The finale. There's over 140 images, so I hope you got your snacks.
The error message. I couldn't find a clean image of the original, but it was re-created.
Dodo loading screen with Rover logo swap. Also can be seen on the mat black and blue plane tail
An alternate image for the thumbnail
Original image for thumbnail, with a brighter one actually used
Promotional image. Hints a bunch of stuff
Funny enough, this sequence was done the latest.
Mainly because I wasn't sure of a decent way to achieve the camera move and this sea of Isabelle's
But it was mainly because of the camera move. I just could not animate it how I wanted in Unreal Engine
And this shot was neglected until the end, also because I thought I would do it in Blender.
(Edited to see Isabelle) But as I figured out more of Unreal, I was able to do build it there and save the render time.
This sequence and set were actually where I started learning everything. Sets, Lighting, the Sequencer, etc.
I just animated the full frame range of the sequence for both characters so I could do camera cuts in Unreal.
It wasn't really the smartest idea, since it made for editing shot lengths a bit more cumbersome.
But it also gave me the freedom to place cameras anywhere for as long as I thought looked nice.
So a bit of a double-edged decision.
And we repeated it again for this sequence. The Call.
Isabelle's hands kept gimble flipping during certain actions, and I could just barely fix it.
This sequence was also used to understand how rendering worked.
I re-rendered this scene A LOT to troubleshoot things. Thankfully, it rendered kinda fast, but it unearthed a lot of headache.
Like frame ghosting, physics bugging out, shots rendering black, random jerky animation problems
But these came out cool! These were made WAY later in production.
Like after I learned how the FX tools worked.
And then found out that the smoke doesn't get effected by the cameras DOF.
And I felt like this.
And in exhaustively tweaking this sequences, I learned a ton of better practices that radiated out to the rest of the production
Like, these set changes should just be built and rendered separately.
Anywho. So this how was re-textured. The original textures for it looked awful in Unreal. So it was rebuilt.
And this sequences was re-lite a few times.
The fireflies were a last minute design idea that turned out nice enough to put everywhere!
This shot was by accident. I was flying the camera around and stumbles on the angle and thought it was really cool.
This interiors were modelled after some user sent-in images. Like this was one.
This was one.
This was another.
This was inspired by me accidentally letting a room full of turnips expire because I forgot about them.
This was modelled after another users.
And Megans room was a mishmash. I was gonna have a POV camera walking into the room. But it turned out to be too complicated at the time.
So scrap that for simpler camera pans.
I was going to make Nooks text be flouting in the scene. But scrapped that due to UE making something like that cumbersome.
I really wanted to do a hug.
I also wanted to do another shot like this of just just Nook walking, but it didn't ended up staying.
Omg, who could that be?
That maze cat?!?
So this was quite the time of an effect to do. Figuring it out here let me do it later on.
But it also revealed that to do effects like this require some complicated material editing. And it was noooo fun.
But I think it came out fun and nice, so I'm not that mad.
But the journey to make the computer was wild.
Complicated in some ways, but really cool in others. Like how to put images on the screens.
All screens share the same material, so they all just automatically get the image.
I planned this shot all the way from the beginning because I thought it would be cute.
So the Pietro scene! It was originally going to be a montage for ALL the previous villagers.
But the closer I got to actually needing to making this sequences, I realize it was going to be more work then I'd like.
We were going to have Isabelle read several letters from all the deleted villagers from part 1.
Showing them living their best lives in different towns and Islands, with different players.
Maybe have Kevin and Suzy make another cameo amongst some others.
But that meant having to prepare and import several characters. Build several unique-ish sets.
And they all say something like "But omg, Isabelle is so great!" at the end for her to read frome everyone. Very cute.
But, yeah, that's a lot of work. So we just doubled down on Pietro since he's been through a lot in the series.
But also to save time and energy to do the next sequence. Action Time.
But now we start to significantly stray from game mechanic rules in favor of just making fun-to-watch moments.
Like these two using "the internet"
Aww, she's so cute.
An NPC turning into The Player
Actual physical contact.
AND HECKIN; TELEPORTING!
GIVE 'EM HELL!
Here is a visualization of light speed loading.
Plane was re-textured to be black and blue like this.
I had to re-make this stupid island shape several times because the map kept bugging out and deleting the shape. The things I do for gags.
But the ocean system to build it gives us shots like this.
But now new problem. ALL THE SHADOWS ARE CRAZY DARK.
And I couldn't figure out why. Why the shadows on Masks island just kept rendering deeply black. But the composition was nice.
This is a reference back to morning Turnips.
Except we swap out the black water with just flouting and the live action footage.
Menacing.
I wanted this to look even prettier, but was limited by my knowledge.
Other game ideas were Hades, Astral Chain, Splatoon. But Smash felt more fitting.
Loose reference to Town Meeting break in.
And call-back to Pietro's house fire.
But we take the idea further with this unbroken shot. I was going to add explosions, but felt the fire looked good enough.
Landing on this, as a bit of a call-back to the previous episode.
LASER.
Guys, I know Isabelle and Diana are too close. To put her further away meant animating her stepping like an extra 5 steps.
So we just spaced them out on the next cut.
In edit, this makes sense. Mask is stuck looking up, so this is what he see's. But this angle was found by accident yet liked too much to not do.
Dissolve! I told you it would come back! Same set-up for the computer.
But now on the characters.
I intended to have her slowly walk to him and de-rezz layers of the level. But I couldn't find enough info on how to achieve it. So We just opted for a cut to black.
And then have that conversation here.
You don' GOOFED, Mak boi!
I wanted to slip in more live action shots. But decided against it since more didn't really sit well.
I also ended up re-editing this sequence during the editing phase.
So that we had more time to let Isabelle have more talk time.
But this is essentially just a call-back to Part 1s, Nook monologue.
And then everything past this point is just wrapping up the story.
I surprised myself with how these turned out.
One last veiw of the "other" Nook just being kinda a sad boy.
Ooooo! Mystery!
This was re-rendered last minute to flip the camera angle. And it turned out looking nicer then the first render.
VR Crossing.
Originally a short gag. Then turned into me animating the full dance with the intent to post separately. Colton doing the Fortnite dance.
I wanted to do this shot for a long time. A big picnic for a bunch of the characters.
So I wrote it into the end, so that we could close on the highest amount of wholesome.
And here are the images from the first gag credits.
I was really worried that the switch to Unreal would drastically reduce the quality of the video.
But because of it, I was able to make a video that was 3x the length and ambition of any other.
And although there are some noticeable quality difference between this and Blender Cycles renders...
I think the end result came out looking remarkably better than expected!
But I also hope you excuse any jank. We're still learning.
And one time, Unreal crashed and when I opened it again, this was the sky. I thought it was pretty, so I took a screenshot. It never did it again
And that's it! Thank you for reading through these! I hope it was enlightening in some way. You're free to use these images anywhere you'd like. Just credit back in some way if you do.