feel it
in post
H.M. Radcliff’s sound and motion spotlight
a letter from the editor
Post production, whether in motion or audio, is where craftsmen get to explore creative solutions, and enhance the original vision. It’s taking source material and turning it into something that makes people feel. It’s not just about fixing.
I’m Hannah “H.M.” Radcliff, and I the one-woman team that is Packhowl Media. I wear a lot of hats—director, editor, sound designer, 3D artist, colorist—not because I have to, but because I love the process from every angle.
The boldest choices are simple, and the biggest moments are the small ones. Below are a few of my favorites.
Unreal EnginE
Environments for use in Unreal Engine, 3D modeling, motion capture, design.
Weapons: Unreal Engine, Blender, Maya, Substance Painter, rokoko Studio
AUDIO PRODUCTION
Sound editing, design, and mixing in Dolby Atmos.
Weapons: Pro Tools, Dolby Atmos, Reaper, Source connect
Post production
2D and 3D visual effects, compositing, particle simulations, advanced rotoscoping, screen/logo replacements, and color correction.
Weapons: After EFfects, Trapcode, Mocha pro, Nuke, davinci resolve
Directing / VFX / Mograph
Editorial
WORK WITH PACKHOWL
For post-production services, please include as many details as possible in your message including timelines, budget, and scope of work. and I’ll get back to you with a quote.
2D and 3D visual effects, compositing, particle simulations, advanced rotoscoping, screen/logo replacements, and color correction.
Weapons: After EFfects, Trapcode, Mocha pro, Nuke, davinci resolve