This film marked my first significant role as Supervisor, presenting a considerable challenge for my department overseeing Shading and Textures. Unlike our previous project, Planet 51, which had a budget of 70 million USD, this time we worked with significantly less, approximately six times lower. However, our task involved an aesthetic rich in detail, emphasizing an environment characterized by aged, worn, and weathered elements.
To tackle this challenge with a smaller team of artists, I developed a range of tools designed to optimize artists' creative time and streamline the more laborious tasks. These tools were instrumental in achieving our objective, ensuring that despite limited resources, we effectively managed to capture the intricacies of the worn and distressed visual aesthetic.
A.D. (Movie pitch) 2013
I held the position of Shading and Textures Supervisor for the movie pitch "After Death," under the direction of Ben Hibon.
"Planet 51" marked my initial significant animation project. Initially hired as a shading artist for the sets and props department, I completed the shading work before transitioning to the Lighting department towards the conclusion of the production phase.
This was a test project conducted in our studio to trial the new pipeline utilizing Maya and Arnold render. Additionally, it served as our first test incorporating the integration of real images. I held the responsibility of overseeing the shading team, managing a group of three individuals, while also contributing to the production of some assets for the project.
Following the completion and release of Planet 51, Ilion embarked on the development of several original ideas for its next production, one of which was Gemers. This project marked my first role as a Team Lead, where I managed a small team responsible for developing all assets. Additionally, I designed essential tools to enhance our pipeline and workflow, streamlining the production process for the project.
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