Every project completed in experiential always benefits from creating styleframes early on in the pre production process . For this project I had the pleasure and opportunity of creating the styleframes that would drive the look and feel of the project. Rather then do a more traditional approach I opted to use Unity with Combination of photoshop to help get the project approve faster . Using Unity up front it allowed me to pass on that same Unity scene to rest of my team and get a jump start on environment early rather then having to start from scratch once the frame was approved.
Duties: 3D Lead,Art direction Scene lighting, Crowd placement, Stadium Rework modeling, Kitbashed Asset creation
- Style Frames -
Style frame Creation using a Realtime Engine (unity)
These frames were constructed using a mix of unity engine real-time renders and photoshopping comping methods. In this project, I had the opportunity to create a Look and feel of the environment by creating style frames using a real-time engine instead of having the design create a frame in Cinema 4d.
Since part of the frames was constructed with kitbash methods I developed in unity it was very easy to translate the look and feel to the below in-game renders. Lighting and look dev was developed during the style frame phase so I was able to pass along my setup as a reference for my artist to use as their base once we reach the lighting phase and post-processing.
This process and pipeline is the method I started to pioneer at Next now. Creating your style frames in the medium your end product will be viewed in is a key methodology using the right tool for the job is an old saying that comes to mind. Using real-time engines to create Concept art and style frames is now becoming commonplace and I am super excited to see where this new style of Look development evolves too.