Aroma360
How I Taught Myself Unreal Engine in Just Six Weeks to Orcheste a Groundbreaking Commercial Campaign for Aroma360.
I randomly saw BTS footage of The Mandalorian on a lazy afternoon and I’ve been obsessed with virtual productions ever since. As someone who’s painstakingly rotoscoped the green out of frizzy hair and the spaces between fingers, I despise the boring and meticulous labor that comes with filming on greenscreen.
Danny Rosenberg, a director at Cafeteria Films, reached out to spitball some ideas for Aroma360, a company that sells a device that pumps fragrances through a home’s HVAC system to make it smell luxurious. He was collaborating with Amber Joy Layne, a writer and stand-up comedian, and they were pitching ideas and campaign concepts to Benny Aboud, Aroma360’s CEO. Benny thought the scripts were funny, but felt it needed a bigger “wow factor.”
Benny loves sci-fi and Back to the Future, so Amber wrote a new series of scripts based on the concept of “Smelleportation,” where characters are whisked away to exotic locations at the “speed of smell.” In each spot, homeowners enter a sci-fi product testing facility and meet Romy (played by Amber), a quirky Aroma360 spokeswoman. Romy presents the Van Gogh (one of Aroma360’s products) and presses a button to activate the device. The characters instantaneously “smelleport” to an exotic destination, emphasizing smell is the greatest sense tied to memory and Aroma360 will help your home smell like a luxurious vacation. Adding to the “wow factor,” Danny pitched shooting the entire campaign in an LED volume in the same way Disney films all the Star Wars TV shows and movies.
Benny loved the Smelleportation script and approved shooting the campaign at Vu Tampa, a virtual production studio in the Vu Network. After months of back and forth, Danny and Amber finally sold the campaign; now the biggest challenge was figuring out how to shoot a series of commercials in a virtual production studio. This is when I was brought in.
On a brisk autumn afternoon, I had a brainstorming session with Danny on our office rooftop. Our main topic of discussion was deciding what “smelleportation” looked like. We knew we wanted to transport our characters from a product testing facility to an exotic location, and each spot would end with the characters traveling back to their living room, as if they were in their homes the entire time. We figured out the structure of each commercial but hadn’t figured out how the visuals would work for the transition. Initially, Amber would press a button and the room would digitally dissolve into the vacation location, as if they were in Star Trek’s holodeck or X-Men’s Cerebro, but we thought that was boring. It also seemed like something we could shoot in a practical location or on greenscreen. Since we were shooting this virtually, I wanted to use the technology to its maximum potential.
I asked Danny, “if we were actually shooting this on location, in Hawaii, and we had an unlimited budget, what would you do?” I explained I could build all our locations in Unreal Engine and mimic any camera movement, so we’re mostly limited to our imaginations. Danny took a second to think and his eyes lit up.
“What if it were like one of those 3D rides at Universal Studios?” he asked. “Can the characters sit on a couch like a seat on a roller coaster and they fly over the ocean at the speed of sound and land at a five-star resort?”
“Of course, we can. We can literally do anything we want.” I replied.
We talked late into the evening, developing three scripts around the “wild ride from the seat of a couch” concept. We knew the script would benefit from having wild reactions from our actors, so we envisioned shots of them screaming and their hair blowing back as they zoomed through the sky. By approaching this from a “what would be way too expensive to shoot in a practical location” mindset, we thought of impractical locations for each script to take place in; a private island on a Hawaiian archipelago, a field of cherry blossoms high in the mountains of Japan, and a waterfall deep in the Amazon rainforest.
Aligned on script and visuals, the next step was to start building the locations in Unreal Engine 5, but before I could do that, I had to learn Unreal Engine 5. Prior to this, I had zero experience in 3D game design. I used to make RPGs using Macromedia’s version of Flash back in middle school, but that was a long time ago and it covered only two dimensions. I had six weeks until our shoot date, so within that period, I had to learn Unreal, design and build five different environments for each location, and create a transition for each spot. I started feverishly watching YouTube tutorials.
First, I learned the basic controls and how to navigate the UI in 3D space. Then I learned about crafting landscapes, placing characters and objects, and lighting them. I felt the key to these commercials was figuring out the transition. I learned how to build an island, surrounded it with water and created a test Hawaii. I added mannequin characters and placed them on a couch and animated a scene where they fly over the ocean to meet Romy. I had to learn how to maneuver a camera in Unreal. Fortunately, I know how cameras work in real life, so it wasn’t hard understanding the options for all the different focal lengths and aperture settings. I also know how to shoot cinematically, so translating these skills to a virtual environment in Unreal wasn’t too difficult. I created a test transition and sent it to Benny. He loved it.
I started building out each location in Unreal. Knowing we were shooting all three commercials in a single day, I needed to design each scene with efficiency in mind. I knew if I kept the lighting consistent throughout all locations, we would spend less time making lighting adjustments as we changed scenes. Using Unreal, not only was I creating the actual settings and backgrounds for every shot, but I was also able to figure out the blocking and lighting setups for each scene. Using screenshots, I created an animatic for each spot to test the pacing of script.
I shared these animatics with Danny and Kris Spelce, a DP we hired in Tampa. They gave me some feedback and I continuously improved on the environments up until the shooting date. Cafeteria Films Executive Producer, Carlos Dominicis and April Acevedo, our production coordinator, worked on the logistics of production, hired crew, cast talent, purchased props and planned our trip from Miami to Tampa. Before we left, I updated the animatics. From this, we created a shot list and arranged the schedule for optimal efficiency.
When we landed in Tampa, my job was mainly hanging out in the production booth and being the intermediary between the technicians at Vu and our camera team. Danny directed and was supported by Carlos and April throughout the day. We got incredible performances from Amber and our actors and we shot everything we needed in a 12-hour day.
The final deliverables were due in a week. Since I did most of the editing in preproduction, I was able to expedite the process quickly and efficiently. I found the best takes for each shot, placed them where they were supposed to go according to the animatic, added some music, and sound effects, and added graphics for the transition.
The ads aired on major streaming platforms over the course of a month. It was highly celebrated at Aroma360 HQ and a major achievement for Cafeteria Films. To this day, it’s the hardest thing I’ve ever done.