MSC Cruises “World America”

For MSC Cruises’ World America, we redesigned our pipeline to take advantage of the latest advancements in Unreal Engine, building on our previous work for World Europa while pushing both quality and efficiency forward. We revisited and evolved our sunrise and low-light sky deliverables into fully procedural, seamlessly loopable environments with precise control over clouds, lighting, stars, and atmospheric detail.  Having seen the overwhelming number of photos on social media containing our daytime sea creatures on the Europa, we decided to circle back and bring these creatures into our nighttime playlists. Animation created in Autodesk Maya was imported into Unreal and re-lit for a dramatic bioluminescent nocturnal settings, while real-time systems for water, particles, coral deformation, and volumetric lighting enabled rich, physically driven underwater environments. We also introduced new CG designs showcasing refractive cloth simulations that would have been prohibitively time-intensive in our traditional Redshift pipeline, where 9K renders could take over 20 minutes per frame and more than 120 days per shot on a single machine. In Unreal, those same sequences rendered in just a few hours, delivering a massive leap in both speed and creative flexibility. Honestly, the hardest part now is convincing people it’s just a ceiling. It’s truly unreal!

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Swordfish "The Mexican Fisherman"

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MSC Cruises "Miami Terminal"