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.

styleframe_main_lighshaft_0.png

styleframe_attack_2.png

styleframe_miningmachine_4.png

styleframe_plastic_1.png

styleframe_eddy_0.png

Styleframes describing the underwater view rendered in Blender

styleframe_relief_still2.png

undercurrent_relief_06162021-.mp4

Styleframes describing the relief view rendered in Blender