TBS MLB
TBS MLB












Creative Director: Robin Resella Art Director: Aaron Evans Project Coordinator: Kevin Nguyen Project Designers/Animators: John Dougherty, Hieu Vu, Arturo Wong, Wojtek Szklarski, Bryan Coleman, Tin Tran Editor: Andrew Anderson Writer: Mike Perkins Head of Production: Kay Rough IT Director: Josh Bachrach VFX Supervisor: Ilya Astrakhan Senior Producer/Project Manager: Sabrina Mance-Weinstein
Design / Modeling / Texturing / Lighting / Rendering / Animation / Compositing — 2021
At BigBlock I helped build the MLB on TBS broadcast package, carrying animation from pre-viz through final delivery. I blocked motion and camera in pre-viz, then authored the sequences in Cinema 4D, using simulation and dynamics and animating for the weight and impact and momentum, the package needed to read at broadcast qaulity. I rendered in Redshift Render and finished in After Effects, multi-pass compositing, typography, and timing refinement. Alongside the animation, I helped build the design toolkit for C4D and AE the package ran on, so the look held across broadcast, digital, and experiential touchpoints and could be extended rather than rebuilt shot by shot. The work took a 2d vector combined with 3D renders made it dimensional and expressive to feel alive on-air and disciplined enough to hold tight to brand constraints.






TBS MLB






Creative Director: Robin Resella Art Director: Aaron Evans Project Coordinator: Kevin Nguyen Project Designers/Animators: John Dougherty, Hieu Vu, Arturo Wong, Wojtek Szklarski, Bryan Coleman, Tin Tran Editor: Andrew Anderson Writer: Mike Perkins Head of Production: Kay Rough IT Director: Josh Bachrach VFX Supervisor: Ilya Astrakhan Senior Producer/Project Manager: Sabrina Mance-Weinstein
Design / Modeling / Texturing / Lighting / Rendering / Animation / Compositing — 2021
At BigBlock I helped build the MLB on TBS broadcast package, carrying animation from pre-viz through final delivery. I blocked motion and camera in pre-viz, then authored the sequences in Cinema 4D, using simulation and dynamics and animating for the weight and impact and momentum, the package needed to read at broadcast qaulity. I rendered in Redshift Render and finished in After Effects, multi-pass compositing, typography, and timing refinement. Alongside the animation, I helped build the design toolkit for C4D and AE the package ran on, so the look held across broadcast, digital, and experiential touchpoints and could be extended rather than rebuilt shot by shot. The work took a 2d vector combined with 3D renders made it dimensional and expressive to feel alive on-air and disciplined enough to hold tight to brand constraints.






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