Work / Featured
Directing Unity's real-time 3D marketing film

Team
Co-directed with Nordest Studio's director
I led
Direction, through previz
Decision I owned
Absorb the scope rather than escalate it
Context
Unity wanted to increase awareness of its real-time 3D marketing capability. I was originally tasked with producing a visual guide so an external studio could make the film inside Unity's brand guidelines.
The problem
- 01Directing work being executed by an external studio rather than made in-house.
- 02Internal reorganisation shifted the scope mid-project, well past the point where the brief was fixed.
- 03Holding brand consistency on a piece where most of the hands on it were not Unity's.
What I did
01
Write the guide as a real specification
The visual guide had to be precise enough for a studio with no access to internal context to hit the brand without a call every day. That is a documentation problem more than a design one.
02
Absorb the scope rather than escalate it
When the organisation changed underneath the project, I delivered beyond the guide: 3D assets, the music cut and the animatic edit, so the studio had something concrete to execute against instead of a moving target.
03
Direct through previz
Previz carried the direction. Decisions were settled before the studio spent render time on them, which is where budget goes on a piece like this.
Result
- 01A finished film with Nordest Studio executing motion design against direction that held.
- 02A working method for directing external studios inside Unity's brand system.
- 03The clearest example of what fractional creative direction actually looks like in practice.
Credits
- Project lead
- David Boisvert
- Copywriting
- Isabella Kratynski
- Creative direction
- Jorge Feres
- Motion design
- Nordest Studio

