Visual Feature · Cinematic 3D

Deloitte —
Flight of the Byte

Milano Cortina 2026 · Olympic booth experience · Goodthings

The journey of a single piece of data, from the moment it's created on the mountain to the moment it lands in a broadcast. Part of a gamified touchscreen experience for Deloitte's Olympic booth, we were responsible for the cutscenes between game levels. A cinematic journey built to convey speed, scale, and the stakes of the world's most watched event.

RoleCreative Direction
3D Look Dev
Motion Design
MediumFull 3D
Particles on screenHundreds of thousands
Look-dev assetsHundreds
StageThe Olympics
The Context

Billions of data points, one journey.

Deloitte is the IOC's Worldwide Technology Integration Partner, and Milano Cortina was their first Games in the role. Billions of data points from disparate sources, translated, unified, and delivered to partners through an API. The reference we kept coming back to was the Magic School Bus. Go inside the system. Watch the data get assessed, catalogued, and sorted. To help tell that story at their Olympic booth, a gamified experience was created, called Flight of the Byte. Our films were its connective tissue, the cutscenes carrying a visitor from one playable moment to the next.

This was world-building at a scale that's difficult for After Effects to achieve, so much of the work was done in Cinema 4D. Simulations, cloners, and effectors herding hundreds of thousands of particles. Cinematic lighting, creamy Redshift motion blur, dynamic camera moves.

The Centerpiece

The megabyte

Transfer & enrichment. Data streams collide, collate, and fuse into a single contextualized "megabyte," ready for the API.
From the Films

Excerpts

Formatting. Raw data finding structure — including the glitchy scrambled-data text system, written on as the system sorts signal from noise.
The API. Delivery at scale: the unified data flowing out to the world.
Look Development

Hundreds of assets to find one world

Gradient study. The atmospheric green haze that didn't make the final cut. A personal favorite anyway.
The Byte. Look-dev built from the game's own sprites, so film and game read as one universe.
3D Byte exploration
Byte exploration. Material, light, and life in a single asset.
Light approach. An early lighting exploration.
Radial style frame
Radial, style frame.
Data particle base. An early style exploration that didn't ship. A cool concept I still like.
The game side, tutorial 1. The flat world the films had to feel cohesive with. Animated by us, built from the game's own assets.
The game side, tutorial 2. Format, enrich, deliver. The same data journey the cutscenes tell at cinematic scale.
Credits
Fellow · Digital Product & InnovationJostin Darlington
Creative Director · Deloitte DigitalDan Smith
Creative Director · Lead Motion Design · GoodthingsDylan Wilbur
Editor · 2D Motion DesignAaron Miyashita
Additional 3D Motion DesignAndrew Nicolai
Additional Motion Design · Look DevNacho Ibarra
Flat game sprites and cinematic 3D, always one universe.