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.

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.

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.