Destiny 2: Lightfall – Opening Cinematic

Client: Bungie

IP: Destiny 2

Studio: Axis Studios

Growth – Outside

The outside growth was the first task for me.
I started by working on a general growth solver, which can be art directed via flow maps / near curves. The tricky part was getting the speed, silhouette and size to be right and justifiable for that scale

Growth – Outside on Deformation

The growth on the deforming ship (done by another artist) was an interesting challenge as well in terms of distribution and speed. Working off of a colorscript / concept helped a lot establishing the general composition.

Overall this made use of multiple timed growth solvers to achieve the desired look as well as a few optimization steps for rendering.

Growth – Inside

The inside growth, although similar style, required a vastly different approach.

Still the general purpose growth solver at the base, it needed a lot more careful layout to achieve a balanced composition. 

For the first shot this was mainly getting the shapes and timing right, so that the following shot would still feel massive. I took this shit also as a base to do lookdev for the trunk and vegetation shaders.

The wide shot did start with a layout of how the final state of the growth should look like, as from there it would be easier to grow into the shapes

The last shot was less heavy on the growth and more placing and framing the Witness with FG and BG branches.