“Real-time Compositing project during an opening showcase in which a battle spills out into the audience space attending the conference from the viewpoint of people streaming the presentation on twitch.”
Directed look development across the project. Initially modeled a previz set inside of VR to explore different camera solutions.
Characters technical translation from one EA’s proprietary game engine to unreal4. Additional shading of characters for cinematic quality. Lighting of the scene including personal characters lighting and emissive effects.
Character animatable effects like magma flowing on the character.
Camera layout and rendering.