A Decade of Making Ideas Visible
Ten years on from 2016, and a new website to match: the work in one place, with a closer look at the thinking behind it.
Ten years on from 2016, and a new website to match: the work in one place, with a closer look at the thinking behind it.
Fifteen years ago we built energy platforms that did much of what a digital twin does today. The words changed; the problem did not.
How photoreal rendering sells a luxury home before it is built: architecture, interiors, smart systems, wellness and sustainability, each made tangible.
A short studio update: the team moved to remote working, with systems and capacity unaffected.
Cutting single-use plastic in the studio, packing our first ecobrick, and setting a target of renewable electricity.
A day at the BFX festival in Bournemouth: Epic Games on real-time rendering, DNEG on lighting, and the making of Isle of Dogs.
Speaking at the End User Event in Utrecht, on our work and where the wider visualisation industry is heading.
Immersive architecture on the island of San Servolo, reached via a cancelled flight, a coach, a train, a bus and the last ferry.
Rose Sheret joins the studio full-time after her internship, and introduces herself.
Looking back on a busy 2017 and ahead to 2018, and the new creative visions and challenges waiting around the corner.
A morning on site among the Aberdeen Angus, then arguing for the landscape view over the aerial the agent wanted. It sold off plan.
Visualisation is not all monitors. Surveys, site photography, and waiting in the cold for the right moment.
A 3D animation built to a tight deadline for a West Sussex brewery's crowdfunding pitch. They beat their target with days to spare.
How we build accurate visual representations from survey and CAD data: existing view, AVR 0 massing outline, then the full AVR 1.