Esco out of Time is a 3D short film produced for the FH St. Pölten. The production took around 5 months in total, with a few weeks of learning the necessary skills and about 3 months of rendering and troubleshooting.
I was responsible for refining the story, creating the storyboard, animation of all scenes within one location (courtyard), modelling simple assets and also for the whole post-production with color grading and editing.
Role: Storywriting, storyboard, animation, modelling and post-pro within a team of 8
Tech: Autodesk Maya with V-Ray and post-pro with DavinciResolve, Photoshop and Illustrator
Production time: ~5 months
Platform: Youtube and private screenings
Language: English
Storyboard
Animatic vs. Film
Early version
Film
Two snails live in a quiet, isolated environment until Esco is taken and used for a time manipulation experiment. A device embedded in his shell causes time to react to his movement.
After a lightning strike destroys the lab, Esco escapes and begins searching for his partner. As he moves, time accelerates uncontrollably — entire civilizations rise and collapse around him.
At the end of his journey, he falls through the remains of a dead world, reversing time back to his origin. He finds his partner again, but realizes that nothing moves. By breaking his shell, he has frozen time completely, leaving him trapped in a moment he cannot change.
The film was created over approximately five months at the FH St. Pölten as part of a team of eight.
Compared to previous semester projects, we deliberately chose a significantly larger scope, which required more planning, longer production phases and constant iteration. A large portion of the necessary skills and workflows had to be learned through self-study during production.
Despite the increased complexity and several technical setbacks, the project was completed in time for the final deadline. A budget of around €550 was provided, while rendering and hardware resources were handled by the university.
Autodesk Maya: modelling & animation
V-Ray: lights, SFX & rendering
DaVinci Resolve: editing, SFX & color grading
Adobe Photoshop: corrections & adjustments
Adobe Illustrator: vector assets & minor fixes
Procreate: 2D assets
FL Studio: audio production
Render times: Long render times made iteration slow and costly. Many issues only became visible after full render passes
Team coordination: Allocating tasks between each other in a timely manner
Support: Limited external support for specific technical problems
Post-production fixes: correcting animation errors in editing and grading required additional time and creative solutions
The project provided a good experience in visual storytelling, team collaboration and handling a full production pipeline under time pressure.
While I focused on areas I was already comfortable with, the project showed that stepping deeper into unfamiliar fields would be valuable. Beside my tasks, I experimented with basic rigging, but in future projects I would like to focus more on rigging and modelling to expand my skill set further.