Dan Gutierrez


Visual Development /
Designer / Creator


  • Home
  • Visual Development
    • Vivo
    • Mitchells vs the Machines
    • Spiderverse
    • Hotel Transylvania 3
    • Development
    • Main Titles
  • Viewfinder
  • 3D Printing
  • Pre-Vis
    • Vivo - Pre Vis
    • Smurfs - Pre-Vis
    • Spiderverse - Pre-Vis
    • Mitchells - Pre-Vis

Pre-Vis - Vivo





Pre-Vis





I blurred the line between visual development and pre-vis while working on "Vivo". Assets should not just be created like a widget, they should be made to enhance the story and the world built within.

The examples here are very specifically pre-vis, but more benefits of combining visual development and pre-vis check are on the Vivo visual development page.



Look Of Picture





Here is an edit to show the progress from storyboards created by James Baxter to pre-vis to final.
You can see how at each step the sequence is iterated and validated to focus on what contributes most to the storytelling.



Got No Game





"Got No Game" was a complex musical sequence that had many location changes, costume changes, props, and characters not seen anywhere else in the film. The main goal with this sequence was to provide an example of how pre-vis could be used to simplify the asset build and scope of a complex sequence.



My Own Drum





This particular part of "My Own Drum" takes place in a very busy "80-90s" style background. The question here was how can big camera translations and multiple layers of shapes affect how far from camera we can place shapes and how much do we need to build to get parallax that isn't a distraction yet remains interesting.



Dan Gutierrez



Visual Development / Designer / Creator