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    Virtually scouting GIBLETS
    Virtually scouting GIBLETS
    about 8 months ago

    Back in April, I utilised Unreal Engine with friends at Dimension Studios to virtually scout a live-action short I intend to make - GIBLETS.

    DEADPOOL & WOLVERINE
    DEADPOOL & WOLVERINE
    about 10 months ago

    It was a real thrill to be a part of the DEADPOOL & WOLVERINE crew under visionary Production Designer Ray Chan, who unfortunately passed away at the end of shooting. His extraordinary talent is up there on screen for all to see, immortalised forever…

    A decade of INACTION
    A decade of INACTION
    about a year ago

    Today marks 10 years to the day since I launched my animated Clerks fan-film, INACTION, a moment which ultimately led me to where I am today.

    Berlinale / EFM 2024
    Berlinale / EFM 2024
    about a year ago

    Aufweidershen, Berlin! Had a brilliant few days here, with a great response to our feature film project at European Film Market with useful feedback from sales agents and distributors…

    2023 - year in review!
    2023 - year in review!
    about a year ago

    It's been quite an eventful year! Everyone who made it so, thank you! Hopefully 2024 goes from strength to strength!

    Goals next year:
    🎬Get my feature debut DEAD MAN'S HILL into pre-production
    🎬Write an entirely new feature film (planning it now)
    🎬Shoot and release at least one (hopefully two!) live-action shorts that I've almost finished writing

    PBR #5: Vehicles and sequence recorder

    August 07, 2020 in virtual production, previs
    PBR #5: Vehicles and sequence recorder

    I knew that a driveable vehicle was certainly going to be necessary for PRAZINBURK RIDGE, as it’s the fastest way to get vehicular animation into Unreal. I found a suitable truck model for a couple of dollars, with basic geometry and textures, and set about figuring out how to drive it and record the animation in Unreal.

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    Tags: prazinburk ridge
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    PBR #4: Level design and version integrity for Virtual Production

    August 05, 2020 in virtual production
    PBR #4: Level design and version integrity for Virtual Production

    By the end of Thursday, June 4th, I’d got Unreal installed I threw my Mixamo characters in there, and animations, and was able to get them working. Not a bad start! But what I was going to need first was an environment in which to stage the action of the film. Or, as it’s known in Unreal - a level. This wasn’t a completely alien thing to me...

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    Tags: prazinburk ridge
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    PBR #3: Virtual Production and character assets

    July 30, 2020 in virtual production
    PBR #3: Virtual Production and character assets

    So, I had an 8-page screenplay to put into Virtual Production. The next day I decided I should try and get some assets together. Although Mixamo is much more limited than it used to be, I constructed a pipeline to get original animations, and eventually cleaned and edited mocap, onto the Mixamo skeletons in Unreal.

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    Tags: prazinburk ridge
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    PBR #2: Concepts and writing for Virtual Production

    July 28, 2020 in script, film
    PBR #2: Concepts and writing for Virtual Production

    Apologies to the folks reading this wanting to hear about Virtual Production. This post is more about where the project originated and about writing. We’ll get to Unreal soon enough.

    I’ll be honest, I fancy myself a writer. Always did. My brother’s one, so it might run in the family…

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    Tags: prazinburk ridge
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    Virtual Production: The journey to Prazinburk Ridge

    July 27, 2020 in virtual production
    Virtual Production: The journey to Prazinburk Ridge

    Today marks 8 weeks to the day that I started work on PRAZINBURK RIDGE, the film I’m making in Unreal Engine 4. I thought I’d make a series of posts describing what it is I’ve been doing, and why.

    The day was June 1st, 2020.

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    Tags: filmmaking, previs, animation, film, unreal, prazinburk ridge
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