Ladi6 – Beffy
Posted in: Animation
Music video for Ladi6! Director & Animator: Parallel Teeth | http://parallelteeth.com Music: Ladi6 | http://ladi6.com Created with funding from NZ On Air Music.
Music video for Ladi6! Director & Animator: Parallel Teeth | http://parallelteeth.com Music: Ladi6 | http://ladi6.com Created with funding from NZ On Air Music.
This animation(stop motion, computer) is inspired by a man searching for a soul mate with the same atomic number, 42. We are introduced to a world at which every element and character occupy a tiny space in an expansive land mass. ARTISTS Neko Case, k,d. Lang, Laura Veirs EXECUTIVE PRODUCER Micah Cordy PRODUCEER Pia Dulu CONCEPT Isaac Leach, David Braun, Kangmin Kim COLOR Seulhwa Eum, Kangmin Kim ANIMATION, DESIGN Kangmin Kim PRODUCED BY Open The Portal www.studiozazac.com
Our last production, this official video of Cosmic Valley – Superbia (Ft. Basement Beatzz) Director: John Jones Studio: 2Factory Production: Lucie Vigier / Emmanuel Foissotte Mixed and Mastered: Bryan Pachaud Contact: 2 FACTORY Motion design 4 Rue de jarente 75004 PARIS Phone: +33 (0)1 83 64 14 34 Web: www.2factory.com Musicvideo: (C) 2016 – NEWMA PRODUCTIONS & 2FACTORY.COM Sound : (C) 2016 – NEWMA PRODUCTIONS JOIN COSMIC VALLEY: Facebook : http://www.facebook.com/thecosmicvalley
Roland Emmerich’s 1996 disaster blockbuster Independence Day is about to get a very new sequel which features the latest in cutting-edge digital visual effects. Twenty years ago the director and his prolific effects team were faced with the gargantuan task of realizing big, big shots, a feat they achieved using both CG techniques – at the time still very difficult to accomplish photorealistically – and some of the best miniature work ever done. In this two part feature, vfxblog looks back at the practical and digital accomplishments on the vfx Oscar-winning Independence Day. We start with an exclusive video focusing on the film’s model shop.
One of the revolutions on Independence Day was the decision by Emmerich and producer Dean Devlin to form an in-house miniatures and pyrotechnic unit specifically for the film. Major sequences included views of massive spaceships appearing above Earth, the destruction of landmark buildings including the White House and some stunning F-18 dogfight sequences.
In this exclusive video made possible by Berton Pierce (the director of model making documentary Sense of Scale), Independence Day model shop supervisor Mike Joyce and members of his team recount some of the work behind the film.
In Part 2, we go behind the scenes of VisionArt’s incredible digital work for the dogfight, alien attack and escape sequences in Independence Day.
Under the artful watch of visual and digital effects supervisors Volker Engel, Doug Smith and Tricia Ashford, a crack team of in-house effects artists and several post houses carried out the significant CG, matte painting and compositing duties for Independence Day. Among those was VisionArt, which came onto the production late in the game to help produce dogfight sequences, Alien Attacker shield effects and the final Mothership explosion. Faced with next to no time on these shots, artists at the studio capitalized on Side Effects’ Prisms (pre-Houdini) and developed its own procedural systems, in particular a tool called ‘Sparky’, to deliver the effects on time. In Part 2 of our retro ID4 coverage (Part 1 looked at the Model Shop), vfxblog talks to two VisionArt artists on Independence Day, Rob Bredow, now CTO at Lucasfilm, and Daniel Kramer, now a visual effects supervisor at Sony Pictures Imageworks.
vfxblog: VisionArt’s work in ID4 holds up so well – and even now appears daunting – is that how it felt at the time? What was the feeling like going into this major show especially given how late you came on board?
Rob Bredow: It’s one of those rare movies that gets a lot of repeat viewings and is always a fun ride. Honestly, we saw the ID4 Super Bowl commercial (along with the rest of the world) and our producer, Josh Rose, reached out to congratulate the VFX team on the great work in the teaser. A few days later I think they worked out a deal where ID4 “bought out” our entire shop for the next four months and we dove into getting as much work done as we could in the remaining time. Before we were done, I think our small team had contributed more than half of the CG in the film and helped with a lot of compositing as well.
Daniel Kramer: It was certainly a step up for us at VisionArt and for me personally. Up to that point I had solely worked on television vfx projects and main titles for films. ID4 was my first film project working on vfx. Surprisingly I don’t remember ever feeling overwhelmed by it, I only remember feeling really excited to be apart of it. Being young and foolish probably helped.
vfxblog: What were the major technical challenges you felt VisionArt needed to overcome for the show?
Rob Bredow: We had a few different areas to dive into. The Alien Attacker shield effect was heavily featured in the movie and had already gone through a lot of iterations even before we were onboard but hadn’t gotten a creative sign off yet. There was also the end sequence featuring the Alien Mothership explosion. The most fun, and challenging, task for me was all of the ships featured in the dogfights throughout the movie where the filmmakers wanted to see hundreds of planes in the air. My understanding is that before VisionArt was brought on board, most of this work was being done by animating the planes one by one and was very time consuming so I built a procedural system to animate and render those ships.
vfxblog: Can you talk about getting started with animating the F-18s and alien ships – how were models built in terms of reference/scans and how closely did you feel these matched to the real thing and miniatures?
Rob Bredow: This was definitely squarely in the era where there was plenty of debate about what could be done with computer graphics as opposed to models and miniatures. CG wasn’t new, but it wasn’t the natural solution for most shots yet. One of the great things about this film was that it had a ton of huge miniature shoots that not only provided great reference, but also set the tone of the look of the film.
Daniel Kramer: Since we came in so late in the game a lot of work had already been done by the in-house VFX unit assembled for ID4. They had models and textures for both the F-18s and the Alien Attackers built in Alias. Carl Hooper and I converted those assets over to Side Effects Software’s Prisms and re-built them for our pipeline. Others were involved in converting over various assets, Dorene Haver, Bethany Shackelford, Pete Shinners. The models and textures were very simple by today’s standards but the filmmakers were careful to use practical models whenever possible for hero shots. I believe we did tests early on to ensure our digital models matched up to what the in-house team had built in Alias.
The animation was pretty simple, there aren’t a lot of moving parts on an F-18. We hand animated shots were there were a handful of cg ships. I don’t remember using any tools to help us with the physics for those sorts of shots. Each of us took on various hero shots including myself, Carl Hooper, Pete Shinners, Rob Bredow, Dorene Haver, Vinh Lee, Barry Safley.
For F-18 missile trails we used both smoke textured particle spheres rendered in Mantra and our in-house sprite renderer “Sparky”. Sparky was both a particle simulation tool and a GL sprite renderer (I think this was before we adopted OpenGL). Sparky was closely modeled after Prisms allowing you to build up a stack of procedural operators to drive simulation and rendering. It pre-dated POP’s in Houdini but resembled that workflow. We couldn’t render true volumes or self shadows but we could shape the trails by manipulating the normals of the underlying points and by driving point colors on the sprites. Our sprites could be more than just cards, we’d generally create custom geometry and vary the point normals and colors across the geometry for more complexity. All pretty crude by today’s standards but very similar to a lot of realtime game techniques. Rob Bredow was the main developer of Sparky with others extending it over the years at VisionArt.
vfxblog: Can you talk more about the ‘Sparky’ toolset?
Rob Bredow: Sparky was a procedural animation system that Pete Shinners and I initially wrote. It had a particle “cooking” system that consisted of a list of nodes that were linked together in any order. It also had a rendering subsystem which used OpenGL to draw particles into a buffer that could then be written to disk. Sparky was comparable in its feature set to Dynamation, but using a list of nodes instead of expressions to drive most of the animation.
For Independence Day, Sparky required extensive enhancements to deliver the hundreds of ships dogfighting in the sky. The graphics buffers only had 1024 pixels across so we had to tile the rendering into 4 tiles and stitch the buffers back together on disk to render the 2k frames for the film. We also rendered separate alpha passes for the composite artists. Prior to ID4, Sparky only knew how to render particles so I added geometry rendering (with a simple baked down texture per asset) which made it possible to render the ships and missiles. I used a variation on that system to do a lo-res animation of the shield effect for the sequences where the Alien Attackers still had their shields intact. (Spoiler alert?)
The biggest development came in how I setup the particle system to simulate the dogfight itself. There were different groups of particles (or objects in Sparky) for each role in the dogfight. An example role would be an “offensive” F/A-18 fighter. In this role, the F/A-18 would be attracted to the nearest Alien Attacker and give chase. If they were close enough and had a reasonable shot, they’d fire off a missile which was another object that had a different turning ability and speed and would of course emit its own trail of smoke. If the missile got close enough to the Alien Attacker, it would explode (triggering another set of particles) which would damage the attacker (triggering another set of fire and smoke particles) or trigger the shield effect depending on the sequence in the film.
Both the F/A-18’s and the Alien Attackers had their own characteristic flight patterns and the roles for the offensive and defensive ships had some variations. In addition, the Alien Attackers didn’t have guided weapons but could shoot their blasts more frequently.
Once the system was setup, it was a simple matter of setting a long pre-roll so we’d have a nice history of smoke trails in the air from the ongoing dogfight and rendering out the shot. It would take a few seconds per frame, most of that time was spent saving the image. If we didn’t like it once it was rendered, I could easily tweak the starting conditions by increasing the count of Alien Attackers or F/A-18’s and determining whether more should be on offense or defense. Or, if we liked everything but one or two ships, I had a way to delete a vehicle by ID to keep it from ruining an otherwise perfectly good shot.
Looking back, I would have to say it was a pretty satisfying project—at least in hindsight. In the moment, it was pretty stressful to be developing Sparky and trying to do final elements for nearly 100 shots on a pretty tight schedule. I remember one night around 3am looking for a crashing bug in the software and wondering how I was ever going to get all my shots done.
vfxblog: What were the challenges you faced in generating the background F-18s and other ships and elements? Can you talk about how ‘Sparky’ was used here?
Daniel Kramer: The sheer number of shots, ships and missile trails required for the wide battles was a huge challenge. While many of us were taking on the hero shots with a handful of ships, Rob Bredow was writing new operators into Sparky to handle the huge crowd simulations needed to pull off those shots. Rob would be able to talk in more detail how these were handled but here’s what I remember. He built particle operators for a ‘follow the leader’ behavior allowing some ships to chase other ships. He built in rules for a ship’s speed, turning radius, banking behavior etc. When chasing ships were within a certain radius of the leader it would trigger a missile fire event and a hit event. All of the behaviors were programed into this custom made crowd simulator. Ships were then instanced to each particle and rendered in hardware on an SGI Octane. I don’t think there was enough power to actually instance the ship geometry, I believe most of the ships were sprites with normal maps (at least the very distant ones). We rendered an array of ship views into a large sprite sheet from all possible angles and Sparky was programmed to chose the right sprite given the ship’s direction and angle to camera. For large battles almost everything was a sprite including missile trails and explosions. A pretty awesome system for it’s time.
vfxblog: What were the tools used for the animation, and also how did you then approach lighting and rendering for the ships? How was compositing handled back then?
Daniel Kramer: For hero shots we used Prisms for animation and lighting, Mantra for rendering. I believe we used ICE for compositing…maybe Chalice? ICE was a standalone compositor by SideFx and Chalice was a spinoff of ICE which was more tailored to film work. We used both at VisionArt at various times but the timeline is a bit foggy. Prisms was the precursor to Houdini and had a very different UI look and workflow, but the ICE UI was actually quite similar to the very first versions of Houdini and I’m sure they shared the same UI kit.
Generally each artist at VisionArt handled shots from start to finish. If you were assigned a shot you handled animation, fx simulations, lighting and compositing. Working that way for so many years really developed my understanding of the whole process and fostered a great sense of ownership for the shots I worked on. We had a few specialists for paint work for example. Over time some of the artists naturally gravitated to a more specialist role depending on what they were good at.
Rob Bredow: Most of the composites we did during that era at VisionArt were completed in ICE (part of the Prisms package). It was a node-based compositor that we used for a lot for both pre-comp and final comp work as well. Dorene Haver led our compositing work and she may have also being using an early version of Silicon Grail’s Chalice (RFX). We were also in the early days of evaluating Kodak’s Cineon compositing system and it’s possible Dorene comped some shots in Cineon as well.
Due to the workload, the small size of our VisionArt crew, and the short time frame we generated a lot of elements that we handed off to other facilities to composite. This was particularly true for many of the dogfight elements that I worked on. Today, I still run into artists and supervisors around town who comped my elements during Independence Day.
vfxblog: The ship shield effects were so innovative – can you talk about the various elements that went into them and how they were realized? How was Prisms used here, for example?
Rob Bredow: Carl Hooper, Dan Kramer and I teamed up on those effects. The hero effect was rendering in Prisms using Mantra. The shape of the shields was created in geometry and then distorted using procedural ripples with Prisms Surface Operators (SOPs). My role was to create a series of animated textures that Carl used to overlap at the impact point so that you’d see the energy from the impact shoot out along the surface of the shield. We did a lot of variations of the look combining various techniques before settling on the look you see in the film today.
vfxblog: What kind of planning went into the look of the Mothership explosion – again, it was really distinctive.
Rob Bredow: Thank you. I still remember the shot name for the wide Mothership explosion shot: 389×1. That may have been because of the number of iterations we went through to find the final look of the shot for the film.
We started with a few different storyboard variations and some notes from Roland Emmerich about what coloring he was looking for and how it needed to have a lot of energy and feel unique. From there, we started building elements and layering them together. I rendered all of the particles in Sparky and some of the geometry as well. Dan Kramer led the follow-up side shot design which used some similar elements and had the debris field lighting up with fire to imply they were entering the atmosphere.
Daniel Kramer: I believe these shots were shared between myself, Rob Bredow, and Carl Hooper using a combination of Prisms and Sparky. Bethany Shackelford painted textures for us and Dorene Haver took on some of our harder composites.
The first shot of the ship exploding was mostly handled by Rob and Carl, with Rob providing a lot of the fx elements though Sparky and Carl working with the hard surface animation and lighting. Rob was the most familiar with getting the most out of Sparky and we’d often pair up with him for those elements.
I mainly focused on the Alien Attacker re-entry shot, it’s the side view of with the flaming debris field behind it. I built the chunks of debris procedurally in Prisms using various noise functions and instanced those to a particle simulation creating the debris field. We didn’t have a good solution for fire so I came up with a technique using sprites. I wrapped each chunk of debris in a deforming grid driven by a mass-spring deformer in Prisms, a crude cloth simulation. So each chunk had flapping cloth trailing behind it. Then I texture-mapped moving fire footage onto those grids. Supporting that with sparks and simple smoke was fairly convincing for the time. Rob provided a lot of the energy fx just behind the hard surface debris.
vfxblog: How was the debris field from the Mothership and its animation handled?
Rob Bredow: We procedurally modeled a wide variety of debris with fairly straightforward techniques. Since the debris was to indicate the various “shells” of the ship, the pieces started as simple extrusions of a bunch of random shapes and then we added more procedural detail as needed.
From there, we attached the pieces to a particle simulation and adjusted the speeds until we had something dynamic. The chunks were attached and rendered in Sparky along with their trailing plasma for the first wide explosion shot. There were a lot of layers in there with the fastest debris heading out in a ring towards the camera, and other layers making more of a traditional spherical explosion shape behind.
The “white out” effect does a decent job looking like an over-exposure despite it’s simplicity. All of the plasma was rendered by adding the various sprite layers together. The white out effect you see is simply clipping. If I got to redo that shot today, I’d use a more sophisticated color space and floating point math to get a more filmic look and avoid the clipping artifacts as it maxes out each of the individual RGB channels.
vfxblog: Can you talk about how, at the time, shots were finaled and reviewed, and submitted to the overall VFX supervisor and production?
Rob Bredow: There were a few different approaches used on the film. Somewhat famously, the VFX Supervision team rented a RV and drove around the Westside of Los Angeles from VFX house to house. Our Internet connections were not fast enough in that era for us to send reviews in digitally, so these in-person visits gave the supervisors the chance to look over the shoulder of the artists working on the shots. I remember many late nights writing software and collaborating with Volker Engel, Doug Smith, and Tricia Ashford – the supervisors on the show – trying to solve problems as they’d come up.
Once a shot was further along in it’s production, it was filmed out (as a WIP or “for final”) and screened for Roland. Sometimes we would attend these VFX dailies in person, but often we’d be busy working and get the notes by fax.
I still remember the day I had a great version of 389×1 I was hoping to final and the notes came back on the FAX, “Plan for a few all nighters starting tonight on this one.” Since I’d already been up for the last two nights, I took that as an opportunity to go home, get some sleep and return to the office when the RV showed up that afternoon to get working again.
vfxblog: What did you think it was that made many of these VisionArt shots so successful? What was most challenging in terms of workflow/creative control at the time?
Daniel Kramer: For the most part shots were well planned as far as what would be practical and what would be CG. Volker Engel shot plates for the most hero F18 shots and cotton clouds for backgrounds. There was a healthy amount of caution at the time about getting too close to CG as our shading models were pretty simplistic and practical models ruled the day. So a big part of it was good planning on the production side.
A big challenge for us was the timeline, we were brought into the project fairly late in the game. We were well suited for that sort of deadline having worked on a lot of television projects like Star Trek: Deep Space Nine. We were used to building CG ships and producing work on a 2 week schedule for each episode. That trained us to work fast and it was common for us to develop new tools for each new project on short schedules.
vfxblog: Any other particular memories from working on ID4 and VisionArt in general?
Rob Bredow: I look back with very fond memories at my time on Independence Day and VisionArt. So many of the talented artists there have gone on to become great supervisors and create memorable shots in films for many years. I feel very fortunate to have had the experience of working on that film and for it to be enjoyed by so many people over the years has been particularly rewarding. It’s one of three movie posters on my wall beside me right now.
When ID4 won the Academy Award that year for Best Visual Effects, we were all at the office watching together. We couldn’t believe it, and I don’t think I even realized at the time what a unique run we just had.
Daniel Kramer: Honestly they were some of the best years of my life. The feeling of optimism and opportunity. The feeling we could do anything we put our minds to. I was working with my best friends on amazing projects and VisionArt was like a second family.
The week before the opening the entire company chartered a private boat to Catalina for a few days. The day we returned we all attended opening day in Westwood to watch the movie with an audience. It was truly an exciting time.
Jump to Part 1 which looks at ID4’s Model Shop and features an exclusive video.
Catering to the Indian video on demand industry, Viacom18 and Turner India have announced a strategic tie-up that will see Turner’s popular kids shows play on Viacom18’s VOOT. This deal will see VOOT add to its already existing list of close to 100 characters that cut through broadcast affiliations. It will bring experiences of The Powerpuff Girls, Ben 10, Roll No. 21 and Chotta Bheem alongside Dora, Spongebob, Motu Patlu, Shiva and Pokemon – all within a single destination.
Commenting on the tie-up, Turner India, senior vice president and MD, Siddharth Jain said, “We at Turner are dedicated in engaging consumers and collaborators in new ways to develop immersive worlds that enable our fans to experience our brands, franchises and content wherever, whenever and however they like. The collaboration with Viacom18 is a strategic move towards achieving this objective of being where our fans are and we know from our own New Generations 2016 research that 71 per cent of today’s plurals are mobile phone users and 30 per cent of them are on surfing the internet.”
Viacom18, group CEO, Sudhanshu Vats said, “Online kids content is one of the major white spaces that exists in the country today. Through a dedicated offering within VOOT, called VOOT Kids we had started our journey to create the largest online destination for kids’ content in India. This vision saw us aggregate content from both within our network brand Nick and outside, to launch with over 7000 videos of kids content. This strategic partnership with Turner India will further bolster our content repository for VOOT Kids. Additionally, this also brings two powerhouses of kids’ content on a singular platform to bring forth the best viewing experience for our loyal little viewers.”
Viacom18 Digital Ventures, COO, Gaurav Gandhi further explained, “With close to one-fifth of all viewing on VOOT coming in for VOOT Kids already, we clearly have managed to catch the attention of one of the most discerning audiences and the true digital natives. With this multi-year strategic tie-up with Turner India, we are adding to the depth and variety of content for this audience.”
This first ever industry strategic tie-up will see VOOT hosting Turner India’s popular kids’ shows like The Powerpuff Girls, Ben 10, Dexter’s Laboratory, Roll No. 21, Samurai Jack, Johnny Bravo and M.A.D. In addition to the Turner content, VOOT has its in house franchises like Dora, Motu Patlu and Spongebob, and all the biggest Nick shows as well as over 7000 new videos on the app and website. VOOT already hosts Chotta Bheem and Mighty Raju that run on Turner India’s broadcast channels Cartoon Network and POGO, and Pokemon that airs on Disney’s broadcast network. With kids, who are truly screen agnostic, and are spending considerable amount of time on mobile devices, kids’ content seems to be the next frontier in digital entertainment.
VOOT, launched earlier this year, has a differentiated offering in the kids’ space, housing “VOOT Kids” a destination created for kids online. Kids are known to be loyal to characters and VOOT has bet big on its kids’ content.
The post Viacom18 and Turner India strike strategic tie-up for VOOT appeared first on AnimationXpress.
3QU Media is in production on the company’s second feature, Gnome Alone, an animated comedy starring singer/actor Becky G (Power Rangers, 2017) and Josh Peck (Grandfathered).
Directed by Peter Lepeniotis (The Nut Job) and produced by 3QU co-founder John H. Williams (Shrek), Gnome Alone is being animated at Cinesite and is slated for completion in the spring of 2017. Gnome Alone is the second of four feature-length animated films to be produced and financed by 3QU Media. The first, Charming, is currently in production and features an A-list voice cast including Demi Lovato, Wilmer Valderrama, Sia, GEM, Ashley Tisdale, Steve Aoki, John Cleese, Nia Vardalos and Avril Lavigne.
The Gnome Alone announcement was made today by two of 3QU Media principals, John H. Williams and Henry Skelsey, who started the company in 2014 to create family friendly CG-animated films for global audiences. The company has offices in Los Angeles, Greenwich, CT and Montreal.
Written by Kyle Newman (Barely Lethal; Fanboys) and Micah Herman (Washed Up) with revisions by Rob Moreland and Zina Zaflow, Gnome Alone imagines a centuries-old war waged between the grizzled Gnomes who protect earth and the wacky and hungry Troggs determined to consume everything in sight. When Chloe, the reluctant protagonist discovers that her new home’s garden gnomes are not what they seem, she must decide between the pursuit of a desired high school life and taking up the fight against the ever-multiplying Troggs in a final last stand.
“Peter’s instinct as a director is always toward the relentlessly entertaining,” said Williams, “so I am particularly excited to see what results when we add the incredible vocal talents of Becky and Josh to the action-packed thrill ride he has envisioned.”
“Gnome Alone is an energetic action comedy for kids in the tradition of films like Monster Squad, Gremlins and Ghostbusters with chills and fun scares and plenty of hilarious characters that’ll thrill the child in all of us,” added Lepeniotis.
Becky G, who will make her motion picture debut in the 2017 film Power Rangers as the Yellow Ranger ‘Trini’, is a Latin singer/songwriter/rapper/actress who signed her first music contract with Kemosabe/RCA at the age of fourteen after posting an original rap video of herself on YouTube set to the Jay-Z-Kanye West hit, Otis.
Prior to winning her role in Power Rangers, Becky took her musical talents to play the recurring role of Latin pop singer Valentina Galindo on the Emmy-winning FOX-TV musical drama series, Empire. She launched her music career as a featured artist on the singles Wish U Were Here by Australian singer Cody Simpson, Oath by British singer Cher Lloyd, and the remix version of Die Young by American singer Kesha, with Juicy J and Wiz Khalifa. Becky provided the song Monster for the Sony Pictures animated film Hotel Transylvania. Becky G will combine her talents for acting and singing in her leading role as Chloe in Gnome Alone.
The post 3QU Media produces animated comedy film ‘Gnome Alone’ starring Becky G and Josh Peck appeared first on AnimationXpress.
When you watch a space adventure you are bound to propel in the outer world against the clutches of gravity. The earth, water, space, moon and aliens; the Independence Day: Resurgence is a summit of every component that you would want to experience in a space battle.
A fight for survival, a battle for freedom and a “do or die’’ situation to gain independence is what the movie is all about. Following a sequel to the Independence Day movie (1996), the plot of this film gears up with the signs of return of the aliens to the planet Earth.
The young pilots or rather children of the actors from the first movie take the lead in this film to fight off the aliens capturing the earth. Starring Liam Hemsworth as Jake Morrison, Jessie Usher as Dylan Dubrow-Hiller, Travis Tope as Charlie Ritter and Angelababy as Rain Lao, are the key pilots who help win the battle for independence.
While Jake and Dylan both have a vengeance towards the aliens for having lost their parents, these pilots churn out the mother ship or target the ‘Queen’ of the aliens to destroy the alien attack right from the root cause.
The plot of the film follows on a flat scale and may seem a bit boring at few instances when the alien attack is prolonged and the escape of the pilot force seem never ending. However, certain sequences are well displayed as there is always a twist after the destruction of every danger. It’s like if one alien force is destroyed, another one is charging up.
Emotions and storytelling have been portrayed quite profoundly, as the attachment in relations and bonding between parents and their children reaches its heights and strikes the right chord among the viewers. Moreover, the passion for work and dedication to complete the mission coupled with bravery to fight all odds induces a sense of patriotism and unity towards the climax.
Visually, this movie is enthralling! Blasts, explosions, battlefield, gun shots, destruction, spaceship and alien creation are neatly achieved to look realistic. Though the plot is scientific and hypothetical to some extent, the visual effects, animation and CGI have turned the whole scenario of the film in a realistic believable setting. Even the aliens look quite indifferent; just like how an abnormal species from human may look.
VFX studios Cinesite, Weta Digital, Digital Domain, Image Engine, MPC and Scanline VFX have delivered phenomenal work to enhance the look and feel of the movie. The destruction of the world due to the alien cover, the explosions in space and the storming of the sea are few commendable scenes to look forward for in the film. It can be said that without the advanced CG techniques, animation and use of VFX, this movie wouldn’t have been that appealing.
Music plays a major part to enhance the space adventure with vibration felt in an IMAX, adding that extra effect to make you feel as if you are a part of the battle. The movie seems a little dragged, with few chords that could have been eliminated. As compared to the 1996 film, this movie seems to be a good one time watch that may entertain you for a brief period with a number of action sequences.
Directed by Roland Emmerich and written by Emmerich, Dean Devlin, Nicholas Wright, James Woods and James Vanderbilt and distributed by 20th Century Fox, Independence Day: Resurgence released worldwide on 24 June, 2016. Just a spoiler or a tip of information, this film ends on a note indicating another venture in the franchise. To know what the information is you may have to book a ticket soon.
The post Independence Day: Resurgence Review- A hypothetical plot of alien attack made realistic through VFX appeared first on AnimationXpress.
On the eve of the digital age we stand at a place where android penetration is at its peak and it would be safe to say that it will just keep growing further for the time to come. As more and more app developers spring up to cater to the ever growing demands of the consumers, the matter of revenue generation still hinders the functions of these new players in the industry. As there is an undeniable chunk of consumers in India who prefer not paying for an app, developers rely on advertisement and if that doesn’t work out, it becomes tough for them to continue operations.
Keeping the same factor in mind, Kratos, a mobile technology advertising network has launched ‘Kuberplay’, an SDK based application that will allow people to download apps for free.
How it works?
The basic concept of Kuberplay is quite simple. It replaces the paying mode while buying apps from money to advertising. It lets you download any paid-app for free, where instead of charging money; there will be a set of recommendations for the user, which can be anything ranging from other app download suggestions to filling out forms for survey. Once the notified task is completed, the consumers will be rewarded with the digital gratification as promised. Thus, developers can infuse their apps with Kuberplay and when a consumer tries to download or uses that specific app, recommendations will be shown to them with a precise list of gratification for each.
Speaking to AnimationXpress, Kratos, CEO, Upal Pradhan asserted, “The problem it addresses is that, the in-app purchases for app developers are very low. For a premium app, 98 per cent people never pay for any of the services, so it is considered free of cost. Hence, we are trying to address that problem where the customer gets all the services that an app has to provide and the app developer also earns money from it.” He further explained, “Basically what it does is that, when a customer is trying to activate some premium service, but for whatever reason is not willing to pay for it, there would be an advertiser who will be paying for it. So it can be an app developer or someone who is doing a research or some kind of lead generation. And so this whole thing is target based, thus all customers will not be receiving the same kind of advertisements.”
But how does Kuberplay generate revenue for its company?
“Kratos is an advertising network. We are working with all the major ad agencies in India and directly with brands too, thus we already have an inventory of varied and different kind of advertisement and that’s where we will earn our revenues and that is what we will share with the app developers.”
Pradhan further informed that they are already running campaigns with various e-commerce and food delivery services.
“For example we have a campaign from one of the largest music streaming apps in India, so they pay us when someone plays a song, so it will be clearly mentioned there to download the app and play a song and they will get whatever virtual goodie is there. So as long as the customer is taking the action that is mentioned, they would get the reward.”
Pradhan also mentioned that games are one of the main targets for them, given the fact they are downloaded the most.
Kuberplay will allow game developers to pinpoint the recommendations they want or do not want, as no developer would like to have their own competitor’s product on the recommendation list.
This service might not only help consumers get all those apps or paid-updates they wanted but also help developing studios to earn revenues in order to thrive in the age of cut-throat competition.
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Mindshare Mumbai has been awarded the Glass Lions Grand Prix at 2016 Cannes Lions International Festival of Creativity, for “6 Pack Band,” a transgender pop group sponsored by Brooke Bond Red Label in India. The Glass Lions category was introduced celebrates work that addresses and seeks to have positive impact on gender inequality, imbalance or injustice. Mindshare and Brooke Bond partnered with Yash Raj Films India to assemble a six-person outfit, who went on to perform in and star in a series of vibrant music videos for catchy tracks, including “Hum Hain Happy,” a cover of Pharrell’s popular “Happy.” The songs have aired on Indian radio stations and on streaming apps. The band appeared at major Indian music events including Radio Mirchi’s Music Awards. The 6 Pack Band project was designed address the stigma against the “third gender” while also promoting Brooke Bond Red Label’s mantra to “bring people together.” Yash Raj Films pitched the concept to Hindustan Unilever Ltd (HUL) in June 2015 as part of the company’s “Content Day”. The brand partnership concept was then developed at Mindshare Fulcrum, Mumbai.
So far, the 6 Pack Band has released five music videos, featuring actors Hrithik Roshan, Arjun Kapoor and singer Sonu Nigam, on the Y-Films official YouTube channel. The first single, released in January 2016, was “Hum Hain Happy”, a cover of Pharrell William’s track “Happy”.
Inspired by a beautiful Guru Granth Sahib couplet, ‘Sab Rab De Bande’ gives the heartwarming message that in the eyes of the Almighty, we are all equal; that there is no barrier of caste, creed, community or gender; and humanity is the one religion all his children should practice.
Concept work was by Mindshare Fulcrum, Mumbai.
The 6 Pack Band project was curated by Shameer Tandon, conceived and produced by Ashish Patil at Y-Films, Brand Partnerships and Talent Management, Yash Raj Films.
6 Pack Band are Asha Jagtap, Bhavika Patil, Chandni Suvarnakar, Fida Khan, Komal Jagtap, Ravina Jagtap, performing with Sonu Nigam. In casting 6 Pack Band, the production team looked for Hijras with screen presence, a voice and attitude. Casting was supported by members of the Humsafar Trust, a nonprofit that supports the LGBT community in India.
Music was composed and directed by Shameer Tandon, with lyrics by Nishant, programmed by Prem Hardeep Partners In Rhyme and produced at PIR Studios UK.
Filming was shot by director Nishant Nayak via Y Films with director of photography Mithun Gangopadhyay, costume designer Niharika Bhasin Khan, associate producer Nikhil Taneja, video story writer Mariam Munir, editor Farooq Hundekar, executive producer Varun Chaphekar, choreographer Nishant Bhat, production designers Prasun Chakraborty, Sushant Panda, and assistant producer Sakshi Gurnani.