Long Time No See
This is my first post in a little over 6 years! Wow! It is currently April 16th, 2025, last post was April 3rd 2019.
There’s a LOT to cover! But I won’t do it all here in this post, rather I hope make more regular posts going forward, when there’s good Tech / Art stuff to talk about.
The long story short, for the last 6 years I’ve been working at a company called The Third Floor working on all manner of entertainment content from games and theme parks to TV and film. In most cases however, we were working largely on the Previs (Pre-Visualization) side of production, and in most cases the final products weren’t released until one, two, sometimes three or more YEARS after we had been working on the project, which of course means we can’t talk about the work in any great detail until they have released, and often times for a few months afterwards as well, depending on the client.
Thanks to the company’s amazing marketing team, there is actually a TON of content about the making of / behind the scenes for many of the projects they have been a part available on their website, and you can see a mostly-comprehensive* list of projects I’ve helped out on over on my IMDB. I’ve recently added some direct links to specific blog posts from the TTF website over on my Gallery page as well, if you want to specifically read more about some of our Unreal Engine projects. We hope you enjoy hearing more about the projects, as we certainly enjoyed working on them!
* I’ve also been lucky to have touched a handful of other super cool projects that I did not get official credits on. It varies project to project but typically to get an on-screen credit it requires something like 6 weeks minimum of full-time work on the project. Sometimes we can get those mentions on IMDB (like the Uncharted one on mine), other times not. For example, I got to help prep a copy of the Arrakis digital set for the 2021 Dune movie for use in our virtual scouting tool, but it was like… an afternoon’s worth of work decimating geometry and testing it out on an iPad to ensure quality performance. Sometimes the work is heavy, other times its not! The other prime example is the Disney+ Starwars shows. I do not work on those full time, we have amazing teams that do, and they do amazing work. I mostly just hire and train our Technical Artists and Technical Directors and make sure they have the necessary tools to do the job well. If they run into issues along the way, I might get called in to help fight fires. So I may have helped tune a few lightsabers, energy shields and space whales here and there.
Even more recently however, I’ve been deeply involved with the foundation of newly formed Animation department at The Third Floor, where we are using Unreal Engine to revolutionize production pipelines. That story is too long and amazing for this post as well, but I will make a separate post about it, and we also hope to have more to share in a few more months, after the release of Predator: Killer of Killers on June 6th!