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Dev blog : Making A Trailer Part 2

Hello again! We hope you all had a wonderful festive break! We're back with part 2 of our dive into the diary of Luca Dalcó during the development of the Martha Is Dead release date trailer!

Last time we left off at a crucial moment as the project was being moved between platforms and the MetaHuman tech was beginning to find its feet...

...

3 hours later

The AWS server does not work, we’re still working remotely and as a consequence, PANIC setting in again.

Ok, not a great problem. It was just full!

Time to purchase an additional 50Gb and pull 10Gb again of metahuman stuff, then time to download it, but obviously there is something wrong and we need to pull again and download it again.
In these moments I miss the local server, the good and faithful Synology within the local ethernet.

Ok, here we are. I’m loading it all, but there is a plug-in (I’m not allowed to say which, unfortunately) that is driving me crazy, giving me errors on Perforce.

Another 30 minutes and its in the trash bin.

Compiling Shaders is horrible, also with 24 threads and 12 physical cores @4.2Ghz it takes sooooo much time.
This is the “waiting” style of work sometimes. I want to write a book: “Zen in the art of waiting for your f****** PC”

…20 minutes later, more or less but here it is eventually.

The scene and the sequencer :



The only animation is the body movement. Hand and face animation will arrive… I hope.



Hmmm, they look like two chickens! The neck appears too long, but it’s a problem with the camera and light.
The light doesn’t give any contrast to the shoulders so they appear as an extension to the neck and the camera is in a very wide angle, deforming them and making it worse. Dresses will arrive too, they need to be calculated on the animation and, as a consequence, they need animations.

It is a puzzle. Getting it all back seems impossible. A note: Within all of this chaos, in the discord group, we are continuing to joke amongst ourselves.

Thank goodness!



Anyway while the guys are struggling with dresses, animation and other stuff, let’s take a look at the camera and lights too!



I would like to have less light on the horizontal borders. It can be obtained in post processing, but look how powerful the lights of Unreal are!?

Just some touches and here we are.



This is a good starting point for me. The eyebrows are horrible. They are the most problematic part.



And there’s clearly a problem with the hair. Haha! ….



But now everything seems to work! A last touch for the light and today is over!





Has it been a good day for the trailer?

Yes, I think so. Everything works so far and this is the most important thing! Now I must collapse and see you tomorrow morning.

No… I can’t help but tweak the lights more and more. It will be like this all the way until Friday evening… damn!



[h3]DAY 5 - Wednesday, November 17[/h3]

We are still waiting for the facial animations…

I’m working on the audio and on the break scene, but nothing good is on the way yet. As you can guess I’m carrying on with the lighting and also with post processing stuff.
We forgot to activate RTX… yes, it is true, not something to be proud of, but it happened!

As soon as you activate RTX there is always something wrong. This is natural and needs tweaking.



After fixing the problems you can start pushing on the RTX feature and the visual result is way better!
It’s good to have this step now as it gives us some more enthusiasm - there was a moment where it was fading away, not for the work itself, but out of tiredness.

Now we are here:



Lights with soft shadows and Global illumination did a great great job. The tear is also, bit by bit, looking better.

I wanted to obtain an intimate situation, but not a pleasant one and I think I’m not far from that. The central light that fades around the border gives me a sense of intimity.
The main cold color with a green component helps to make the scene cold and lacking reassurance.

There are now 5 spot lights.
Two counterpose back lights and three front lights. One would have been enough with GI, but they are needed to use colors.

This is not final, but a good step beyond.Another problem has now emerged. We miss detail!

Let’s check with a “microscope” :)



Martha is okay, Giulia is missing the details on her lips. Materials and textures for Metahuman exported models are quite complicated.



There is still something wrong with the eyelashes. They work fine without RTX, but with RTX on we have this problem:



The opacity is ok… even if Giulia seems a bit hairy :D





mmm… ok, see you as soon as we fix these!
….

At this point I no longer had the time and energy to write it all down. But you get the idea for sure! The pressure grew even more and fatigue started to set in.
Regardless, I still hope you got some good insight into our thoughts and the approach needed to creating such trailers. Thanks for reading!

Well we best let Luca get his rest, turns out making trailers is WAY more complicated and exhausting than most give credit for! Though I think we can agree, it was very much worth the effort! You can give the trailer one more watch here!

[previewyoutube][/previewyoutube]


For more information on Martha Is Dead, be sure to wishlist the game on Steam, join our Discord and follow our socials!
We'll no doubt have a couple new trailers for you VERY soon - hopefully not as tiring as this one for Luca!

Oh, and HAPPY NEW YEAR!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

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Dev Blog : Making A Trailer

Hello folks, and welcome to the next part of our Martha Is Dead blog series!
This time we'll be diving into the personal diary of Luca Dalcó who is sharing his notes from over the course of creating the recent release date trailer for Martha Is Dead, and getting to grips with the exciting new Metahuman technology that was also seen in the Matrix Awakens tech demo for Unreal 5! (If you haven't seen the trailer yet - you can see it here!)

We'll be breaking the diary down into two posts, so keep your eyes peeled next week for the conclusion! But for now, onto the diary of Luca!

[previewyoutube][/previewyoutube]

[h2]How many cooks?!
[/h2]
Making a trailer is something important, but I feel that my perception of it goes beyond the real importance of the trailers themselves. I love to conceive and realize trailers, but this feeling isn’t shared by the rest of the LKA team and I perfectly understand why!

Making a trailer is very time-consuming, the time required for their creation is often taken from the highly valuable development schedule and they can end up being completely time-wasting. If I was to quote from one team member who repeats this like a mantra:

“Who is right, who is wrong?”
“Nobody.”
“Again it depends on your point of view.”

Marketing teams look at trailers as one the most important assets in their arsenal, maybe sometimes even more important than the game itself. With small teams, the developers must spend time to make them which leads to less time to develop the actual game - and if you still have ample time to continue development it’s like stealing food from a hungry dog! … You risk your hand!

Someone out of stress, pessimism and time constraints would say that trailers are useless and may even damage the game. But what’s my point of view?

As I said, I like making trailers and I think that some of the best trailers come directly from the development team. Especially for a game like Martha Is Dead.
It's best to conceive a trailer between the hidden folds of the narrative, this is something which requires my creativity and time as I am the author of the story in the first place - it is part of my head and only in my head.

Ok, the creative part is defined.

We could make everybody happy and myself happy to conceive the trailer, by booking another company who creates it. This would certainly make the LKA team happy.

But that is not easy.

Another company can put its hand into the project by creating sequences which need extensive work and preparation. But this is way too expensive in my mind. We already have our hands on the game and we can create the required assets in a fraction of the time it would take them.
Marketing people are often concerned about our excessive creative impulses that don’t always take into account their needs. This problem is never solved.

Keeping the scales balanced is almost impossible and could result in a weak trailer both commercially and artistically.
So which way do you tip the scale?

Fortunately Wired (our publisher) really appreciates the artistic aspect and believes, like us, that it’s important to communicate it with this game.

The team still curses at the thought of making a trailer, but that is always the case!

Would you think that the team is bad-tempered? …

I don’t think so, they are just aware of what making a trailer means for them!
They know time is always too strict and they know that I will have some ideas during the process… we’ve worked together for almost 10 years!

Take a look at the following diary I tried to write while we were making the previous release date announcement trailer with MetaHuman tech - I think you’ll understand!

I’d like to start it with an epic sentence by our Creative Producer, Achim.
The deadline was already so strict and the potential result was not clear and tough to estimate, we were only just starting the work with the new tech. In a conversation with Achim, I said that in Italy, other than saying good luck, we have a very popular superstitious gesture when it comes to talking about luck and unluck.

When I thanked him for something, he remembered that, he obviously had a laugh and wrote:
"You guys are working your butts off and we are only touching balls." …might even be a good title for this blog.  (Editor - Yes, but also no)

[h2]Diary[/h2]

Time was strict and we needed to make the trailer using Metahuman, and not a normal character of Metahuman. We had to find a way to modify a standard metahuman character to make it look like our main character; Giulia, and her sister Martha.

It was not easy. We were still searching for a smart solution when work had already begun on the trailer.


[h3]DAY 1 - Friday, November 12[/h3]

It seems that our initial problems are solved and we’re now able to modify the model in order to make it look like Giulia. Martha needs further modifications to her mouth and ears.
Lorenzo No sent some screenshots and for the first time, the model looks familiar to me… I think we are heading in the right direction.

In the meantime, Lorenzo Co and Antonio are working together to start the animations. Lorenzo Ca is trying to make Martha cry… just a little.
I would like a single tear to appear in one eye, stay there for a while, almost trying to go back but then fall down, if the visuals are good enough we’ll go for a more close-up framing, otherwise, we’ll stay with the established framing we already have.

If no problems occur… I think we can do Scene 2 (without speaking) and Scene 11 with voice, I then must find something to put in between, before and after to reach one minute or so.

I don’t have a final idea yet but I feel that it would be nice to use something with Giulia’s voice, this way we can give the impression of greater use of the character, we may also not see her in a few scenes.

Tomorrow I’ll figure out “what that is”.

As for the hair, we are forced to use one of the few Metahumans options. Modifying it is taking too long. No time for that.
We have three possible options (note: the model shown below is not the modified one):

   

This one is not good. Too puffy! The style doesn’t match the character nor the epoch!


 
This one is better, but there is something wrong too polished, too ‘good girl’ for Giulia. Giulia is not like that, she’s more savage!

                                             
This is the best one in my opinion.
It’s timeless and matches well with the character and her raw nature. Moreover, it looks similar to the hairstyle used for the key artwork.

We are going to work over the weekend… I promised my team a 3 day break after this :( I will be joining them of course!

I'm still not optimistic out of superstition and also out of character.

Let’s see… I don't know what else to say here, but in Italy as mentioned before, we say - in addition to fingers crossed, let's touch our balls! So all of you please… touch your balls! - For good luck!

[h3]DAY 2 - Sunday, November 14[/h3]

It rained heavily yesterday evening and the temperature has dropped… from spring to winter in a single day. It’s better this way really, as we won’t suffer so much having to stay in front of a screen for 16 hours. ;)

Antonio is working on the draft animation. A draft because he is working on a different model which he will then bring onto the final model when the animation has been reviewed and corrected.
We’re trying to set everything right, but the feeling is to have a too short blanket :(

The model is going on.
Lorenzo No is working to make the model as similar as possible to Giulia and also on Martha’s mouth and ears. We guess it will be finished today.

Lorenzo Ca is working with Houdini on the tear, but he is just defining the way it will work because he needs the final model in order to produce the final effect.

Unfortunately, Lorenco Co (yes, we have 3 Lorenzos!) is not with us due to personal problems and this is quite an issue because he is the one who takes care of rigging, adjustment and everything else needed to have the model in UE, ready to be animated and rendered. So right now we must wait for tomorrow to see if everything will be fine, in the meantime - Still something to reshape a bit!



At least the model is now beginning to match the original human model (her name is Livia) almost perfectly! Time to add a few extra details (and remove others!)





[h3]DAY 3 - Monday, November 15[/h3]

Monday has started.
A new Channel on Discord was created a couple of hours ago, you already need more than a minute to scroll through all of the messages.
The modified model is making its trip from Maya to UE. We received very bad news - The main animator will be off until Wednesday. PANIC!
Francesco is already animating the hands and he will also do the facial animation, at least to create a draft with which we can set up the scene.
I’m waiting for a UE scene with the models in it, to work out the framing, lighting and to start testing some close-ups.
The atmosphere is tense.

Right now Lorenzo Co is pushing the SK of Martha and Giulia in the project, it will take a bit. It is the moment of truth...

Okay folks we're gonna leave that one there for now! We'll have part two up for you NEXT YEAR! (Editor - Don't be dramatic, it's only a week away)

For more information on Martha Is Dead, be sure to wishlist the game on Steam, join our Discord and follow our socials!

https://store.steampowered.com/app/515960/Martha_Is_Dead/

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The Steam Winter Sale Has Begun

Tis the season to save money! Fa-la-la-la-la la-la-lala!

The Steam winter sale has just begun and you can save up to 84% on a range of our publishers eclectic indie titles! Which ones we hear you ask? Try this for a stocking filler or two!

[h3]58% off Avicii Invector and savings on the Tim and Magma track packs[/h3]

https://store.steampowered.com/app/986800/AVICII_Invector/

[h3]62% off Close To The Sun[/h3]

https://store.steampowered.com/app/968870/Close_to_the_Sun/

[h3]42% off Deliver Us The Moon
[/h3]
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[h3]15% off Fractured Minds[/h3]

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[h3]84% off GRIP: Combat Racing and further savings on track packs![/h3]

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[h3]25% off The Falconeer[/h3]

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[h3]52% off Those Who Remain[/h3]

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[h3]75% off Vostok Inc[/h3]

https://store.steampowered.com/app/656460/Vostok_Inc/

That's a LOT of Moolah saved, what are you gonna do with it all? We'd suggest buying more indie games - but what do we know!

You can start saving RIGHT NOW by heading over to the Wireds Steam page and pick yourself up something nice, you've earned it (And hey, maybe wishlist an upcoming game or two along the way whilst you're at it)

The Steam Winter Sale


Happy Holidays from everyone here at LKA and Wired!

The Steam Winter Sale has Begun

Tis the season to save money! Fa-la-la-la-la la-la-lala!

The Steam winter sale has just begun and you can save up to 84% on a range of our publishers eclectic indie titles! Which ones we hear you ask? Try this for a stocking filler or two!

[h3]58% off Avicii Invector and savings on the Tim and Magma track packs[/h3]

https://store.steampowered.com/app/986800/AVICII_Invector/

[h3]62% off Close To The Sun[/h3]

https://store.steampowered.com/app/968870/Close_to_the_Sun/

[h3]42% off Deliver Us The Moon
[/h3]
https://store.steampowered.com/app/428660/Deliver_Us_The_Moon/

[h3]15% off Fractured Minds[/h3]

https://store.steampowered.com/app/688740/Fractured_Minds/

[h3]84% off GRIP: Combat Racing and further savings on track packs![/h3]

https://store.steampowered.com/app/396900/GRIP_Combat_Racing/

[h3]25% off The Falconeer[/h3]

https://store.steampowered.com/app/1135260/The_Falconeer/

[h3]52% off Those Who Remain[/h3]

https://store.steampowered.com/app/715380/Those_Who_Remain/

[h3]75% off Vostok Inc[/h3]

https://store.steampowered.com/app/656460/Vostok_Inc/

That's a LOT of Moolah saved, what are you gonna do with it all? We'd suggest buying more indie games - but what do we know!

You can start saving RIGHT NOW by heading over to the Wireds Steam page and pick yourself up something nice, you've earned it (And hey, maybe wishlist an upcoming game or two along the way whilst you're at it)

The Steam Winter Sale


Happy Holidays from everyone here at LKA and Wired!

LKA Lift the lid on Techniques Used to Bring Martha Is Dead to Life

Innovation and Unreal Engine take ’indie’ gaming to new heights, learn more about the work that goes in to crafting a masterpiece with our brand new teaser for Martha Is Dead, and an interview with LKA Games Creative Director Luca Dalcó!

Watch the feature “Crafting a Masterpiece”:
[previewyoutube][/previewyoutube]

The term powered by Unreal engine, is more than just a marketing saying – the innovation the team at Unreal help developers unlock is unimageable, as seen through the recent Matrix tech demo. They also give us the chance to push further on game quality giving us economical support on development. We’ve utilised features but also have managed to place LKA at the cutting edge of new tools, being early adopters of the MetaHuman technology, which we’re excited to continue to reveal more on”. - Luca Dalcó




The interview covers a whole range of subjects surrounding the game - from the usage of next generation Unreal technology, mechanics such as photography, as well as the legacy of The Town Of Light and using the Tuscan setting as a vehicle for storytelling




Built in Unreal® Engine 4, Martha Is Dead combines real-world locations, working in links to historical events during the latter stages of World War II, superstition, folklore, and deep psychological distress. The game opens in the depths of the Italian countryside as Allied and Axis forces turn the nation into a pincered playground.

Martha Is Dead will also be getting a physical release on PlayStation and a soundtrack on triple vinyl.

You can check those out HERE





For more information on Martha Is Dead, be sure to wishlist the game on Steam, join our Discord and follow our socials!


https://store.steampowered.com/app/515960/Martha_Is_Dead/

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