
Real-time car visualization for launches, configurators, and brand film. We build automotive environments, 3D vehicle modeling and look-development, and effects in Unreal Engine and Houdini, directed for the image and delivered to broadcast finish.
ASTON MARTIN F1. ARAMCO F1 LIVERY. GLENFIDDICH × ASTON MARTIN. IBM × FERRARI.
CONTRIBUTING AUTOMOTIVE CG · WITH FUZE STUDIOS AND POST PROCESSED
One real-time environment and camera package, delivered as film, social cutdowns, stills, and event content from a single scene.
Vehicles built as modular hero objects, so the same car drives film, stills, and a configurator without being rebuilt.
Worlds built for the shot, including full CG digital twins from reference and satellite data.
Automotive 3D modeling and surfacing that holds under cinematic light, paint, glass, chrome, and carbon reading through the world reflected in them.
Simulation that stays art-directed, then lit and rendered in the same real-time scene as the car.
On fixed launch and race-weekend dates.
We work real-time first. Unreal Engine for iteration and delivery, Houdini where a shot needs simulation. The advantage is direction: the art director sits in the engine with the director and client and shapes the image while the shot is being discussed, not days later in a render queue. For the full breakdown, read our guide to real-time car rendering.
Every 3D automotive design decision is held against the same test: does the car read as the subject. Car visualization only works when the paint, the reflections, and the environment agree, so a 3D car rendering and a car render pulled from a configurator scene share the same materials and the same light.

I'm an art director and cinematics director. I trained at Parsons, and I've worked across fashion, fashion technology, and CG for over a decade. I run SNEZHANA.NYC, a CG studio working in cinematics, automotive, digital fashion, motion capture, and Unreal Engine.
A lot of CG comes out of games or VFX. My lineage is film and fashion. I think about image-making, character, styling, mood, and silhouette the way commercial and editorial directors do, and I bring that to real-time work.
The studio is small and senior by design. When you work with us, you work directly with the person directing the work. That's the point.
I am an Unreal Authorized Instructor, an authorization from Epic Games recognizing my Unreal Engine instructional capabilities.
I teach real-time production workflows and mentor artists transitioning to Unreal.
NDA and IP handled before any work begins
Typical project: 4–12 weeks, scoped to brief
Agency-led and direct brand, mid-market budgets
Direct access to the director, no account layer
Proposal within 48 hours of a fit call
Comfortable across US and EU time zones
Tell us about the project, the brand, and the timeline. We reply within 48 hours with whether it's a fit and what comes next.