The film takes places in a surreal, technocratic future. Humanity has lost it's connection to the soil and lives in 'Skycities' high above the ground. They are supported by a network of bridges and their foundation is build on the cities below, which became over flooded and polluted in the past. One state has won the total war and dominates all others, turning humans into mere cogs in a machine. The remnants of that state's army are returning home after fighting a long and victorious battle. They get attacked by their own corporation's, next generation of advanced war machinery: Mechs.
The greater part of the human army is erased, but the few hundred survivors forge a plan how to take vengeance on their rulers and re-install order in the homeland. While millions of people have died, hundreds of thousands of robots were built and now humanity faces another fight, this time against its own creation and by another means than open war. What caused the post war trauma - the decay of human civilization and the rise of the robots - has yet to be uncovered.
Our hero doesn't want to be the hero, he doesn't even know he is one. His vendetta is of a personal kind, yet many will consider him the savior of humanity.
The story is a dedication to the great work of Isaac Asimov and Philip K. Dick in particular.
We need support to make this great film become reality. Please contact me and find out, if you can help!
4 comments by SinKing on Jan 8th, 2009 digg this super bookmark
Hello Everyone, I know it has been terribly quiet about MechOverride in the past three months.
There are many good reasons for that, because the project had to be entirely re-structured. We finally, and with great regret, took leave of the Rotoscope Filter for Unreal 3. Our project will no longer be a mod based on a game, but is "just" a normal CGI production now; all our scenes will be pre-rendered and post-produced (finalizing, color grading, effects...)
The reason, why we chose this way is because it is impossible to gather enough modders to complete this project. Another reason is that I am not into modding deep enough to lead a team on all regards. I can much better organise a film-team, as I still have contacts and knowledge about making films.
So with great relief we announce the rebirth of Mech-Override as an Episodical Shortfilm Feature, with episodes of 4 minutes duration, each. The one we start working on, starting January 20th, is the prolog, which will introduce you to the great city of Talon. All Episodes are connected, even though they are not in chronological order. It's a most challenging screenplay, which evolved from our original screenplay "MechOverride", which you can read in Moddb's Writer's Club, now!
Our team is smaller, now. I put everyone I thought fit in other mod teams, so I didn't desert anyone, who didn't deserve it. We are now eight people, have a great new concept artist and Motion-Capture proved to work flawlessly and will make it a piece of cake to create new scenes, once all the assets are done. Even though we are not a mod any more, I'd like to keep our place on Moddb, for we still feel like being part of this community.
Thanks for your patience with us. Go, read the old script and you'll surely find some quality in its story. Expect the same for each of our episodes and don't underestimate the effects of non-chronological writing. It's my very own speciality and it ill vow you over, once you start undestanding the complexity.
See you soon, stay true to us. As a small teaser, I'll post a small update of our revamped soldier model, including a near-finished exoskeleton. That's all for now, thanks for reading!
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Not completely. We have a great story and we are reinventing our design and shader. I actually have a lot to show at the moment, but I want to hold back, until we have a real running animation of the three main characters - perhaps for Christmas.
As for other news: I won't make any more announcements of media updates, unless they are only a day or two away. A mod project just doesn't let you plan things that easily, especially when it's dependant on Motion-Capture and studio hours.
Thanks! Mr. K. - next time try to voice your criticism in a constructive manner, please. Global criticism doesn't help.
completely desasterous.
Looking good, I'll make sure to keep a close eye on it.
Yeah, thanks for the kind words. We are trying to make it look nice, but the shader puts us in front of some hurdles to overcome. One example of the problems is that our shader works globally, affecting not only all meshes and actors in a map, but also lights and particles/fog.
So, we are testing out alternatives at the moment and thus the delay for another update. The Main character is in-game and looks and works fine, but I don't want to post any further screenshots, until we are dead sure about the look we want to achieve.
I'm sorry for delaying our update, but I must make sure the next one will convince most people entirely of our choice of style.
so this mod is going to make an cartoon style UT 3, it looks really nice
This weekend there will be more to show. Perhaps I make an update End of next week. As I sayed last time, update will come end of August.
I uploaded a new thumbnail of our Rotoscope Shader 5, just to show how much better it looks in the meantime.
The rifle is modeled for a month now. And our main character is rigged and has a new head mesh. I'm still waiting on some textures for both the gun and head, because I had to revise the current work done on them and sent them back to the texture artist.
How's the modeling and importing going? any progress?
Great update :-)
Keep it up.
you still have to port animations and staticmeshes from 3Dmax or maya into the game and code them (either dynamic or statically)... thats no small task :P ...
sounds really cool :D