorietary plug-ins, custom built or extended for this project.

The whole scene was rendered with Mental Ray, dividing the scene up into 12 layers and four additional separate render passes for the building. Otherwise even Mental Ray would have been hopelessly overstrained when using raytrace shadows and reflections.

Additional components such as pillars, doors, windows and rails were added using keyframe animation right after the prodecural animation was finished, using some scripts to ease this process to some degree.

In Digital Fusion we finally combined all layer and applied final color grading, glow effects and depth of field.


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