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Oculus

Motion Design / Art Direction / Creative Direction

A personal piece about the half-second before immersion.

Everyone renders the headset. I wanted to render the threshold — the moment the hardware fades and the world on the other side of the lens becomes the whole pitch.

A self-initiated piece with one rule: don’t sell the device, sell the feeling around it. The goal was to capture the half-second before immersion — where the headset fades and what’s behind the lens becomes everything.

Selling a sensation rather than an object means there’s no product hero shot to fall back on. The frame has to carry mood and depth on light and composition alone, and the virtual space has to feel vast with no real-world context to anchor scale.

·  Built depth through contrast — deep teal space against glowing red orbs — to hold tension between the object and what it promises.

·  Used light as the interface: holographic rings and geometric patterns hint at what lies beyond the lens.

·  Floated everything in a zero-gravity composition that strips away context and leaves only the sensation.

·  Paced the edit around a single threshold moment rather than a product walkaround.

·  Cinema 4D + Redshift for render, After Effects for comp and grade.

A short concept film · 16:9 · a ~20-second cut · self-initiated and delivered solo, from concept to final grade.

Hero Frame
Physical 01
Physical 02
Virtual 01
Virtual 02
Client
Personal Project
Role
Motion Design / Art Direction / Creative Direction
Tools
Cinema 4D, Redshift, After Effects