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Q&A with HaZ Dulull: On Creativity, Collaboration, and Capturing Rap Battles in the Metaverse!

HaZ Dulull - director, producer, and founder of Beyond The Pixels - sat down

with us to share his experience working as a game director (via his previous

company Hazimation) with the StudioT3D team. Specifically, The Rap Game UK

Fortnite project with BBC and Fremantle, HaZ explains why collaboration, creativity,

and problem-solving sit at the heart of successful production - and why StudioT3D is

his go-to.




Okay, let’s start at the beginning! What is your relationship with StudioT3D?


I’ve known the team at Target3D for a while now - especially Ashley, Head of

StudioT3D, and a few others. We crossed paths at creative conferences like IBC and

always had a mutual respect for each other’s work.


One of the actors who did mocap on my previous feature, Max Beyond (Available

now on Amazon and Sky Movies), is actually based there now—Ace Ruele. So there

was already a bit of a connection.


We’ve worked together in two main ways:


I’ve purchased motion capture tech from them—Noitom Perception Neuron suits, gloves,

helmets, etc.




And more significantly, we partnered on a BBC project, bringing The Rap Game UK

into Fortnite.



That sounds amazing - how did StudioT3D help with that?


Yeah, it was a bit mad! We had to capture rap battles - multiple artists, all at once.

But these are rappers… you’re not getting them into Lycra suits, and their focus was primarily on the lyrics and their performance, dealing with a lot of fast-paced action.


So I called Ashley and said, “Help—I need to get multiple performers captured at

once, and I need a space, and it needs to be markerless.” Ashley goes, “We have something called Captury.


I’m like, “What’s that?”


He showed me and I immediately knew this is exactly what we need.


What I love about StudioT3D is they don’t just send you a standard rate card, they

make it work bespoke to your project. They show you. You go down there, they walk

you through it, answer every question. That hands-on approach is priceless.



What made that collaboration stand out?


Honestly? They're not just technologists. They’re creatives who understand what it’s

like to be under pressure.


In that project, we had to solve for space, multiple performers and data that could

actually run in a game engine. Motion capture generates huge files - thousands of frames -

but games need lighter data. T3D helped us optimise that without losing quality.


Even before shoot day, they gave us loads of time for testing. That kind of pre-production support is rare. They were with us from planning to delivery. And that’s huge.


How do they compare to other studios you’ve worked with?


Big difference. A lot of mocap studios are just that - studios. You walk in, get handed

a rate card, and you’re locked into a very service-based model. Want extra tech

support? Extra fee. Want flexibility? Tough.


With StudioT3D, it’s different. It’s more like,


“Tell us what you’re trying to achieve, and let’s figure out how to make it happen.”


It doesn’t feel transactional. It feels collaborative. They’ll look at your time, your budget, and your goal - and then work backwards with you.


They still offer a service, sure, but they lead with collaboration.



So, partnership is at the heart of it?


Exactly. It really does feel like a partnership.


On the Rap Game UK project, for example, we had to test everything in a single

day—no luxury of four-day rehearsals. Executives were coming in and out, timelines

were tight. I asked the team if we could accommodate some of the execs.

And they didn’t hesitate. They redesigned the reception space so people could sit,

watch monitors, and feel part of the process.


That might sound small, but it matters.


They weren’t just offering tech—they were supporting a full production, down to the

last detail. That’s rare.



You mentioned the team felt different—can you talk about that?


Yeah, one thing that stood out immediately was how diverse the team is.

Most mocap studios I've been to? It’s mostly male technicians. But at StudioT3D, I

saw a brilliant female technician leading things. I asked if she’d been a coordinator

before - she told me no, this is what she wants to do, and T3D supported her

journey. That was amazing to hear.


You feel like you’re in a safe, inclusive space where what matters is creativity—not background, not ego.


Any moments that really stuck with you?


One? Allan, the Managing Director, came down to our shoot.

We’d spoken on LinkedIn before, but never in person. He introduced himself,

checked in, asked if we needed anything. He didn’t have to be there—but he showed

up.


That tells you everything about the culture. It’s personal. It’s human. It’s why we keep going back. We’re building a relationship, not just hiring a service.



Finally, the classic three-word summary—how would you describe StudioT3D?


Problem-solving (hyphen counts!)

Creativity

Technology


That’s what they bring. Every time.





About HaZ


HaZ Dulull began his career in video games  before transitioning to visual effects,

contributing to acclaimed projects like The Dark Knight and Hellboy 2, earning multiple VES

award nominations.


He made his directorial debut with the indie sci-fi feature films -  The Beyond and 2036

Origin Unknown, the former achieving critical and commercial success, and the latter

receiving a theatrical release. This led to HaZ directing Disney’s action-comedy series Fast

Layne, the animated prequel 47 Ronin: The Samurai Spirit for Universal, and the short film -

Under the Sea: A Descendants Story for Disney+ as well as a segment in the sci-fi

anthology feature Portals.


In 2024, HaZ released Max Beyond, a groundbreaking animated sci-fi feature created

using Unreal Engine 4, further cementing his status as a pioneer in real-time filmmaking. He was later hired by Funcom to direct the in game cinematics for Dune: Awakening.


HaZ Dulull is the Founder of Beyond The Pixels, a smart and self sustainable game

development company that fosters deep early partnerships with brands and the gaming

community, whilst crafting unforgettable pixel-art games that blend classic nostalgia with

modern polish—building a loyal community around creative, challenging, and story-rich

indie titles.


BTP recently released Bridge of the Dead in Fortnite as part of The Walking Dead

Universe, and is in development on a slate of original IP games with the first title Astro Burn to be released end of 2025 via Steam (PC) and Mobile.


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