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DREAM

A large-scale 3D cinematic for the launch of the DREAM Lineage II server

Client

DREAM

Publish date

27.05.2022

Category

Cinematic

Development

80 days

General
Video Effects
Sound
Render
Texturing
Additional

DREAM — a large-scale 3D cinematic for Lineage II.

I created the DREAM 3D cinematic for the launch of a new Lineage II server. This is one of the largest projects I have done for DREAM. Production took almost three months. So most of the video had to be built from scratch: the castle, the surrounding area, halls, characters, lighting, and scene staging.

The video is based on a large medieval location inspired by in-game references. It was important to me not just to repeat the shape of the castle. I wanted to convey the feeling of the Lineage II world: massive walls, gates, stone, ruins, fog, torches, and cold light.

A separate part of the work was focused on the characters and the scene’s drama. Outside, the viewer sees an army moving toward the castle. Then the video moves inside, where everything becomes quieter and more tense. There, darkness, a duel, silhouettes, and the focus on a personal conflict take over.

Because of the limited timing, not everything could be revealed as widely as I wanted. However, that is what made the video more focused. As a result, it became a large-scale DREAM 3D cinematic: with a big world, detailed environment, original characters, and cinematic staging.

Production

Production starts with details

In this project, detail was not decoration, but the foundation of the entire video. Every element had to support the feeling of a large game event: from stones on the ground and torches near the gates to character silhouettes, fog depth, and the light inside the castle.

I wanted the viewer to feel not just a beautiful 3D scene, but a living world where something has already happened and is about to happen again. So I paid attention not only to the wide shots, but also to the small things: materials, terrain, ruins, composition, camera movement, and how the characters exist inside the space.

01

Scale

The castle and the surrounding area were created as a large game scene, not just as a background for the characters. It was important to convey the feeling of approaching a huge fortress: a long stretch of space, massive gates, ruins, fog, and characters that make the world feel even larger.

02

Atmosphere

Visually, the video is built on the contrast between cold blue light and warm torches. Outside, the scene feels larger and more open. Inside, it becomes darker, denser, and more tense. This transition helps the video move from the anticipation of battle to a personal conflict.

03

Characters

For the cinematic, key characters were created and animated around the story. It was important to me that they did not look like just “models in the frame”: poses, silhouettes, movement, and placement had to communicate the character, tension, and role of each figure in the scene.