A 120-frame loop that started life as a quick exercise and grew from there. Rather than a product shot, I aimed for a graphic-design feel: flat angles, hard shadows and one soft, glowing element in the middle. No piece is ever truly finished — this is where I stopped.
Animation — 120-frame loop, fully keyframed, no simulations.
The marble — The bounce and roll are the whole point — if it doesn't feel like it has weight, nothing else works. Most of the time went into roughly eight frames.
Materials — As simple as they can be. The tubes aren't glass: no transmission, just opacity — no refraction, no caustics, and faster renders. The aim was to stop the eye wandering over material detail on background surfaces, so there are no scratch or smudge textures, only gradients to break up a colour or guide the eye.
Composition — There isn't a single 0° line in the scene. Everything sits on one angle and the shadows run on another. The track is meant to feel endless, so nothing is allowed to act as a horizon for the eye to lock onto.
Colour — Everything is grey, or close to it. The only colour comes from two lights, which are also the only soft thing in an otherwise hard scene. That's deliberate: the hero gets the soft treatment, everything else gets edges.
Sound — A touch of sci-fi, with a small amount of sound design, just enough to tie the scene together.
Thanks again to Oscar Peterson — the marble jump idea came straight from watching his work. Thanks to Daniel Meszaros (Subvertex) for constantly showing me things that make me want to open Cinema 4D late at night. The background and scene setup were heavily inspired by Peter Tarka — not claiming I got close, but that's where I was aiming.