___Case Study___

Obstetrics and Delivery

The PRoject…

This series of animations was created to train doctors and nurses in the delivery room. The focus was on emergency maneuvers and delivery procedures where quick, precise action is critical to protect both mother and child. In addition to emergency scenarios, I also developed instructional animations for routine techniques during and after pregnancy. These were integrated into e-learning modules for one of the company’s highest-earning verticals.

The work demanded a balance of accuracy and clarity. Every detail, from finger placement to the angle of a tool, had to be exact. At the same time, the models and rigs needed to remain clean and efficient so they were effective as training visuals and practical to animate.

Impact

Creating these animations in-house removed the company’s reliance on third-party vendors, cutting costs and giving them unique custom assets that elevated their course materials. The models I built supported over 15 animations, which have since been reused across multiple courses, expanding the training library.

Learners consistently preferred these animations over older ones, citing improved clarity and realism. Most importantly, the work allowed medical professionals to see procedures that can’t be observed directly in practice. By providing cross-sectional views and multiple angles, the animations revealed exactly how and why maneuvers needed to be performed, making the training more practical and impactful.

Process & Growth

The first animation I produced in this series was a cesarean delivery. At that stage, the anatomy models had just been purchased and required significant adjustments. I produced something that was “good enough” for the timeframe it needed to be completed in, but knew there was a lot I would change.

When another obstetrics animation was requested I took the chance to build a true rig for the uterus so that it could deform naturally around the baby while remaining efficient to edit. This was a major improvement from my first approach, which was more of a point level morph between poses.

In subsequent animations I optimized geometry, improved rigs, painted new textures in ZBrush, and shifted to a higher-quality render engine.

While I have a running list of improvements I would still make if I had unlimited time, I reached the point where I could quickly create additional animations with little friction, and further improvements on the back end would have done little change the final renders. I believe this series to be one of my greatest examples of growth over time.

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