I was responsible for a range of art production, look development, programming and pipeline work for this piece.
Some things I developed included:
I worked closely with engineer Ben Purdy to ensure easy movement between Blender and Threejs. The piece exists in previsualization as a Blender Rendering (for both relief and underwater views) and as an interactive experience in the web.
I did look development in Blender and approached the shaders in a way that was easily reproduceable in Threejs. This not only helped with internal iteration time but also simplified communication with our client.
Styleframes describing the underwater view rendered in Blender
Styleframes describing the relief view rendered in Blender