Studio Gobo

CLIENT

Studio Gobo

OVERVIEW

CREDITS

Studio Gobo approached Territory Studio to create an ident for their gaming company. True to the name, the company places a strong emphasis on lighting. For the ident, we focused on showcasing this on a grand scale — highlighting the interplay between light and dark and reflecting the company’s slogan, “Go Beyond Ordinary”, showing that a gobo, in this case, is anything but ordinary.

Studio Gobo approached Territory Studio to create an ident for their gaming company. True to the name, the company places a strong emphasis on lighting. For the ident, we focused on showcasing this on a grand scale — highlighting the interplay between light and dark and reflecting the company’s slogan, “Go Beyond Ordinary”, showing that a gobo, in this case, is anything but ordinary.

Tyrone Magnusen — Motion Designer

Andrew Popplestone — Creative Director

Ambro Bergmaschi — Art Director

Joy Whilby — Producer

SHOWREEL

PROJECT OVERVIEW

Towards the latter stages of the cinematics, the Territory team and I began shifting our focus to the intro load movie. These sequences introduced the main characters and helped set the tone for the game. With our deconstructed visual style already well established, this was an opportunity to push it further, experiment with new ideas and develop fresh assets for the title sequence.

We carried over the same hands-on, tactile approach from earlier stages, creating textures by hand using arts and crafts tools before scanning them in to build our own custom library. Fingerprints, smudges, copier misalignments, scratches, paint splats and paper grain all became part of the visual language. These elements helped give the intro its gritty, grounded aesthetic, maintaining a consistent look throughout.

We began with clean, graphic compositions before gradually breaking them down through misalignment, distortion, layering and imperfections. This gave the visuals a sense of weight and history, making them feel like a natural part of the game's world.

The final sequence above features a selection of work I contributed to, combining 2D and 3D workflows depending on the needs of each shot.

Below is a behind the scenes video put together by a good friend and colleague at Territory Studio, offering a closer look at the creative process and development of the visuals.

Further down, I've included a selection of individual shots that I personally created and led, highlighting my contributions to the sequence in more detail.

For the Black Ops 6 intro, we built a hand-made visual language from scanned textures, rough type, and layered imperfections.

Project Overview

Our goal was to explore the subtle journey of light as it lingers in the background, enhancing shapes and colours while adding depth to the narrative. Beginning with a macro shot of the glass, we wanted to showcase what light can create and the path it takes before illuminating a surface. The 3D animation and simulations were built by me in Cinema 4D under the guidance of an excellent art director, with grading refined in After Effects.

While I was mostly happy with the project, I was slightly let down by the final logo reveal — the build-up led to a somewhat underwhelming conclusion. However, this was at the client’s clear request.

Project Overview

Our goal was to explore the subtle journey of light as it lingers in the background, enhancing shapes and colours while adding depth to the narrative. Beginning with a macro shot of the glass, we wanted to showcase what light can create and the path it takes before illuminating a surface. The 3D animation and simulations were built by me in Cinema 4D under the guidance of an excellent art director, with grading refined in After Effects.

While I was mostly happy with the project, I was slightly let down by the final logo reveal — the build-up led to a somewhat underwhelming conclusion. However, this was at the client’s clear request.

Project Overview

This study follows the journey of light through glass, using Cinema 4D simulations to shape depth, colour, and motion. I refined the final grade in After Effects with support from the art director.

The final logo reveal followed the client’s direction, despite being more restrained than the build-up suggested.

TEXTURE

Some of the textures we created came from experimenting with Letraset, paint, scanned acetate and various other arts and crafts techniques. These hands-on processes allowed us to explore different materials and build a library of unique textures to incorporate into the visuals.

TEXTURE

Some of the textures we created came from experimenting with Letraset, paint, scanned acetate and various other arts and crafts techniques. These hands-on processes allowed us to explore different materials and build a library of unique textures to incorporate into the visuals.

The art director and I began by sourcing references and animation styles to help shape the direction of our journey. I then created six style frames as a storyboard, mapping out the path to the final piece. They were initially black and white to emphasise the contrast between light and darkness, before the client later decided to incorporate their new brand colours.

ANIMATIC

More works

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