I was hired to work on the opening video for the Sony VR headset. It was a big team for this project and the work was a mixture of shot live-action, games footage and CGI, using Flame, Nuke and Maya. My role was to develop all the pixelation motion details and the content for the wide sides.
The final output for the presentation at the Paris Games Week (2016) was 11K. It’s not the same when you look at it in a tiny screen, I was told that it was gorgeous in real life!
I created HUD assets with Photoshop and Illustrator, but for most of the project I was working with Trapcode and After Effects. Developing so many tiny particles on such a huge screen was definitely a challenge but we had coffee on our desks! :D
I always enjoy those moments when I’m working with the minute details of a project. I can’t avoid but wonder, how can I make a better experience out of this? I conceptualized the idea of making the pixelation reactive to what was happening on the screen, and adding additional depth with the explosions. It ended up adding a lot of value and making the viewing experience more immersive.