The Seven Ravens is an AR storybook adaptation of the Brothers Grimm fairy tale, produced by Felix & Paul Studios in collaboration with the Jim Henson Company and narrated by Neil Gaiman. The experience works through a physical book — twelve tableaux, each spanning two pages when opened, from which three-dimensional scenes emerge into the reader's space.
Felix and Paul brought immaculate storyboards. My role as Art Director was to take each of the twelve storyboarded tableaux and rationalise them into buildable assets — identifying what was production-ready, what needed further development, and carrying that work through from moodboards and reference research through to near-finished 3D scenes handed off to the production pipeline.
Traditional fairy tale illustration has a specific visual register — the watercolour and ink tradition of Rackham, Dulac, and Nielsen. Depth and shadow achieved through the variability of a brushstroke. Texture living in the grain of paper. A slightly imprecise quality that makes the world feel handmade and therefore believable in a way that photorealism never quite achieves.
3D rendering tends toward either photorealism or stylisation. The fairy tale tradition lives between the two — it has genuine shadow depth but also flatness, organic line work but also volume. Getting that balance wrong produces something that looks like a children's game rather than an enchanted world.
Every character, environment, and prop needed to answer the same question: does this feel like it belongs in a fairy tale illustration, or does it feel like a video game asset with a fairy tale skin applied?
Each tableau required its own research process — historical architecture, material reference, period costume, and creature design — grounded in the specific cultural world the story inhabits. Eastern European vernacular architecture, Viking boat-building tradition, medieval locksmithing. The 3D world needed to feel historically specific without being archaeologically literal.
The book opens to a large wooden door with a raven-engraved lock plate. The seven ravens — the title characters — are worked into the surface of the prop the reader encounters first. The illustrated line drawing was applied directly as a texture map, making the translation from fairy tale illustration to 3D surface visible in the object itself.
In the storyboard, the compass freezes over after the reader picks it up from the table. Most props are designed once. This one was designed three times — for what it is, for the moment it changes, and for what it becomes. The material transformation is the story told through an object.
The near-finished 3D scenes were handed off to the production pipeline — compressing the translation risk between art direction and execution by carrying the work through to a production-ready state rather than leaving 3D interpretation to others. The handoff included complete scene assemblies, asset libraries, and material specifications.
Each tableau operated at a different scale and register — from the intimate domestic hut to the impossible geometry of the crystal staircase to the village erupting beyond the page boundary into the reader's room. The consistent thread was the illustrated quality: the world of the story feeling handmade and therefore believable.