A short film project created in collaboration with Jamil Lahham and Federico Bresser, Moonray is a series of three surreal episodes serving as a trailer for the eponymous game. Entirely hand-animated in Quill and rendered in real-time in Unreal Engine, these shorts were delivered in January 2025.
Episode 1: Falling Gods
Episode 2: Rouge Dances
Episode 3: Divinity Lost
As a Pipeline Technical Director, I was responsible for maintaining and adapting our existing real-time pipeline as well as developing specific tools to facilitate the production of Moonray. My role enabled artists to collaborate efficiently across Shotgrid, Quill, Unreal, Maya, Nuke, Deadline.
✦ Key Contributions:
- 📽️ Automatic generation of Unreal sequences based on the shots defined by the edit, with sub-sequences to isolate tasks for different departments.
- ⚙️ Integration of the Deadline render farm with Unreal for remote rendering and production tracking by shot, sequence, and episode.
- 📦 Automated import and splitting of complex Alembic files into multiple tracks to allow parallel and smooth workflows.
- 🔄 Import/export tools for animations between Quill and Unreal, as well as environments between Unreal, Maya, and Quill in USD format.
- 🎧 Automation of sound track imports, renders to Nuke, and FX/animations created in Maya to Unreal.
- 🎯 Development of a Shot Manager in Unreal to facilitate artists' navigation between shots.
- 🛠️ Tools for scene compliance between Maya/Unreal to prevent errors during exports.