Experiencing Interruptions?

Dusk

Experimental moments between life, death and infected in a post-apocalyptic setting

  • Jordy Veenstra
    Director
  • Project Type:
    Experimental, Short
  • Genres:
    machinima
  • Runtime:
    45 seconds
  • Completion Date:
    June 2, 2022
  • Production Budget:
    0 USD
  • Country of Origin:
    Netherlands
  • Country of Filming:
    Netherlands
  • Language:
    English
  • Shooting Format:
    Digital
  • Aspect Ratio:
    2:35
  • Film Color:
    Color
  • First-time Filmmaker:
    No
  • Student Project:
    No
  • V.i.Z Film Festival

    Bulgaria
    December 7, 2022
    Finalist Best Experimental Short
  • Lift-Off Global Sessions
    Iver Heath
    United Kingdom
    January 16, 2023
    Official Selection
Director Biography - Jordy Veenstra

Jordy Veenstra (1993) is an experimental filmmaker, machinimator and post-production professional. Starting with Photography, binge watching 'Back To The Future' and creating home video's at an early age, Veenstra moved on to machinima in early 2007 after discovering videogames such as 'The Sims 2', 'Garry's Mod' and 'Quake III Arena' and understanding their potential for expressive cinematic storytelling. His first so-called weekend-projects served primarily as personal assignments to improve his creative insight. Many of these, alongside tutorials, gameplays, reviews and short skits were uploaded to a YouTube channel called 'maximummovies' (2006-2010), which in its prime reached thousands of subscribers and viewers.

To date, Veenstra's work has been featured in film festivals, game art exhibitions and machinima festivals in numerous countries, such as the Netherlands, Italy, the United Kingdom and Russia. Besides his fulltime dedication to art, Veenstra works as a Video-Editor, Motion Graphics Designer and Animator in a Creative Agency and is a part-time entrepreneur. In the little spare time he has left he is currently working on his first book, which focuses on his own framework for the cinematic enhancement of machinima films, called 'the practice of distortion'.

Add Director Biography
Director Statement

DUSK was originally intended as a Source Filmmaker experiment and a so-called warm-up for more projects made inside the Source engine. I did share two blog posts about it and I considered it to be done. I recently realised that there is more potential to be found within DUSK. Within no time I managed to visualize a experimental short with it. Considering the arena of the shot was already highly interesting and perfectly usable for the narrative I came up with, I decided to follow up on the 10 second 'mute' shot of a camera zooming in from inside a car on two zombies and to make it a 45 second experimental film. The original name for the film was INFERNO, but literally five minutes before upload I decided to call it dusk. Dusk, as in twilight. Twilight, as in limbo; between the stages of death, alive and infected.

The film takes place in the truck depot finale of the original Left 4 Dead. I had to recompile the map as originally Source Filmmaker had a bit of an issue with properly reading the map. All of the lights had to be taken out, together with a couple of other entities. Once the map was loaded and I had picked a spot, I could start making the shots. I added fire particles inside the building, blinking volumetric lights in the traffic lights, many props such as the car, the traffic lights, pallets and of course the zombie models. The zombie models were assigned some of the walking animation sequences that were found in the game. Lighting was done with a combination of spotlights and volumetric lights. More information about the lighting can be found in my two previous posts about my Source experiments. These contain a couple of screenshots of the entire project in question.

I extended DUSK by duplicating and cutting the shot found in the original animation, and adjusting lighting, props and models accordingly to fit to my liking and deleting assets that were not required for that particular shot. Production took around a week for all the shots combined, rendering idem dito as they were also rendered on 4K resolution. The audio scape was made with only game sounds found within Left 4 Dead 2. I extracted these from the game with GCFScape, a programme that allows you to read and extract vpk (valve package files) and their contents.

If you pay close attention, you see mentions of depthmaps in this film. That is because the Source Filmmaker also has a option built-in to render the corresponding depth of field map alongside the original shot. That's all I am going to say about that for now. I will most definitely do more with this in the future.