Hobbs & Shaw

Hobbs and Shaw was my first film working as a Build Supervisor for DNEG. I oversaw the Model, Texture, Ldev and Groom work from London for work for our London, Vancouver and Mumbai offices. I managed teams in both London, Mumbai and Chennai, working on hard surface, organic, vehicle, prop and environment work, as well as 4 Hero digi doubles.

Our Sequences included:

  • The abseil down Leadnehall building
  • The chase through Chernobyl powerstation
  • The Mclaren/motorbike chase through London
  • The alley fight between Hattie and Hobbs
  • The final fight sequence in Samoa
  • The opening heist sequence
  • numerous other supporting assets.

My role, was to brief out each asset, maintain the quality of our deliveries. Support existing workflow, and create new strategies for assets that would be either time consuming or difficult. To directly manage artist in London and to remotely manage artists in Mumbai. To present our assets internally and produce delivery milestones to client for every stage of asset we produced, and to generally guide the entirety of the build for the show.

 

original plate
adding cg Leadenhall building
original plate
adding cg Leadenhall building
CG vehicles were used prolifically - in particular this transforming bike which slides under the semi truck

The Turbine Hall

The Turbine hall, was honestly one of our biggest challenges and successes. taking only 6 weeks to build, it was entirely modular, accurate to one set data and used procedural shaders to speed up the texturing component. we entered it for a VES award for outstanding modelling, sadly it didn't make the cut, but I'm still immensely proud of it