CitizenCon 2954 needed motion content that could feel cinematic, technical, and connected to the scale of the Star Citizen universe. I helped develop visuals built around planets, orbital debris, atmospheric light, and abstract material movement.
A large part of the work focused on particle simulation. Fragments, debris, and turbulent fields were used to create motion that felt physical rather than decorative. The system moves between wide celestial compositions and closer material studies, giving the sequence a mix of scale, texture, and depth.
The final visuals supported the event through screen content that felt cold, immersive, and spatial, while staying rooted in the visual world of Star Citizen.