STOP MOTION Provocative promo for a Japanese restaurant opening. Rice is bread. Monuments are symbols of Japanese Art Japanese cuisine is an Art p.s. we used 20 kg of rice to make this miracle happened (watch it 4K) CLIENT: Premier Palace Hotel (ikigai.com.ua) AGENCY: Happy Hippie Lab CREATIVE DIRECTOR: Tina Tanashchuk ART DIRECTOR / LEAD ANIMATOR: Andrew AJ DOP / GAFFER: Taras Miskiv SCULPTURES: Metro Metro SET DEPARTMENT: Alexandr Rijov, Alexandr Dya COMPOSER / SOUND DESIGN: Valeriy Bezhevets
STUNG by a COW KILLER!
Posted in: Animation
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On this episode of Breaking Trail, Coyote is stung by an infamous COW KILLER…the Velvet Ant!
The Velvet Ant, which is actually a species of wingless wasp, is well known for possessing one of the most painful stings in the insect kingdom. In fact, this legendary sting is so painful it has even earned them the nickname “cow killer” because it is said to be so excruciating it can actually kill a cow.
Now the cow killing part is simply a myth but in his quest to work all the way up the insect sting pain index to the most painful sting on record, which is that of the Bullet Ant, Coyote has decided he better find out just how bad the number four ranked Velvet Ant is first.
Get ready, you’re about to witness Coyote’s most painful sting yet!
Breaking Trail leaves the map behind and follows adventurer and animal expert Coyote Peterson and his crew as they encounter a variety of wildlife in the most amazing environments on the planet!
The Brave Wilderness Channel is your one stop connection to a wild world of adventure and amazing up close animal encounters!
Follow along with adventurer and animal expert Coyote Peterson and his crew as they lead you on three exciting expedition series – Emmy Award Winning Breaking Trail, Dragon Tails and Coyote’s Backyard – featuring everything from Grizzly Bears and Crocodiles to Rattlesnakes and Tarantulas…each episode offers an opportunity to learn something new.
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Zelda x Ghibli Film Trailer
Posted in: Animation
Short trailer* I made to go with the Zelda x Ghibli posters** I did a while ago
I animated this to a section of this amazing piano piece by Kyle Landry (starts 2:42): https://www.youtube.com/watch?v=oTmp4sukhKs&index=4&list=PLmhXyO5tP36bKSYFcieocx7_tmB82DPCw
*This is just a concept- not attempting to develop an actual movie
**Posters: http://matt–vince.tumblr.com/post/133757186344/studio-ghibli-x-legend-of-zelda-poster-concepts-i
iPhone 7 Jailbroken by qwertyoruiop
Posted in: Animation
Luca Todesco, also known as qwertyoruiop, shows off his jailbroken iPhone 7.
CONAN Highlight: Apple has revolutionized carrying technology and is bringing the bag into the 21st century.
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Film essay in which I speculate over old photographs, found footage, postcards and Mondo Cane.
Doug Chiang didn’t go to art school.
But as many readers would know, he worked his way up at places like Rhythm & Hues, Robert Abel and Associates and ILM, landing the role as the head of the Lucasfilm art department on the Star Wars prequels starting in 1995. Here he worked with George Lucas on designing a new angle on the Star Wars world.
‘What was it like working with George?’, Chiang says people ask him all the time. It was terrifying for two reasons, he explained in a packed out session at the recent Trojan Horse was a Unicorn event in Portugal.
The first reason was that Chiang was trying to fill the shoes of his heroes – Ralph McQuarrie and Joe Johnston. And the other thing was something Lucas told him on the first day, ‘Forget everything you know about Star Wars.’
That revelation completely blew Chiang’s mind because he had been angling almost solely towards mimicking McQuarrie and Johnston’s famous Star Wars designs. However, Chiang reflects now that it was a blessing since it allowed him to dig deep on what was the design philosophy of Star Wars – what makes it work? The end process in the prequels would be slightly different, but the process would be identical to what had come before.
These are the four principles of Star Wars design Chiang came up with.
1. ‘I don’t want anything to stand out’
That’s a quote from Lucas. But Chiang originally didn’t know what the director meant. Usually, he says, if you’re designing something for a big film you DO want it stand out. But what Lucas meant was that he wanted it to all blend together. Chiang says Lucas described it like this: ‘It can be a computer, but it has to be a non-descript computer. I don’t want any costumes, any spaceships, any sets, anything in the movie to stand out. It should just look like it belongs.’
The idea is to move away from these sci-fi things which can sometimes look like one person art directed them all. Lucas’ goal was, Chiang relates, to ask the audience afterwards, ‘What was that vehicle?’, but to get the response, ‘I don’t remember. It just looked real.’ Real life isn’t art directed and that’s what Lucas wanted to do with the original Star Wars movies, too. It was intended to be like a documentary period film, just set in another galaxy.
2. Visual contrast
This is about having clear color palettes and obvious silhouettes so that audiences can quickly determine who’s who and what’s what. In some modern films, Chiang observed, the designs can become too busy. Lucas quickly established the Empire was black with accents of red; the shapes were hard-edged. Conversely the Rebels were different shapes (more organic) with earthy tones of brown and green.
3. Familiar and not familiar
What does this mean? Chiang says Lucas liked to take things out of context. One example is Jabba’s barge – essentially a sailing ship. Right away, you know what it is and that it would be used to transport people. But then it’s in an exotic realm. It’s unexpected and it makes Star Wars unique.
Chiang took that approach in designing the battle droid speeder seen early in Naboo, which is based on a jet ski, and with the Queen’s starship which of course looks like the SR-71 Blackbird. Anakin’s pod racer comes almost direct from a speedster vehicle. The drone drop ship was drawn from a dragonfly design, even though it evolved quite a bit. And the Gungan Kaadu riders were inspired by cowboys as seen in Westerns (a genre Chiang loved).
4. Iconic Star Wars shapes
Domes. Cones. Circles. Thanks to McQuarrie’s early designs, there are now certain Star Wars shapes that make up the universe. Domes in architectural terms are very exotic and they seem to fir the exoticness of Star Wars, for example. Another is the use of white dots on a black surface, say from lights in the Death Star or even the white suited Stormtroopers lining up for Darth Vader’s arrival.
5. Anything that floats can be Star Wars (bonus principle!)
It’s true. Just look at pretty much everything in all the films…
Design guidelines
Out of those four (maybe five) principles, Chiang also developed five design guidelines. I’m not going to go into detail on these but these are guidelines that Chiang developed 20 years ago and followed through with them on The Force Awakens and Rogue One (on which he is the co-production supervisor):
1. Strong silhouette – this came out of Lucas reviewing designs on a wall and immediately choosing the ones that had the strongest and most memorable silhouettes.
2. Three second rule – about as much time as the audience has to see a design and work out what it is. That’s the philosophy Lucas used to approve/reject designs. Chiang says about 80 per cent of his designs were rejected.
3. Personality – every design for a vehicle, set, planet or landscape has to tell you quickly whether it’s an evil place, a dangerous place, a peaceful place. It has to emote something for you, which is tricky because it’s very subjective.
4. Believability – while easily broken, this guideline is all about making believable and ‘real’ worlds and maintaining the suspension of disbelief.
5. Toy factor – Chiang only considers this when the four other guidelines have been achieved. It’s about adding extra flair. Go for the sexy one!
There was so much more Star Wars design philosophy that Chiang shared with the Trojan Horse crowd. I might try and write up some of his Q&A answers at some point, which were incredible.
For now, I’d recommend signing up to Trojan Horse’s THU TV which streamed sessions during the event and also lets you watch a whole lot of other specially made content, including actual sessions, at any time.
Picking up from extensive box office collection of The Angry Birds movie early this year, converting mobile games into animated feature films seems like an idea that can lead to a considerable breakthrough. Another popular game franchise Fruit Ninja is in talks for a full length feature film.
New Line Cinema, the American film studio, has bought the rights to make a movie out of the game. The plot of the feature may revolve around a certain concept of a team of misfits who are recruited to become Fruit Ninjas in order to save the world.
The writing duo behind How to Survive a Garden Gnome Attack at Sony Animation J.P. Lavin and Chad Damiani will pen the script.
Tripp Vinson will be producing the film. Vinson has a long work history with the studio for he recently served as an executive producer on New Line’s action hit San Andreas. He also produced the film Journey to the Center of the Earth for the studio.
The video game Fruit Ninja has been developed by Halfbrick in Brisbane, Australia. It was initially released on 21 April, 2010 for iPod Touch and iPhone devices and later for other Operating Systems. Fruit Ninja is the second-highest-selling iOS game of all time, with over 1 billion downloads.
The success of The Angry Birds movie is self explanatory as it grossed a worldwide total of $346.4 million. The movie released on 20 May, 2016 and went on to earn $107.5 million in North America and $238.9 million at the box office in other territories. More than the box office collection, this movie also entertained the audience with its light script full of humour, drama and a decent storyline.
The post After Angry Birds, it’s time for a ‘Fruit Ninja’ feature film appeared first on AnimationXpress.