Project
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Info
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RAW had the absolute honour of working on a wide range of Screen Graphics throughout this legendary blockbuster. Over the course of 7 months, I helped design, refine, animate × deliver final, layered EXR’s ready for the VFX pipeline.
I also created accurate slap comps for preview, & provided additional render support where I could.
I mainly focused on: the green Sub Sonar system — the DNI hand, face & bag scanners — the “Riddle Machine” bomb timer — Gabriel’s Watch — and the IMF Smartphone face scanner — but I also helped with delivery of the IMF Laptops / AR Glasses featured throughout the Airport sequence as well.
The GFX needed to instantly readable, leaving nothing to ambiguity; and there was a lot more than meets the eye with this project, i.e. *plenty* of different versions, responding to *very* specific feedback from McQ (& crew).
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Mission: Impossible
Dead Reckoning (Part 1)
Info
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RAW had the absolute honour of working on a wide range of Screen Graphics throughout this legendary blockbuster. Over the course of 7 months, I helped design, refine, animate × deliver final, layered EXR’s ready for the VFX pipeline.
I also created accurate slap comps for preview, & provided additional render support where I could.
I mainly focused on: the green Sub Sonar system — the DNI hand, face & bag scanners — the “Riddle Machine” bomb timer — Gabriel’s Watch — and the IMF Smartphone face scanner — but I also helped with delivery of the IMF Laptops / AR Glasses featured throughout the Airport sequence as well.
The GFX needed to instantly readable, leaving nothing to ambiguity; and there was a lot more than meets the eye with this project, i.e. *plenty* of different versions, responding to *very* specific feedback from McQ (& crew).
Industry
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Category
—Fictional User Interface
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Feature Film
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Category
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Fictional User Interface
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