Brief & Live Layout
Converted director feedback into live shot sessions, testing sequence structure, camera language and timing without waiting for a traditional storyboard.
A one-month, character-driven campaign production built through live blocking, specialist artists, cross-software handoffs and close creative and technical supervision.
The G-SHOCK GA-V01 campaign translated the watch’s organic exterior, oversized geometry, shock-resistant identity and youthful attitude into a character-driven social film. With no traditional storyboard and only about one month of production, the project depended on live blocking, disciplined handoffs and an early, render-ready look.
Created for G-SHOCK’s social channels, the film targeted a youth-oriented audience spanning teens through adults in their 40s. It combined the GA-V01’s organic, sharply edged design with G-SHOCK mascots and visual references to the brand’s shock-resistant heritage, presenting toughness and new technology through playful, high-energy character performance.
The project was produced in approximately one month without a traditional storyboard. To keep production moving, I introduced live layout and blocking sessions so shot composition, camera movement and timing could be approved before full production began.
The mascot’s oversized body, lack of articulated knees and absence of hands made conventional dance and DJ animation difficult. I developed a body-driven performance language that shifted expression into silhouette, balance, rhythm and full-body posing while preserving the original character design.
As CG Supervisor and Technical Lead, I translated director reviews into shot-level tasks, controlled file handoffs and reviewed animation, look development, rendering and compositing. I created the master blocking and initial lookdev so every department began from an approved visual foundation, then prepared scenes for the render farm and completed final retouches to keep the film consistent.
The effects-heavy shots were designed from previs through final render so technical complexity supported the watch and mascot instead of obscuring them. Glass fracture, layered particles, shock-driven transitions and environment passes were tested early, then refined for timing, silhouette, readability and continuity.
The schedule required each department to begin from an approved foundation. Live layout, specialist artists and reliable interchange formats allowed work to progress in parallel without losing shot consistency.
Converted director feedback into live shot sessions, testing sequence structure, camera language and timing without waiting for a traditional storyboard.
Prepared the ZBrush mascot assets for production while protecting the unusual proportions and recognizable G-SHOCK character design.
Built proxy layouts, cameras and master blocking in Cinema 4D so shot intent and performance targets were clear before detailed animation.
Animators refined dance, DJ and acrobatic performance in Maya using the approved blocking as a precise foundation.
Approved animation returned to Cinema 4D through Alembic for scene assembly, effects, look development, lighting and continuity checks.
Redshift scenes were optimized for noise and render-farm delivery, with NukeX used for final consistency, limited correction and retouching.
The workflow was built around the strongest tool and artist for each task. Alembic separated character animation from scene assembly, allowing departments to work efficiently while preserving approved timing, scale and camera relationships.
The look development balanced playful color and mascot energy with the GA-V01’s industrial, impact-resistant design. Materials and lighting were built to preserve the organic integrated exterior, sharp bumper-like indexes, spherical glass, full-screen LCD and oversized hands across fast camera movement and effects-heavy shots.
I established the master look early and the team refined it under controlled lighting and color targets. Because most contrast, atmosphere and color relationships were resolved inside the 3D scenes, compositing focused on consistency and final polish rather than rebuilding the image after rendering.
Drag the slider to compare the same synchronized shot before and after final look development, lighting and finishing.
With no storyboard and a one-month schedule, I designed the workflow so each artist could begin from an approved foundation and work in the software best suited to their specialty. Alembic handoffs kept animation and final scene assembly independent while preserving timing, scale and shot intent.
For cinematic, animation, CG supervision, visual-development or technical-production opportunities, contact me directly or review the broader portfolio and resume.