H.A.Z.E.
Series
H.A.Z.E.
Sci-fi Story
H.A.Z.E. is a gripping sci-fi adventure set in a post-apocalyptic world reshaped by “veil energy,” a discovery from an alternate industrial revolution. Humanity soared to unprecedented heights before collapsing, leaving behind a world shrouded in Veil-steam pollution and the ruins of a once-great civilization.
We handled the complete production, including look development inspired by Ferenc Nóthóf’s drawings, with a focus on achieving a unique stylized aesthetic. Additionally, we conducted extensive R&D to refine the script, ensuring a cohesive and polished final result.
Script Developement
H.A.Z.E. has a very complex story where at some point the main character is teleported to an other realm and he communicates through H.A.Z.E., the giant robot with his friends. For the short teaser that we created we had to simplify this idea and decided to have more about the dynamic between Jupiter and his old time Friend who disagree about using the Robot that they accidently discovered.
Look Development
The look of the show is again something that we spent a lot of time developing. Stylized but still 3D, emphising shapes and removing others.
Script Developement
H.A.Z.E. has a very complex story where at some point the main character is teleported to an other realm and he communicates through H.A.Z.E., the giant robot with his friends. For the short teaser that we created we had to simplify this idea and decided to have more about the dynamic between Jupiter and his old time Friend who disagree about using the Robot that they accidently discovered.
Look Development
The look of the show is again something that we spent a lot of time developing. Stylized but still 3D, emphising shapes and removing others.
Animation
Animation was a pretty straightforward process, but it still required quite a few mandays, especially the best camera work and getting the best compositions.
Production
Production was again quite a challange to manage since we had multiple persons working on the show over a year and it was sometimes in and out of production.
The other question was what to do with textures and what to actually sculpt into the model. Especially such fine details as the hair or the scars.
And of course we had to somehow light and render the whole thing. So we had to figure out what passes do we need and how will we put them together.
