Two films for USC Athletics, both made at The Ganek Immersive Studio: a
live-action cinematic short, and a 54-second CG opener for the Immersive Room's curved LED wall, cut to
the beat of an original score.
01Cinematic Short
Live action
Streaming copy on its wayThe film is being encoded for the web. Check back shortly.
Director
Akaash Tumuluri
Cinematographer
Harnish Ambaliya
Producer
Nathan Fairchild
Studio
The Ganek Immersive Studio
02The Opener
0:54 · 3.26:1 wall master, letterboxed
Streaming copy on its wayThe film is being encoded for the web. Check back shortly.
Director
Jordan Halsey
Music
Jasper Patterson
Studio
The Ganek Immersive Studio
54.47srunning time
1634frames @ 30
8000×2454wall master
4Mgrass blades
A sword strikes the field, grass erupts from the impact, Tommy Trojan burns into
existence, and the camera finds the player — every cut placed on Jasper Patterson's score.
Built for the Immersive Room's curved, ultrawide LED wall, a canvas more than three times wider than
it is tall. The frame is composed for the room, not for a screen.
TimingTouchDesignerBeat grids and section cues from the track
FinishNukeComposite and delivery
Stills
Frames from the 8000 × 2454 wall master. Select any still to open it at full resolution.
03Cut to the Music
The track is rhythmically ambiguous. Its strongest accents imply
101.33 BPM with a triplet feel; beat-detection software reads 152 straight.
Both are correct — and the film uses both.
The score — “Trojans,” by Jasper Patterson · 0:54Both grids, drawn together. They share a subdivision and agree only every
35.53 frames. Those agreements are the strongest moments in the piece, and every major
event — sword strike, ignition, the camera's arrival — sits on one.
The player ignites one beat after the camera arrives: the same interval as the statue igniting
one beat after the sword lands. The second event rhymes with the first.
Every camera key was then snapped to the nearest quarter-beat and a whole frame —
95 keys, none moved more than a frame. No single move is visible. Together they are why the
camera feels locked to the track instead of merely near it.
04One Scene, One Hierarchy
The whole show as one USD hierarchy. Cameras, environment, FX, lights,
materials and props under /World, with shots as siblings. The coloured
bands on the timeline are the song's sections — the structure of the music is visible
while you work.
Disciplined naming is what made a fast, collaborative build possible: a scene everyone can read
is a scene anyone can change safely.
05Shading the Burn
The statue burn as a MaterialX network. Height compared to a keyed
threshold, fractal noise breaking the edge, emission running gold to cardinal before cooling
to bronze.
The helmet is two-layer metal-flake paint — sparkle in the base, a smooth clear coat on top, so it glitters without looking sandy.
The sparks read the shader's own parameters. One timing source drives both the burn and the particles, so they can never drift apart.
06Sparks & Grass
Edge sparks, gated by the same burn parameters.Simulation in context, against the field and lighting.
Frame 842. Between ignition at f800 and the full reveal at f936, with the
grass field and logo behind. Rendered at 8000 × 2454 for the wall.