Quiet Havoc is a 3D and motion studio on the Rotterdam docks. We design objects that do not exist yet and give them weight, light, and a reason to move. Every brief begins on a clay table and ends as a render you want to reach into, tactile, cinematic, and a little stubborn.
We make launch films, object libraries, title sequences, and browser worlds for labels, makers, and the odd hardware company. Nine people, one render farm, no account managers. We like briefs that arrive slightly broken and leave the studio slightly impossible.
Creative director and keeper of the clay table. Sketches every object by hand first and will defend an ugly thumbnail to the end.
3D lead and simulation tamer. Spends half his week setting up liquid metal and the other half convincing it to sit still.
Motion director and frame counter. Can make a rubber cube feel heavy, nervous, or in love using nothing but easing.
Creative technologist who ships renders to the browser. Writes shaders at dawn, avoids meetings, and names every branch after a fish.
Executive producer and calm centre of the storm. Keeps the render farm fed, the clients briefed, and the studio home by seven.
Creative director and keeper of the clay table. Sketches every object by hand first and will defend an ugly thumbnail to the end.
3D lead and simulation tamer. Spends half his week setting up liquid metal and the other half convincing it to sit still.
Motion director and frame counter. Can make a rubber cube feel heavy, nervous, or in love using nothing but easing.
Creative technologist who ships renders to the browser. Writes shaders at dawn, avoids meetings, and names every branch after a fish.
Executive producer and calm centre of the storm. Keeps the render farm fed, the clients briefed, and the studio home by seven.
Part of the circuit