Dead Mountain

Dead Mountain

TYPE

Short Film

Short Film

ROLE

Director

Director

SOFTWARE

Blender, Unreal Engine, Mixamo, After Effects

Blender, Unreal Engine, Mixamo, After Effects

Hero video placeholder

In February 1959 nine experienced hikers cut their way out of their own tent on the slopes of Kholat Syakhl, the mountain the Mansi call Dead Mountain, and walked into a night of -25oC in their socks. The Soviet inquiry closed the file with the phrase "a compelling natural force" and never said what that force was. It is one of the few true stories that gets more frightening the more of the evidence you read. I wanted to make a trailer for the game that should have been made about it. Not a modern game. A PlayStation game, from around 1998, the kind that would have sat on the shelf next to Silent Hill and Resident Evil. I grew up in the 00s with those games, and what stayed with me was not the monsters. It was how much dread they got out of so little. A few megabytes of system memory, textures the size of a postage stamp, a tiny ass draw distance. Silent Hill's fog is a hardware limitation that became one of the great pieces of horror art direction. Resident Evil's fixed cameras exist because the console could not move a camera around a pre rendered room, and the result is that you never get to see around the corner before you turn it. The technology did not get in the way of the fear. The technology was the fear. That is the thing I came back to. The textural wrapper of a piece of media, the resolution, the bitrate, the compression, the pixels you can count. Low resolution graphics forced an aesthetic of their own, and that aesthetic carries a mood that a photoreal render simply cannot. Your brain fills the gaps in a 320 pixel image. For anyone who held one of those grey controllers, the PS1 look is a direct line into a specific feeling from a specific bedroom at a specific age. That is an enormous amount of emotional information to be able to load into a frame before a single word is spoken. Used carefully, nostalgia stops being decoration and becomes a creative force in its own right. Pair that with a true story and you are no longer asking anyone to suspend disbelief. Everything started with a shot list. The Dyatlov case has an evidence pack, the photographs, the tent, the tracks, the cedar, the ravine, so the trailer follows the evidence in the order the search party found it. Each beat got a shot, a duration and a note on whether it was in game, cutscene or UI. The game world was built in Unreal Engine. I wanted an actual playable feeling space rather than a series of set dressed renders, so the slope, the treeline and the tent site all exist as one level that the cameras move through. The characters were made in Blender. I started from a template low poly model and adapted the textures in Weave, so each of the hikers carries the right 1959 kit, the anoraks, the ushankas, the socks that matter so much later on. The foliage came from PS1 asset packs, which have the exact vertex count and texture density the era demands, but the snow landscape and terrain were generated from scratch in Blender so the mountain would be ours. Back in Unreal, the effects did most of the atmospheric work. Snow and fog were built there, and the fog in particular is a deliberate nod to Silent Hill, not just a look but a way of controlling what the viewer can and cannot see. Cameras were kept largely fixed and set on a tilt, in the spirit of Resident Evil. The final piece was the render itself. Every shot was exported at 320 by 160 and then upscaled to HD in After Effects with no smoothing, so every jagged edge and every crawling texture survives at full size. It would have been easy to render clean and then add a retro filter. It would also have been wrong. The limitations have to be real.