[ 01 / CASE STUDY ] /

PROJECT

# 01

LONGING HOME

LONGING HOME

CLIENT

Futhark Studios

Longing Home is an ambitious passion project aiming to create one of the most realistic CG short films in Blender. Alex Saytiev and Futhark Studios opened the door for Volume 3 to become part of the production. Our contribution spanned producing, technical direction, and creative development.

Longing Home is an ambitious passion project aiming to create one of the most realistic CG short films in Blender. Alex Saytiev and Futhark Studios opened the door for Volume 3 to become part of the production. Our contribution spanned producing, technical direction, and creative development.

LONGING HOME | Passion project 2026

LONGING HOME | Passion project 2026

SERVICES
Spacer

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PRODUCING

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ART DIRECTION

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TECHNICAL DIRECTION

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CAMERAS

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CREATIVE DIRECTION

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HOUDINI R&D

[ 02 / STILL FRAMES ]

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THE STORY

[ 03 /

EXECUTION

]

Our main responsibility was keeping the production moving. From coordinating artists, tracking progress and solving day-to-day challenges to assembling scenes, managing assets and troubleshooting renders, we helped keep the team and the technical pipeline on track. Beyond producing and TD, we also worked on cameras for selected shots, animation refinements and shader development for the hand in the button shot. One of our favorite contributions started with a rather unusual experiment. For a shot where a hand strikes a spacesuit, we proposed adding a particle simulation. To explore the effect, Vlad filmed pieces of meat hitting a glass plate in slow motion. Those recordings became the foundation for our Houdini R&D, which was later passed to the project's Houdini artist to develop into the final simulation. We also pitched an emergency red beacon to make the power-cut moment more dramatic, using real-life footage as a reference. Syho suggested the close-up eye shot, helping solve a 180-degree continuity issue, and worked on the hand shader for the button shot.
Our main responsibility was keeping the production moving. From coordinating artists, tracking progress and solving day-to-day challenges to assembling scenes, managing assets and troubleshooting renders, we helped keep the team and the technical pipeline on track. Beyond producing and TD, we also worked on cameras for selected shots, animation refinements and shader development for the hand in the button shot. One of our favorite contributions started with a rather unusual experiment. For a shot where a hand strikes a spacesuit, we proposed adding a particle simulation. To explore the effect, Vlad filmed pieces of meat hitting a glass plate in slow motion. Those recordings became the foundation for our Houdini R&D, which was later passed to the project's Houdini artist to develop into the final simulation. We also pitched an emergency red beacon to make the power-cut moment more dramatic, using real-life footage as a reference. Syho suggested the close-up eye shot, helping solve a 180-degree continuity issue, and worked on the hand shader for the button shot.
Our main responsibility was keeping the production moving. From coordinating artists, tracking progress and solving day-to-day challenges to assembling scenes, managing assets and troubleshooting renders, we helped keep the team and the technical pipeline on track. Beyond producing and TD, we also worked on cameras for selected shots, animation refinements and shader development for the hand in the button shot. One of our favorite contributions started with a rather unusual experiment. For a shot where a hand strikes a spacesuit, we proposed adding a particle simulation. To explore the effect, Vlad filmed pieces of meat hitting a glass plate in slow motion. Those recordings became the foundation for our Houdini R&D, which was later passed to the project's Houdini artist to develop into the final simulation. We also pitched an emergency red beacon to make the power-cut moment more dramatic, using real-life footage as a reference. Syho suggested the close-up eye shot, helping solve a 180-degree continuity issue, and worked on the hand shader for the button shot.

[ 04 / PROCESS & EXPLORATION ]

/ Pic. 1 - 13:

BEHIND THE SCENES

[ 05 /

CONCLUSION & CREDITS

]

And beyond all the technical challenges, we're huge space nerds. Getting to contribute to a world like this, both creatively and technically, was an incredibly rewarding experience. Big thanks to Futhark Studios for making us part of it!

KINGPIN 2025 IS AN IMMERSIVE CINEMATIC CAMPAIGN FOCUSING ON HIGH-END 3D CGI, VISUAL EFFECTS, AND INNOVATIVE POST-PRODUCTION RENDERING.

ROLE

ROLE & NAME

NAME

CREATIVE DIRECTOR

TURPAL SAYTIEV

CREATIVE DIRECTOR

TURPAL SAYTIEV

CO-PRODUCER

VLAD PASHKEVICH

CO-PRODUCER

VLAD PASHKEVICH

COMPOSITING & COLOR

MATHIEU SANGUINET

COMPOSITING & COLOR

MATHIEU SANGUINET

CONCEPT ART & VISUAL DEVELOPEMTN

MIKITA GERASIMCHIK

CONCEPT ART & VISUAL DEVELOPEMTN

MIKITA GERASIMCHIK

ENVIRONMENT ARTISTS

RAHUL CHAUDHARY, CHARLA LIPPERT

ENVIRONMENT ARTISTS

RAHUL CHAUDHARY, CHARLA LIPPERT

3D MODELING

AHMED ASHOUR

3D MODELING

AHMED ASHOUR

ASSET / PROP CREATION

SATPREET SINGH

ASSET / PROP CREATION

SATPREET SINGH

FACIAL CHARACTER DEVELOPMENT

PHOTON TOWN

FACIAL CHARACTER DEVELOPMENT

PHOTON TOWN

FACIAL ANIMATION

PHOTON TOWN

FACIAL ANIMATION

PHOTON TOWN

CHARACTER RIGGING

RICHARD V. NOSA

CHARACTER RIGGING

RICHARD V. NOSA

SIMULATIONS

VIKAS THAKUR, SOURABH CHAUHAN

CHARACTER ANIMATION

BENJAMIN TECHT

TECHNICAL DIRECTOR

ALEXEY "SYHU" SAKLAKOV

FX ARTIST

BENJAMIN TECHT

LIGHTING ARTIST

VIVEK SHARMA

EDITING

TURPAL SAYTIEV

GRAPHIC DESIGN

RENZ WARD

MOTION DESIGN

SAMUAL L. JUTRAS, VELENTIN KRISS, MATHIEU SANGUINET

VOICE CAST

KRIS CASAVANT, THELMA O'REGAN

SOUND DESIGN, MUSIC & ORIGINAL SCORE

IMMERSIVE SOUND

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