Dan Gutierrez


Visual Development /
Designer / Creator


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Visual Development- Spiderverse





Visual Development





For "Across the Spiderverse," I developed a stand alone program based on Unreal Engine 4 for the purpose of giving story and visual development artists the ability to quickly and easily open large scale 3D environments and characters.

The motivation was giving any artists the ability to interact with 3D assets without the overhead or intimidation of complex 3D software.



City Lighting Demo





Manhattan has always been a main character in any Spider-Man movie, so giving our artists near instant access to the entire island of Manhattan was a big win.

Along with being reference for the skyline, landmarks, and perspective for story artists, this tool also provided access to control the time of day, angle, and intensity of the sun. This way, artists could simulate lighting in any part of the city to gather reference or just inspire new ideas.


Play as a means of development was a major goal.



Character Placement / Camera Demo





In addition to the ability to scout environments, artists also had the option to place scale accurate characters in the scene for reference.


Camera attributes allowed for the selection a prime lens to frame shots, select an area of focus, and enable depth of field to bring more dynamic elements to the art.



Large Scale Environments





"Across the Spiderverse" was an incredibly ambitious production with complex environments. For example, we had all of Manhattan and an early version of it's multiverse alternate "Mumbattan".

These environments were gigantic, and being able to fly around them in real time, explore, and bookmark interesting angles and locations helped our artists become familiar with the environments in ways impractical before.



Character / Camera Location Keyframes





The ability to set characters in the scene and capture their location in relation to the camera was a feature targeted at story artists.


A way to rough in your characters path and save and delete frames was a way to test ideas out and fail fast.



Dan Gutierrez



Visual Development / Designer / Creator