This one was a doozey. To go through this, I need to explain how this came to be.
Back on the 19th of July 2025, I saw this animation by Domi3D about the "Protogen Slayer", which involved their character Domi beating the shit out of protogens. I was feeling inspired onto making something similar to that, as I always wanted to try to do some action at some point, and this would be a nice opportunity for it, but it wouldn't feel right without the right music.
That's when I remembered this album I had on the computer called Necrobestial Sadobreaks by Dev/Null. This guy makes insane breakcore music, and doesn't fall short for inspirations for me. That's when I relistened to gorechestra, the second song in the album and I was getting hooked at the ending, so I cropped up that section, put in a blender video timeline and started to make a sound pass with sound effects of what could look like.
This led to the first iteration of the project. No animation yet, just sound and an idea.
However, by the end of the day, I had a rough animated storyboard of how it would play out.
Along the way, changes happened. You'll notice that the protagonist isn't Domi, but instead is Holly Zanzibar, a character by WARFAREMACHINE. This change happened due to me having no clue whatsoever about character usage rules with Domi's bunny, but I knew with Holly's. In fact, I was wondering why no one had done an action sequence with Holly thus far considering the gear she has. Same thing with the enemies, which instead of being Protogens, were changed to mechs from Battlefield 2042. This decision for the enemies was actually done really late into production, it wasn't until day 4 that I started adding them cause I kept thinking what could she be fighting against.
Then, over the course of those 4-5 days, major changes were made to the animation, which were all showcased on the Telegram group. I've deliberately chose not to reveal nor tease this production on my social media as a way to bring perks to the group until it was finished.
Day 2
Day 3
Day 4
Day 5
This production made me learn a lot about instancing, like my god, if you have assets that will just be the exact same thing, just instance it, don't duplicate it! It can save up so much VRAM in the long run. Such examples in the video are the bullet flares, and around 90% of the enviroment the animation takes in. Optimization really helps.
All of the soldiers in the animation have been manually animated. I had originally thought of using rigid bodies on them as well, as its the method I used for the debris and the aftermath portion of the crate throw (I still animated the actual throw manually because I do not trust physics to remain consistent).
Originally there was supposed to be smoke during the explosion, but it was scrapped due two mayor factors: the amount of VRAM it added up, and how bad it looked unless you increased the volume sample rate, which also ate a lot of VRAM, and I only got 12GB. Again, optimization is key.
This cealing hit has after increase the volume sample resolution scale from 1:8 to 1:1, which absolutely hogged the VRAM. Took a while to figure out that's what caused it, taking precious time from day 4. Turning it back down to 1:8 put the VRAM usage to a more respectable 8.1 GB.
Overall, this production took 6 days, starting from that very Saturday, and ending on this Thusday (July 24th) as I'm doing this write up.
I know that for these productions, they're not going to be as successful as the typical lewd stuff you'll see posted here. But, I do want to make stuff I enjoy making, and I like just risking stuff for the sake of getting those music videos I keep imagining in my head and make them real.
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