Cosmo
- Scope of work
- Character animation
- Location
- Bogotá, Colombia
- Year
- 2026
- Company
- Globant
- Software
- Autodesk Maya
A minute of cinematics. One month. Two animators. And characters that didn't have a face yet.
That's how Cosmos started. We needed a final cinematic that showed the tension between the hero and the final boss, one that made you feel how hard that fight was going to be. But we had no locked script, no facial rig built for cinematics, and a tight budget.
As the cinematics director, my first job was to give shape to an idea the game director wasn't even sure about yet. With no time for storyboard, we built the intention with references and a animatic that set the pacing and tone. From there, straight to production. 32 shots split between two animators, trusting each other's eye. Halfway through we brought in Ragdoll to handle cloth and physics without blowing up the timeline.
The result? A full minute of cinematics, in a month and a half. See how it turned out.