Blackcell Season 02
The work
Nine shots · Six weeksBuilt from existing Call of Duty assets with the goal of elevating them into something cinematic. I led the project from start to finish — upresing, refining, and enhancing every detail for an animated piece designed to evoke fire, emotion, and strength.
The role spanned the full pipeline: asset enhancement, lighting, compositing, and final delivery. Every frame was pushed to read as cinematic rather than promotional.
Existing assets pushed past promotional into cinematic
The source material was a library of Call of Duty game assets — models, textures, environments — built for real-time, not film. The job was to upres, relight, and reframe everything so the delivered piece reads as a trailer, not a product demo.
The full pipeline ran through a single team: asset enhancement, lighting, compositing, and delivery. That compression meant decisions stayed consistent from first frame to last, and nothing was lost in handoff.