
A world to drop into.
The maps, the factions and the films for BR1: Infinite, a battle royale on Solana, from an island seen from the sky to a playable military base.
- Client
- BR1: Infinite
- Year
- 2022–2024
- Department
- Motion & 3D
- We did
- Directing, Editing, World building, Game design, 3D animation, Sound design
- Maps
- The island · The military base · The neon city · The arena
- Factions
- Droids · Apes
- Engines
- Unreal Engine · Unity · Blender
The ask
BR1: Infinite is a battle royale on the Solana blockchain, with two factions, the Droids and the Apes. It needed a world to fight in, the characters to fight with, and the films to sell it.
The approach
We designed the maps, an island, a military base, a neon megacity and an arena, and built them out in Unreal Engine and Unity. We dressed, animated and rendered the Droids and the Apes in Unreal and Blender, then shot it all like live action: real camera moves, focus pulls, handheld energy.
The result
A world from the island's beaches to the city's rooftops, with the military base built out as a playable map, and a run of films from the first droid build to the game trailer.
The films · 8
01 · The open world
Four maps, one drop.
Every match starts in the sky. We designed where you land: an island of beaches, jungle and shanty town, a military base of tents, watchtowers and bombed-out blocks, a neon megacity in the rain, and an arena under the jumbotron, built out in Unreal Engine and Unity and played in the engine before a trailer was cut.
The maps
02 · The factions
Droids and Apes.
Two sides, built to fight: the Droids, from the factory line to a C-130 drop, and the Apes, from the beach to the rooftops, plus the masked council of the neon city.
The characters
03 · Behind the frame
From wireframe to final.
The same shots before and after: the scene as a wireframe out of the engine, then the finished frame. And the cover art we pitched for the game.
Breakdowns and key art
From the trailer
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