Designs
Design work recorded start to finish and sped up: characters, vehicles and environments, with the reasoning written out alongside.
Design is the stage where a production decides what it is going to be, and it is the stage least often shown. Finished concept art circulates widely; the hours of decision-making that produced it almost never do.
These four recordings are that process, captured whole and played back at speed. Two are character design sheets, deliberately placed at opposite ends of the stylisation dial so the same problem can be seen solved two ways. One is a rapid vehicle thumbnailing pass, which is about generating and discarding ideas quickly rather than finishing any of them. The last is an environment taken from morning to night, which is where lighting, mood and set design get settled before a single asset is built.
There is no commentary on any of them. That is the trade: you see every decision in the order it was actually made, including the reversals, but nothing explains itself. The written page accompanying each video is where the explanation lives.
Tagger
A stylised female character taken from first shapes to a finished presentation sheet: costume, hair, hero props and the layout that has to communicate all of it downstream.
Detective
The realistic counterpart to Tagger. A male character built at the opposite end of the same dial, where the costume, the gear and the weapon all have to answer to how things actually work.
Bikes
Rapid vehicle thumbnailing. How to generate a lot of vehicle designs quickly by building from photographed real-world parts, and why the stylising and the detailing come last.
Environment
Taking an environment from a morning scene to a night scene using real footage and matte painting technique. Set design, staging and lighting decided in concept, before any 3D work begins.