top of page

SHOWREEL 2018

WORK COLLECTION

A collection of selected work.

Projects/Studio/Role:

 

00:00 - INTRO Personal Work - Art Direction, Design, Sound & Animation

00:15 - UK TV AWARDS | Ink & Giants - Design 3D Modelling & Animation

00:15 - MILES | Territory Studio - Design & Animation

00:25 - BLADE RUNNER 2049 | Territory Studio - Design & Animation

00:35 - GHOST IN THE SHELL | Territory Studio - Concept Art, Design & 3D Modelling

00:45 - MILES | Territory Studio - Design & Animation

00:55 - READY PLAYER ONE | Territory Studio - Desgin & Animation

01:05 - 36 DAYS OF TYPE | Personal Work - Illustration & Animation

01:10 - EVERY OTHER DAYS | Personal Work - IIllustration & Animation

01:15 - FACEBOOK FEED FACTORIES | Animade - 3D Animation

01:20 - VRT | Pentagram - Animation

01:25 - BROTHER | Pentagram - Animation

PROJECT PART TITLE

My animation work on the visor's UI for the IOI players started from early concept through to development phases.

The IOI are corporate, cold and cunning, therefore the motion language seen on the visors is detached of personality, attitude or emotional behavior, the only thing really changing is the player's ID number.


 

Visors

SUB-SECTION TITLE

These concept animations developed early on helped to set the foundations of the IOI "brand" aesthetics - With cyan and light green tones and overall very linear and geometric feel and a lack of personality compared to other avatar players.

SUB-SECTION TITLE 2

As an IOI player puts the visor on and prepares to login the Oasis, a loading screen introduces the visor layout and UI.

SUB SECTION 3

During the battle scenes, several animation states needed to be developed - for background Sixer scenes we'd need shooting states, warning/alert state, damage indicators, item/weapon collection.
For hero shots, Art3mis gets shot by Parzival, through a close-up shot we see her panic and then getting hit. We animated an alert mode to add more thrill to the scene and animated a game-over type of screen as the user is disconnected from the Oasis.

PROJECT PART 2

One technical challenge was the high number of Sixers visors that needed to be animated for both hero shots and background, especially during battle scenes.


We've solved this issue by creating a battle rig in After Effects, this sped up the workflow among the animators in the team and made it easier to diversify the content seen on the visors.

On this specific rig, there is an idle state, shooting state, damage state, and game over state.
 

As a player is hit in the Oasis, the visor flashes red and depending on the location of the hit, this damage is reflected by glitches that distort the UI in that specific area.

AE RIG TEMPLATE

MICRO GRID

MACRO GRID

DAMAGED MESH

PROJECT PART 3

The Loyalty Visor are used by players detained on the indentured servitude program.
Although still graphically connected, the Loyalty Visor is a very different strain of the IOI visor. Detached of any color and with a very minimalistic and basic graphic language, this is meant to represent the lowest possible rank of the IOI corporation and reinforce the idea of carelessness for the user.

In this scene, Art3mis is detained and put in a Loyalty Center onto a forced work program in order to pay her debts.

Loyalty

HUD DESIGN | UI ELEMENTS | ICONOGRAPHY

We designed a few iterations of the visor.
Main features required mission objectives, health readings, basic necessities, break time and earned credits.

bottom of page