Disney's moana - look development
all images copyright @ Disney Animation Studio
KAKAMORA - ENVIROMENT LOOKDEV
Super exciting sequence I got the chance to work on. Sara Cembalisty did a first pass on it and then me and Victor Hugo Queiroz took over the sequence to keep developing and pushing things as you see in the movie.
I worked mainly on the 2 barges, being responsible for polish and balance them and also develop the tecnical and visual solution for the junk, which was pretty indefined.
The big barge I splited with victor hugo. After the assets was done we worked on all close ups and specific things the sequence required.
Sequence is around 140 shots.
TEKA - LAVA MONSTER
I was one of the 3 artists group (Larry Wu and Benjamin Huang) responsible for Teka, on the look dev side. I took over the character on the crunch of the production and I was responsible for technical and artisitc aspects throught the shots.
Responsible for the look dev on motunui peak, including all vegetation scattering and the distant version of the montain.
LAIR OF TAMATOA - ENVIRONMENT LOOKDEV
I was responsible for the environment look on the Lair of Tamatoa, I took over the sequence from Mitchel Snary in early stage. Pretty intense one, with over 150 shots in it. One of my tasks was to help the art directors to create this little world. I didn't have any concept art to follow, so it was a lot about improvising and talking with them. the deadline was super tight in this one and i'm very proud of what we came up with.
Responsible for Maui's cave and statue look dev
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