Razer Wolverine V3 Pro

An Xbox controller made for players who want to take their gaming to the next level.

00

brief

Create a 30 second animation featuring Razer's Wolverine V3 Pro in its new white colorway to be displayed on its Amazon listing. Showcase key features like the mouse-click back buttons, hypertriggers, and clawgrip bumpers.

execution

Since this was the reveal of the white colorway of the Wolverine V3, I wanted to begin with a literal reveal- a sliver of light revealing the white against a dark background, evocative of an eclipse. From there, I used a mix of smooth camera movements and high-energy dynamic shots to showcase both the elegance of the white colorway and the responsiveness of the controller itself.

Stay one step, one shot, and one level above the competition with the Razer Wolverine V3 Pro—the definitive wireless esports controller.

I was first approached about this project knowing it would be a tight deadline for a project of this scale, but with the promised shotlist from the client getting delayed and the deadline inching ever closer, I knew I needed to start animating quickly or the project wouldn't be done in time. Since I didn't have an approved shotlist, I started planning and creating my own- almost all of which ended up being approved and used in the final version. I also worked closely with my brother, a music producer, to create custom music synced up perfectly to the big moments of the animation. With the planning of the overall beats of the animation done, I set my focus on making the models as realistic as possible. I had a physical copy of the controller that allowed me to perfectly match the color, material, and texture in my renders. The models themselves were CAD files provided by Razer, which for the most part worked well with only minor clean up needed. The exception to this was the texture on the back grips of the controllers, which I had to recreate procedurally in Blender's shader editor. Once the controllers were perfectly recreated, the only thing left to do was animate. I wanted to keep the motion smooth, while also still keeping the energy high. I accomplished this by interspersing the slow, smooth shots with quick pans that keep the viewer interested.
I was first approached about this project knowing it would be a tight deadline for a project of this scale, but with the promised shotlist from the client getting delayed and the deadline inching ever closer, I knew I needed to start animating quickly or the project wouldn't be done in time. Since I didn't have an approved shotlist, I started planning and creating my own- almost all of which ended up being approved and used in the final version. I also worked closely with my brother, a music producer, to create custom music synced up perfectly to the big moments of the animation. With the planning of the overall beats of the animation done, I set my focus on making the models as realistic as possible. I had a physical copy of the controller that allowed me to perfectly match the color, material, and texture in my renders. The models themselves were CAD files provided by Razer, which for the most part worked well with only minor clean up needed. The exception to this was the texture on the back grips of the controllers, which I had to recreate procedurally in Blender's shader editor. Once the controllers were perfectly recreated, the only thing left to do was animate. I wanted to keep the motion smooth, while also still keeping the energy high. I accomplished this by interspersing the slow, smooth shots with quick pans that keep the viewer interested.

I was first approached about this project knowing it would be a tight deadline for a project of this scale, but with the promised shotlist from the client getting delayed and the deadline inching ever closer, I knew I needed to start animating quickly or the project wouldn't be done in time. Since I didn't have an approved shotlist, I started planning and creating my own- almost all of which ended up being approved and used in the final version. I also worked closely with my brother, a music producer, to create custom music synced up perfectly to the big moments of the animation.

With the planning of the overall beats of the animation done, I set my focus on making the models as realistic as possible. I had a physical copy of the controller that allowed me to perfectly match the color, material, and texture in my renders. The models themselves were CAD files provided by Razer, which for the most part worked well with only minor clean up needed. The exception to this was the texture on the back grips of the controllers, which I had to recreate procedurally in Blender's shader editor.

Once the controllers were perfectly recreated, the only thing left to do was animate. I wanted to keep the motion smooth, while also still keeping the energy high. I accomplished this by interspersing the slow, smooth shots with quick pans that keep the viewer interested.

year

2025

timeframe

21 days

tools

Blender, After Effects

category

Freelance Work

01

Close up shot of controller face and Razer logo

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An unused shot illustrating the fast polling rate when using the wired connection

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Close up shot showing the procedural texture I created for the back grips

.say hello

I'm open for freelance projects, feel free to email me to see how can we collaborate

.say hello

I'm open for freelance projects, feel free to email me to see how can we collaborate