This cutscene, part of the additional content for the main TFA game, I’m especially proud of as I was given full control over the level art layout. Most importantly for a successful chase scene, the action had to be exciting and visceral but as a cutscene level with only a narrative connection to game play I was also given some serious scene resource limitations to consider as well.
I created the layout using a simple repeating valley section which the level artist offset using crash debris and rocks to break up the uniformity. Using a variety of low camera angles gave the action the urgency it required.
The initial previs took me three days.