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BATTALORE Power Up Your Play

This project was produced for Battalore (toy/brand). I received a storyboard and delivered the final finished spot in 7 days. The work was handled end-to-end: asset creation, texturing, animation, Unreal environments and lighting, final rendering, color finishing in DaVinci, and music for delivery
My Role (End-to-End)

Creative + Technical execution (full pipeline)

Character/asset modeling + UVs

PBR texturing in Substance Painter

Animation + camera work

Environment build + lighting + rendering in Unreal Engine

Post-production in DaVinci Resolve (color + finishing)

Music / sound for final delivery

7-Day Pipeline

Day 1: Storyboard breakdown, timing beats (Power ’em up / Race / Clash / Logo), look targets

Days 2–3: Modeling + UVs + early shader/look tests

Days 4–5: PBR texturing in Substance + lookdev refinement

Day 6: Animation, cameras, Unreal environment setup, lighting and renders

Day 7: DaVinci color + finishing, music/sound, final export and delivery

Color Variation

Color Variation

01 — Storyboard / Brief
“Client-provided storyboard. All CG production was built from this blueprint and delivered as a finished spot in 7 days.”

01 — Storyboard / Brief
“Client-provided storyboard. All CG production was built from this blueprint and delivered as a finished spot in 7 days.”

02 — Asset Production (Model → UV → PBR Textures)
“Modeled from scratch, UV’d and textured with a PBR workflow in Substance Painter, optimized for strong readability in motion.”

02 — Asset Production (Model → UV → PBR Textures)
“Modeled from scratch, UV’d and textured with a PBR workflow in Substance Painter, optimized for strong readability in motion.”

ZBrush Blockout → Final Form
“Built the model in ZBrush from a single perspective image, without orthographic views or the real object. The main challenge was reconstructing accurate forms from limited reference while moving fast to meet the 7-day deliver

ZBrush Blockout → Final Form
“Built the model in ZBrush from a single perspective image, without orthographic views or the real object. The main challenge was reconstructing accurate forms from limited reference while moving fast to meet the 7-day deliver

In Substance Painter I built a layered plastic material focused on a clean, injection-molded feel: stable base color, tight roughness range, and very subtle micro-roughness/micro-normal breakup to catch highlights without looking dirty or “CG shiny.”

In Substance Painter I built a layered plastic material focused on a clean, injection-molded feel: stable base color, tight roughness range, and very subtle micro-roughness/micro-normal breakup to catch highlights without looking dirty or “CG shiny.”

Final Render — Textured Lookdev
“Final beauty render with the complete PBR texture set applied (toy-grade plastic finish). This frame represents the approved look after the Substance Painter pass and Unreal shading calibration.”

Final Render — Textured Lookdev
“Final beauty render with the complete PBR texture set applied (toy-grade plastic finish). This frame represents the approved look after the Substance Painter pass and Unreal shading calibration.”

Unreal Engine — FX & Lighting Tests
“Early Unreal tests exploring particle FX and lighting variations to support the storyboard beats (energy/power-up and impact moments). Focused on readability, specular control, and atmosphere before final render.”

Unreal Engine — FX & Lighting Tests
“Early Unreal tests exploring particle FX and lighting variations to support the storyboard beats (energy/power-up and impact moments). Focused on readability, specular control, and atmosphere before final render.”

Real-World Motion Reference (Lean & Contact)
“The top frame is real motorcycle footage used as motion reference to match lean angle, ground contact, and speed cues—then translated into a toy-style performance for Battalore.”

Real-World Motion Reference (Lean & Contact)
“The top frame is real motorcycle footage used as motion reference to match lean angle, ground contact, and speed cues—then translated into a toy-style performance for Battalore.”

Futuristic Track Design — Player “Launch” Simulation
“The concept was a race that feels physically started by the player. I designed a futuristic track and added realistic arms to simulate the user’s hand motion when launching the toys—this action becomes

Futuristic Track Design — Player “Launch” Simulation
“The concept was a race that feels physically started by the player. I designed a futuristic track and added realistic arms to simulate the user’s hand motion when launching the toys—this action becomes

BATTALORE
Power Up Your Play