A full breakdown of the process that went into making the court projected “Opens” for the Atlanta Hawks.



Open 1- Act 1

Laser light show style graphics trace the lines of the court, lights around the stadium flash and dance around the court. Just when it seems like this is a throwback, lights and gobos display as the lasers coalesce into more solid shapes. They pulse and dance to the building beat. The center of the court is always maintained by keeping lights focused or radiating outward from the center.

Open 1 – Act 2

The floor drops and the POV dives down (like a hawk) through a neon 3d version of Atlanta. As we dive down further, the urban street refracts in a kaleidoscopic effect and we lose the sense of top or bottom perspective in this image. Quintessential Atlanta landmarks wiz by on all sides of the court.

Open 1 – Act 3

Graphics peel away and the court dips to black for a beat. A glowing basketball rises up from the court. Montage of players passing, catching and shooting the ball, with the ball locked in center court. Players come into frame, grabbing the ball, being illuminated by the ball as they get close to it and then being thrown from it.

Open 2- Act 1

LIVE FROM DOWNTOWN flashes on and off in a glitchy type build with design elements. The floor drops out to reveal a 10k ft view of Atlanta.

Open 2 – Act 2

Several frenetic basketballs from Open 1 float in over the city. They pulse to the music as it kicks up, on top of each one is a (LIVE) cheerleader, dancing around the court so she stays on top of the ball. As they float around the court the 10k ft view of Atlanta fades to black. The basketballs and the cheerleaders drift off to the four corners.

Open 2 – Act 3

Using toolkit elements and “glitchy” animation, the letters from “LIVE FROM DOWNTOWN” fill the court in ones and twos forming containers for the footage. Surrounding the letters are toolkit elements of the players/cheerleaders, graphic elements, etc. Toolkit glitch animations and 3D floor drops transition from one letter to the next.



Once the overall visual style and flow for the opens was approved, we quickly moved into boarding out the two sequences. This allowed us to see how the multiple styles would work together and what design choices needed to be made so that it was a seamless experience. The process was going to involve creating art-directable particle simulations, flying through city blocks, 3D object tracking, roto-scoping, projection mapping and 4k rendering, all driven by a thumping bass line.

Open 1

Open 2