Airttack

3D work
What I did — 3D Animation & Lookdev

A full CG production built end to end in-house: concept, look development, animation and finishing for a modular device that had to feel real long before a physical unit existed.

We started from an animatic to lock pacing and camera language, then built the shot list around what the CG could carry — hero product beats, macro details and environment inserts, each one storyboarded so the render budget went where the story needed it.

Media 2.1
Media 2.2
Media 2.3
Media 2.4

Modelling and shading focused on believable manufacturing: brushed metal, soft-touch polymer and glass, all driven by a shared material library so every configuration of the device stayed consistent across shots.

Lighting was designed studio-first — controlled HDRI setups with practical rim work — so the 1500-nit display could be exposed correctly without blowing out the body of the product. Screen content was rendered as separate passes and comped back in, keeping UI edits possible until the very last review.

Animation and camera work were kept deliberately simple: slow parallax moves, mechanical assembly beats and short transitions that let the modularity read on its own. Simulation was used only where it earned its place.

Media 5.1
Media 5.2
Media 5.3
Media 5.4

Everything was rendered in passes and finished in comp, which let us version the campaign quickly — teaser, hero film and social cutdowns all pulled from the same production pipeline.

Media 6.1
Media 6.2
Media 7.1
Media 7.2
Media 7.3
Media 8.1
Media 8.2