This particular prop was something one of our actors was wearing. In a particular scene they start to glow, but for it to look any good they needed to cast a light that interacts with their surroundings.
The way it worked as I ran wires through out and hid some connectors in the seams, so that I could attach LED strips to the blindside to the camera, this allowed for a flexible rig. Could run of a 12v wall wart or battery if needed.
This rig didn’t get as much screen time as I’d have liked ended up casting across a pretty featureless wall. Still, I got to flex those sewing muscles (and by flex I mean flinch as I kept sticking myself)
So enlisting the aid of Louis, this time it was a coffin in the making… a rather unsettling coffin as it was child size. It’s hard to describe how uncomfortable we were when we finished making this. Nothing special about the construction of this coffin, other than it didn’t have a lid or sides, as we wanted to be able to shine light through the sides for effects.
So I’ve just come back from filming a feature film (my first!), and while I can’t say too much about it right now what I can share with you is some of the behind the scenes of the props we had to build for it. The first up is a rock that is not a rock. Or, a rock that you can hit someone with and not actually kill them!
To achive this it was a simple job of some foam, silicone and paints! Along with some help from Ash, our makeup artist on the final detailing you would have walked right past this on the path and not noticed. In fact our runner did when we asked him to fetch it!
Two University students working on a project approached me and requested that I produce some props for a game they are developing within the HPL engine. The HPL engine is best known for the Frictional Games Penumbra and Amnesia: The Dark Descent
I’ve included some renders of a couple of the models that were requested.