Blood Spell - Development

Development

BloodSpell was in development for more than two years. In late 2003, executive producer Hugh Hancock first began to work on the project in response to a claim that his work had lost its "punk edge". Production costs were under £10,000.

The film was made using the Neverwinter Nights Aurora game engine, which provides a Dungeon Master (DM) client that allows actor models to be created or removed at will. Multiple DMs can join a single local Neverwinter Nights server. Under this configuration, any character can be controlled by any of the DMs to accomplish actions that are needed for the scene being filmed.

Additionally, a number of modifications to Neverwinter Nights are used, from additional animations, to a custom set of camera tools, allowing scripted camera movements, to a texture switching OpenGL tool that allows for the appearance of lip syncing, referred to by the BloodSpell team as "TOGLFaceS" (Take Over GL Face Skins).

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