Rainbow Six Battle Pass

OVERVIEW

A project developed for Ubisoft to unveil the new Rainbow Six Battle Pass. Our mission was to highlight the season’s fresh content through high-quality, dynamic animations that echo the game’s tactical precision and adrenaline-fueled energy. Every motion was designed to enhance clarity and excitement, giving players a clear and impactful glimpse of what’s coming next.

ROLE

ROLE

ROLE

Motion Design

Motion Design

CLIENT

CLIENT

Ubisoft

Ubisoft

AGENCY/STUDIO

AGENCY/STUDIO

Through a play of silhouettes, blur, and color fields, the visuals for Hold Me Down explore the body as both form and landscape. Light becomes the driving force, revealing movement, duplicating shapes, and turning human presence into shifting echoes.

Through a play of silhouettes, blur, and color fields, the visuals for Hold Me Down explore the body as both form and landscape. Light becomes the driving force, revealing movement, duplicating shapes, and turning human presence into shifting echoes.

Echoes of the Body

Painted Chaos

For "Killing Boys", the visuals were built from filmed paint splashes and fluid colors, composited to create a growing accumulation that gradually plunges into darkness. The sequence reaches its peak as the staircase screen rises into the air, turning this moment into an epic and dramatic transition on stage.

For "Killing Boys", the visuals were built from filmed paint splashes and fluid colors, composited to create a growing accumulation that gradually plunges into darkness. The sequence reaches its peak as the staircase screen rises into the air, turning this moment into an epic and dramatic transition on stage.

Creative & Art Direction   —  Philippe Gariépy
Motion Design   —  Jean-Christophe Henry


Smooth Scroll
This will hide itself!
Smooth Scroll
This will hide itself!
Smooth Scroll
This will hide itself!