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The Show: Pipe Dream is a Golf Channel docuseries that follows former touring pro Mark Burk, now homeless, as he fights to reclaim his life and golf career through the game he loves. The series chronicles his daily struggle to survive on the streets while chasing the unlikely goal of getting back on tour and rebuilding stability, dignity, and a place to call home.
Tech Talk: The series ran as a multi‑episode, half‑hour documentary‑style format produced and finished in high‑definition for national broadcast. Shot primarily on RED digital cinema cameras alongside supporting HD formats, the production emphasized cinematic on‑course visuals, immersive natural sound, and efficient field workflows tailored for a lean, documentary crew. IMDb

The Show: Chasing The Dream is an original Golf Channel series following aspiring professional golfers as they chase their dream of making it onto the PGA Tour, balancing personal pressure, finances, and the realities of life on the mini‑tours. The show blends verité storytelling with structured narrative beats, giving viewers an inside look at how talent, resilience, and luck intersect in the world of competitive golf.
Tech Talk: The series was produced as a multi‑episode, half‑hour docu-reality format in high‑definition, designed for national sports broadcast. Camera packages emphasized long‑lens coverage, handheld verité work, and cinematic course imagery, supported by wireless audio and on‑course POV rigs to capture candid player interactions, locker‑room moments, and tournament pressure in fast‑moving, live environments.

The Film: El Mar Encabritado follows a Cochimí fisherman from Loreto, Mexico who heads out to sea with his young son and hooks a mysterious, magical fish that upends their daily struggle and forces them to confront questions of tradition, sacrifice, and what it truly means to provide for family.
Tech Talk: The film was shot on Super 16mm, a format chosen for its organic grain and its ability to be cleanly blown up to 35mm for theatrical exhibition, and was filmed entirely on location in and around Loreto, Baja California Sur, with a small, dedicated crew that leaned into natural light, practical locations, and a nimble production footprint.

The Film: Garden State won multiple audience and jury awards on the festival circuit, along with an Independent Spirit Award and a Grammy‑winning soundtrack release that cemented its status as a modern cult classic. These honors highlighted not only the performances and direction, but also the movie’s distinctive use of sound and music as storytelling tools.
Tech Talk: For Garden State, the soundtrack was crafted and mixed in 5.1 surround sound, giving theaters an enveloping, three‑dimensional audio field that mirrored the main character’s emotional dislocation. Dialogue, production effects, and Foley were carefully sculpted to sit against a highly curated indie‑rock score, with subtle spatial moves and dynamic range shaping that kept the film feeling natural while still emotionally heightened. The mix relied on meticulous pre‑dubs, detailed automation passes, and precise use of reverb and delay to shift perspective between grounded realism and dreamlike interior moments. IMDb

The Show: The 100 is a post‑apocalyptic science‑fiction drama in which a group of juvenile survivors returns to a ravaged Earth from an orbiting space habitat, triggering fierce conflicts over survival, territory, and what kind of society should be rebuilt.
Tech Talk: As Supervising Foley Editor, responsibilities included designing and shaping the detailed movement, prop, and environmental Foley that grounded the show’s futuristic world in tactile realism, coordinating closely with the sound editorial and mix teams, and managing Foley spotting, recording, and editorial to support everything from intimate character moments to large‑scale battles and sci‑fi action. The sound team’s work on the series received industry recognition, including a nomination for a Golden Reel Award from the Motion Picture Sound Editors (MPSE) honoring outstanding achievement in sound editing. IMDb

The Show: Scrubs is a single‑camera medical comedy‑drama following young doctors at Sacred Heart Hospital as they navigate friendships, romance, and the absurdities of hospital life, blending sharp humor with emotionally grounded storytelling.
Tech Talk: As Sound Designer and Supervising Sound Editor, responsibilities included overseeing dialogue, effects, and music editorial; guiding the creative use of sound design for fantasy sequences and comedy beats; and coordinating closely with the re‑recording mixers and composers to maintain a consistent, character‑driven sonic palette across the series. IMDb

The Movie: Tenchi the Movie: Tenchi Muyo in Love is the first theatrical feature in the Tenchi franchise, sending Tenchi and his friends back to 1970 to stop the space criminal Kain from erasing his family line. When Kain destroys Galaxy Police headquarters and targets Tenchi’s mother as a teenager, the crew must infiltrate her high school, guard history, and face Kain in a climactic battle across subspace.
Tech Talk: The English‑language release of Tenchi Muyo in Love gave the sound team at Todd‑AO a rare opportunity to rethink an anime feature’s effects track for theatrical and home‑video playback. Working from the original Japanese materials, the team built up dense, cinematic soundscapes for Tokyo, Galaxy Police headquarters, and the subspace battles with Kain, emphasizing low‑frequency impact for sequences like the station’s destruction and Kiyone’s final “dimensional cannon” shot. Reviews at the time noted the film’s powerful effects and THX‑mastered DVD, calling out the hustle and bustle in the Tokyo scenes and the weight of the action sound design. IMDb

The Film: Always Say Goodbye is a romantic drama centered on a guarded businessman and a free‑spirited woman whose unexpected connection forces them to confront past heartbreak and the risk of opening themselves up to love again.
Tech Talk: As Associate Producer, responsibilities included organizing and delivering picture and sound assets to post, maintaining cut tracking and version control, facilitating notes between filmmakers and editors, and helping shepherd the project through editorial, sound mix, and final deliverables for distribution. IMDb

The Show: In this retelling of Peter and the Wolf, a young boy, his animal friends, and a lurking Wolf are brought to life in a colorful, storybook world that balances humor, suspense, and heart. Chuck Jones designed the main characters and served as executive consultant on this 1995 Emmy-winning classic. Peter steps beyond the safety of his garden into a world of curious creatures, whispering forests, and one very watchful Wolf. Each character is given a unique musical and sonic identity, so kids can track the adventure through sound as well as picture, creating a warm, immersive experience that feels both nostalgic and freshly modern.
Tech Talk: The show’s soundtrack was built using a hybrid workflow that blends older Synclavier style, analog‑inspired techniques with modern digital editing and mixing tools. It breaks down character “sound fingerprints,” story‑beat‑driven sessions, and three‑dimensional spatial placement, showing how these choices keep the mix cinematic, emotionally clear, and accessible for younger listeners. IMDb

The Game: In The Black is a hard-science space combat simulator set 200 years in the future, where players fly as a mercenary pilot for profit-driven mega corporations, fighting intense, physics-driven battles across the solar system.
Tech Talk: Features realistic zero-gravity ship handling, intense 5v5 multiplayer and single player contracts, and deep ship customization that rewards tactical flying and smart loadout choices. Includes single player missions, Co-op PvE, and competitive PvP, including 5v5 team-based battles with modes like assault and team deathmatch.

The Teaser: This cinematic was the first customer-facing content for BlackGate, a multiplayer horror game set in outer space. Up to 4 astronaut players face-off against an alien player who's goal is to hunt and evolve. The astronauts must repair the BlackGate space station while fighting to stay alive. Their ultimate goal is to turn the game around by opening the armory, unlocking weapons, eliminating the threat and becoming the hunters themselves.
Tech Talk: This teaser was created using the Unreal Engine 5 Sequencer, taking advantage of the freedom to elevate visuals beyond the game’s performance-optimized assets. The work included re-texturing the helmet, head, and tentacle to enhance realism. It also involved building and set-dressing the environment, implementing tentacle animation, and managing all camera movements, lighting, and visual effects. After rendering, post-production and editing were completed in Adobe After Effects, including audio design and on-screen text.

The Game: The Twilight Zone VR is a virtual reality game by Fun Train, published for Meta Quest and PSVR2. The game adapts the classic TV series into three distinct, short, anthology-style horror/sci-fi episodes with a focus on narrative twists, featuring stealth, survival, and puzzle-solving gameplay within surreal, often desolate environments.
Tech Talk: The Meta Quest 3 graphics update for The TWZ VR, released as part of a Halloween update in 2025, significantly enhanced the game’s visual fidelity. Leveraging the new generation of hardware, Meta Quest 3 delivers roughly double the GPU power of the Meta Quest 2. This project focused on increasing visual detail by revamping and upgrading existing textures and re-uploading them at higher resolutions. While versions developed for Quest 2 relied on lower-resolution textures as an optimization strategy, Quest 3 supports 2K textures (and even 4K, with limitations), enabling a noticeable improvement in overall visual quality.

The Game: Jungle Man is a Mixed Reality title by Fun Train that turns your real-life space into the game's environment, a vine-swinging obstacle course. Climb, swing, fail, and fall using only your hands as your controllers. The game includes over 70 levels divided between 3 chapters, with puzzle difficulty increasing as you go.
Tech Talk: Jungle Man keeps you engaged through dynamic, procedurally generated obstacle courses that react to your real-world space. Mixed Reality (MR) technology blends the physical world with digital content, allowing real and virtual elements to exist together and interact in real time. MR combines the immersion of Virtual Reality with the context of the real world, making experiences more intuitive and practical. Instead of learning or interacting in an abstract digital space, users can play within their actual environment.

The Game: Devotion of Escher is a time-traveling detective mystery set in the Victorian Era in the early 1900s. Players assume the role of a detective sent to the ruins of the Escher Mansion to investigate a mysterious explosion and the possibility of foul play. Upon arrival, they find a letter in their own handwriting and a pocket watch that allows them to time-travel. Now, they seek clues about the explosion and how a letter written by them was here in the first place.
Tech Talk: Devotion of Escher was developed in Unreal Engine 5 and leverages Level Streaming to support quick, player-driven map switching. As the narrative progresses, players can move freely between four distinct days, plus three additional story‑triggered map shifts, without interruptive loading screens. Because this game relies heavily on narrative, loading screens would interfere with player experience. Level Streaming enables the game to keep inactive levels pre‑loaded in memory, allowing seamless transitions between maps and preserving both immersion and storytelling flow. Watch a FULL PLAYTHROUGH here!

The Key Art: This 2D Animated Key Art was made with trailers, teasers, and other video commercial materials for the game BlackGate, by Fun Train, in mind.
Tech Talk: A Game key art is a single, iconic image that visually represents a video game and serves as its primary marketing asset. It is designed to capture attention and communicate the game’s identity at a glance. The BlackGate 2D Animated Key Art was created from a 3D scene built in Unreal Engine and captured as a high-resolution screenshot using a cinematic camera. Unreal Engine’s built-in screenshot tools allow not only the capture of the final image, but also separate masked renders of each element in the scene. As a result, every astronaut and prop was exported as an individual layer, enabling 2D rearrangement, animation, and post-production editing in software such as Adobe Photoshop.

The Visualization: This project consists of a 3D visualization of a luxurious guest stateroom on a ship from a fictional cruise line inspired by a futuristic style. The purpose of this study was to achieve realistic looks when compared to the average semi-realistic looks of an architecture visualization, with a real-life new-build cruise ship stateroom visualization video as a reference.
Tech Talk: Many companies in the visualization industry have adopted Unreal Engine for later-stage visualization because of its strong efforts on achieving photorealism over the years. Unreal Engine has expanded far beyond the games industry and is now widely used across multiple fields as a tool for visualization, simulation, and interactive storytelling. While other 3D software can also produce realistic images, Unreal Engine stands out due to its constant introduction of new, groundbreaking technologies, such as Lumen and Nanite. Artists are able to work with physically-based real-time lighting and highly detailed models while seeing results immediately, instead of waiting minutes or hours for images to render.

The Scene: This project consists of two opposing 3D renders (new versus old, fresh versus decomposing) of a traditional bar-cade. Inspired by a song by the Brazilian rock band 'Strike,' named "Paraíso Proíbido" (Portuguese words for Forbidden Heaven), The Hidden Arcade was a 3D space study of material and texture art.
Tech Talk: This study examined two types of materials: inorganic and manufactured and organic and degradable, both commonly found in arcade environments filled with metal structures and fast food. Metal ages through natural chemical processes like corrosion and through wear from prolonged use, affecting its color, surface detail, and light reflection. Achieving realism requires understanding these processes and its patterns, such as rust forming first on edges and in cavities. Organic materials follow their own biochemical decomposition processes, with mold growth and bacterial activity altering shape, color, and texture. From a storytelling standpoint, it is essential that organic decomposition and inorganic aging match the implied passage of time—for instance, lightly decomposed food wouldn't belong in a space that otherwise appears abandoned for years.

The Partnership: In this SCADpro x Ford Motors partnership, students envisioned “Teero,” a cross‑platform digital assistant that travels with drivers across phone, vehicle, and workplace. Teero acts as a personalized mobility concierge, helping users plan, book, and adapt trips across a sophisticated transportation ecosystem imagined 15–20 years in the future. Within a single experience, drivers can coordinate multimodal journeys, manage energy use, and stay connected to family, work, and services as they move through the day. The video on this page is one of the final presentation pieces delivered to Ford leadership, showcasing the team’s narrative, user scenarios, and interface concepts.
Tech Talk: To bring Teero to life, SCAD students worked in a studio environment that mirrored a professional design and production pipeline. Collaborative platforms such as Miro supported systems mapping, user journeys, and service blueprints, while high‑definition live‑action shoots and screen‑based prototypes illustrated how the assistant would behave across devices. SFX, motion graphics, and animation were used to visualize future vehicle interfaces, ambient in‑car cues, and data‑rich dashboards in the office. The result is a speculative, end‑to‑end experience prototype that ties narrative storytelling to rigorous interaction and ecosystem design.

The Partnership: In partnership with Delta Air Lines’ TechOps division, SCADpro developed a suite of mobile training games designed to teach new maintenance employees troubleshooting principles through engaging, scenario‑based play built around circuitry, error codes, and hydraulics. The collaboration translated real‑world airline maintenance challenges into accessible, game‑based learning experiences for one of the world’s largest maintenance, repair, and overhaul providers.
Tech Talk: As Faculty Lead, Mitch Gettleman coordinated across multiple disciplines — game design, UX, motion media, industrial design, illustration, and more — to keep schedules, scope, and deliverables on track while maintaining a coherent creative vision. Oversight included review and refinement of gameplay, visual design, and interaction flows, as well as facilitating milestone presentations and feedback sessions with Delta stakeholders to ensure that the resulting mobile games were both engaging for employees and effective as training tools.

The Partnership: In collaboration with Gulfstream Aerospace, a cross‑disciplinary team was tasked with envisioning how flight crews will train, reference information, and operate aircraft in the future. Students from 11 majors and 7 countries synthesized research, surveys, and interviews with pilots and Gen Z learners into a unified vision for future Flight Crew content. The collaboration reimagined today’s fragmented, visually inconsistent manuals as a proactive, context‑aware ecosystem that supports Reference, Learning, and Operations tasks across devices and environments.
Tech Talk: The team led the end‑to‑end design process, framing the challenge with Gulfstream stakeholders and translating research insights into an ecosystem called Gulfstream Venture. The team synthesized survey responses and interviews into key themes, then developed seven concepts that were merged into a single vision for AI‑driven, XR‑enabled training and operations support. To make this speculative technology tangible, the team 3D‑printed replicas of the Venture Pod and Venture Glasses and collaborated with a visual‑effects specialist on a day‑in‑the‑life video, combining physical prototyping and cinematic SFX to make the future system concrete and support richer conversations about future‑ready flight training.

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