TSR 002: SOA Academy Day #6 Special

The Boundary

Sharing an update on the first year of their new business, Peter and Henry call their first year “an incredible one.” They cover how they’re keeping updated on new technology, including Unreal Engine, the plans for their new shop, and what they’re looking for from potential employees. Their morning routine starts with sleeping in, and their motivation comes from learning new things and having fun, but I’ll let Peter and Henry explain how that works for them. You can gain access to their workflow by grabbing scene files from The Boundary Store, where they share work files and more.

The Boundary Store

Hayes Davidson

Hayes Davidson pioneered architectural visualization with 25 years behind them. They have produced over 20,000 CGI images in those years, and it was a real pleasure to sit down with David, John, and Luis, at SOA Academy Day #6. From planning to marketing, those years of experience give them an edge over their competitors, which they detail in our conversation. When looking for new employees, the first thing they want is someone with a good eye, and possibly someone who is exceptional at a game of squash.

London Fast Forward

London Fast Forward


Squint Opera is a creative studio and production house based in London that produces extraordinary work in everything from video content and animation, branding, websites, design, games, and strategy. I chatted with Silvia, who is an intern-turned-3D artist, and John, music- producer-turned-technical editor. They share some of the technology tools they’re using, what they’re looking for in new hires, how they train their employees to meet the Squint standards, and one major perk that’s located just downstairs from their main office.

The Doodle Bar

The Doodle Bar

Beauty & The Bit

Victor and Eva are brothers at Beauty and The Bit, which is based out of Madrid. They specialize in architectural illustrations and visual creation. In our conversation, they share their approach to testing out new technologies, what they’re looking for in new employees, and what they love to do in their spare time — provided they happen to find some.

B&TB Team 😉

Bloom Images

Bloom Images splits their efforts between two offices — one in Hamburg and one in Berlin. We chat about how they manage multiple locations, the ideal team size, and how they use people leaders to develop their whole team. They give a glimpse into their newest venture — set design, creating surroundings for advertisements for games, movies, and more, and again, share what they’re looking for from anyone that is looking to join their team.

Herzog & de Meuron / Elbphilharmonie / Hamburg, Germany / 2012

Herzog & de Meuron / Elbphilharmonie / Hamburg, Germany / 2012

Making of Vipp Shelter Unreal Engine VR Environment

Tav Shande is a technical artist with experience in the games industry working at EA, Crytek, & Activision on titles such as DeadSpace, Crysis 2, Call of Duty Advanced Warfare, MW3, WWII & more. The Vipp Shelter UE4 VR environment is a spare time project Tav did try out new software and techniques. Inspired by the clean architectural and surrounding nature, this is the making of this project, sharing workflow, techniques, and thoughts that went into the creation of the scene. Enjoy!

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Amsterdam Apartment

We are pleased to announce our first official walkthrough demo done with Unreal Engine 4! Walkthrough is done for PC and all still shots and animations were done in Unreal engine.

Watch demo here: http://www.darkroom.rs/amsterdam-apartment/

You feedback is most appreciated!

UE4 Pitch House

The purpose of this was to learn and experiment with Unreal engine 4 for archviz. Textures were mostly handpainted with photo textures used as well for this piece. All models were made using Blender and rendered images and animation were from the Unreal Engine viewport. I also modeled, rigged and animated the butterflies in the scene.

Frazão Archviz

I’m working on a unreal engine 4 archviz experiment, this is my very first one and still needs to do some tweaking and adjustments. I used to call it as “beta 2” but now you can take a look on what i’m trying to achieve.

Right now i have almost everything done and this is very close from the final version, but i receive some feedback and start working on a update to make the light on living room feel more natural and lamps less agressive on floor.

I think the new version will be finished on next week or so, because i’m under a chaotic move to a new apartment.

You can check the WIP thread on polycount full with details:

And you can see my project page here: