Role: Look-dev & lighting, 3D animation, render & delivery
Partner: US creative agency (confidential)
Brief
Produce a high-impact racing sequence that sells the interactive concept on stage: readable silhouettes, dynamic cameras, and a finish that holds up on large LED walls and broadcast feeds.
What I did
Look-dev: built racecourse set-up, track materials, and motion-friendly shaders; tuned skin/hair response and speculars to read under stage lighting.
Animation & cameras: blocked action beats (break from gates → pack chase → finish sprint); designed cinematic, easily cuttable camera angles for the show team.
Rendering: Arnold with physically based materials, motion blur, and AOVs for flexible grade; grain/contrast tuned for LED.
Delivery: supplied edit-ready masters (ProRes/MP4) plus clean plates and selective mattes for lower-thirds and scoreboard overlays.
Technical highlights
Cinema 4D scene assembly and animation.
Arnold: PBR shading, ray depth tuned for speed/quality, utility AOVs (crypto/object, motion vectors, z-depth).
Event-friendly pipeline: safe areas, fast-action blur settings, and luminance ranges optimized for LED walls.
Outcome
A polished, pitch-ready racing sequence that showcased the game’s energy and translated cleanly to live-event screens—helping the agency communicate the idea with confidence.








