Riot Games – Valorant Corrode

Our brief was to create a film that reveals a brand new VALORANT map in a way that appeals directly…

Riot Games – Valorant Corrode

Director: David Lawson
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ARC Creative
Director
David Lawson
Executive Producer
Moira Mahoney
Producer
Georgina Poushkine Brockhurst
Production Coordinator
Isaias Yetemegn
Editor
Natalie Wozniak
Colorist
Logan Highlen
Executive Producer, Color
Krista Staudt
Color Producer
Jackson Winkler
Color Assist
Brodie Alexander
VFX
VFX
ARC Creative, Transperfect (The Mill, Paris)
Creative Director
David Lawson
VFX Supervisor
Guillaume Dadaglio
CG Supervisor
Valentin Lesueur
Executive Producers
Moira Mahoney, Fabien Leclerc
VFX Producers
Georgina Poushkine Brockhurst, Ghalia Chammat
VFX coordinators
Isaias Yetemegn, Mathilde Cohen-Selmon, Milan Vicet
CG Layout & Previz Leads
Alban Lelièvre, Augustin Paliard, Alexandre Sauthier
CG Layout & Previz
Geoffroy Barbet-Massin, Joellia Rose, Jérémy Soudjoukdjian, Eleonore Saveri
Rigging Technical Director
Marine Sisnaki
CG Asset Artists
Guillaume Thébaut, Eva Rogelin, Luca Kreather, Adrien Avit, Nicolas DuThatCo, Vincent Coni
CG Animation
Little Zoo
CG FX
Benjamin Lenfant, David Roubah
Compositing
Paul Goubet, Jérémy Gravinay, Tom Gueret, Eva Rogelin, Luca Kreather
2D Cel Animation
Alienor Bouteloup, Rémi Bastie
2D Paintover Artist
Marie Renaud
Motion Designers
Olivier Jarry, Franck Maillet
Client
Client
Riot Games
Senior Producer
Janet Kim
Principal Creative Director, Marketing
Drew Stauffer
Senior Global Brand Manager
Kyle Calkins

Our brief was to create a film that reveals a brand new VALORANT map in a way that appeals directly to players, highlighting the various challenges and angles of approach. We did so by showing the characters themselves planning their strategy as a team, and then diving into the map to reveal how those different approaches would play out. 

One of our challenges in the piece was to make visual distinctions between the planning scenes and present-attack scenes for clarity in the storytelling. We used dynamic transitions to cut in and out of gameplay capture, blending them seamlessly with our 3D animation to give the audience a more cohesive viewing experience. As the team finds out what works, and doesn't work, the viewer is left on the edge of their seat as the team approaches the castle for their actual attack.

This film featured a new map inspired by Mont-Saint-Michel, a castle positioned on an island in Northern France. In the game it's set amid vast salt flats and there's a storm rolling in.