almost Beta

Every so often, a project comes along that reminds you why you fell in love with making things in the first place. For me, that's The Alchemy of a Storm (TAOS).

I've spent more than twenty years working across feature animation, visual effects, games, commercials, and emerging technology. I've been fortunate enough to contribute to productions at studios including Disney, DreamWorks, DNEG, The Mill, Jellyfish Pictures, and Axis Studios. Those experiences taught me an incredible amount about pipelines, production, collaboration, and what it takes to deliver world-class work under impossible deadlines.

What I didn't expect was that a volunteer project would remind me of something even more important. Why we create in the first place.

When people hear the title Asset Supervisor, they often imagine someone reviewing models, approving topology, or making sure UVs are correct before an asset moves downstream. Those things certainly matter, but on TAOS the role has become something far more rewarding. It's about creating an environment where artists can grow. The film is, of course, the destination. Every prop, every environment, every texture, and every model brings us one step closer to telling the story we all believe in. But somewhere along the way, the project became about something bigger than simply finishing a movie. It became about building a community.

One of the greatest advantages of working on TAOS is that we aren't constrained by the idea of "this is how it's always been done." Instead, we've had the opportunity to build a production from the ground up. Every folder structure, every naming convention, every workflow, every documentation page, and every pipeline decision has been created with one question in mind: How do we make it easier for artists to create amazing work?

That philosophy has shaped everything we've done. We've built production guides explaining not just what to do, but why we do it. We've documented our Substance Painter to V-Ray ACES workflow so artists understand the reasoning behind every color space. We've developed publishing guidelines that keep shared work organized while encouraging artists to iterate freely on their own machines. We've established modeling standards that ensure assets from dozens of different artists all feel like they belong in the same world.

The goal has never been to create rules for the sake of rules. The goal has always been to remove uncertainty. Every minute an artist spends wondering where a file belongs or why something isn't rendering correctly is a minute they aren't spending creating. A good pipeline disappears into the background, allowing creativity to take center stage. That's the kind of environment we've been striving to build.

One of the things that has made that journey so rewarding has been the opportunity to work alongside our director, @Delcio Gomes. Bringing years of experience from Industrial Light & Magic, he has created an atmosphere that feels far removed from the stereotype of a top-down production. Instead, he encourages discussion, experimentation, and learning.

Whether we're talking about visual storytelling, solving production challenges, or refining the look of the film, he approaches every conversation with enthusiasm and a genuine desire to help people grow. For me, that's been incredibly inspiring. After spending years across larger productions, it's refreshing to work with a director who combines world-class experience with humility, openness, and a love of teaching. That attitude has become infectious, setting the tone for the entire project and reminding all of us that the best productions are built by lifting people up, not simply directing them.

That culture of growth doesn't stop with the director. It extends throughout the team.

One of the things I'm most proud of has very little to do with polygons or pipelines. It's watching people discover they're capable of leading.

In our industry, leadership opportunities often come only after years of waiting for someone else to step aside. On TAOS we've tried something different. When we've seen people with passion, curiosity, and a willingness to help others, we've trusted them with responsibility even if they'd never officially led a team before.

Watching that transformation has been one of the most rewarding parts of the project. Artists like Ricardo Korver, Vicky Collazo,@Christopher Wallace, and@Wesley Poffostepped into leadership roles within our environment modeling team, not because they already had years of management experience, but because they cared about the people around them and wanted to help make the project better.

And they've absolutely risen to the occasion. They've learned how to organize work, mentor artists, review assets, communicate across departments, solve production problems, and support the people on their teams. Seeing that confidence grow week after week has been just as rewarding as watching the environments themselves come together.

That's something I hope TAOS continues to do long after this film is finished. We shouldn't just be creating great artists, we should be creating future supervisors, department leads, art directors, and studio leaders.

TAOS
Animation
Creative Leadership
Avatar for Scott Denton
Scott Denton
Septiembre 03, 2026 11:55

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