Torn Seas

Join Maxim, Dawn, and the Corebots as they flee their home, pursued by the ruthless Novas.

Maxim is an idealistic Nova who, along with his people, yearns to resolve the corruption in his society—a corruption that has largely originated from the Corebots. Over time, however, he begins to see that his fellow Novas employ the very same concepts of unfairness and corruption to achieve their goals. As tensions rise between the two groups, Maxim finds himself struggling to choose between his allegiance to his people and his dawning realization that the Corebots are not the boogeymen that the Novas have made them out to be.

Torn Seas is an original Sci Fi story made using Unreal Engine. With this film, I want to push the boundaries of what an individual can achieve using video game technology to make movies.

  • Richard Boisvert
    Director
  • Meade Morrison
    Key Cast
    "Maxim"
  • Marc Thompson
    Key Cast
    "Alpha"
  • Anjelica Jaye
    Key Cast
    "Dawn"
  • Eli Harris
    Key Cast
    "Tank"
  • Dave Soltura
    Key Cast
    "Jammick"
  • Andy Harvey
    Key Cast
    "Gearing"
  • Ray Bader
    Key Cast
    "Elder Corebot"
  • Jeredyn Cross
    Key Cast
    "Nova Henchmen"
  • Hector Ariza
    Principal 3D Artist
  • Project Type:
    Animation, Feature
  • Genres:
    sci-fi, drama, action adventure
  • Runtime:
    1 hour 18 minutes 27 seconds
  • Completion Date:
    March 25, 2023
  • Production Budget:
    30,000 USD
  • Country of Origin:
    Canada
  • Language:
    English
  • Aspect Ratio:
    2.35:1
  • Film Color:
    Color
  • First-time Filmmaker:
    Yes
  • Student Project:
    No
Director Biography - Richard Boisvert

Richard Boisvert is a Real-time Cinematic Generalist and has worked in the video games industry for over 10 years. During this time, he distinguished himself by contributing major cinematic moments on several high-profile game series, such as Dragon Age and Mass Effect. It was also during this time that he developed an appreciation for using game engines, and the tools they provide, to make movies.

In his early post-highschool years, Richard self-taught 3D art and animation by creating and contributing to various short fan films.
After working on games directly, Richard entered game engine development more directly by working first as a UX and Content Designer on the Frostbite Game Engine, and then as an Animation Technical Writer for Unreal Engine, where he focused on creating educational material for its animation and cinematic tools.

Richard’s main goal is to promote the use of game engines as a viable, cost-effective, and high-quality alternative to the traditional and expensive ways of making movies.

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