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Rise

3D Modeling / Animation

_Powering Global Engineering

When discussing geoengineering and the scale at which these systems must be built for climate remediation, it is often times hard to visualize the scale of these interventions. This project aims to explore these technologies and the energy systems that power them through a speculative film. Through this narrative, the role of design aims to bridge the gap betwen scientific explorations and the general public. This film investigates the potential of extensive hydroelectric infrastructure, as well as the challenges of deploying them at scale. 

Shot01.png

DATE

Fall 2024

DS 4000

Waking Giants

INSTRUCTOR

Jennifer Chen

COLLABORATORS

Hsuante Yeh

Chenlong Zhang

THE STORY

A dam that promises renewal, even as it drowns the past.

In a town on the verge of being swallowed by rising waters, a boy stands at the crossroads of past and future. Rise is a tale of sacrifice and resilience of the planet told through the eyes of an individual, as he recounts the pain of leaving his homeland to give way to a massive hydroelectric dam. As construction looms, promising clean energy to combat the climate crisis, it brings both destruction and hope, giving us a glimpse into just what it would take to end the fossil fuel era. A tale of fall and rise, sacrifice and resilience at the cusp of global energy transition, the film puts into focus the negotiations between progress and preservation, technology and tradition, examining how the pursuit of climate remediation can reshape, and even redeem the cultural fabric of our lives.

{ CONCEPT ART }

After research on the hydroelectric technologies, a narrative was developed. The focus was placed on the transition from relying on dams to the gradual deployment of alternative forms of hydroelectricity. Early on, we wanted the story to be seen through the perspective of a young boy who, as he grows older, sees these technologies coming online.

{ SCENE BUILDING }

Once the narrative was finalized, the production of the scenes began. Environments were modeled and lit based on the design of the shot. The process involved sculpting the landscape, placing cameras, populating the scene with assets, adding textures, and finally working on lighting in order to get the desired result. The sequence to the right showcases this workflow, from clays to a fully rendered scene.

The scenes were built and populated with a combination of assets that were obtained through various sources. Assets were found, kitbashed, or were custom made. The collection of bespoke assets was necessary as many of the main technologies were still early on in their developmental phase and not yet public knowledge; creative liberties were taken in imagining these technologies in the near future.

{ FINAL FILM }

{ OTHER WORK }

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