Coke Billboard

Designed and executed a forced-perspective 3D billboard animation for Coca-Cola in Times Square, creating the illusion of dimensionality from a precise street-level vantage point.

Outcome

The final animations launched in Times Square and remain live today. From the intended vantage point, the billboard convincingly extends into physical space, creating a three-dimensional Coca-Cola moment within one of the world’s most iconic advertising environments.

Role

Motion Designer

Type

3D Animation

Date

November 2022

Tools

Cinema 4D, Realflow, Redshift, Octane, After Effects

Challenge

Coca-Cola commissioned a Times Square billboard designed to appear three-dimensional when viewed from a specific street-level location. The goal was to create a convincing forced-perspective illusion that made fluid and foam interactions feel as though they extended beyond the flat LED surface.

The challenge required aligning digital animation with physical space and accounting for billboard scale, architectural surroundings, and viewer positioning in one of the most visually complex environments in the world.

Role

I was responsible for:

  • Concept development for the forced-perspective illusion

  • Reconstructing the Times Square environment in 3D

  • Developing three custom fluid and foam animations

  • Simulation refinement and art direction

  • Aligning animation to physical billboard dimensions and viewing angle

Approach

The illusion depended on precision. I treated the project as both a spatial engineering problem and a motion design challenge.

Key priorities included:

  • Accurate measurement of the billboard’s physical size and placement

  • Identifying the ideal street-level viewing position

  • Rebuilding the surrounding Times Square environment in 3D to simulate real-world perspective distortion

  • Designing animation that would read clearly at massive scale


Process

Forced Perspective & Spatial Validation

To ensure the illusion worked in reality:

  • I recreated the Times Square environment in 3D to simulate the exact viewer vantage point

  • Calculated viewing angles and distortion to align animation with the physical LED surface

  • Ran small-scale forced-perspective experiments in my apartment to validate the concept physically before final execution

These experiments helped confirm how exaggerated geometry would resolve when viewed from the correct angle.

Fluid Simulation & Iteration

Using RealFlow within Cinema 4D, I:

  • Developed fluid and foam simulations interacting with typographic forms

  • Iterated extensively on viscosity, splash behavior, and scale response

  • Balanced physical realism with readability at billboard scale

  • Ran multiple simulation passes to stabilize motion while preserving energy

The fluid needed to feel dynamic and tactile without breaking the illusion of dimensionality.

Reflection

This project reinforced the importance of spatial thinking and validation when digital work intersects with physical architecture. It demonstrated how controlled simulation, perspective engineering, and iterative testing can transform a flat surface into an immersive spatial illusion.