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Vorzeichen Cinematic - 2025​

Key responsibilities: Lead CG artist, FX, Crowds, Environment, Lighting Rendering, Compositing, Editorial/Final Color

CONCEPT > PREVIZ

For us to start in this project we wanted

We went through iterative process all the way towards the end to change shots and shot order.

Crowd Dev

Creating re usable variation system as well as changing animation action to Ragdoll states.

MoCap performance by Kaitlyn O'Connell 







Layout

Using the crowd template, I was responsible for laying out Crowd assets, and Environment.

FX Pyro Assets

Developed a setup for multiple shots to be robust.

Dev shot, utilized for multiple dust elements, and fire assets.


This setup was focused on having the main FIRE sim advect the smoke, embers, and ashe as dependencies. All these elements were created separately.


It was very important also that the fire source was procedurally made. There was no manual painting needed for most shots. More breakdowns on this coming!


Shot utilizing the fire asset the most