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CARDI B
LITTLE MISS DRAMA TOUR 2026
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Designed the rebirth sequence—defining its form, behavior, and visual identity
"Trophies" was commissioned directly to RMA Design outside the larger scope of the Little Miss Drama tour, which was produced by See You Later. Working closely with See You Later's creative director, my role was to translate the conceptual vision into a fully authored visual sequence — built around liquid metal simulations, the female form, and psychological tension. The brief was clear in its materials: chrome, fluidity, the body. What it needed was a reason. We approached the piece not as a package of show assets but as a four-part directed sequence — each chapter a distinct visual state, each one advancing a single idea: what it means to become a trophy.
CHAPTER 1
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CLAIM
The first contact is always elegant.
Chrome liquid falls across the face — slowly, with intention. This is not an attack. It's a process beginning. Identity is the first surface claimed, the first thing the metal needs before it can own anything else. The camera stays close. There is nowhere to look away.

CHAPTER 2
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ENFORCEMENT
The transformation moves from face to body. The liquid accelerates now — more aggressive, less patient. Chains appear, briefly, without drama. The body is still visible underneath but losing ground by the frame. This chapter is about possession spreading. By the time it ends, very little of the original surface remains. The system has expanded its territory.
CHAPTER 3
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JUDGMENT
The weapons don't arrive from outside.
They rise from the same liquid world — born from the chrome, glowing with the same material logic as everything before them. They aim with precision. They fire with restraint. The destruction is slow and deliberate, each impact weighted. This is not violence. This is the process completing what it always intended. Trophies are awarded. Someone decides.
CHAPTER 4
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ECHO
Strip the chrome and you find what was always there. The skull and the woman are the same being. This chapter makes that legible — fragments of the original face returning through the bone, ghosted, glitching, refusing to fully disappear. What the system consumes, it also preserves. Identity doesn't vanish inside a trophy. It persists, encoded in the very structure that claimed it.


DEVELOPMENT & PROCESS
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SIM / LOOK DEV
Every simulation in this piece was built to serve a dramatic intention. The liquid metal wasn't a single system — its behavior was authored differently across each chapter, shifting from slow and deliberate in Claim to dense and aggressive by Enforcement. Previz locked the chapter rhythm before production began, which meant every simulation variable — timing, viscosity, coverage, light response — was a directorial decision tied to a specific beat in the arc. The render passes were designed to hold on a large-scale stage environment while still reading as a directed piece. Grain, falloff, the way highlights travel across chrome — built in from the start, not added at the end.

CHAPTER 1
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CLAIM
This reel outlines the full development of the rebirth system—from early filament R&D to the final skin reconstruction. Initial explorations focused on how fibers could grow, stitch, and organize across the surface, balancing procedural control with organic behavior. From there, the system evolved into a directed growth process, where worm-like filaments follow defined flows, generate knit structures, and progressively form the final surface. Each stage was refined to reduce noise, improve readability, and ensure the reconstruction feels intentional, layered, and cinematic.

Credits
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REBIRTH - Sequence
Production: EDGLRD
Director: Harmony Korine, Sam Goldwater
Head of CG: Yates Holley
CG Supervisor: John Kim
Concept Art : Josh Childers
Design and Fx Dev: Alejandro Robledo Mejia
Motion Graphics Artist: Alejandro Robledo Mejia, Eugene Pylinsky, Martin Aggerholm
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