I worked as an Attraction Designer on How to Train Your Dragon – Isle of Berk at Universal Creative, with responsibility for 3D design and development across much of the land.
One of my major projects was translating several of the environments from the films into physical show elements. I received the original DreamWorks Maya assets used for the films and adapted the digital characters into full-scale models that could be engineered and fabricated for the park.
I worked extensively on the Mead Hall, developing the exterior, interior, doors, and architectural details from concept drawings created by the art department. My work across the land included the Hiccup’s Wing Gliders load station, the accessible play area and ramp system, the food and beverage building, theater entrance, bridges, and dragon benches that were later sent out for sculpting and fabrication.
Throughout the project, I created an Unreal Engine animatic of the entire land, developing the camera movement and animation as the design evolved. After I left Universal during the COVID shutdown, the media team adapted the work for the web and updated portions of it as the project continued. Much of the fly-through shown here originated with the animatic I created.
Tools: Maya, Unreal Engine, ZBrush, Photoshop
https://www.universalorlando.com/web/en/us/epic-universe/worlds/how-to-train-your-dragon-isle-of-berk
Animatics