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 -
The Styleframe ended up becoming the base  for  the in game environment. This ultimately allowed my team get the experience to a more polished state faster , Sign off on look and feel became a non issue
The Styleframe ended up becoming the base for the in game environment. This ultimately allowed my team get the experience to a more polished state faster , Sign off on look and feel became a non issue
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.
Unity Final in game screenshot of the experience taken for right field foul line.

Unity Final in game capture of the experience taken for right field foul line.

Unity Final in game capture of the experience taken for  behind home plate

You may also like

Back to Top