RED CREEK
WASHINGTON, USA
1977


For three ongoing years, a streak of unsolved disappearances has been plaguing Red Creek Valley.

Upon several grueling discoveries made by the local police, the Federal Bureau Of Investigation gets involved in the case.

A seasoned Special Agent is sent into the fog-shrouded forests of Washington to shed light on the case.
Storm clouds still rumble over the forest as our protagonist pulls into the town center.
This town feels miserable.
Still no suspects.
Three days ago, another body turned up – same incisions as the last few.
An anonymous tip points towards Oakridge, the rundown trailer park up north.
Probably another dead end.

“heading eastbound on 42nd,
coming up on Oakridge,
 [...] one unit in pursuit“
OAKRIDGE MOBILE HOME PARK                         2232 COLUMBIA AVE                         
RED CREEK, WA                                                                           11:52 PM
After the initial shock settled in, everyone was clueless as to what this thing was.
A few days ago, somebody noticed a rhythmic sound coming from its inside.
First guess was some sort of hydraulics. But there's a pattern to it.
It might be trying to communicate.

Red Creek is a personal project that I completed in the spring of 2019.
The main aspects that I wanted to explore with this project were visual storytelling and cinematic production design.
By outlining an overall story arc and scattering narrative snippets in between, my goal was for the viewer to fill in the blanks themselves.

For most of my images I built rather extensive 3D sets. As I originally planned to reuse each set for more than one shot, I wanted to be able to search for interesting angles and compositions in the environment instead of designing the 3D for one specific shot.
Since I wasn't able to take the the time to place every asset in the town shot by hand, I worked up a semiprocedural system using replicators in Modo. By drawing up a rough street grid from above, I was able to divide the town's layout into different zones with respective detail frequencies. (High tree density, medium tree density, sparse tree density etc.) 
This system allowed me to quickly experiment with random seeds and achieve a convincing enough look for me to take into 2D.
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