
The final moments.
The arena at full volume — projection, light and the trophy lift, in one cut.
Six teams. Six worlds.
A one-minute cut of the main-stage content — six team worlds built for the players’ walk-outs, from direction and space to live delivery.

Six teams. Six worlds.1:00
Team profiles, stage worlds and show-day footage from the main stage.
Two years, two worlds.
Sketches, 3D characters, cinematic scenes and player intros — one pipeline, one team, all the way to the show call.
For EPICENTER’s Dota 2 events we produced the show content that opened the main event and carried the arena between matches: giant heroes climbing out of the stage set, team intros built around each roster’s logo, and cinematic scenes cut to the show’s timing.
Everything was designed for the physical stage — a sculpted set that the projection wraps around — so the characters seem to break out of the scenery rather than play on a flat screen.
2016, 2017 and a Major intro.
Two EPICENTER stages and a cinematic — our Dota 2 work, in order.


- May 2016EPICENTER: Moscow · Crocus City HallEUBEA award winner — Live Entertainment
- 2016Stage worldsFire, ice, forest and more on a 5380-px stage
- 2017The third EPICENTERA rock-and-cave stage with team profiles
- 2018Dota 2 Major introA CG cinematic: Roshan's lair, the Aegis, a burning forest
One stage, many worlds.
The 2016 stage was 5380 px wide. Each world had its own loop.
A stage carved from rock.
A sculpted rock-and-cave set, mapped with Dota worlds, and a profile for every team.




The intro, shot by shot.
A 50-second CG cinematic: Roshan’s lair, the Aegis, a burning forest and the Divine Rapier.
Heroes on the scenery.
Each scene built for the set’s shape — characters, logos and worlds that live on the stage itself.
3DHEROES




The opening, on the stage.
A loop from the main-event opening — projection across the sculpted set, as the audience saw it.











