Gran Turismo - The Recap
Gran Turismo - The Recap
A control room for the greatest moments.
A control room for the greatest moments.
Using procedural workflows to create a screen array assembling at random.
Using procedural workflows to create a screen array assembling at random.
Inspired by control rooms in broadcast studios. A simple camera animation was paired with the screens at random Z positions, all eventually resolving to their resting place. One of the series covering content from the annual GT eSport championships, these strands however were cancelled before going on air.
Inspired by control rooms in broadcast studios. A simple camera animation was paired with the screens at random Z positions, all eventually resolving to their resting place. One of the series covering content from the annual GT eSport championships, these strands however were cancelled before going on air.
Inspired by control rooms in broadcast studios. A simple camera animation was paired with the screens at random Z positions, all eventually resolving to their resting place. One of the series covering content from the annual GT eSport championships, these strands however were cancelled before going on air.
The 3D data was exported into After Effects to superimpose the actual footage onto the screens. The logo animation was scaled up and portioned on each individual screen, to produce synchronicity across the screens, despite each playing different footage. This workflow provided a template, to make it easy to swap out and adjust footage for the episodic series, allowing each title to be unique and simple to adjust for the editors.
The 3D data was exported into After Effects to superimpose the actual footage onto the screens. The logo animation was scaled up and portioned on each individual screen, to produce synchronicity across the screens, despite each playing different footage. This workflow provided a template, to make it easy to swap out and adjust footage for the episodic series, allowing each title to be unique and simple to adjust for the editors.
The 3D data was exported into After Effects to superimpose the actual footage onto the screens. The logo animation was scaled up and portioned on each individual screen, to produce synchronicity across the screens, despite each playing different footage. This workflow provided a template, to make it easy to swap out and adjust footage for the episodic series, allowing each title to be unique and simple to adjust for the editors.
Client
Client
Gran Turismo
Gran Turismo
Industries
Industries
eSports
eSports
Services
Services
2D 3D Video Editing
2D 3D Video Editing
Ataur-Raziq Gonzalez | Digital Artist
Ataur-Raziq Gonzalez | Digital Artist
Ataur-Raziq Gonzalez | Digital Artist