Taking Flight


Taking Flight is a short film inspired by the life and heritage of Antonio Pasin, inventor of the Radio Flyer wagon. In this fictional tribute to Pasin’s legacy, what begins as a small boy’s over-scheduled, over supervised, boring day with Grandpa turns into a larger-than-life journey, narrowly escaping wild monkeys and battling aliens to save the universe. Through the power of imagination and epic adventure, a boy learns to be a kid, a father learns to be a dad, and a grandfather reminds us all what childhood is about.

Istanbul – Through the Prism


Prisma inspired me to stitch together this short travel film shot in Istanbul, Turkey

Longtime Blizzard veteran Chris Metzen hangs up his boots

Blizzard is famed around the industry for its rich and immersive content. The games (worlds) that the company has created over the span of time, has enough content and depth to keep fans glued, and with quite stable flow of updates, the stories are enriched with more flavours.

But now, Chris Metzen who hailed the position of senior VP of story and franchise development at Blizzard is calling it quits, for now. The news was shared by Blizzard over their official Battle.net forums with a note from the man himself.

Metzen joined the company around 20 years back and worked as an illustrator and animator and worked his way through some of the earliest titles of Blizzard like Warcraft: Orcs and Humans. Metzen then worked as a writer for the sequel named Warcraft II: Tides of Darkness. He breathed life into the fantastic universe’s stories of popular Blizzard IPs like Diablo and Starcraft. Apart from making a cameo in the Warcraft movie, he also voiced several popular Blizzard characters like Thrall from Warcraft, Skeleton King in Diablo and Bastion from Overwatch, the game where he served as the creative director.

OverwatchMetzen would not be the only celebrated Blizzard personality leaving the company this year. Earlier in July this year, Diablo 3 , director, Josh Mosqueira parted ways with the company and announced a new game company, Bonfire Studios with ex- Blizzard chief creative officer, Rob Pardo.

Here’s his farewell note posted by Blizzard on their official forums:

I had just turned twenty years old when I started working at Blizzard. Seems like a lifetime ago. Guess it was. Those first few years were the start of a very grand adventure for me, one that would take me around the world, introduce me to thousands of wonderful geeks just like me—and ultimately shape the course of my adult life.

Of course when I started, I had absolutely no idea what I was doing. I had no idea how to make games or build entertainment products.…

But I had an insatiable passion for ideas. For stories. For heroes.

My only real training before joining Blizzard was the long-running D&D campaign I had with my closest friends—Sam, Mike P., Daniel, and Mikey C. (you know who you are, boys…HAMRO!). Building ideas—vast worldscapes, characters, and plotlines with my friends was my first great love. I lived for it. It was a safe space amid the tension and change of some rough teenage years. The grand refuge of D&D was a glorious meeting of minds and imaginations where I felt I truly belonged.

It was a space where friendship and imagination were inextricably linked.

The sharing of ideas on the fly, the crazy, unexpected turns other players would take—it stretched our imaginations in ways we’d never have dreamt of on our own. I loved how roleplaying through adventures taught us so much about each other—and, more often than not, ourselves. Imagining together helped us make sense of the crazy world we were growing up in. It made us stronger together.

I wouldn’t really understand the depth of it for many years, but I had learned an important truth from my friends back then:

Creativity is relational.

Looking back at my years at Blizzard, I see now how profoundly this idea has shaped my career. I see how profoundly my friends and coworkers at Blizzard have shaped me as a person.

For nearly twenty-three years I’ve had the very distinct privilege of shaping worlds and building games with the brightest creative minds in entertainment. I’ve walked with giants (and stood on some giants’ shoulders, too).

In short, I’ve had the time of my life.

I pretty much had the coolest job ever—but the truth is, sometimes it was really hard. Building games with dozens of brilliant, passionate alpha-geeks with their own red-hot instincts and perspectives can be pretty tricky. Coming to consensus about certain design decisions, story motifs, or courses of art direction takes a lot of communication, patience, and “give and take.” It stretches you. Sometimes it wasn’t all that pretty. But engaging with your teammates and collaborating through the potential quagmire of all that creative tension is where the real magic happens.

It’s not just the decisions you come to—or even the final shape of the product you craft.… It’s bigger than that—and infinitely more important. True collaboration builds trust—and trust is the basis of all lasting relationships. With trust you build more than just a great product.

You build a TRIBE…that can build anything.

A family of craftsmen.

That’s what Blizzard has been for me. My second family, through all of life’s ups and downs, it’s always been there. The great, geeky backdrop of my life. I don’t just mean “the job” or even the creative mission—but the people. The people who over and over lifted me up, believed in me—and pushed me to find my potential as both an artist and as a leader all these years.

To my Blizzard brothers and sisters…I wish I had the words.

Everything just sounds…trite.

All I can think of is…

You helped me believe in myself and achieve every one of my wildest dreams.
I am forever grateful to you.

I love you all with everything I’ve got.

Thank you.

And to all of you out there in Blizzard’s vast gaming community—those of you I’ve had the pleasure of meeting in person and all of you around the world I’ve only heard about—thank you.

Thank you all for letting me be a special part of your community. For letting me belong with you. We’ve shared countless adventures together and I’ve always been overwhelmed and humbled by your passion for our games as well your commitment to each other. Thank you for all the BlizzCon hugs, smiles, handshakes, and stories over the years. You will never know how much you’ve all touched my heart and inspired me to give my all into this craft.

With that said, I’ll try to get down to the point, here. I’ve come to a turn in the road. A new, far quieter chapter in my life looms ahead.

I am retiring.

Yup.

Hangin’ up my guns.
Clockin’ out.
Takin’ the last gryphon out of Stormwind.
You get the picture.

Crazy, I know.

It’s a massive change for me, but it’s one I’ve been looking forward to for a while now. It’s ironic given the fact that things have never been better or more energized at Blizzard. Just this year alone has been incredible.

Legion’s arrival.
The launch of Overwatch.
The Warcraft feature film.

I’ve never been more proud of Blizzard and the quality of its products than I am now. It’s remarkable that even after all these years we can still reach new heights and take the world for an amazing ride. I believe Blizzard’s future is brighter than ever.

I won’t lie—it’s going to be really hard stepping away from these worlds that I love. But I’m content that I’m leaving them in the hands of the most passionate, talented, and dedicated craftsmen ever assembled.

I can’t wait to see where Blizzard’s worlds go next—and to experience them first-hand like everyone else does. As a fan. As an adventurer. Right back to the start.

That’s just so cool…

The reason I use the word “retire” is because I’m not going to some other company or starting up new projects or anything remotely like that. It’s been a long, amazing stretch of years. Now it’s time to slow it down. Rest. Lay around on the couch and get fat. Well, fatter.…

Seriously though, I’ll be focusing on the one thing that matters most to me in all the world—my family. They’re the core of my life and the source of my deepest joy and inspiration. In addition to raising our two little ones, we recently welcomed our new baby into the family! Being home with them all, having time and space to really live…to love my wife with all my strength…that’s my career now.

And I’ve never been happier.

Ever. ☺

Peace out, y’all.

I love you all.

I’ll see you online.

Chris

The post Longtime Blizzard veteran Chris Metzen hangs up his boots appeared first on AnimationXpress.

‘Game of Thrones’ honoured for special visual effects at the Creative Arts Emmy Awards

HBO’s Game of Thrones was honoured with its fifth straight Outstanding Special Visual Effects Award at the Primetime Creative Arts Emmy Awards, held Saturday, 10 September at the Microsoft Theater in Los Angeles. Praised as one of the series’ best episodes to date, the Award-winning “Battle of the Bastards” was a monumental undertaking, including significant visual effects (VFX) work from Deluxe’s Iloura, which helped craft the titular bloody showdown. Iloura VFX Supervisor Glenn Melenhorst was honoured as part of the visual effects team that included Steve Kullback, Joe Bauer, Adam Chazen, Sam Conway, Derek Spears, Eric Carney, Matthew Roleau and Michelle Blok.

Melenhorst said, “Game of Thrones is such a successful and well-loved franchise so the chance to work on ‘Battle of the Bastards’ was hugely exciting. Steve Kullback and Joe Bauer have set an incredibly high bar for VFX quality and we made sure to keep that standard. I’m immensely proud of our Iloura team and grateful to have been a part of such a historic episode.”

Battle of Bastards 1

Iloura artists used a mix of VFX and hand-crafted animation techniques to realise the vision for the pivotal battle, creating many photorealistic horse and rider collisions, 3,000-strong armies, a mix of close-ups featuring live action and CG humans and animals and massive crowd simulations, as well as hundreds of assets – CG armoury, weapons, flags, saddlery, body parts, and environmental assets such as blood, mud, smoke, fire and mist.

Deluxe, president of VFX, Ed Ulbrich said, “The VFX work on this episode is just stunning. We’re incredibly proud of Glenn and the Iloura team for their contribution and honoured that our industry colleagues consider the work among the year’s best.”

Iloura’s VFX work on “Battle of the Bastards” also recently took home Gold in the TV Series category at Australia’s 19th Annual AEAF (Animation and Effects Awards Festival) Awards announced on 17 August at the AEAF awards night gala in Sydney.

FXX’s Archer won its first gold for animated series.

The post ‘Game of Thrones’ honoured for special visual effects at the Creative Arts Emmy Awards appeared first on AnimationXpress.

Julian Scott takes up the post of Animation & Television Consultant for ‘Film London’

Following the departure of Good Story, production executive, Bob Thompson after three years in his position, Film London has appointed industry veteran Julian Scott as its new Animation and Television Consultant.

Film LondonWith a rich amount of experience in his kitty, Scott will be responsible for advising investors and producers on the facilities, talents and skills available in the country. He would also organise familiarisation trips for overseas executives and champion the UK’s generous tax incentives for animation and children’s television.

Scott has previously been associated with big names of the industry like Walt Disney International Television and Sesame Workshop. He has also worked as an independent consultant with the likes of Beano Studios, Winduna Enterprises, Coolabi and King Rollo Films. With a perfect blend of experience in global IP development and being an expert on branded content, Scott has also served as chair of the BAFTA Children’s Committee; an elected member of the BAFTA Television and on the PACT Children’s Committee.

In a statement regarding his appointment, Scott said, “This is a very important time for the creative industries in the UK and London specifically. I am delighted to be working with Film London and look forward to continuing and expanding the great work Bob achieved.”

Film London and the British Film Commission, chief executive, Adrian Wootton expressed his views by saying, “I’m certain his experience developing original and branded content either side of the Atlantic and helping broker co-production deals will be of tremendous value to us and to the capital’s industry. His in-depth knowledge and experience will help inform our strategy as we work to highlight the fact that London is very much open for business when it comes to creating the best in animation and children’s television.”

The post Julian Scott takes up the post of Animation & Television Consultant for ‘Film London’ appeared first on AnimationXpress.

Hideo Kojima provides insights about his upcoming game ‘Death Stranding’

Death Stranding’s trailer left us absolutely baffled with many questions in mind. Created by the famed ex- Konami stalwart Hideo Kojima, the trailer shows a character played by Norman Reedus of The Walking Dead fame, crawling naked on a beach with a new born by his side as lifeless marine creatures are stacked up on the beach, with strange hand prints circling around. We are not so sure about the game’s details but it will be Kojima’s first game since his departure from Konami, so it definitely seems like something to look forward to.

While everything about the game was being kept under wraps, the enthusiasts were left to nothing but speculations of what could be. Speaking at Sony PlayStation’s pre-Tokyo Game Show keynote presentation recently, Kojima revealed a few things about the game which might help fans construct an idea about it.

Firstly, he explained that the things dripping from the logo is not ink or anything of that sort, but they are actually cords. He further explained the theme of the game which is, we are all connected by strands and hence the title, Death Stranding.

He explained that the game would be an open world, action based one with “a degree of freedom”. He further mentioned that he wishes to give an option to the players to be connected through these strands and /or provide elements which are not present in other multiplayer games. The game will have online elements as well.

He went on to reveal that the game would be available in 4K resolution and support HDR. More details are expected to be revealed at the Tokyo Game Show on 18 September.

The post Hideo Kojima provides insights about his upcoming game ‘Death Stranding’ appeared first on AnimationXpress.

I am that girl with Alessia Cara

Non-profit organization I AM THAT GIRL joins forces with 20-year old EP Entertainment/Def Jam Recordings global sensation Alessia Cara to create the “I AM YOU” empowerment campaign. The powerful message of Alessia’s new single “Scars To Your Beautiful” is the lynchpin behind her alliance with I AM THAT GIRL, the national movement that has been inspiring girls for the past six years to love, express, and be who they are through a global peer-to-peer community committed to creating a new norm for girl culture by raising the standard of how girls treat themselves. “I AM YOU” launches with a short video directed by Kim Jacobs, which delivers the meaningful message of empowerment, strength and inclusivity using a striking visual. The piece, which is narrated by Alessia and features a musical soundbed from her powerful self-anthem, reinforces the message that while we have our own unique stories, we are all connected by the universal truths that make us human. In the film, a rapid montage of girls of varied ages, sizes, and races flashes by, seamlessly composited together as if they are all speaking as one person, creating an extraordinary focal point for the singular voice that connects them all. Learn more at http://www.iamthatgirl.com/alessia

I Am That Girl - Alessia Cara

“Scars To Your Beautiful” was not only used for the film, but also inspired IATG and Alessia to create an action-focused curriculum for young women everywhere, to shift girl culture and help them transform self-doubt to self-love. The conversation kit, which is downloadable at iamthatgirl.com/alessia, centers around five primary interactive meeting topics, each cued by a lyric from “Scars.”

I am that girl - conversation kit
I am that girl - conversation kit - be the mirror

Jacobs shot around 50 young women over the course of one day, including a series of stills set to the playback track of the scripted voiceover. Most of the talent already were members of IATG chapters or volunteers, along with others who ended up taking the IATG pledge after wrapping the shoot.

“The stills were transcoded to feel like motion. Then the process of cutting between the faces required sensitivity, precision and a crazy amount of patience,” explains Jacobs. “Matching three girls blinking their eyes within a second of film is work for only warriors. We worked with the team at EXILE to fine-tune the edit until we finally struck the perfect balance of technique and humanity.”

I Am That Girl pledge

I am that Girl Credits

Filming was shot by director/creative/writer Kim Jacobs with writer Emily Greener, producer JP Mandarino, cinematographer Wyatt Troll, 1st AC Travis Daking, gaffer Robert Olivia, stylist Chrissy Morton, hair/make up artist Rachel Hoke, talent/AD PA Filippa Edenbro.

Editor was Tara Wall at Exile with assistant editor Joe DeWitt, producers Brittany Carson and Jennifer Locke, and executive producer CL Weaver.

Sound and music were produced at Lime Studios by Adam Primack with producers Susie Boyajan and Kayla Mashburn.

Finishing was done at Brewster Parsons. End titles were produced at Logan.

Create a Graffiti Logo in Cinema 4D

Learn how you can create a graffiti style logo quickly and easily using Cinema 4D!

New to Cinema 4D? Watch my Free Cinema 4D Lite for the 2D Animator Series!


Topics covered include:

• Unlock the power of SplineWrap
• Learn the difference between Scale and Spline Scale
• Play around with simple geometry to create awesome logos
• Light & texture the logo to make it look sexy
• Dive deeper by watching my C4D Lite Cursive Logo series

If you have any questions, be sure to post it in the comments section and if you create anything cool using this technique, be sure to share it with me!  Big, big, big, thanks for watching!

To get sneak peeks at new tutorials before anyone else, sign up for the Eyedesyn Newsletter.

Tutorial:

Visit eyedesyn.com for more from EJ

Add Your Own Character To Motion Capture In Cinema 4D

daftpunkdance

In today’s video, you will learn how to start to integrate your own characters into motion capture data.

This video is part of an ongoing series of videos all about how to use motion capture data in Cinema 4D. Watch the full training series here.

At the end of this tutorial, I use our two most popular plugins, Topcoat and HDRI Studio pack to quickly and easily set up beautiful reflections and HDRI Lighting in this scene. Check out these plugins and more from the GSG store to help speed up your render workflow.

Learn More About…

HDRI Studio
HDRI Collections
Topcoat
Trapcode Particular
Red Giant VHS

This training series was inspired by your questions about how to make animations like this amazing AICP Sponsor Reel Animation by Method Studios.

Watch The Tutorial


 

“Goodnight Everyone” trailer

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