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MARATHON

LAUNCH CINEMATIC TRAILER
 

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Designed the rebirth sequence—defining its form, behavior, and visual identity


 

Set within the world of Marathon, the film follows a group of cybernetic Runners repeatedly attempting to reach a distant planetary objective, only to be intercepted and eliminated by hostile forces. Death, however, is not final—each fall is followed by a forced reconstruction, where consciousness is re-instantiated into newly formed bodies. My focus on the project was to define and invent this rebirth moment, developing the visual system and behavior of fiber-like organisms that knit and rebuild the body—shaping how the cycle of death and regeneration is experienced.

RND Show-Reel
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REBIRTH - Dev

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.
 

Design Process
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REBIRTH - Skin Formation

The first phase of the rebirth process focused on how the skin grows over the skull, rather than simply appearing. A base skull defines the structure, while a set of carefully designed flow lines guides the growth across the face. Worm-like fibers trace these paths, generating primary “mother” strands that expand into a knit-like mesh, conforming to the facial curvature.

This mesh transitions from a soft, filament structure into a unified surface—melting and consolidating into the final outer shell of the face. The goal was to make the skin feel constructed through a process of growth and transformation, rather than revealed.

Design Process
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REBIRTH - Sequence reveal

From the skull, the fibers extend outward, guiding both the growth and the camera. The motion of the worms drives the framing—revealing the reconstruction through controlled, close-up perspectives.

Lighting and color are directed to separate each layer, using contrast and a restrained palette to clearly define the transition from filament to surface.

The result is a process that feels cinematic and legible, where growth, camera, and light work together to reveal the form.

RND & Look Dev
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Filament Explorations

Early look development explored multiple approaches for how filaments grow onto the surface. Initial tests revealed two key challenges: when fibers penetrated the surface, the construction felt less intentional, and when too many strands were introduced, the composition became visually busy.

These explorations were important in defining the growth language—establishing how the system should feel and behave. In later refinement, the approach was simplified and stripped back to ensure clarity, control, and stronger readability in the final result.

Look Dev
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Initial Simulation Tests

Initial tests explored a sewing-machine-like approach, where filaments would stitch the geometry together as a method of construction.

The focus was on defining how these strands could be generated—balancing between something procedural and controlled, while still feeling organic and complex. These experiments helped establish the behavior and visual language of the filaments before refining the system into a more directed growth process.

Launch Trailer
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Commercial Artwork

This piece is part of a broader set of launch trailers developed for commercial rollout across multiple formats and platforms. Each version was tailored to adapt to different outputs while maintaining a consistent visual language and narrative tone. The work balances cinematic storytelling with system-driven design, ensuring the core identity of the piece remains intact regardless of format or context.

Credits
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REBIRTH - Sequence

ProductionEDGLRD
DirectorHarmony KorineSam 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
 

Credits
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Trailer Film

ProductionEDGLRD
DirectorHarmony KorineSam Goldwater
DOP: Sam Goldwater
EP: Alon Soran
Head of CG: Yates Holley
Senior Producer: Stephanie Katritos-Sautai
CG Supervisor: John Kim
CTO: Buck Weiers
Writer: Sam Goldwater, Alex Cook
Senior Digital Production Manager: Brandon Grabowski
Digital Production Manager: Marshall Rainey
Coordinator: Maria Fontes
Editor: Jason Zeni
Visualization Supervisor: Abel Salzaar
Animation Supervisor: Dony Permedi
3D Animator: Tyler Mele, Adrian Lim, Ty Coyle, Mark Lee, Brian Raschko, Ross Scroble, Anael Saint Jean Vidal, Carolyn Vale, Matthew Sackley, Paolo Cogliati, Justin Murphy
Rigging Supervisor: Lee Wolland
Environment Supervisor: Lenny Gordon
Environment Artists: Artur Artinian, Mateo Reyes, Tom Nemeth
3D Artist: Claire Sorvala, Cory Cosper
FX Supervisor: David Kin Chang Wei
FX Artist: Marcus Litterer, Matt Johnson, Wes Chilton, Luke Byron Encarnacion, Colby Beckett, Jason Adicendana Tjahyadi
Lighting Supervisor: John Kim
Lighters: Yong Kim, Artur Sayan, Mateo Reyes, Artur Artinian, Kevin Stewart, Ziming Liu
Motion Graphics Art Director: Alex Cook
Motion Graphics Artist: Alejandro Robledo Mejia, Eugene Pylinsky, Martin Aggerholm, Alex Cook, Josh Childers
Concept Artist: Josh Childers, JDR, Carlos A Ramos Leon, Joshua Harvey, Dillon Hall
Pipeline Supervisor: Yates Holley
Pipeline Developers: Jason Porath, Nathan Mooth, Breno Souza
IT/DevOps: Alan Chang
Unreal Technical Director: Sibi Naayagam, Isaac Ng

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