Hey, I'll try to keep this short and coherent. I'm meeting up with some film makers tomorrow afternoon who are interested in creating a short Tv/cinema advert for a charity that works to help soldiers with Post-traumatic stress disorder. They are thinking about a concept in which a retired soldier is seen playing a video…
Justin_Meisse: Yes doing it within an actual engine was something I was wondering about, but I think my own limitations would probably make it unfeasible. I only really have experience with getting assets in and creating levels in UDK and Unity, I don't know anything about animation, character rigging or camera control in…
Sandro: Thanks for the tips! and your right games are looking a lot more similar to pre-renders anyway. Would of been tough to have done this a few years ago :P. Just running some tests with lighting at the moment to see if I can create a blocky, low quality effect. Stradigos: Sounds like some cool tricks, but I don't…
Using lower res shadow maps on lights instead of raytraced shadows will give you some of that jaggedness =D Also, getting rid of antialiasing, using speculars instead of glossy reflections and replacing any kind of GI solution you might have with draft quality final gather might give you that "game engine" kind of look you…
Games are getting more and more eye-candy nowadays. General picture holds pretty well usually, it's little details (sharp edge or blurry texture here, lack of contact shadow or proper antialiasing there) that give it away. What game engines usually lack is soft area shadows, accurate GI & ambient occlusion (that is not…
Have you looked into doing it in UDK? I did a quick search and there's a command line argument called DUMPMOVIE which will dump each frame to a directory, I saw someone mention combining that with -benchmark to lock the framerate at 30fps but this UDN link actually lists a -fps command so you could lock it to 24fps for…
Hm, like everything it can be done in a lot of different ways. The way I immediately thought of though would be to use current FPS's as reference and create the best prerender you can. The trick though would be to include green screen like areas in the prerender so you can then take those frames, put it into After Effects,…
Yeah, UDK would offer an "authentic" look, but it would also likely require a team of people with specific experience using it to pull it off in a reasonable amount of time.