Motion & Animation & Visualization
The Design Process of $1B Marvel Hit
This project is from when I was a visualization artist at The Third Floor - interestingly, the visualization process was very similar to UX design. So I think of visualization as a cinematic prototype.
Year :
2020
Industry :
Film
Client :
Marvel - The Third Floor
Project Duration :
1.5 year

Problem :
High-budget cinematic sequences require precise alignment across diverse cross-functional teams before committing expensive live-action and post-production resources. Without rapid, interactive visualization, complex narrative arcs and spatial interactions risk costly misalignment, bloated iteration cycles, and visual friction during final implementation.
Solution :
I approached previsualization as an iterative prototyping process, starting with low-fidelity thumbnail sketches (wireframes) to validate story beats and choreography, then building higher-fidelity previs in Maya, combining curated motion capture, custom keyframe animation, and intentional camera direction, as a functional, reviewable prototype. To stay within technical constraints, I used lightweight effects cards instead of full particle simulations, a scrappy, performance-first solution that preserved visual fidelity without slowing iteration speed.
Challenge :
The core challenge was balancing creative ambition with technical and production constraints, delivering visually stunning, story-clear sequences on tight deadlines, across multidisciplinary stakeholders (director, supervisors, techvis, stunt and VFX teams) who each needed the same asset to serve different purposes. This required structured version control, a repeatable feedback system, and clear communication to keep creative intent intact through every handoff.
Summary :
This project demonstrates how 3D visualization operates as end-to-end product design using research, rapid sketching, systematic prototyping, and cross-functional design reviews to de-risk complex user/viewer experiences. By framing previsualization, techvis, and postvis as progressive design fidelity stages, this case study highlights senior-level expertise in translating abstract requirements into scalable visual solutions, driving stakeholder consensus, and executing within technical design systems.
More Projects
Motion & Animation & Visualization
The Design Process of $1B Marvel Hit
This project is from when I was a visualization artist at The Third Floor - interestingly, the visualization process was very similar to UX design. So I think of visualization as a cinematic prototype.
Year :
2020
Industry :
Film
Client :
Marvel - The Third Floor
Project Duration :
1.5 year

Problem :
High-budget cinematic sequences require precise alignment across diverse cross-functional teams before committing expensive live-action and post-production resources. Without rapid, interactive visualization, complex narrative arcs and spatial interactions risk costly misalignment, bloated iteration cycles, and visual friction during final implementation.
Solution :
I approached previsualization as an iterative prototyping process, starting with low-fidelity thumbnail sketches (wireframes) to validate story beats and choreography, then building higher-fidelity previs in Maya, combining curated motion capture, custom keyframe animation, and intentional camera direction, as a functional, reviewable prototype. To stay within technical constraints, I used lightweight effects cards instead of full particle simulations, a scrappy, performance-first solution that preserved visual fidelity without slowing iteration speed.
Challenge :
The core challenge was balancing creative ambition with technical and production constraints, delivering visually stunning, story-clear sequences on tight deadlines, across multidisciplinary stakeholders (director, supervisors, techvis, stunt and VFX teams) who each needed the same asset to serve different purposes. This required structured version control, a repeatable feedback system, and clear communication to keep creative intent intact through every handoff.
Summary :
This project demonstrates how 3D visualization operates as end-to-end product design using research, rapid sketching, systematic prototyping, and cross-functional design reviews to de-risk complex user/viewer experiences. By framing previsualization, techvis, and postvis as progressive design fidelity stages, this case study highlights senior-level expertise in translating abstract requirements into scalable visual solutions, driving stakeholder consensus, and executing within technical design systems.
More Projects
Motion & Animation & Visualization
The Design Process of $1B Marvel Hit
This project is from when I was a visualization artist at The Third Floor - interestingly, the visualization process was very similar to UX design. So I think of visualization as a cinematic prototype.
Year :
2020
Industry :
Film
Client :
Marvel - The Third Floor
Project Duration :
1.5 year

Problem :
High-budget cinematic sequences require precise alignment across diverse cross-functional teams before committing expensive live-action and post-production resources. Without rapid, interactive visualization, complex narrative arcs and spatial interactions risk costly misalignment, bloated iteration cycles, and visual friction during final implementation.
Solution :
I approached previsualization as an iterative prototyping process, starting with low-fidelity thumbnail sketches (wireframes) to validate story beats and choreography, then building higher-fidelity previs in Maya, combining curated motion capture, custom keyframe animation, and intentional camera direction, as a functional, reviewable prototype. To stay within technical constraints, I used lightweight effects cards instead of full particle simulations, a scrappy, performance-first solution that preserved visual fidelity without slowing iteration speed.
Challenge :
The core challenge was balancing creative ambition with technical and production constraints, delivering visually stunning, story-clear sequences on tight deadlines, across multidisciplinary stakeholders (director, supervisors, techvis, stunt and VFX teams) who each needed the same asset to serve different purposes. This required structured version control, a repeatable feedback system, and clear communication to keep creative intent intact through every handoff.
Summary :
This project demonstrates how 3D visualization operates as end-to-end product design using research, rapid sketching, systematic prototyping, and cross-functional design reviews to de-risk complex user/viewer experiences. By framing previsualization, techvis, and postvis as progressive design fidelity stages, this case study highlights senior-level expertise in translating abstract requirements into scalable visual solutions, driving stakeholder consensus, and executing within technical design systems.





