Obscura : MGM
While I was at Obscura, I was brought on to the MGM project as a technical artist to develop workflows for the vast amount of content and large output. My role ranged from creating After Effects templates to output to all the LED screens as well as VR outputs to previs in an Oculus headset. I also designed a number of modules, editing phantom footage, coloring Raw R3D footage, and composing content across the screens in the space to make a immersive experience. It was a long and tiring process with many late nights and weekends dedicated to making this concept come to life.