NGDC 2017 opens big; talks, expo, NGF Awards and more!

The ninth edition of Nasscom Game Developer Conference kicked off at HICC Hyderabad today. Sharing the day and venue with the second day of Unite India’s concluding day, NGDC definitely had its share of fans. The venue was rippling with attendees; the expo room was now completely lit with the finalists of the NGF Awards showcasing their games and the remaining booths gaining a good amount of traction as well.

The opening ceremony was initiated by lighting of the traditional lamp with Dhruva Interactive’s Rajesh Rao, Lakshya Digital’s Anando Banerjee, Yozoo Games’ Anuj Tandon and NASSCOM’s Daryl Zuzarte. After a brief welcome note by Rao, the event officially began with a keynote by Nukebox Studios CEO Amit Hardi. The studio which recently came into the limelight with their game Food Truck Chef has seen its fair share of ups and downs and that was exactly the topic of Hardi. He shared their journey on how they created this title after a lot of attempts on others. He shared what a developer or an organisation creating games should keep in mind when aiming for the big one. Hardi ended his talk with urging Indian developers to push ahead.

A session curated by Amit Tandon brought together names from some of the most prominent gaming companies around. A panel consisting of folks from Rovio Entertainment, Stick Sports, Google, Nazara Games and King discussed and assessed the trends which India might see in the next year. The group also discussed about the importance about the subscription-based model, suggesting developers to switch to the aforementioned model if they are unable to monetise their game through in-app purchases. The panel further discussed about single and multiplayer games and where they stand, concluding it with the fact that both the style of games are still valid and both of them work. They stressed that local content will be the way to go if created correctly as it will resonate more with the audiences of a specific territory.

Roach Interactive’s Rahul Sehgal spoke to a sizeable audience about the challenges and things to keep in mind while being an indie studio or artist. Drawing on his own experience, he laid out a bunch of guidelines for aspiring indie developers to adhere. He stressed on point like building a strong team, keeping the creative ego in check, analysing, looking for feedbacks and much more.

While the talks continued, the expo hall was crowded with attendees thronging the booths to get their hands on the offerings from studios. Nodding Heads Studios’ Raji: An Ancient Epic drew a lot of traction from the crowd as did UnderDOGS’ Mukti.

With the day coming to an end, attendees swiftly gathered to the hall for the NGF awards. After glimpses of games from the shortlisted nominees, the winners were announced and were rewarded with mementos, Unity Pro licences, cash prizes and even a Nintendo Switch!

With the conclusion of the award ceremony people engaged in casual networking while the beer and biryani awaited them in the halls!

The post NGDC 2017 opens big; talks, expo, NGF Awards and more! appeared first on AnimationXpress.

Turner India and Rajgreen Group will amaze fans with India’s first amusement theme park “Amaazia”

Now we can touch and feel the Cartoon Network characters like Ben10, Powerpuff girls,Adventure Time and more at Amaazia!

Turner India and Gujarat based real estate player Rajgreen Group have announced a brand partnership for the launch of India’s first Cartoon Network branded amusement park named as “Amaazia”.  Surat is the third city in Asia after Dubai and Pattaya in Thailand, where Cartoon Network has partnered up with a theme park.

Powerpuff girls

The park has been conceptualised and designed by the Sanderson Group, Australia. Turner’s internationally loved Cartoon Network characters, including Ben 10, The Powerpuff Girls and Adventure Time will be part of Amaazia’s amusement park section. It  is scheduled to open in 2019.

Amaazia will host 33 theme-based attractions as well as 20 unique water-slides, using state-of-the-art technology.  It will be spread across an expansive 61,000 sq. mt. in area. Mudra group has created the Amaazia logo as well is handling its marketing.

The Cartoon Network brand association with Rajgreen Group for Amaazia amusement park reflects Turner India’s focus to put fans at the core of its business.

Managing director,  South Asia Turner India  Siddharth Jain

Siddharth Jain

Amaazia will be Cartoon Network’s first brand association for an amusement park in India. Announcing this development, Siddharth Jain, managing director, South Asia, Turner India, said “India is a priority market for Turner and our partnership with Rajgreen group will enable millions of Cartoon Network fans to interact and have fun with their favourite characters like never before.”

Jain, refused to reveal commercial agreements between the two stakeholders. “It’s not a date but a marriage, on paper the deal is for ten years, but we see this extending in the future,” he says.

He pointed out that having a safe environment is very important and also explained that the theme park is not just for kids, it is rather for the whole family.

Rajgreen group chairman Sanjay Movaliya

Sanjay Movaliya

The Rajgreen Group is investing Rs 450 crores in building the entire project, “It’s all our own money; we do not have any stakeholders. The water park is already running and the remaining rides will get installed in 2018. This is an indoor park which will have two shifts – morning and evening – and will run throughout the year,” said Rajgreen group Chairman Sanjay Movaliya.

Commenting on the announcement Movaliya said, “ Our aim is to create a similar experience closer home, via our association with a hugely popular global brand like Cartoon Network.”

He also added how he had personally visited amusement parks abroad to get an idea of how he wants to create the park and choose rides. Also he revealed that he had envisioned of the project 20 years back.

“Amaazia will attract visitors from neighboring cities like Mumbai, Ahmedabad and Udaipur and also fans and visitors from across the nation and beyond.” Movaliya added.

Anand Singh (senior director, CNE, South Asia)

Anand Singh

Surat is a land of opportunities and set to be a metro by 2018 and it was a meeting of minds when Turner and Rajgreen group met and discussed the ideas. “People from Mumbai, Vapi and around can arrive within hours, hence we decided to go ahead with this park in Surat,” informs, Anand Singh, senior director, CNE, South Asia. He  commented that Turner is a leader in kids and the company refers to people as “fans” and not consumers. So it does a lot of special contact programs as well.

Attractions and Merchandising 

The amusement park will feature theme based attractions with live shows, meet and greets’ with characters from Cartoon Network’s most loved original programs and also merchandises based on them. It will be indeed a merchandising boost for Turner.

The Amaazia park will be divided into four major sections- a theme park branded by Cartoon Network, a water park, a family recreational hub and a service apartment and retail shopping area to ensure that there is something for every visitor and for everyone in the family. Amaazia aims to attract approximately 1 million visitors in its first year of operations, with an aim to grow steadily into a top entertainment destination in the country.

The Turner team pointed out that to sustain the Amaazia park in future there will be more rides and more offers. On being asked if Cartoon Network would have shows catering to home grown IPs aired on the channel  South Asia, Turner India managing director, Siddharth Jain hinted the channel is working on such developments and it would be announced soon. Yes we are listening  and waiting for the announcement as well!

The post Turner India and Rajgreen Group will amaze fans with India’s first amusement theme park “Amaazia” appeared first on AnimationXpress.

Mumbai Comic Con 2017 to Showcase Thor, Hulk figurines and Star Wars Stormtroopers this weekend

Hulk figurine to be show cased at Mumbai’s Comic Con

Thor: Ragnarok is fast becoming one of the most successful Marvel superhero films of this year as well as a franchise, soon to hit the 50 crore mark ! And for all you Thor and Hulk fans out there, here’s yet another chance to meet your favourite superheroes this weekend!

Over the years, Marvel movies have forged a strong connection with super hero fans and movie buffs, and amassed a loyal fan base in India. Today, Marvel studios are a phenomenon that is impossible to miss and these super hero titles are always a highly anticipated release each year. To add to the excitement, Marvel India had launched the all new Thor and Hulk figurines in Mumbai followed by a multi-city tour in India. Fans from all over the country will get to see the figurines at the Mumbai Comic Con.

To add to the excitement for their next Oscar animation hopeful, Disney-Pixar’s Coco will have a special virtual reality zone that allows you to enter the world of the dead! A one of a kind VR experience that will allow you to see the trailer and clips of the film Coco and The World of the Dead in a completely different way!

These marvelous men will engage in some fun and action on 11 and 12 November 2017 between 11 am to 8 pm, at Bombay Exhibition Centre.

You will also be welcomed by the characters from the Star Wars: The Last Jedi to join in the celebration and you may also get to witness an epic face-off!

The post Mumbai Comic Con 2017 to Showcase Thor, Hulk figurines and Star Wars Stormtroopers this weekend appeared first on AnimationXpress.

John Lewis Moz the Monster at Christmas 2017

John Lewis, the UK department store chain, its 2017 Christmas advertising campaign, “Moz The Monster”. Set to a cover version of The Beatles’ song ‘Golden Slumbers’, recorded by British band Elbow, the two minute advert tells a heartwarming story of a little boy called Joe, who is kept awake by a 7ft imaginary Monster called Moz who is living under his bed. The two form a friendship and play together every evening, but staying awake through the night starts to take its toll on Joe, who can hardly keep his eyes open during the day. For Christmas, Joe receives the perfect gift of a night light which helps him finally get some peace and quiet from Moz, and a good night’s sleep. Just as you think the ad has come to a close, Joe turns the light back off and hears the familiar rumblings of his friend and is reminded that he can bring Moz back any time he thinks of him.

John Lewis Moz The Monster

In addition to watching the advert people will be able to enjoy Moz and the story in a number of different ways. At the John Lewis flagship shop on Oxford Street visitors will be able to see and hear what’s thought to be the world’s first farting and snoring window as Moz plays in the rooms in Joe’s house. On Facebook and johnlewismonstermaker.com people will be able to have fun ‘mozifying’ their face using their Facebook camera, and in 10 shops customers will be able to create their own monster selfie at a Monster Maker station. Google Home customers will also be able to personalise their story choosing their own sounds effects.

John Lewis Moz The Monster

A recording of actress Sally Phillips reading the Moz The Monster story will be available for download from johnlewis.com, Sky boxes and Google Home. The ‘Golden Slumbers’ track will be included in Elbow’s ‘Best Of’ album which will be released on November 24th.

This Christmas John Lewis has chosen Barnardo’s as its charity partner and will make a donation to the charity from the sale of Moz cuddly toys and mugs.

Craig Inglis, John Lewis’s Customer Director commented on the ad saying; “This year’s Christmas campaign brings to life the power of children’s imaginations and the joy of great friendships. Moz and Joe’s story is magical and heartwarming and I’m sure it will be loved by all of our customers, young and old.”

Michel Gondry said; “When I told my ex girlfriend I was doing the next John Lewis Christmas film she said: You have big shoes to fill, this John Lewis commercial must make people cry, don’t forget. Last week I showed it to her and she cried. Phew.”

John Lewis Moz The Monster Credits

The John Lewis Moz The Monster campaign was developed at adam&eveDDB, London, by chief creative officer Richard Brim, group executive creative director Ben Tollett, group chief creative officer Ben Priest, creative partner Patrick McClelland, art director Feargal Ballance, producer Russell Taylor, CEO Tammy Einav, assistant producer Raluca Anastasiu, planning partner Martin Beverley, chief strategy officer David Golding, business director Caroline Grayson, account manager Skye Stoppani, and account director Sarah Kay.

Media planning and buying by Manning Gottlieb OMD.

Filming was shot by director Michel Gondry via Partizan with director of photography Tim Maurice Jones, production manager Richard Wilson, production designer Andrew Kelly, production assistant Theo Cassels, producer David Stewart and executive producer Jenny Beckett.

Modelling was done at Millennium FX.

Editing was done by Whitehouse Post by editor Andre Rodrigues and assistant editor Antonia Porter.

Post-production and CGI was done by The Mill by executive producer Alex Fitzgerald, VFX producer Imogen Pai, VFX shoot supervisors Milo Paterson and Sam Driscoll, creative directors Neil Davies and Jorge Monteil, colourist Seamus O’Kane, 2D lead artist Gianluca Di Marco, 3D lead artist Sam Driscoll, 2D artists Milo Paterson, Theajo Dharan, Lucas Carracedo, Stefan Susemihl, Lucas Carracedo, Gary Driver, James Pratt, 3D artists Josh Curtis, Robert Moore, Maria Carriedo, Jack Powell, Will Burdett, Clement Granjon, Daniel Kmet, Perrine Renard, Andrew Bartholomew, Margaux Huneau, Vaclav Cizkovsky, Tony Atherton, Maxime Cronier, Jesus Parra, Peter Agg, Joshua Barlow, Philip Maddock, and Pavel Mimichev.

Sound was produced at Factory by sound designer Anthony Moore.

2ndMilk

Pixar previews their real-time graphics talk at SIGGRAPH Asia

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Presto screenshot. Image courtesy Pixar.

One of the featured sessions at SIGGRAPH Asia in Bangkok (27-30 November) is How Real-Time Graphics Helps Pixar Make Feature Films, being presented by senior graphics software engineers David Yu and Pol Jeremias-Vila.

I got the chance to ask them a few quick questions about what real-time graphics and effects initiatives are in use at Pixar, and what their talk will involve at SIGGRAPH Asia.

vfxblog: What’s your role at Pixar and what does that involve on a day to day basis?

We are part of the Studio Tools department at Pixar which is responsible for much of the core technology development at the Studio, including the Presto animation system, the Hydra render engine (part of the Universal Scene Description frameworks), and OpenSubdiv.

One of the great things about being at Pixar is getting the chance to develop technology alongside an amazing team of animators and technical artists. So, an important part of our day is understanding the technical challenges that come along with each of our films and working to find ways to improve our existing software as well as help develop solutions for new problems.

vfxblog: What tools or areas of production at Pixar involves real-time graphics?

Real-time graphics technology has been in use at Pixar since the earliest days of the Studio, and with each iteration of our technology we continue to find new applications. All of our core departments use real-time graphics in one way or another, from building shots and camera performances in the Layout department, adding detail to our environments in the Sets department, creating emotional performances in Animation, and adding visual richness with Shading, Lighting, and Effects work.

Our Hydra real-time render engine and Universal Scene Description technology are part of the pipeline that connects these various departments together.

vfxblog: What is the benefit of using real-time graphics in making films at Pixar?

Making one of our films involves finding ways to make a tremendous number of creative decisions. We have found that using real-time graphics is a powerful way to help our artists work in context and more confidently and and quickly explore ideas. We strive to build tools that allow our artists to be more expressive as well as more efficient.

vfxblog: What are the challenges in pushing for real-time graphics in production? What are some of the recent advancements Pixar has developed to help overcome these challenges?

Everything about our scenes is complex, from a geometry standpoint to lighting to shading. We have recently introduced the idea of Hydra backends, which enables our tools to swap from one renderer to another one. These are the building blocks to enable us to swap from a preview render made with rasterization (for example, via OpenGL) to a preview render made with a GPU path tracer.

vfxblog: Can you briefly outline what you’ll be talking about at SIGGRAPH Asia?

We will be talking about the different uses of real-time graphics at Pixar. We will also present some of the work that Pixar has done to share much of this technology as open source. We believe that an ecosystem of powerful and robust tools is a benefit to the rest of the industry as well as Pixar.

Remember, vfxblog readers can sign up to SIGGRAPH Asia in Bangkok with a 10% discount. Head to http://bit.ly/sa17reg and use the code EP107010MS71.

 

3D Artist cover

blender

3D Artist’s latest cover story is a piece I wrote on Blender’s Agent 327, an awesome short designed to showcase the 3D tool and collaborative workflow.

Behind the scenes of that super-cool Bifrost scene in ‘Thor: Ragnarok’

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One of the scenes, as brief as it is, that really caught my eye in Thor: Ragnarok, was the Bifrost journey taken by Thor, Loki and an uninvited Hela. A mid-journey fight ensues, which ultimately sends Thor and Loki to the planet Sakaar.

We’ve seen the Bifrost before, but this time visual effects supervisor Jake Morrison and visual effects studio Rising Sun Pictures made it somewhat more crystalline. They also dealt with what happens when a character strays through its edges, coming up with a technique that included just the right amount of camera shake. Morrison and RSP 2D lead Jess Burnheim break down the work for vfxblog.

The scene was filmed on bluescreen, after being blocked out in previs. “We shot the actors on these big tuning forks on a tall soundstage suspended 30 feet off the ground,” says Morrison. “I’ve learnt from doing this type of thing before that you’re always five minutes away from looking like a couple of actors standing on apple boxes, and that is just not cool. So we almost went to the opposite extreme and made sure that it looked like the actors really don’t feel like they’re standing or supporting their own weight. You can get these weird angles and perspectives on them that you couldn’t get normally if you were just standing them on a box.”

Still, in post, there was more Morrison wanted to do with the scene. “We were just riffing, and we thought, ‘How can we make these shots feel more exciting?’ If we were doing a car chase with that kind of movement, you’d have the door open and they’d be leaning out and being pushed towards the road whizzing by. Then if they had any metal on their suit, if there was armour or anything like that, you would literally see this wash of sparks. So you would have this real connection with the audience that you could see the speed and the violence of the moment.”

That thinking lead to the idea of sticking a head into the edge of the Bifrost. When that happens, the head and bodies are hit with a barrage of Bifrost crystal shapes. “It’s almost like their bodies become like an umbrella in a huge shower of crystal shards,” adds Morrison. “It starts feeling violent, and I kind of knew that the sound guys at Skywalker would be able to run with something like that and give us a really quite immersive experience.”

“We tried shafts of light but it did not feel dangerous or exciting enough,” adds Burnheim, in terms of what Rising Sun Pictures devised for the shards. “We also tried a splash as if someone fell from a boat and hit the water at high speed but when simulating at the correct speed became messy and confused the story.We finally settled on a shattering effect which tied into some of the refractive nature that we had built into our initial look of the Bifrost. We played with speed, size of the shards and the lighting influences our characters had on their surroundings to give us the final look.”

Rising Sun Pictures built the effects parts of the Bifrost in Houdini and then composited together 12 separate elements. “After many iterations in FX and comp, we settled on a template-able build which then could be rolled out to other shots in the sequence,” says Burnheim. “Once we started to see other shots come together, it became clear that slight changes like focal length or camera angle could really have an effect on the dynamics or perceived speed of the Bifrost. In the end, it took quite a bit of back and forth between the two departments on every shot to get just the right flow.”

“Another challenge we had was that the plate photography supplied was quite flat lit so in the end we either replaced what we could with digital characters and relit them with a version of our pre-comped backgrounds to get the lighting interaction just right,” adds Burnheim. “We would then lean on our layout department to tightly match move the plates so we could also use certain passes from lighting to relight the faces of the characters to really sell that they lived in the same world.”

To add even more dynamism to the scene, Morrison pushed for some extra camera shake, but realised in a more ‘analogue’ manner. “We’d go out with a camcorder and shoot some really shaky footage, then you track that and then you apply that as camera shake, as transform, so everything smears out, but then you remove the transforms and you just apply the motion blur. What happens, as somebody is flying towards you, like the shots you see of Thor rocketing towards us, all the motion blur is telling you that you’re in the middle of this mad camera shake moment, but he’s not actually translating around the screen. It’s kind of a weird look and it’s really fun but it adds this sort of frenetic feel to a sequence. I think Rising Sun did an amazing job on that one.”



Among many other shots, Rising Sun Pictures also orchestrated the visual effects for the Valkyrie flashback, which featured super-slow mo footage shot with a Satellite Lab rig. Rising Sun worked on the extensive environments as well as some neat wing additions and CG horses and riders. See more about the sequence in my piece at SYFY WIRE.

What went into those cool title and UI designs in ‘Thor: Ragnarok’?

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The explosion in visual effects work in comic book films is perhaps only matched by the explosion in design work also seen in those movies – everything from logo reveals, to main-on-end titles, screen UIs and other designs.

One of the studios behind much of this work is Perception, based in New York. It recently tackled Thor: Ragnarok’s logo reveal, main-on-ends and other design elements seen in the film, which took on a very ‘Kirby’ and sometimes retro feel. vfxblog asked some of Perception’s key creatives how they accomplished the designs.

vfxblog: Can you talk about the main logo reveal? What were the parameters here for you from the director and Marvel?

John LePore (Chief Creative Director): The team at Marvel had been working on the idea of the opening title being burnt into the ground by the bifrost, a very playful way of incorporating the logo into the beginning of the film. We gave the logo our “Kirby” treatment and embraced the fun nature of it by having the logo rise up from the ground and ultimately pass through the camera. We were thrilled to see this emphasized by Mark Mothersbaugh’s score, which soars at this moment— making this over-the-top approach really work.

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vfxblog: The main-on-ends were fantastic – how did you pitch this, and what approach did you need to take in terms of the 2D stylized look?

Doug Appleton (VFX Director): Before we pitched a single idea, Marvel showed us an early cut of the movie so we could get a real feel for its tone. We immediately picked up on two things: This movie is wildly colorful and you can feel Jack Kirby’s influence in every inch of it. Our main goal was to extend those same ideas into the titles by creating a colorful sequence that literally lives inside a world of shapes inspired by Jack Kirby. We poured through tons of Kirby’s artwork, not just his comic work but his paintings and sketches as well, and traced the shapes to populate our sequence. We even brought that design language into the Thor: Ragnarok logo at the beginning and end of the movie.

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We knew going into this title sequence that we wanted to be able to iterate on these frames as quickly as possible, so we had a workflow between AfterEffects and Cinema 4D. All the 2D characters are cards in AfterEffects while the environment is all Cinema 4D. This allowed us to quickly update artwork or entirely replace characters to create new shots without the worry of large render times. With 29 shots in the titles, this became an invaluable workflow early on when things were constantly changing and evolving as we were building out the sequence.

To get the stylized look of the sequence, we actually worked in grayscale which helped us dial in the proper contrast between our atmospheric backlit environment and the silhouettes of our characters. We knew we didn’t want photoreal looking characters, but we also didn’t want them to just be solid black illustrations, so we spent a lot of time dialing in the details to create their low contrast silhouetted look. Once we were happy with where everything lived in the space, we did a color pass on top to get that final colorful look.

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John LePore: When we began the title sequence, we had the advantage of already working with VFX Supervisor Jake Morrison on other aspects of the film. Right from the start he brought up Jack Kirby’s influence on the film, which had a major affect on us. As Jake would say, “Kirby was a master of negative space— he never left any!” We became obsessed with the playful shapes, patterns, and forms that Kirby would use to fill out his frames. We went through tons of Kirby’s work, tracing and replicating many of these forms until we had tons of Illustrator Artboards filled with what we called the Kirby Greebles. These shapes became the foundation for our graphic title sequence as well as the various pieces of tech and holograms we designed.

vfxblog: Where do you start with designing a ship interface? What did the designs involve? Did this need to be done for filming, and if, how was it played back on set?

Doug Appleton: When we start the process of designing interfaces there are two important things we keep in mind: What story are we trying to tell, and what type of character are we designing for? We created several ship interfaces in this film, and each one feels uniquely different. For instance, there is a chase scene between Topaz and Valkyrie. Topaz’s ship, the Torana, is like a fighter jet, whereas Valkyrie’s ship, the Warsong, is like an old scrap ship. One interface is sleek while the other is clunky and glitchy. But first and foremost, it’s important to us to tell the story, whether that is warning our characters of danger or leading them towards an important plot point. Without that first, the rest just becomes distractions on a screen.

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Russ Gautier (Art Director): Typically we start by defining the role the ship plays in the story and in the world it lives in: is it a cruise liner or fighter jet? Is it in a fight sequence and needs to help support that story, or is it playing a more passive role? Questions like these we sort out with the director and the studio to help us figure out what elements are appropriate, and then we get into designing those elements. Like the Title Sequence, the design inspiration came from Jack Kirby. In many cases we actually started with elements traced right from Kirby’s paintings and comics, and we laid out pieces or blocked compositions with them. This lead us down some interesting paths.

Sakaar posed a unique design opportunity for us since these ships would likely be coming from wildly different regions of space due to Sakaar’s portals. So we wanted to make sure their interfaces were as unique as the ships themselves. The Grandmaster’s Commodore, for instance, had a very slick and flashy hologram generator, while the Torana that Topaz flies during the Sakaar chase is much more purpose-built and tactical, like a fighter jet. Since both were in the Grandmaster’s fleet, they feel like they come from a similar place technologically but with very different purposes.

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In contrast to that, the ship that Valkyerie flies, The Warsong, is such an interesting design and has such a unique way of moving that we wanted to carry some of that through to the interface itself, with elements mimicking that cool gimbaling action. But it’s also a rather junky slaver ship seemingly built from salvaged pieces, so we designed the interface to feel like it was cobbled together from different components as well, mashed up, and then plugged into a power supply that was probably far too strong, where it’s popping and glitching out. The result is an interface that feels like it might hurt you if you touch it or explode at any moment, but it fits the unique nature of the Warsong itself and adds dynamic movement to the interior shots in the sequence.

John LePore: All of our work on Thor: Ragnarok was done in post production, which creates some unique challenges— often an actor is improvising interactions with the tech on-set, and their performance will end up dictating some of the layout and animation of these elements. We will base all of this on their various gestures and movements, all while ensuring the interactions appear logical and appropriate to the storytelling.

vfxblog: Can you talk about designs for other tech used in the film?

John LePore: When we start designing holograms and other tech for a film like Thor: Ragnarok, our role begins less as designers and more as Technology Consultants. Typically we discuss various bleeding edge technologies and experiments, and extrapolate them into something that would be appropriate for the film’s characters and universe. For Thor: Ragnarok, we combined ideas about advanced tech and holograms with vintage video games like the Vectrex and antiquated display technologies like the Tektronix tube vector graphics terminal. This allowed us to have a logic that wouldn’t just drive how the technology would look, but would also provide a guideline for the artifacts or degradation that could be seen in the tech— making it all feel more real.

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Russ Gautier: We spent a few weeks in the early phases of of this project focusing on developing tech concepts for the world of Sakaar. Since the technology on Sakaar is salvaged from what comes through the portals from all corners of the universe, it was a rich playground for us and the team at Marvel to develop ideas that hadn’t necessarily been seen in the MCU to date.

vfxblog: What additions did you make to the Marvel Studios logo? How, technically, is that elaborate work pulled off?

Doug Appleton: We first redesigned the Marvel Studios logo last year for Doctor Strange, and since then we’ve updated the footage slightly with every new release. For Thor: Ragnarok, Marvel Studios and director Taika Waititi wanted to do something a little different by transitioning the logo directly into the first shot of the film. The idea was that the logo would start to catch fire and burn as the camera rises up to reveal a cave. Because the second half of the shot belonged to Method Studios, we had a back and forth with them sharing assets and progress. We would do a pass at the logo and send it off to them, they would make a pass and send it back to us, all the while getting feedback from Marvel at every step. So it became a really collaborative process between us.

Russ Gautier: When we first built the new logo animation for Marvel Studios a year and a half ago, it was important to the studio that we be able to update the content to reflect the more recent movies with relative ease. So we took that into account during the building phase and came up with a workflow that allows us to edit, color correct, and place new pieces of footage in After Effects; we use Cinema 4D for generating reflections and illumination and recombine everything pretty quickly while retaining a consistent look. For this film the Marvel team wanted to include Gamora from Guardians Of The Galaxy 2 in the mix.

No.1 YouTuber PewDiePie takes a jibe at Motu Patlu

You know who Motu Patlu are but lots of others don’t. Well, large parts of the world just got to know them! And it’s thanks to the world’s number one YouTuber PewDiePie (real name- Felix Arvid Ulf Kjellberg). He recently uploaded a video on his YouTube channel (also called as PewDiePie) calling Motu Patlu (sarcastically):

  • “A fantastic anime”
  • “one of the greatest creations of Nickelodeon since the 90s”
  • “to its very core, just a fine animation”
  • “probably one of the greatest animations” he has ever seen
  • “the greatest anime of all time”
  • “the greatest thing that has ever happened”

He starts with saying that his life “changed for the better in every single way” since he discovered Motu Patlu. He then goes on to explain the character of Motu and his addiction to the Indian fast food item samosa, which he pronounces “samocha.”

His wry wit then targets the attention to detail in the animation, making a special mention of how the eyes of the characters have been done.

Many  might take this as a pat on the back for Nick India as well as Mumbai Anish-Mehta headed Cosmos Maya, its creator. However what’s not so pleasing is that PewDiePie makes some brazen accusations and not-very-appropriate comments. Like “with Motu Patlu, animation is progressing in a third world country.”

A clear indication that he is ignorant of the quality of animation being produced in India and  the fact that it is no longer a third world country; rather it is amongst the world’s fastest growing economies. Clearly, somebody needs to give him a business book or some articles on how the nation has grown in recent times and has become an emerging global superpower over the past four to five years.

It is quite evident with the manner he talks that Kjellberg is blank about the animated shows produced in India. With Netflix signing a deal with Green Gold Animation for Mighty Little Bheem, and many international buyers showing interest in Tik Tak Tail and Trigo being selected in the top five at the 2017 MIP Junior International Pitch, India definitely cannot be described as just “progressive in animation.”

The video has received 1.24 million (about 12 lakhs) views in just 15 hours, and with 57 million subscribers to the channel, the numbers are only going to increase.

However, if you take this positively, any publicity is good publicity. With this naive attempt, people may start exploring Indian animated shows and in the process, realise what we are hinting at.

(The video was removed from the YouTube channel about an hour ago. Here’s a link: https://www.youtube.com/watch?v=kr4ZWbyO3Zo. Below is a similar one from the same channel.)

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