Half-Dead: '25 Summer Production Update

It’s been a longer gap than I originally planned between updates. Over the past year, I shifted from being a professor at MTSU to taking on my current role at ETSU. I’m very excited to have returned to Half-Dead with a very productive summer!

Textures for Uther and the Spaceship

This summer began with finishing textures for two of our key assets: Uther and the spaceship. Students worked on developing surface details that give each character and vehicle a sense of story and history. These textures helped define the look of the world while also giving students the chance to practice with UDIM workflows and hand-painted details.

Texture work by Sam Pinnex


Animation Exploration

Alongside textures, we dedicated time to animation tests. These explorations helped shape how characters will move and perform on screen, giving us insight into the stylistic direction of the animation. Additionally, they allowed us to test the character rig and showcase some… questionable weight painting decisions by the technical animator (hi, hello, that’s me.)

studio library of facial expressions & hand poses !

Animations by me, Eli Snapp, Greg Marlow, and Ellie Spradlin

Environment Design & Blockout

Another key area of progress was in environment work. Students translated early concepts into 3D blockouts, experimenting with staging and scale to establish the foundation of the film’s settings. These blockouts guided both visual storytelling and practical planning for animators.

Environment art by Jane Anderson

Modeling

I also want to take a moment to recognize the contributions of a few former MTSU students who generously donated their time and talent to the project this summer. They helped with modeling tasks that strengthened our asset library and supported the production pipeline. Their pro-bono work not only lightened the load for the rest of the team but also added an extra layer of polish to the film’s foundation. A big thank you to them for continuing to be a part of Half-Dead’s journey even after graduating.

Models by Brandon McMillan, Stacey Teves, and Jane Anderson

Camera Layout to Animatic

The final push this summer was into 3D camera layout. By assembling sequences into an animatic, we were able to get a sense of pacing, tone, and camera flow. It was a big step in moving from isolated assets to a cohesive vision of how the film will unfold.

It was important to get this setup happening in UE5. Below is the result of a very rough pass to ensure our workflow from Maya to UE5 will work well. I’m happy to have not ran into many roadblocks, and I’m eager to circle back to this and make it look crisp.

Video Block
Double-click here to add a video by URL or embed code. Learn more

Early blocking layout by Dustin Winters

Like in past summers, this project continues to serve as both a production and a classroom. Each piece of progress represents another step toward completion while also giving students the chance to engage with a professional-style pipeline.

To wrap things up with this update, I’ll be releasing the original robot rig online soon, completely free for anyone who wants to use it. While the final designs for the short’s robots will shift a bit as production continues, this finished model and Maya rig will still be available to download and animate. I’m excited to see how others might bring it to life in their own projects.

Half-Dead: '23 Summer Production Update

What a wonderful summer! I have some work from my students that I’m happy to share as we work on our short-film. This is a lot of the design work, not showcased are a lot of the technical tests, models, animations, and story that we’re continuing to work on. We don’t want to spoil everything, but I also want to share the tremendous work this team is doing.


Character Designs

The main character of this short has come a long way from my personal early look dev. We shifted our design goals from heavily stylized proportions to these more standard proportions. This better fits in trying to achieve a cohesive look across the various characters designed by various students. The facial features and clothing is still quite stylized, but nothing like the large shapes that I was using previously.

Two supporting characters were also created and went through a LOT of changes! These were the final designs we landed on and modeling is underway for them.

What is “fantasy sci-fi” without villains?! Mysticism and robots!! The students responsible for their designs went above and beyond. The opposing forces in our short are shrouded in mystery, but have a sinister and slightly goofy design to them.

Lastly for this update, we have environmental work! Not only do we have wonderful designs and tests for the tiny settlement this takes place in, but we have one heck of a spaceship too!

I’m so proud of the wonderful work being put into this shortfilm. Production is well underway as we’re currently focused on modeling & rigging. Also, what would an animation WIP be without some actual animation?! Sneak peak to our love letter to animated sci-fi violence!

Early Uther Look Dev

A first pass of topology for the protagonist’s head. Wanting to go in the direction of “Retro-Futurism” with the overall look of the short. Some concepts I don’t think read well that I want to revise at the design step:

  1. Doesn’t look old and haggered enough. Grey hair with scars and actual texture will help I believe.

  2. The “king” motif doesn’t come across at all, the helmet could be more of a crown perhaps.

Action-Adventure Short: Half-Dead

This is my private production blog for my short film currently under the working title of “Half-Dead” and is subject to change. It is a sci-fi retelling of how King Arthur’s sword was thrust into a rock. The story focuses on the Half-Dead King, Uther Pendragon, as he persists through constant ambush and betrayal.

Inspirations for this short come largely from the Arthurian Chronicles, Star Wars, Warhammer, Halo, Samurai Jack, Love Death & Robots and many other pieces that shaped my brain when I was a youngin. My ultimate goal is to work on this with MTSU students who are interested and, once finished, submit to festivals.

Below is an early & incomplete animatic of 3D Storyboards. This is the opening sequence introducing the character and establishing their capabilities. I prefer this method when storyboarding as it allows me to think about composition, cinematography, timing, and other film-making techniques(albiet, with goofy draw-overs to show emotional intent.) All assets are stock with the intent of allowing any student I allow on the project to bring up to a higher-production method. Any aspect untouched by a student I will personally finish.

This is the majority of the first Act of the short. The protagonist arrives in a city to meet a contact but is ambushed by rebellious locals.


Certain production workflows will include the following:

  • Character, Prop, & Environmental Design

  • 3D Modeling of Characters & Props (Maya or other)

  • 3D Building Generation with Blender Geometry Nodes

  • Character & prop rigging in Maya

  • Alembic exports of animation to Unreal Engine 5 for rendering

  • EmberGen for explosions & fire simulations

  • Unreal Engine: Chaos Destruction for environmental destruction

There are a lot of opportunities for any students who are interested in working with me on this production. If you’re an MTSU student and are interested in working on this with me, please reach out.