NFL in True View is a mobile
experience that allows users to select different player perspectives of plays
that are captured with Intel True View volumetric 3D technology.
This technology allows users to
view photorealistic 3D recreations of the event, from virtually any angle. This
technology is currently being incorporated into the NFL mobile app for the 2021 beta launch.
NFL in True View
NFL in True View is a mobile
experience that allows users to select different player perspectives of plays
that are captured with Intel True View volumetric 3D technology.
EXPERIENCE CONCEPTING
I began the process with sketches and concepts of the experience. The goal of the product was to elevate the use of the 3D volumetric format for wider adoption by the masses.
This was to be achieved with a product roadmap that highlighted concepts like player choice, and having users feel as if they were physically on the field.
I
led a series of creative meetings and brainstorms with key stakeholders to align on the vision.
(Drawing, Photoshop)
UX DOCUMENTATION
Once the concept and direction was defined, I created a UX documentation of the experience. This prototype was used to define the main user flow, as well as core loop of the experience.
I partnered with the product manager to visualize features in the PRD.
(Adobe XD)
UX PROTOTYPES
In addition to the UX documents, I created a UX prototypes of the experience. This prototype was used to walk users through the main user flow, as well as core loop of the experience.
I partnered with marketing and product on a series of usability tests of these prototypes with users in two US locations, Cleveland and Tampa Bay.
I further refined the experience based on
feedback collected from in-depth interviews with our users.
(Adobe XD)
3D CAMERA VISUALIZATIONS
I identified early in development that the product needed additional 3D visualizations to help solve some of the complex camera work for volumetric 360 scenes.
I created the initial 3D elements to prototype the camera moves, and provided all elements to internal dev team for prototypes.
I partnered with engineering to implement various 3D prototypes for the experience.
(Maya, Photoshop, Unity)
EXPERIENCE CREATIVE BRIEFS
I created initial mockups, UX/UI user
flows and creative briefs for
initial prototypes. These flows were used to inform engineering on how the experience was supposed to function, and how a user navigates the SDK components.
(Adobe XD)
VISUAL DESIGN (2D PRODUCTION ELEMENTS)
My team created all visual elements for each section of the app. Every element was designed in partnership with both Intel and NFL marketing collaboration.
I provided all art direction to our internal designers with the Intel True View SDK.
(Sketch, Photoshop, Zeplin)
NFL AR/VR PROTOTYPES
In
addition to the NFL branded 360 video consumer products, I was also involved in our
volumetric 3D prototype efforts. The primary prototypes were used to showcase
volumetric 3D data in more immersive methods, including VR and AR.
I created initial mockups, UX/UI user
flows/creative briefs for
initial prototypes. I created prototype 3D stadium in Maya. (Modified Unity Store asset.) I created prototype 3D football character in Maya. (Modified Unity Store asset.) I led efforts to optimize the
assets for mobile devices.
(Maya, Photoshop, Unity)
3D ASSETS (CHARACTERS)
I modeled, textured, rigged, posed and created lighting on the 3D model displayed above. I detailed the model in Zbrush. I textured the model in Photoshop. I integrated the model into Unity. I created lighting in Maya and Unity. I created and implemented shaders and materials in Unity.
(Maya, Unity, Zbrush, Photoshop)
3D ASSETS (CHARACTERS)
I modeled, textured, rigged, posed and created lighting on the 3D model displayed above. I detailed the model in Zbrush. I textured the model in Photoshop. I integrated the model into Unity. I created lighting in Maya and Unity. I created and implemented shaders and materials in Unity.
(Maya, Unity, Zbrush, Photoshop)
3D ASSETS (CHARACTERS)
I modeled, textured, rigged, posed and created lighting on the 3D model displayed above. I detailed the model in Zbrush. I textured the model in Photoshop. I integrated the model into Unity. I created lighting in Maya and Unity. I created and implemented shaders and materials in Unity.
(Maya, Unity, Zbrush, Photoshop)
3D ASSETS (CHARACTERS)
I modeled, textured, rigged, posed and created lighting on the 3D model displayed above. I detailed the model in Zbrush. I textured the model in Photoshop. I integrated the model into Unity. I created lighting in Maya and Unity. I created and implemented shaders and materials in Unity.
(Maya, Unity, Zbrush, Photoshop)
3D ASSETS (CHARACTERS)
I modeled, textured, rigged, posed and created lighting on the 3D model displayed above. I detailed the model in Zbrush. I textured the model in Photoshop. I integrated the model into Unity. I created lighting in Maya and Unity. I created and implemented shaders and materials in Unity.
(Maya, Unity, Zbrush, Photoshop)
3D ASSETS (ENVIRONMENTS)
I modeled, textured, rigged, posed and created lighting on the 3D model displayed above. I detailed the model in Zbrush. I textured the model in Photoshop. I integrated the model into Unity. I created lighting in Maya and Unity. I created and implemented shaders and materials in Unity.