Project

IBM Ferrari Hyperlap & Hyperdrive

Year
2025
Tags
real-time
development
animation
Description

I helped develop and design both IBM Ferrari activations with the team at FIELD.

Core responsibilities:
• Automotive rigging: Successfully implemented a telemetry-driven Control Rig using Blender and Unreal Engine, including an accurate F1 double wishbone suspension as well as a driver rig.
• Blueprint Logic: Authored logic to drive Control Rig and Animation from Shared Memory MQTT messages, as well as provide further telemetry to the back-end and database.
• UI: Employed UMG to design and implement dynamic state-driven UI elements to showcase and evaluate driver skill, such as braking zones, corner apex accuracy and velocity/downforce metrics.
• Optimization, debugging and rendering: Optimized highly-detailed incoming meshes including UDIMs to fit real-time budgets, developing an automated pipeline using SideFX Houdini. Debugged various asset, logic and rendering related issues alongside two other developers.

From FIELD.IO: "This is beyond a driving simulator, it’s a demonstration of speed + intelligence. When fans sit at the wheel, they grasp what we discovered with IBM + Ferrari — that dynamic intelligent systems can turn raw telemetry into rapid feedback + real-time understanding."

Interactive preview of the SF control rig

Control rig receiving inputs from real race telemetry

IBM Ferrari Hyperlap & Hyperdrive

Preview of the SF control rig

Trailer from FIELD.IO "IBM: Ferrari"

Created by
FIELD.IO
Client
IBM
Executive Creative Direction
Xander Marritt
Creative Direction
Vincent Venema
Max Palmer
Technical Direction
Jonas Otto
Production
Kerem Demirayak
Development
Sargey Rose
Shadi El Hajj
Lukas Schmeck
Marc Winklhofer
James Lee
Casper Wortmann
Ezekiel Aquino
Design
Jason Wiley
Audrey Ma
Max Palmer
3D Design
Julien Bauzin
Sam Care
Dorian Gourg
Elliot Brett
Brendan Mannion