This was a launch trailer created for the newest mobile game in the Crash Bandicoot franchise. I was contracted by The TrailerFarm to handle the temple shots as well as the closing vista shot - everything from around 41 seconds and onwards in the following video. I was responsible for shot layout, lighting, surfacing and rendering. The entire project was rendered in Redshift using an online renderfarm service.
Upon completion of the project I went on to establish a pipeline into Unreal. The following video is one of the main sequence shots replicated in Unreal with a slightly different lighting scheme. The main objective with this was to attempt to convince the client of the inherent benefits in leveraging a realtime render pipeline.
The following images are frames from the final sequence render. Besides rapid iteration time and the capacity to deliver close to final quality images much earlier in the production cycle, one of the biggest draws for the client was being able to output at 4K with no additional overhead besides file size.
For an upcoming trailer, the client wanted various lava effects to be present in the world. In order to demonstrate the capacity to achieve what they were looking for in realtime, I had to complete a number of proof-of-concept assets. The following is a modular lava asset that could be placed in shots. Its comprised of an Alembic cache baked out of 3DS Max from a PhoenixFD liquid sim, plus some shader and particle effects work in Unreal.