ADAM – Production Design For The Real-Time Short Film

The Unity blog is launching a series of articles about the making of their latest demo, ADAM. Over the course of the next several weeks, they will cover various aspects of production: concept art, assets production, in-engine setup, animation pipeline, VFX, and custom features as well as the tools they created for the project.

Georgi Simeonov was responsible for a lot of the art direction and production design on ADAM. He previously worked as a concept artist on games like Brink, Batman: Arkham origins, and Dirty Bomb as well as designing Volund for the Blacksmith Demo.

Adam is set in a future where human society is transformed by harsh biological realities and civilization has shrunk to a few scattered, encapsulated communities clinging to the memory of greatness.
Adam, as our main character, was the starting point of our visual design process. He was designed to provide a glimpse into the complex backstory of the world, by revealing himself as a human prisoner whose consciousness has been trapped in a cheap mechanical body.

ADAM_ModelSheet

http://blogs.unity3d.com/2016/07/07/adam-production-design-for-the-real-time-short-film/

And at Unite Europe 2016 Zdravko Pavlov, Robert Cupisz, and Krasimir Nechevksi share their production process for graphics, animation, and vfx on the “Adam” demo, including Unity’s upcoming sequencer tool.