Sea Of Thieves
2018 - 2026
I’ve worked with Rare on over 20 cinematic trailers, contributing across the full pipeline from previsualisation to final frames.
Our process begins by extracting in-game assets from Rare’s Perforce repository. These assets are then adapted for our production pipeline, including modifying
props and re-rigging characters to support our animation workflows before ultimately being reintegrated into Rare’s version of Unreal Engine.
We begin by blocking out previs scenes in Maya, using temporary assets to establish timing, composition, and staging. The project then transitions into
Unreal, where we develop the next stage of previs and lock final cameras and edits using Sequencer.
From there, we move into environment scene development and look development, creating custom environments, modifying props, and building bespoke VFX to support
the cinematic tone of each trailer. Final shots are lit and rendered in Unreal, where we relax typical real-time optimisation constraints and refine post-processing
and lighting to achieve striking, high-impact visuals suitable for cinematic delivery.
Tools used: Unreal Engine 4 / Maya / Photoshop / houdini / Premiere / Nuke
My role: Layout / Setup / Previs / Asset work / Lighting /Scene & look dev / Final frame rendering / Edit, Output + Comp where required
Here's a trailer that contains a montage of a few previous trailers










