Hijacked
August 2023
Hijacked is a stylised, full-CG animated music video set in a cyberpunk city. Instead of starting from a script, I built the whole thing around one track, "Sleeptalking (Merchant Remix)" by Just A Gent, and let the music drive the edit and the mood. The brief for this second-semester project was a solo short of at least 90 seconds, modelled and animated from scratch.
A rogue robot sends a scorpion-like henchman to hijack a service robot in the penthouses above the clouds, steal a red energy crystal, and carry it down to power a machine in the lower city layers. The film descends through a strict three-class city, from pristine towers above the clouds, through a smog layer, down to the scrappy undercity.
Art Direction
This was my first go at non-photorealistic rendering: a cel-shaded, anime-inspired look with sharp edge lighting, dark outlines and flat shading, set at night in dark purples, blues and reds.
The City
To keep a solo project manageable, I built the city only for the angles I needed. The vertical layout helped: stylised clouds close off the middle layer, so a handful of signature buildings carry the skyline, with depth fog and a bounding wall standing in for the rest.
Technical Setup
The look runs on a toon shader built for EEVEE, with Grease Pencil and Freestyle for the outlines. For the lighting I used three sun lamps, one red, one green and one blue, coloured in the shader rather than through their emission, which splits the light into separate channels for the NPR effect. Glow and the other post effects came straight out of Blender, baked into the rendered frames instead of going through a separate compositing pass.
Character animation and the car the robot rides through the city were animated by hand. Geometry Nodes handled the rest of the detailing: scattering systems fill out the city with lower-detail buildings, and a recursive subdivision pass adds detail to simple building base shapes.
The background traffic is fully automated: eight flying cars with colour variants, from small luxury models to heavy transporters, carried along fixed paths by an animated scattering system.
It was my first big animated project, and it taught me how much time each step of the pipeline can take up. Animation in particular took significantly longer than I initially expected. Building the city environments also showed me how much I enjoy procedural systems, which shaped a lot of my later work.