_PROJECT

BLACK COORDINATES

_PROJECT

BLACK COORDINATES

_PROJECT

BLACK COORDINATES

_PROJECT

BLACK COORDINATES

_PROJECT

BLACK COORDINATES

Project_Header_BlackCoordinates

_ABOUT:

Black Coordinates started as a personal challenge to create a short cinematic using hard-surface props and fictional UI to tell a story set within a larger sci-fi universe of my own creation. With my passion for story-telling, I wanted to explore how much of a story I could tell without relying on characters or narration, letting the environment, objects, and on-screen details do the storytelling instead.

Everything you see in this project was created by hand, without the use of AI.

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_ABOUT:

Mercenary's Workbench is a personal project I started while playing Cyberpunk 2077. I loved the art direction and environment art in the game and was inspired to create something while having the cinematic quality.

The story behind this scene is that this is an unnamed Mercenary's work area. They are getting themselves and their gear ready to do the next job. 

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_ABOUT:

Mercenary's Workbench is a personal project I started while playing Cyberpunk 2077. I loved the art direction and environment art in the game and was inspired to create something while having the cinematic quality.

The story behind this scene is that this is an unnamed Mercenary's work area. They are getting themselves and their gear ready to do the next job. 

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_TECH SPECS:

- 2026

- Adobe Illustrator, Adobe After Effects, Adobe Photoshop, Adobe Premiere Pro, Plasticity, Blender

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_TECH SPECS:

- 2026

- Adobe Illustrator, Adobe After Effects, Adobe Photoshop, Plasticity, Blender

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_PROCESS:

All the assets were modeled in Plasticity and brought into Blender, where I assembled the scene and developed the lighting. The UI was designed in Adobe Illustrator and then imported into After Effects, where I animated the elements to create a 2.5D effect.

The most challenging part was compositing the FUI into the original scene plates, as it was my first time exploring this type of workflow. It took some experimentation to get everything working together naturally, but I’m happy with how the final piece came together and how closely it reflects my original vision.

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_PROCESS:

Everything was modeled using NURBS in Moi3d and then saved into OBJs. I used Blender to set up the scene and rendered it using the Cycles render engine. All the renders had 1,000 samples each. Multiple render passes were rendered out and all used to get the final look. Here is a quick glimpse into the creative process.

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_STORYTELLING:

I paid close attention to how everything was arranged, experimenting with different camera angles and lighting to set the mood and guide the viewer's eye. The goal was to create something dark, brooding, and somber, while making the environment feel believable and leaving enough details for the viewer to piece together their own story. story.

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BlackCoordinates_Screens

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