The office took on these fun and challenging Oculus Rift promos for three launch titles. I had fun doing R&D for different approaches for unique transitions, element creation and assets. There was lots of playing around with Rayfire and Pflow systems to control the various dynamics. I also explored some techniques for the rock growth, but the end result came from our Maya artist.

Role / FX
Final spot
R&D collection of tests and playblasts

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