Monthly Archives: December 2014

Containment Breach: Run – Featurette

In case you haven’t heard, a live-action promo film for Containment Breach has been on the works for 8 months or so. Actually, calling it a promo film doesn’t really do it justice – it will be a full-fledged short horror film based on the SCP Foundation and SCP-CB that stands on it’s own, not just as promotional material for the game.

The film also has a crew and budget behind it unlike any other work based on the SCP universe so far; Gage Allen (Lotims), the man responsible for the official trailers of SCP-CB and a number of other films, has gathered an impressive group of people to help in creating a film that will do justice to the SCP Foundation. This includes Hollywood Special FX and make-up artist Doug Hudson, voice actor Aaron “TheVolgun” McKee, composer Kevin MacLeod who is also behind a large part of the music in SCP-CB, as well as Gabriel Jade, Dr Dan and Dr. Gears, the authors of SCP-049, SCP-096, and SCP-106.

Although tt will still take some time before the actual film is released (I’m not involved in the making of the film to an extent that would allow me to give you any estimations on the release date, but hopefully it will be out in a month or few), in the mean time you can watch this featurette where Gage takes a closer look at the project with Doug Hudson and Jason Daniel, the lead actor of the film:

A little teaser of the film was also released a couple months back, so be sure to check out that as well if you haven’t seen it yet.

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Animation stuff

In my first post about Subsurface, I mentioned “a procedural animation system which takes care of animating the characters (which are ragdolls run by Farseer)”.

Early on I decided that I will be using ragdolls simulated by some physics engine to get the characters thrown around by water bursting through a hole in the wall or dragged around by water flowing from room to another. Letting the physics engine take control of the characters when a water current is too strong or a jet of water hits them hard enough, but how would I get the characters to react to the water when they’re controlled by the player, not a ragdoll thrown around by the physics engine?

I decided to let the physics engine be in control of the characters constantly: the characters are animated by applying varying amounts of forces to their limbs. Thanks to this, they automatically react to the world around them. For example, a water current exerts a force on the limbs that are underwater, making the characters struggle to move their legs against the current, and carrying something heavy affects the posture and walking speed of a character.

Here are some clips of the current state of the animation system. It’s still a work in progress – as you can see, the movement is still pretty comedic at times (QWOP, anyone?) and especially turning around looks really unnatural.










Here’s also a clip of our hero trying to shoot a placeholder monster with the placeholder turret he just loaded: