STUDIO MARKATA PRESENTS / FILM 02

CUT/TOACTION

Bad take? Change the scene.

A VR action-puzzle game where you are
the lead actor and the director.

2026 EPIC AI MEGAJAM / IN DEVELOPMENTPromotional concept artSCROLL TO CALL ACTION ↓
THE THEME: DIRECTOR’S CUT ↗JAM CLOSES NOV 15 / 6:59 PM MST

01 / THE ACTION

The world waits.
You make the move.

Read the room. Reach for a weapon. Make your next move count.
Time crawls when you are still and moves with you.

The first action take in the Alley Ambush prototype
PC development capture · November 12 · first action take
ALLEY AMBUSH / TAKE 01

Room-scale action. A scene around you, not a character on a screen.

The alley scene after a failed take
PC development capture · November 12 · failed take

02 / ANOTHER WAY THROUGH

CUT.

A failed take isn’t the end.
It’s your invitation to rewrite the action.

03 / THE DIRECTOR’S CHAIR

Don’t just retry.
Rethink.

Step into the frozen scene. A small edit budget.
A different way to survive.

The frozen alley with director editing controls visible
PC development capture · November 12 · director edit phase
DIRECTOR’S EDIT / 3 TOOLS
01

Cut.

Remove an enemy or an obstacle from the scene.

02

Move.

Reposition cover, props, or enemies. Change the encounter.

03

Restore.

Bring a cut object back. Give the next take what it needs.

TAKE 01 → EDIT → TAKE 02

Your changes carry into the next take.

See the retake ↗

04 / POST-PRODUCTION

Make the action.
Then make it yours.

A successful take is the beginning of your Director’s Cut.
Replay the scene. Find your angle. Build the film.

PC replay export · development capture · muted excerpt

With motion on, scroll to scrub the take. Switch motion off to use the video controls.

The early cutting room and its editing interface
PC development capture · November 12 · cutting-room prototype
A recorded action take viewed in the replay prototype
PC development capture · November 12 · replay prototype
The prototype reporting the end of a successful take
PC development capture · November 12 · take complete

IN DEVELOPMENT Camera placement, playback controls, and export are active prototype work. Read the diary for what has been tested and what still needs work.

05 / THE MAKING OF

Every day.
Every rough edge.

From the first idea to the final cut.
A first-person diary of making a VR game in a game jam.

11NOV / READ12NOV / READ13NOV / LIVE
14NOV / TO COME
15NOV / TO COME

November 11–15, 2026 · Edmonton time (MST)
Future entries and the retrospective will appear as the work happens.

Inside the production ↗

THE NEXT TAKE IS COMING

Stay for
the making of.

Daily progress. Developer voiceover. The moments that make the cut.