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PUMA NITRO

Innovation you can feel.

Certain projects stay with you. Directed by Tim Brown and produced by the talented teams at 1stAveMachine, the final film brings together live action, tabletop experimentation, practical photography, and CG into a seamless visual experience. Here you’ll find both the director’s cut and a curated selection from the material explorations that helped shape it, offering a glimpse into how the visual language evolved from early studies to the final film.

Some of the most interesting creative challenges aren’t about showing a product, they’re about giving shape to a feeling. Comfort, support, and responsiveness aren’t something you can point a camera at; that’s why we explored how softness, elasticity, energy, and motion could be expressed through materials. Soft gradients, woven structures, bubbling surfaces, flowing fabrics, and organic textures became visual metaphors for qualities the audience can instantly feel, even if they can’t be seen directly.


Along the way, several of these studies evolved directly into the final film, while others remained part of the creative journey. Built procedurally in Houdini and refined through countless iterations, they became a way of communicating qualities that are easy to feel, yet surprisingly difficult to describe.

Dynamic CG simulation of expanding spheres visualizing nitrogen-infused foam cushioning
Wavy single sheet of power tape material exploring vibrant color gradients in 3D
Radial burst of colorful shoes and particles exploring dynamic foam expansion behavior
Undulating geometric midsole waves in soft yellow and orange cushioning foam
Flexible orange power tape ribbons bending in a rhythmic sequence
Procedural geometric midsole waves with soft foam material textures
Diagonal power tape strips bonded over a breathable mesh upper shoe fabric in 3D
Elastic foam sphere expanding with layered geometric midsole wave folds

PUMA Nitro

Credits

Client: PUMA     |     Director: Tim Brown

Production: 1stAveMachine + 1stAveMachine BA

Agency: McKinney     |     CG, simulations & visual exploration: Bleed

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