Animated "Crypto" Ad [UE5]

Final Edit

Early Testing: Character Customisation

Early Testing: Automated Steering Anim + Group Spline Choreography

Early Testing: Ground Alignment Raycasting

Ground Alignment Raycasting

Ground Alignment Raycasting

Livery Decal Preset Assets

Livery Decal Preset Assets

Hero Character Texturing

Hero Character Texturing

Early Testing: Hero Character Lighting + Shader Demo

Early Testing: Hero Character Lighting + Shader Demo

Early Testing: Hero Character Lighting + Shader Demo

Early Testing: Hero Character Lighting + Shader Demo

Portal VFX

Portal VFX

Early Testing: Prelim Car Liveries and Decal System

Early Testing: Prelim Car Liveries and Decal System

Hero Control Rig

Hero Control Rig

In-Engine Screenshot

In-Engine Screenshot

In-Engine Screenshot

In-Engine Screenshot

In-Engine Screenshot

In-Engine Screenshot

In-Engine Screenshot

In-Engine Screenshot

In-Engine Screenshot

In-Engine Screenshot

As the lead technical artist at All of it Now, I had the opportunity to work on an animated advertising campaign, which pushed the limits of my skills with control rig and cinematic sequencing within Unreal Engine.

I helped to art direct and guide my team, developing large sections of the environment, prepping all of the camera moves, lighting, and choreography of the shots, as well as prepping VFX, and working on animation blueprint and control rig setups to help automate and expedite the animation process on a short timeline, and supporting the whole team with animation and tools.

These systems included a control rig system that automatically attached feet and hands of the drivers to their steering wheels and pedals, proxy skeletal meshes driving high-res nanite models for the F1 cars using control rig, automated blueprint logic that self-aligned cars to the underlying terrain and automatically adjusted the steering angle for the tires and yolk based on the upcoming spline path, a group animation system that moved all cars between blocked points on their splines (like performers hitting marks in a choreography synchronously) to simplify the animation process for over 20 shots with 20 cars, a livery preset system to facilitate rapidly changing cars in the formation, and many more.

I also assisted the art team in developing textures and shaders, texturing the characters, creating PCG and landscape foliage systems, and much more.

Very proud of what we were able to accomplish with such a small team on such a short timeline for this.

Album
Date
June 19, 2024