CG Generalist
Designed a music-based visualizer to synchronize
visuals with the soundtrack.
Conducted previs, animation, and timing planning to
match music cues.
Analyzed production workflow to separate linear vs.
non-linear processes.
Built an efficient pipeline to stay on schedule and
streamline production for faster results.
Look-Dev Lighting
Animation
To create a compelling visual music video, I utilized a method known as the 'music-based visualizer,' which synchronizes music and visuals to work harmoniously. Achieving this requires careful planning, including previs, animation, and timing to align perfectly with the music.
So I need to analyze the project and determine which processes should follow a linear approach and which could be non-linear. This allowed me to create an efficient pipeline that met deadlines while streamlining the production process for faster and more effective results.
The game is a default cube universe with mean anything must be look as “basic” as possible. But basic looking is boring.
The solution is to make abstract thing terraform by a lot of basic geometries & it also helped highlight the “default cube” from the environment.
But modeling abstract things from a bunch of basic geometries manually is not practical if the result not looking good. Procedural modeling helped generated different results in just a click. So I let “math” do it beauty.
I always think of what is the optimal ways of doing things and simplifying “hard things” to make it “simple” is not easy to do.
The process of how I reverse-thinking to get the right “keyword” to search for, and come up with “2D motion design to 3D” is not practical to show for a quick project breakdown so I think I should end here with an answer.
Trai Dep Lam Do Hoa