Another sequence from our work on TRON: Ares, and one of my favorites.
In Ares Finding Eve, Ares dives into Eve’s memories, searching through fragments of her past to uncover a critical piece of information that moves the story forward.
The sequence shares some DNA with the Computer Vision system we developed for the film, but the intention here was different. Rather than visualizing how Ares perceives and analyzes the physical world, we wanted to imagine what it might feel like for an artificial intelligence to move through human memory.
We took thousands of photographic memories and transformed them into a vast, navigable environment. Our square-packing algorithms became the underlying architecture, breaking the imagery into shifting grids and computational structures, while thousands of points, particles, and delicate line systems expanded those images outward into space.
From there, light became the connective tissue.
Volumetric fog gave the memories atmosphere and depth. Pulses of light traveled through the environment, illuminating fragments before allowing them to disappear again. Images overlapped, dissolved, multiplied, and floated at different depths, creating the feeling that Ares wasn’t simply looking at Eve’s memories. He was physically moving through them.
The challenge was finding a balance between information density and beauty. We wanted thousands of images and data points surrounding Ares, but we never wanted it to feel like a database or a conventional interface. It needed to feel emotional, spatial, and slightly overwhelming, a human lifetime reconstructed through the language of a machine.
Really proud of how this one came together.
Sharing our computer vision system design for TRON: Ares.
We approached these shots from the perspective of the machine. The frame becomes a field of observation. Every pixel is potential information waiting to be interpreted.
The process begins by squarepacking the live action plates, dividing the image into a computational lattice. Once the grid exists, the system begins to read. Targets emerge. Motion vectors form. Signals ripple through layers of analysis.
Inside these overlays lives the source code of the system itself. Streams of logic, fragments of instruction, the internal language of the machine. At times the imagery dissolves directly into that code, as if the world itself is being rewritten from within. Visual information collapses into structure, then reconstructs again as data.
Scanning pulses move across the frame. Timers react. Coordinates lock. Each layer is part of a larger ecosystem of perception, constantly processing, evaluating, and iterating.
The goal was maximum detail and living systems. Interfaces that breathe, think, and evolve in real time.
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Munky and an incredible team spent over 2 years working on all the computer vision, screen interfaces, hologram design and a wide assortment of concept work for over 250 shots in TRON: Ares.
vimeo.com/1128380590
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🔎 maxon.net/news/case-studies/… 🔍
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Custom in-game IED from @MarvnTheFrog Just place this bad boy and wait for the zombies to go boom! #gamedev #indiedev #indiegamedev
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#ART TIP: Do the art YOU love not the art you think others like.
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We love #ThailandToyExpo and to celebrate attendance we are releasing 2 exclusives: worldofthreea.com/threea-pro… #threeA
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Customizable 3D Puzzle Microscape Tiles Celebrating City Skylines bit.ly/1Sggst4
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Rough Illustrations of our Modern World’s Problems bit.ly/1P8ByUd
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Pause 2014 ID Airspace + Breakdown Video
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