DRAGONS CRACK

Motion

19 films, in five kinds

These are not one library. A story and a walk through a place are different things doing different jobs, and a grid that mixes them tells you nothing. 17 of the 19 are shot upright, because that is the shape they were made to be watched in.

Stories

Sequences with a beginning and a consequence.

The Feast

32 seconds

What happens after. The same six people butcher the dead lung, cook and eat it, and sell the meat, scales, whiskers, horns, claws and hide at market. A dragon is worth a great deal, once it has stopped moving.

The Farm Battle

20 seconds

Three lungs come down on a farm in open lanes. The defenders do not scatter: they run, brace, thrust, draw and release, and a coordinated volley brings one of the three down.

The Chicken Raid

15 seconds

A lung comes in low over a smallholding and leaves with a chicken in each foot. Undefended calories, and nobody in the yard is equipped to argue.

Market Disaster

9 seconds

The smallest lineage, loose in the one place it can do the most damage.

Bell Town

8 seconds

A square, a militia, and iron in a tower. A town is a fight, and some of them have done this before.

Fire Against Crystal

10 seconds

The argument the whole collection is built on, staged once: orange against cyan.

The reaches

Ground level, one film per place. 6 of the 8 daylight reaches have one so far.

The Barrowlands

28 seconds

Overcast moor, grave-mounds and ruin. A small Dark-Elf party moves through ground remembered for generations; at night, the Guttering steals heat contrast from hunter and hunted alike.

The Holdings

20 seconds

Ground level in the pasture. Thatch, livestock, no wall, and no idea what is under them.

The Fens

20 seconds

Standing water, reed and mist, and a sky full of fairies. Nothing heavy crosses it and nothing dry lives in it.

The Greenwood

20 seconds

Old forest, elf-held. Nothing to eat and one thing to fear.

The Spine

20 seconds

Mountains, and dwarf country: halls cut into a range, high and dry, with a hard floor under them.

The Wastes

20 seconds

Burnt, open, and full of orks, who are not there by accident.

The climb

The world as a continuous move rather than a scene.

Out of the Dark

40 seconds

The climb itself: three kilometres of shaft, end to end, from the chamber where you hatched to the first daylight you have ever seen.

The Surface Flythrough

80 seconds

The atlas opens into all eight daylight reaches. The route stays anchored to the generated map while each finished homeland supplies its own scale, landmarks, people and light.

Growing up

Egg to adult, which is a real animation rather than a number going up.

Egg to Adult

14 seconds

One animal from the shell to full size, in twelve seconds. Growth is staged, fed and irreversible, and every stage is the same creature rather than a different model wearing its name.

Short cuts

The same work, cut short.

Flythrough, upright

80 seconds

The same flight, cut upright.

The Shield Wall

14 seconds

Six spears set against a charging ork horde, cut a stride before they meet.

Collection Cut

8 seconds

All five lineages, in eight seconds.

Flythrough, square

8 seconds

The same flight, cut for a square frame.

How they got made

Every cut has older cuts behind it

Each of these was arrived at by looking at the previous version cold, finding what was wrong with it, measuring it, and fixing the cause rather than the symptom. Every rejected version is kept. If you want that story, it is in the devlog.