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.
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.
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.