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    Home » JAMM Bridges The Worlds of Gaming & Film with Cinematic PLAYERUNKNOWN’S BATTLEGROUNDS Trailer

    JAMM Bridges The Worlds of Gaming & Film with Cinematic PLAYERUNKNOWN’S BATTLEGROUNDS Trailer

    By RACONTEURFriday, January 18, 2019Updated:Tuesday, May 21, 2024No Comments6509 Views
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    LA-based visual effects studio JAMM brings the look and feel of PLAYERUNKNOWN’S BATTLEGROUNDS (PUBG) gameplay to real life with the explosive new “Pan-demonium” trailer. Working closely with creative advertising agency Battery and RSA Films director Jordan Vogt-Roberts, JAMM helps to launch the Sony PlayStation®4 version of PUBG with bold VFX that amplify that action and make the pulse pound.
    LOS ANGELES -- (SPW) --

    JAMM Bridges the Worlds of Gaming & Film with Cinematic PLAYERUNKNOWN’S BATTLEGROUNDS Trailer

    LA-based visual effects studio JAMM brings the look and feel of PLAYERUNKNOWN’S BATTLEGROUNDS (PUBG) gameplay to real life with the explosive new “Pan-demonium” trailer. Working closely with creative advertising agency Battery and RSA Films director Jordan Vogt-Roberts, JAMM helps to launch the Sony PlayStation®4 version of PUBG with bold VFX that amplify that action and make the pulse pound.

    “Pan-demonium” is a thrilling, funny, highly choreographed and relentless fight film that recreates the visceral excitement of the game in live action, dropping the viewer into a desert war zone surrounded by enemies. The piece features an ensemble of actors including Jason Mitchell (Straight Outta Compton) and Nick Robinson (Jurassic World), as well as the cinematography of Chung-Hoon Chung (Old Boy) and the stunt direction of Robert Alonzo (Deadpool).

    This was JAMM’s first time collaborating with both Jordan Vogt-Roberts and with Battery. Of the experience, Battery Executive Producer Stanton Hill, says: “Battery Agency sought out JAMM for PUBG because we needed someone who could execute the ambitious vision for creating the vivid world of PUBG at the highest level and on a compressed schedule. They engaged in the project early, supervised on-set, and ultimately executed flawlessly, with a volume of VFX output that involved work on every single shot of the film. They knocked it right out of the park.”

    JAMM exceeded the expectations of Battery team, as the original 60-second brief evolved to become a two-minute action-packed narrative. Balancing the quality of work within the time frame was the biggest feat. Game to tackle the challenge, JAMM put together a stellar team of compositors, and completed 75 shots. Most notably, they were able to execute this volume at blockbuster movie-level quality in just a week and a half.

    The trailer encapsulates director Jordan Vogt-Roberts’ signature style of cinematic action and world building, strengths he shares with the JAMM crew. Aiming to translate the excitement of PUBG gameplay onscreen for both existing fans and new viewers, every single shot of the film was touched by the JAMM crew in service of this mission. Highly stylized touches set the tone, look, and feel throughout – be it accentuating lens flares, incorporating layers of atmospheric dust, or adding muzzle flashes to the firing of guns.

    Beautiful cinematography and scene-propelling VFX coalesce to create a battle royale-style gaming trailer for the ages. Only the most skillful visual effects talent would be able to deliver at such a high caliber given the timeline. JAMM’s reputation for such artistry is what brought Battery to JAMM in the first place, says Stanton Hill: “JAMM is widely regarded as a ‘secret weapon’ VFX house, founded and run by the best artists on the west coast.”


    Watch “Pan-demonium” here: https://youtu.be/bgwrB9qZZg0

    Watch the VFX Breakdown here: https://wdrv.it/f3d8064f2

    Screenwork Credits
    Client: PUBG
    CEO: CH Kim, COO: Woonghee Cho, Head of Console Division: Ashley Nam, Head of NA Business: Luke Park, Head of Console Publishing: Scott DeFreitas, Marketing Manager: Michael Medrano, Brand Manager: David Chung and Soonree Kwon

    Agency: Battery
    CEO/Co-Founder: Anson Sowby, CCO/Co-Founder: Philip Khosid, Partner/VP/Creative Director: Scott Brown, Executive Producer: Stanton Hill, Producer: Mackenzie Busch, Head of Brand: Mike Parseghian, Brand Supervisor: Zach Hill

    Production Company: RSA Films
    Director: Jordan Vogt-Roberts, Managing Director: David Mitchell, Executive Producer: Phillip Detchmendy, Producer: Julien Lemaitre, DP: Chung-Hoon Chung, Production Designer: Chelsea Oliver, Key Costumer: Cris Araujo Additional Photography Producer: Mark Berger, DP: Ross Riege, Stunt Coordinator: Robert Alonzo

    Sound Designer: Skywalker Sound
    Sound Designer: Shannon Mills

    Editorial: Stitch
    Editor: Jason Lewis

    Visual Effects: JAMM
    Lead Flame Artist: Patrick Munoz, Shoot Supervisor: Mike Wigart, Flame Artist: Brian Hajek, Miles Essmiller, Mark Holden, Jake Montgomery, and Marcus Wood Nuke Artist: Marcelo Pasqualino, Lead FX Artist: Zak Dimaria, FX Artist: Zheng Zu, Producer: Justine Pregler, Executive Producer: Asher Edwards

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    Olia Ougrik
    Partner / Director of Public Relations
    Raconteur
    Contact via email
    SPW Category:New ScreenWork Releases (commercial, film, TV, online, etc)
    Tags:VFXvfx breakdownplayerunknown's battleground trailerJAMM



    Experimentation in Production Design: In Talks with Charmaine Regina Asril Lee

    Thursday, April 16, 2026
    'Embodied' Behind the Scenes - Courtesy of Charmaine Regina

    We sat down with designer, art director, and creative technologist Charmaine Regina as she outlined her creative approach for us. She walks us through how she's shifted the focus away from technicalities and instead uses design as a way to build relationships between people and brands. Her design skills go beyond traditional boundaries as she works across branding, motion, and code, treating brand identity as something dynamic. She discusses how her approach is grounded in experimentation, and outlines her deep sense of responsibility for how design influences perception, agency, and experience in an increasingly interactive world. When a project involves branding, motion, and code, where does your process begin, and why? I start with the interaction, not the motion. I’m less interested in animation as spectacle and more interested in motion as a consequence of behavior. I ask: What triggers movement? What does the user do? What does the system respond to? Where does friction, resistance, or flow live? For me, motion isn’t decoration — it’s feedback. It’s how a system speaks back. So the process begins by designing the relationship between a person and a system. Once that relationship is defined, motion emerges naturally as its expression. That’s how branding becomes something you don’t just look at — it’s something you participate in. What role does experimentation play in your production pipeline, and how do you know when an experiment is ready to become a... Read More

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