H3000
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/H3000_duohero.jpeg)
We created an original, playable game, specifically made to film inside of to create two music videos for electro-duo H3000.
Designed and directed by Andrew van der Westhuyzen, and made in Unreal Engine by Collider's Technical Director Hugh Carrick-Allan, the storyworld environment features, epic vistas, giant toys and plenty of sci-fi touches.
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/h3000_wide_toy01.625.jpeg)
Early concept tests by Andrew van der Westhuyzen.
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/H3000_toys.jpeg)
Giant toys litter the landscape.
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/H3000_temple.jpeg)
The Temple. The only safe place from the Hunters.
We modelled the duo’s bodies in ZBrush and used iphone face scanning software to capture their heads in a simple, low fidelity way to work in the game engine. While their bodies were mapped onto an existing Unreal locomotion ‘rig’ character that could be controlled by an xbox controller.
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/h3000_lukecloseup.jpeg)
Luke Steele as intrepid interstellar rogue/explorer (a sci-fi Indiana Jones).
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/H3000_runsequence.jpeg)
Run tests in full suit detail for Jarrad and Luke.
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/H3000_duorawsculpt.jpeg)
Modelling and final suit detail before Unreal Engine import.
The driving force for the Running clip were the Hunter characters. The Hunters were created to be absurd human-like entities - slightly comical and menacing.
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/H3000_lake.jpeg)
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/H3000_chase.jpeg)
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/H3000_hunters.jpeg)
The Hunters.
Given the project scale we had to be clever about how to reuse the game set. So we came up with a simple day night split between the two stories. This gave us vastly different atmospheres between the two clips - even though it was essentially the same set of parts.
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/h3000_flames_22.jpg)
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/h3000_flames_07.jpg)
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/h3000_flames_11.jpg)
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/h3000_flames_15.jpg)
![](https://www.collider.com.au/files/studio/h3000/_mediumImage/H3000_flames_lightshard_shoreedge_bio.jpeg)
The artefact beam.