Microsoft and ASUS / Product Reveal / 2025
Overview
Microsoft and ASUS partnered to launch the first Xbox gaming handheld, the ROG Xbox Ally, revealed at the Xbox Games Showcase in June 2025. The film opens on a glass block floating in a sparse, austere room. A pair of hands enters frame and begins squeezing and stretching it into the shape of the device, until the beat drops, the block shatters, and the Ally is revealed in macro. To avoid a plastic, generic CGI look, a good portion was made in camera: real hands working a physical object, sometimes a glass-like putty, sometimes a 3D printed mockup standing in for a stage of the modelling, with a detailed 3D model taking over for the reveal.
Before the shoot
The film was worked out on paper and in look studies before a camera ran. The board carries the whole act, from an empty room to a device in two hands. Beside it sit the environment plates, a materials test, and the black and white studies that settled how glass should behave when it is pulled.



The look studies are shot in black and white so the only thing being judged is behaviour: how far the material stretches before it reads as glass rather than rubber, where the highlights break, what the hands have to do to keep it believable.
The environment was fixed just as early. A near empty warehouse, light grey concrete, industrial surfaces, rivets and lines running along them, so nothing in frame competes with the object.
Board
Full act, storyboarded before the shoot
Studies
Look studies, materials test, hand reference




The film
Six frames, in the order they appear. The brief was to avoid a plastic, generic CGI look, so a good portion was made in camera: a real person's hands working a physical object, sometimes a glass-like putty, sometimes a 3D printed mockup standing in for a stage of the modelling. A detailed 3D model takes over only for the reveal.
The transformation reads as a single continuous act, but the object in frame keeps changing. Glass-like putty takes the squeeze and the stretch. A 3D printed mockup holds a fixed stage of the modelling so the hands have something real to push against. Alternating the two, then cutting to the CG model, carries the block to the finished device without the join showing.
The camera repeats to the millimetre. A robotic motion control rig pre-programs each move, so every pass of hands, object and light lines up frame for frame and can be layered in the composite.
Environment
Light grey concrete, industrial surfaces, rivets and lines. Brutalist and near empty.
Shot with
Robotic motion control rig, repeatable passes





Also delivered
A companion loop for the AMD side of the launch: the processor that runs the handheld, carrying the Xbox mark, sitting on a board that is very much alive. Delivered clean and supered, each in a wide and a square cut. The two wide versions are here, so the only difference on show is the lockup.
Client
Microsoft, Xbox and ASUS ROG
Agency
Droga5
Creative director
Mateus de Paula Santos
Directors
Mateus de Paula Santos, Marco Wey, Gabriel Nóbrega
Live action director
Gabriel Nóbrega, Mateus de Paula Santos
Live action executive producer
Francisco Puech, Lucas Romero
Managing partner
Luis Ribeiro
Executive producer
Su Constantine
1st AD
Pedro Sokol
Production design
Borys Duque
Line producer
Anderson Boscari
Director of photography
Luqueta
Storyboard artist
Rafael Fernandes
Head of production
Marcelo Barbosa
Head of post production
Eduardo Silva
Producer
Vivian Neves
Editor
Pedro Falcone, Eduardo Silva
Compositing supervisor
Diogo Girondi
CG supervisor
Alceu Baptistao
Modeling
Marcos Smirkoff
Motion graphics lead
Marco Wey
Production and post
LOBO
Credits
Client
Xbox, Microsoft
Agency
Droga5
Creative team
Sean Matthews
Tres Colacion
Production and post
LOBO
Creative director
Mateus de Paula Santos
Directors
Marco Wey
Mateus de Paula Santos
Managing partner
Luis Ribeiro
Executive producer
Su Constantine
VFX supervisor
Diogo Girondi
Head of production
Marcelo Barbosa
CG supervisor
Marco Wey