

How the World's Top Archviz Studio Runs Production
Customer Stories


The studio where Pulze was built
Pulze didn't start as a product company. It started inside Brick Visual, one of the world's leading architectural visualization studios, as a set of internal tools built to solve real production problems. As the studio grew from a small team to 80+ artists over the past decade, the tools went through several iterations to keep up. Managing dozens of still image renders, animations, and over a hundred workstations and render nodes required infrastructure that evolved alongside the studio. Those tools eventually became products.
Brick Visual is still the most demanding test environment Pulze has. With 80+ artists across multiple production groups, 150+ computers, and a pipeline that produces large-scale architectural animations alongside high-end stills, every Pulze product gets pressure-tested daily at a scale most studios never reach.
"It evolved exactly as we requested, following our needs."
Movies, not just stills
Brabus Island - Reportage Properties
Brick Visual produces architectural animations alongside high-end stills. A single project might be a 90-second movie with 40+ shots, including FX and hero character work, running six weeks from start to delivery.
Scene Manager keeps all those shots organized in 3ds Max. Different lighting setups, layout options, render quality settings, and standardized output folder structures, all managed per camera across dozens of shots in a single file.

Attila Deák - Creative Director @ Brick Visual
"Managing 40+ shots in a movie, different lighting and layout options per camera, render options, and writing out unified outputs to a standardized folder structure."
The movie department runs 30+ artists, and Scene Manager is what makes file handovers between them possible. Anyone can open any artist's file because the setup keeps cameras, render settings, and layers organized in the same way.
Rendering weekends
During the day, the farm is split into two pools: one for the stills teams, one for the movie teams. Overnight and on weekends, RenderFlow merges them into one large cluster, pulling in all capable workstations to create a single farm with 100+ nodes. When two or three movies need to render on the same weekend, that combined capacity is what makes it possible.
The result: no render wrangler needed on nights and weekends. That alone is a direct cost reduction.
The result: no render wrangler needed on nights and weekends. That alone is a direct cost reduction.
"We don't need a render wrangler staying here at nights and weekends anymore. That is definitely a cost reduction."
Project Dream changed what's possible
Project Dream enters the pipeline from the very first day and stays through delivery. The team uses it to explore ideas during bidding, build storyboards and animatics in pre-production, create first frames with Instruct Image and turn them into animated shots with Image-to-Video, and produce custom B-roll and FX closeups that were previously too expensive to attempt.

A.S. Roma football stadium - Populous
The impact goes beyond saving time. It changes what the studio can deliver within the same timeline. On a recent project, AI-powered workflows allowed the team to more than double the number of shots in the final movie compared to what was originally scoped, delivering a richer, more ambitious result without extending the schedule. The studio now produces greenscreen hero character sequences without real actors, and generates custom footage when stock falls short.
Every work group at Brick Visual gets allocated Project Dream credits, with the option to increase them when a project demands it. New creative directors receive dedicated AI and Project Dream training alongside the standard Scene Manager and RenderFlow onboarding.
"Project Dream is a game changer. Creating a storyboard to even creating final shots."
The full picture
Scene Manager and RenderFlow have been part of Brick Visual's pipeline from the beginning. Project Dream is the newest addition, and it's already reshaping how the studio pitches, produces, and delivers work.
"To have a fast production pipeline, everyone needs high precision, and these tools can give that easily."
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