From Fortnite to RTFKT, Marcus's 3D design journey and how he used Bezi to design a game

Lacey Miller

May 31, 2024

We recently had the opportunity to chat with Maki, aka Marcus Graber, the winner of the RTFKT x Bezi ‘A Day in the Life of Animus’ design challenge. We were excited by Marcus's approach to the challenge and his workflow during the design process.

In this interview, Marcus shared some fun stories about his journey into 3D. He discusses his introduction to the world of 3D through Fortnite, which ignited his passion for creating captivating visuals. Marcus's journey continues with the introduction of the incredible aesthetic of RTFKT and tools like Blender, which fuels his creativity.

When discussing his motivation for participating in the design challenge, Marcus highlighted exploring new platforms like Bezi. Despite the learning curve, he found Bezi familiar and was drawn to the state machine. Marcus emphasized the importance of experimentation and perseverance in learning new tools.

Marcus's journey is an amazing story of the power of passion, creativity, and the importance of learning in the ever-changing landscape of 3D design and technology.


To kick things off, tell us, how did you get into 3D?

My journey into becoming a 3D artist and animator all started with Fortnite. It was such a popular game when I was younger. I don't remember exactly when it came out or how old I was, but I was definitely playing it.

I was one of those people who wanted to make Fortnite YouTube videos, and I realized I needed cool thumbnails for my videos. That led me to Blender, where I learned how to create 3D thumbnails, and it all took off from there. Then RTFKT came along and further fueled my interest.

When I looked at the animals for this project, their style reminded me of a mix between Super Mario and Fortnite. Both have a beautiful, satisfying look—not necessarily realistic, but very appealing and playful. It's like a blend of comic and realism, done really well.

Even now, I sometimes play Mario Kart at home or at my parents' place because it's part of my childhood, and I love the aesthetic. The same goes for Fortnite. They both have this distinct, attractive style. So, I'd say my inspiration came from Fortnite and the whole Nintendo world—games like Donkey Kong all share this similar aesthetic.

What motivated you to join this design challenge and dive into a new platform?

I've been participating in RTFKT challenges for over three years now, and this particular challenge stood out because it was something completely new for me. Previously, I focused on 3D animations and similar projects, which I've been doing for years. However, Bezi was a totally new tool for me, which was initially intimidating. Venturing into new territory can be quite challenging, but I enjoy taking on challenges, which is why I decided to participate in this one.

The prizes were amazing, and the way you presented the experience and demonstrated various techniques inspired me with—so many new ideas. That’s when I knew I had to take part in this challenge.

What were your favorite things about discovering Bezi?

Bezi worked really well for me. I grasped it almost instantly. 

Personally, I love using the state machine. It's truly what makes Bezi stand out. Being able to conceptualize how to bring something to life and then seeing it actually happen is one of the most rewarding aspects of the software.

The state machine might seem complex at first glance, but I found it quite intuitive. Spend just ten minutes playing around with it, maybe a bit more, and you'll get the hang of it. Once you do, it's actually pretty fun to create a sequence of events and transition between animations as you like. It's like clicking here and watching it go there—it's that straightforward. The ease of use kept me motivated to explore further, and those are definitely key points for me.


Before this challenge, did you have any experience in game development?

Unfortunately, I don't have any game development experience. I did explore Unreal Engine a bit, but not with the intention of creating a game. Games have always fascinated me—I grew up playing games like Super Mario, which can be quite inspiring. However, I've never been involved in game development.

Participating in the building challenge was a great first step for me. It was really exciting and different from using Blender, where you just play the same animation. In Bezi, it’s this game engine where you can interact with your creation, making different choices and exploring various possibilities, which I found really cool.

You mentioned being inspired by video games—could you expand on that a bit more? 

I think games in general played a significant role in my inspiration, not just video games. Ultimately, I wanted to create an experience where the player has to do something, which naturally led me to think of it as a game.

I started thinking about basic games that children play, like hide and seek or finding things. This concept influenced my idea of hiding fruits for players to find. I aimed for something simple that fit the overall vibe… Additionally, I was mindful of my own skills and the timeframe, so a simpler game was more feasible to develop within one or two weeks.

Were there any key factors that contributed to your submission success?

I'd say a key factor was my determination to see this through and push myself. Also, talking to people was crucial. I had a chat with another friend who's into a bit of 3D as well. He offered a different perspective, which was really helpful. And, of course, bouncing ideas off you was valuable too. Without these conversations, I don't think my submission would have been as strong.

What are your thoughts on the spatial design XR industry and where you see yourself fitting into it?

Yeah, figuring out where I fit in that industry is something I'm still working on. As I mentioned, I've been busy with setting up this agency, and I'm all about exploring what's new and innovative. I'm fascinated by unconventional ideas, like these 3D billboards I've been experimenting with lately. It's kind of a niche thing that not many people are tapping into, but it intrigues me.

So, I'm always on the lookout for ways to leverage new technologies and create something cool with them. Of course, being in business studies, I'm also thinking about how to turn these ideas into viable business opportunities. That's the whole idea behind starting this agency, which should be up and running next month—I'm really excited about it.

The agency's concept is simple: I'm trying to figure out how my 3D skills can be valuable to brands. I want to collaborate with brands and help them make the most of XR for their marketing strategies. I've been inspired by discussions with Busy and others, exploring how we can make XR more appealing and accessible to companies.

In the past, I've dabbled in creating Instagram and Snapchat filters, which received some positive feedback. But with tools like Bezi, I see the potential for a more interactive and engaging experience. It's not just about moving objects around; it's about creating experiences that are truly immersive and interactive. That's the direction I'm excited to explore further.

As you look toward the future, what specific lessons or techniques are you looking to incorporate into your own work and agency?

RTFKT and their innovative approach, especially their early efforts in creating AR experiences. Their marketing was particularly compelling to me as a young person—it stood out and made a strong impression. That’s something I admired and wanted to emulate.

I’m now exploring how I can apply strategies similar to RTFKT to improve my own work and leverage AI to enhance my skills. In terms of marketing, I’m especially interested in how these techniques can help me as I work on building my own agency with a close friend. Our goal is to attract clients, so I’m keen to learn new skills and find ways to make our agency more appealing to potential clients.

We recently had the opportunity to chat with Maki, aka Marcus Graber, the winner of the RTFKT x Bezi ‘A Day in the Life of Animus’ design challenge. We were excited by Marcus's approach to the challenge and his workflow during the design process.

In this interview, Marcus shared some fun stories about his journey into 3D. He discusses his introduction to the world of 3D through Fortnite, which ignited his passion for creating captivating visuals. Marcus's journey continues with the introduction of the incredible aesthetic of RTFKT and tools like Blender, which fuels his creativity.

When discussing his motivation for participating in the design challenge, Marcus highlighted exploring new platforms like Bezi. Despite the learning curve, he found Bezi familiar and was drawn to the state machine. Marcus emphasized the importance of experimentation and perseverance in learning new tools.

Marcus's journey is an amazing story of the power of passion, creativity, and the importance of learning in the ever-changing landscape of 3D design and technology.


To kick things off, tell us, how did you get into 3D?

My journey into becoming a 3D artist and animator all started with Fortnite. It was such a popular game when I was younger. I don't remember exactly when it came out or how old I was, but I was definitely playing it.

I was one of those people who wanted to make Fortnite YouTube videos, and I realized I needed cool thumbnails for my videos. That led me to Blender, where I learned how to create 3D thumbnails, and it all took off from there. Then RTFKT came along and further fueled my interest.

When I looked at the animals for this project, their style reminded me of a mix between Super Mario and Fortnite. Both have a beautiful, satisfying look—not necessarily realistic, but very appealing and playful. It's like a blend of comic and realism, done really well.

Even now, I sometimes play Mario Kart at home or at my parents' place because it's part of my childhood, and I love the aesthetic. The same goes for Fortnite. They both have this distinct, attractive style. So, I'd say my inspiration came from Fortnite and the whole Nintendo world—games like Donkey Kong all share this similar aesthetic.

What motivated you to join this design challenge and dive into a new platform?

I've been participating in RTFKT challenges for over three years now, and this particular challenge stood out because it was something completely new for me. Previously, I focused on 3D animations and similar projects, which I've been doing for years. However, Bezi was a totally new tool for me, which was initially intimidating. Venturing into new territory can be quite challenging, but I enjoy taking on challenges, which is why I decided to participate in this one.

The prizes were amazing, and the way you presented the experience and demonstrated various techniques inspired me with—so many new ideas. That’s when I knew I had to take part in this challenge.

What were your favorite things about discovering Bezi?

Bezi worked really well for me. I grasped it almost instantly. 

Personally, I love using the state machine. It's truly what makes Bezi stand out. Being able to conceptualize how to bring something to life and then seeing it actually happen is one of the most rewarding aspects of the software.

The state machine might seem complex at first glance, but I found it quite intuitive. Spend just ten minutes playing around with it, maybe a bit more, and you'll get the hang of it. Once you do, it's actually pretty fun to create a sequence of events and transition between animations as you like. It's like clicking here and watching it go there—it's that straightforward. The ease of use kept me motivated to explore further, and those are definitely key points for me.


Before this challenge, did you have any experience in game development?

Unfortunately, I don't have any game development experience. I did explore Unreal Engine a bit, but not with the intention of creating a game. Games have always fascinated me—I grew up playing games like Super Mario, which can be quite inspiring. However, I've never been involved in game development.

Participating in the building challenge was a great first step for me. It was really exciting and different from using Blender, where you just play the same animation. In Bezi, it’s this game engine where you can interact with your creation, making different choices and exploring various possibilities, which I found really cool.

You mentioned being inspired by video games—could you expand on that a bit more? 

I think games in general played a significant role in my inspiration, not just video games. Ultimately, I wanted to create an experience where the player has to do something, which naturally led me to think of it as a game.

I started thinking about basic games that children play, like hide and seek or finding things. This concept influenced my idea of hiding fruits for players to find. I aimed for something simple that fit the overall vibe… Additionally, I was mindful of my own skills and the timeframe, so a simpler game was more feasible to develop within one or two weeks.

Were there any key factors that contributed to your submission success?

I'd say a key factor was my determination to see this through and push myself. Also, talking to people was crucial. I had a chat with another friend who's into a bit of 3D as well. He offered a different perspective, which was really helpful. And, of course, bouncing ideas off you was valuable too. Without these conversations, I don't think my submission would have been as strong.

What are your thoughts on the spatial design XR industry and where you see yourself fitting into it?

Yeah, figuring out where I fit in that industry is something I'm still working on. As I mentioned, I've been busy with setting up this agency, and I'm all about exploring what's new and innovative. I'm fascinated by unconventional ideas, like these 3D billboards I've been experimenting with lately. It's kind of a niche thing that not many people are tapping into, but it intrigues me.

So, I'm always on the lookout for ways to leverage new technologies and create something cool with them. Of course, being in business studies, I'm also thinking about how to turn these ideas into viable business opportunities. That's the whole idea behind starting this agency, which should be up and running next month—I'm really excited about it.

The agency's concept is simple: I'm trying to figure out how my 3D skills can be valuable to brands. I want to collaborate with brands and help them make the most of XR for their marketing strategies. I've been inspired by discussions with Busy and others, exploring how we can make XR more appealing and accessible to companies.

In the past, I've dabbled in creating Instagram and Snapchat filters, which received some positive feedback. But with tools like Bezi, I see the potential for a more interactive and engaging experience. It's not just about moving objects around; it's about creating experiences that are truly immersive and interactive. That's the direction I'm excited to explore further.

As you look toward the future, what specific lessons or techniques are you looking to incorporate into your own work and agency?

RTFKT and their innovative approach, especially their early efforts in creating AR experiences. Their marketing was particularly compelling to me as a young person—it stood out and made a strong impression. That’s something I admired and wanted to emulate.

I’m now exploring how I can apply strategies similar to RTFKT to improve my own work and leverage AI to enhance my skills. In terms of marketing, I’m especially interested in how these techniques can help me as I work on building my own agency with a close friend. Our goal is to attract clients, so I’m keen to learn new skills and find ways to make our agency more appealing to potential clients.