COMANDANTE - 2023 - EDOARDO DE ANGELIS - INDIGO FILM - VIRTUAL ART DIRECTOR

I directed the Virtual Art Department working between Production Design and Visual Effects.
We designed and built virtual vehicles, landscapes, ocean, skies, props.
The VAD team works mostly in a realtime computer graphics environment, this enables interactive visualization and design of sequences and shots.
During pre-production previsualization live sessions with Director, DP and Production Design are managed by VAD and the final goal is to visualize and understand the action and scene blocking.
Everything was laid out and simulated inside Unreal Engine and Unity.
On-set I provided art and technical direction for virtual production - NRT workflow by Kevin Tod Haug vfx.

Unreal live realtime output allowed the Director and film crew to interact with the virtual world and vfx.
VAD team was also responsible for visualization, art and technical planning of set (techviz).
Interactive lighting output from 3d Unreal scene mapped to DMX light fixtures was set up to achieve full coherence between virtual and real elements.
Lidar scan and photogrammetry were employed to create a perfect digital double of the 73 meters long Cappellini submarine.
Sky capture was essential for VFX integration: VAD in collaboration with Bottleship VFX developed a custom workflow to capture a 360° HDR sky every 30 minutes during shooting.
Theses skies captures were then automatically stitched, cleaned up and put into the asset library. 
Director, DoP and Production Designer could later on choose the best looking sky for each scene or use the real sky that was there during a specific take.
The sky was also imported live into Unreal to be able to have a coherent looking realtime scene during shooting.
The movie opened 2023 Venice Film Festival.

ROSE ISLAND - 2020 - SIDNEY SIBILLA - GROENLANDIA - EDI - VIRTUAL PRODUCTION TD

I was hired as Virtual Production Technical Director to help plan and visualize the set.
I built a custom VR interface for Director, DP and VFX Supervisor to be able to virtual scout the location, set up scenes blocking and plan blue screen placement in relationship with the landscape and simulated time of day.
Unreal Engine virtual scouting VR application design & development
Virtual environment creation
Virtual Scouting hardware setup & live sessions with Director and DP
Techvis

ROMULUS - 2020 - MATTEO ROVERE - GROENLANDIA - EDI - PREVIS TD

I worked as Previs Technical Director to help plan and visualize the shooting.
I set up virtual location scouting sessions combining real world terrain data and production design models to create a virtual set simulation.

THE NEVERS - 2020 - HBO - EDI - REALTIME R&D

I worked as Realtime Lead researching about new workflows to integrate realtime technologies as Unreal Engine into Feature Film post production pipeline.

FREAKS OUT - 2020 - GABRIELE MAINETTI - EDI - FX R&D

I did research and development about techniques to achieve the "man covered with bees effect" using procedural texture generation tool as Substance Designer to create a seamless animated bee shader as a base for the Houdini simulations.

RIDO PERCHÈ TI AMO - 2020 - PAOLO RUFFINI - EDI - REALTIME R&D

I was asked to lead the full CG space travel opening sequence which was entirely created in Unreal Engine.

FIRST KING - 2019 - MATTEO ROVERE - GROENLANDIA - EDI - CG VFX GENERALIST

I worked as 3d / Vfx Generalist artist during post-production .
The process involved layout, camera projections, environment modeling, lighting, rendering, match-moving. 
My main sequence was the Tevere river flooding and various weapons woundings shots.

ZERO ZERO ZERO - 2018 - STEFANO SOLLIMA - EDI - CG VFX GENERALIST

I worked as CG / Vfx Generalist for post-production.
The project involved camera tracking, soldiers modeling, kinect animation, crowd setup, lighting and rendering.

RIDE - 2017 - JACOPO RONDINELLI - EDI - CG VFX GENERALIST

I worked on the full CG city sequence building a full 3d cityscape from scratch

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