Tools & Tactics
Combining ingenuity and creativity to generate high quality creatives in half the time. We worked smarter not harder!
Blender Crowd Simulator
When developing cinematic creatives, creating and controlling crowds was a big challenge. I led a team of designers who developed a crowd control method in Blender 3D allowing us to insert different rigs or static models, create custom shapes & color, and determine the type of animations and physics-based collisions they would simulate. This allowed us to generate a variety of crowd simulations including giants spheres.
Unreal Blueprint Crowd Simulator
Crowds were initially built with Niagara using Vector animations, but we were able to increase efficiency and smooth production by building crowds using blueprints. This allowed the artists to use a wider variety of animations and rigs that could interact with death & direction triggers and object colliders. It could even shoot and interact with projectiles. Finally we implemented a recording system to avoid having to constantly simulate.
Match 3 Template
Match 3 gaming ads were in constant demand. Using a collider system along with box animations, we were able to develop a tool that made matches and item replacement fairly easy to do in Blender. Our team went from animating items by hand to reducing production times by more than 65%!
Non- Simulated Fluid Dynamics
Our team was able to generate fluid-like animations without simulations with this new tool, completing work that once took days or weeks within just a few hours.
Unreal Level Templates
Beautiful preset levels were created by our team that showed morning, midday, afternoon, night, cold, hot and other weather conditions for interiors and exteriors. Lighting and toon shader levels were also created and all levels included Luminance and Ambient Occlusion PPVs for more artistic control. Finally, the artists had a robust library of HDRI images and special effects to enhance their renders!