‘Molang’ bags the TVFI Export Award 2018 for Millimages

Millimages garnered the export award for the series Molang from TV France International. TVFI is the industry association that celebrates French audiovisual distribution and rewards the world’s best-selling program every year.

Molang, currently airing in France on Canal+ and on TF1, is distributed in 190 countries across Europe, America, Asia Pacific, Africa and the Middle East. The series has also been nominated for the Emmy Awards in 2016 and has received record ratings in numerous countries including USA with Disney Junior, UK with Cartoonito and in Italy with Rai.

The series attracts a good number of viewers on social network including both adults and kids with the web series, My best friend reaching millions of views every week. The licensing and merchandising activities are booming with products available in distribution networks on all continents.

Molang season four which is in co-production with Canal is currently in the writing stage and will be launched in early May. Even after two and a half years of its breakthrough on TV, social networks and in the licensing space, Molang is regarded as a prominent star of French animation.

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‘Ready Player One’ review: One helluva ride on a virtual reality surfboard

The premise of movie characters partaking in a video game on getting sucked into one may seem mundane or hackneyed after the Spy Kidss, Jumanjis and the Maze Runners. And even if Ready Player One, a retropunk based on Ernest Cline’s best-selling novel of the same name appears to fondle with similar traits, be forewarned, for it’s unlike anything you’ve seen from this genre of late.

Set in the post-apocalyptic 2045 where virtual reality is actually a way of life; supposedly transcending the boundaries of research and into the annals of  humanity’s association and companionship through the means of OASIS, an expansive VR universe created by the VR demigod James Halliday (Mark Rylance), Wade Watts (Tye Sheridan), an 18-year old commoner from Ohio, is one of the gunters, or say, egg hunters, who’s on a relentless pursuit of the massive fortune that Halliday has stashed away in an inconspicuous corner of the universe before he breathed his last.

To claim it, one has to acquire three different keys that are threaded together by a trail of clues at each of the three laps that are interspersed with challenges of varying degrees. You have a gargantuan Kingkong playing the lumberjack during a motor vehicle race in the first, while there are seductively horrifying zombies performing ballroom dances in the other.

Whilst the narrative glides through one fascinating maze to another, what’s really to write home here is the visual nirvana on show encapsulating the pristine settings of OASIS, subtly designed gaming avatars of the characters and then some. With only three studios – ILM, Digital Domain and Territory Studio – helming the visual effects, the CGI and character designing have been hammed to the hilt with some really incredible work here that’s hard not to give in to it.

So with the supremely thrilling visual experience notwithstanding, director Steven Spielberg also ensures he powders the storytelling with just enough emotions and morality to regale viewers of all age groups. It serves as a timely reminder that even in an era where a technology like VR has taken over humanity, genuine human emotions still find solace in the inner recesses before certain circumstances bring it all to the fore.

There’s little live-action here, but whenever the scenes cut-back to, the actors on show do just enough to keep you hooked. The leads, played mostly by a talented group of youngsters, ensure the urgency of the challenge is never lost even in the realistic half of the phantasmagoria, while Rylance, Ben Mendelsohn and T.J Miller among others, make for a brilliant supporting cast.

Ready Player One isn’t only a nerve-jangling affair, but a thorough VFX and CG winner; rodomontading the kind of graphics that would put real video and VR games to shame. And in the process, Spielberg has added a new dimension to the movie-making that hasn’t been witnessed before, and won’t be, until the cows come home.

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Studio Pascal Blais becomes TONIC DNA on its 35th anniversary

Pascal Blais, the Academy Award-winning animation production studio has reinvented its brand with a new name and image. Set apart by its animators, directors and their innovative spirit, it will be known as TONIC DNA from now on.

Founded in Canada in 1983, the studio emerged high with its versatility and its quality productions. The current year seems to be a turning point for the brand with the new look and feel representing its 35 years of experience and approach in looking ahead to the future.

“TONIC DNA reflects our directors and (N) animators. With their fresh and dynamic approach they play a key role not only in our new name but also in our strategy moving forward. The coming months and years will set the stage for our future and certainly that of the animation community in Quebec,” said advertising vice president and executive producer Stefanie Bitton.

From left: Bernard Lajoie, Stefanie Bitton, Howard Huxham

The TONIC DNA team is made up of internationally awarded directors, artists and animation experts, known for their range of animation styles including 2D/3D CGI, motion graphics, stop-motion, VFX and live-action. The studio’s productions include Academy Award-winner The Old Man and the Sea and the  nominee The Old Lady and the Pigeons. Its advertising clientele consists brands such as McDonald’s, United Airlines, Nestlé, Got Milk, Coca-Cola and Cadillac.

“Our Oscar, BAFTA, Genie and Jutra awards have only strengthened our desire to continue producing the highest quality animation content. We want to remain the reference in terms of innovative and original animations,” stated co-founder, vice president and executive producer Bernard Lajoie.

With offices in Montreal, Toronto and Mexico City, the studio is developing co-productions and services for the international entertainment industry and strives to develop and produce content for the advertising industry, web series, television, film and interactive media solutions for diverse clients around the world.

TV and film vice president and executive producer Howard Huxham said, “We are reaching our full potential in terms of advertising, animated series and cinema and we are confident that our new brand will help shine a brighter light on the talent of our directors, animators and artists, both at home and abroad.”

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Cutting edge online slots drive high-end animations online

It seems like not all that long ago that in-browser games were basic, clunky, and limited in capabilities. However, due to advances in technology and internet speed, we’re now seeing some seriously impressive animation effects in games – including in online slots.

Slot games and the history of the internet

Gambling has always been a lucrative industry and the internet has allowed the industry to flourish in a way that it’s never been capable of before. With the internet comes the capability for anyone, anywhere, to take part in gaming and gambling activities – a pastime that has been huge in cultures around the world in various capacities for millennia.

In the earlier days of the internet, we didn’t have the speed necessary to be able to provide users with complex animations. The amount of data that needed to be transmitted over the network to provide complex animations was too large – and the speed too slow.

As the internet grew up, speed and bandwidth increased, allowing us to transport more data at a faster speed – which means that we’re now able to provide the browser with a complex animation.

How do online slot machine animations look so good?

You’ll notice that the animations that you see in online slot games don’t require any input from the user. This makes them much easier to produce than interactive animations. If you have ever played a recent Xbox or PlayStation game, you’ll notice that the cutscenes (i.e. the “story” parts in between game play) are a lot more advanced that the art in the game play itself. This is because cutscenes are pre-rendered and stored as a video file rather than rendering in real time – like the gameplay. The same goes for online slot machine animations, they are also pre-rendered and then displayed to the user as video.

3D slot machine game animation

3D slot machine game animators are the same animators that you would use on any other project – such as a movie or console game. The requirements for jobs as a 3D artist/animator at a casino game production house remain the same. This includes knowing tools such as After Effects, Photoshop, Premier and plugins, maybe Cinema 4D as well. The process is the same, whichever end product that you’re working on as a designer. The games that come out are quite astonishing and its hard to believe they are available through a browser interface.

Animations as part of creating a great online slot game

Creating an online slot game starts with developing the maths behind the game. This is what makes machines legal and fair – the maths and type of game needs to be compliant. Once you have this style and maths in place, you can produce as many different skins for the game as you like.

This is why you’ll see literally hundreds of games that have a similar gameplay but look completely different. After the style and maths is done, a theme (such as Egyptian, or Gems) is developed, features are developed that are compliant, and art is started


This means that game houses can save the funds they’d use to create new maths and styles over and over again and spend it on themes and art. In fact, creation of new maths and styles isn’t something that’s done very often – although when they are created and become successful then can be wildly lucrative for the house that came up with it in the first place.

Why is it that casino games and slots are driving development in browser-based gaming technology?

As mentioned before, the capacity for profit making by online gambling houses is enormous. With the online gambling market this year pushing $50 billion, there’s plenty of money to be made. Because of the amount of money poured into these games from punters, it means that gambling houses have the funds to hire more designers of a better quality, and with the means to create stunning animations. And with online slot machine games, the more enthralling the game, the longer a player stays playing it – giving the gambling house more incentive to produce a better game.

This cyclical effect – punters staying longer on better games and spending more money funding better games – is what is really driving the market.

This is also the reason why traditional games are trying to keep up. Whereas traditional games you paid a one off fee, now there are microtransactions being incorporated into many games to try and boost quality, development, and profits.

It’s interesting that in a field long dominated by traditional gaming development that animation has come to forefront in slot machine games. As always, development efforts go where the cash goes, so it’s a natural progression that this would be put into gambling ventures.

Animators or 3D artists looking for a change of pace or working environment would do well to look into job opportunities available at online casino houses. Even if you’re just starting out, junior positions become available from time to time as well.

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‘Pet Robots’ graphic novel to get animated by Portfolio Entertainment

Portfolio Entertainment has announced partnership with award-winning and renowned creator Scott Christian Sava (Animal CrackersHyperactive), to develop his graphic novel Pet Robots into an animated comedy series for six to nine year-old audiences. Under the terms of the agreement, Portfolio will hold worldwide distribution, licensing and merchandising rights for the series.

Pet Robots follows four students who wander off while on a field trip to a toy company and accidentally activate a group of super high-tech robots who follow them home. They soon must team up with their pet robots to save the world from the toymaker who created them.

“With Pet Robots, Sava has created a rich, vibrant world full of wonderful, comical characters, thrilling adventures and a story with plenty of heart,” said Portfolio Entertainment co-founder and CEO Lisa Olfman. “We look forward to working with Scott and bringing his vision from page to screen.”

Sava is the founder of Blue Dream Studios, responsible for bringing some of the world’s most beloved characters to life in film, television, comics, and games. He recently wrote and directed Animal Crackers, his highly-anticipated 3D animated feature film that debuted at the Annecy Animation Festival in 2017, featuring the voice talents of John Krasinski, Emily Blunt, Ian McKellen, Danny DeVito, Sylvester Stallone and Raven-Symoné. The film is set to have its worldwide release this summer.

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Tick-tocks enshroud witchcraft and wizardry in Universal Pictures’ ‘The House with a Clock in its Walls’

Evangelists of the occult and the sorcery would have a new magical tale to drool over as Universal Pictures is all set to bring an intriguing story of wizardry to the screen in its next fantasy adventure, The House with a Clock in its Walls.

Based on the gothic horror novel by John Bellairs of the same name, it follows a 10-year old boy Lewis (Owen Vaccaro) who visits his uncle in his spooky old house that’s manifested by extra-terrestrial creatures and supernatural powers. As he gradually learns about such unspoken mysteries, Lewis witnesses something more terrific, when he accidentally awakens the dead!

Also starring Cate Blanchett and Jack Black, The House further shows how the haunted palace is thronged with moving portraits, oxygenating Jack-o’-lanterns, and a litany of vintage clocks and its deafening ticks, all of which the young Lewis would have to brave to get to the other side of the mystery surrounding a clock that brought the dead back into being.

The teaser captures some amazing VFX and CG, likening its disposition to that of the Harry Potter and Fantastic Beasts series, and helmed by Alchemy 24 and Folks VFX.

Directed by Eli Roth, The House with a Clock in its Walls will open its gates from 21 September 2018 onwards.

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Kingston School of Art: What is Creativity?

From live-action to final shots: a Weta Digital case study on Maze Runner: The Death Cure

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“We have a tonne of data, we actually went a bit nuts on the film and we just over-covered.” – Chris White, Weta Digital visual effects supervisor

When I watched some of the b-roll footage for Wes Ball’s latest Maze Runner film, The Death Cure – releasing soon on home entertainment – I was really struck with the nature of the shoot. Lots of sets, and lots of partial sets, that would ultimately be filled in with visual effects. So when I talked to Weta Digital’s visual effects supervisor Chris White about how they approached the VFX in the film, I wanted to narrow in on what it took to take the live action shoot through to finished effects shots.

Here’s a run down of how principal photography was taken through to final shots by the Weta Digital team, focusing on just a few main sequences from the film: the opening train heist, scenes in Last City, the WCKD building jump and the rooftop escape. Plus a special look at some make-up effects enhancement. 

The train heist

Thomas and the free ‘Gladers’ attempt to free their friend Minho from a WCKD transport train. They commandeer an aerial vehicle – a Berg – to lift up a carriage of the train to fly it away.

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The visual effects team actually went to the shooting location – outside of Cape Town – a few weeks before the shoot to scan the environment. “We had a tonne of data, we actually went a bit nuts on the film and we just over-covered,” says White. “We were doing LIDAR scanning of every area, lots of photography, and we had a drone crew down in South Africa. They were able to fly the drone around some of the surrounding mountains and hills and photograph from all the different angles that are really hard to get.

“For the train sequence, we also set up a three camera rig on this car that could run along the tracks with three Alexas covering it at maybe 720 degrees,” details White. “And then we also went and filmed and photographed plants and plant elements.”

For shots of Thomas first hooking onto the train from a moving vehicle, the car was actually static with some grips shaking it. “It was behind the true train that was there on location but we knew we were going to go back and add the moving wheels and add the CG environment around it and, for many of the shots, replacing the train because we needed the train to be rocking and travelling at speed,” notes White. “So most of those shots in the train sequence was us making it travel but it was important that we filmed it in the location with the true lighting.”

“One thing I wanted to make sure we did was,” adds White, “as we were filming the actors, we had a second car that was further down the tracks where if the stunties weren’t busy, they would mimic the positions on this other car that didn’t have a greenscreen behind it so I could give the compositors and the lighters film reference of what exactly it should look like once we put the scene back together. So there’s one section where we had a greenscreen behind it, but we were also shooting a lot of reference of the environment without the greenscreen with stand-ins and with the duplicate car so we could really say this is what exactly it should look like if you pulled out the greenscreen and we replaced the background.”

Eventually the Gladers manage to free one of the train carriages and it, and several of the rescuers, are lifted away by a captured Berg. A real carriage was lifted by a crane with the actors secured to it to provide a sense of the movement. The shot then transitions to a Weta Digital CG carriage. “We also added in the Berg and adjusted the terrain to give a sense of it flying further away,” says White.

At the Wall

Arriving in the Last City, Thomas and the others happen upon an old foe, Gally, who ultimately helps them get inside the fortified walls. But this is not before WKCD fires upon them and some protestors in a show of force.

A practical set in South Africa, with practical explosions, lay the foundations of the scene. Weta Digital added the slum areas, the wall and city views, and then also matched real explosions with CG ones, plus additional crowds and even some unfortunate souls flying through the air.

“I like that sequence because it is softly integrated in terms of the lighting, it feels natural to the plates,” comments White. “We kept a lot of our lighting and rendering to just have a realistic natural feel instead of over-lighting it. It feels like it’s something you just filmed.”

In recent films, including War for the Planet of the Apes, Weta Digital has focused heavily on matching practical explosions with their digital versions. “We got some information from how they did it on set,” describes White. “Matt Sloan, the studio visual effects supervisor, got in contact with the effects team down in South Africa and we got more information about how they set it up, and what kind of charges they used – the same thing went for the train sequence. Our FX group matched the look of it as close as they could.”

“There’s actually one shot in the train sequence,” continues White, “it was so well integrated in the effects that we were looking for a good sky in the train sequence and there’s one shot where there’s a lot of explosions going off from the truck and we all thought, ‘Oh that’s got a good sky in it, we’ve just got to find a clean area of the plate where it’s not covered by explosions.’ And then after that, all of us realised that was our CG explosions that we had put in, that they were so well integrated that we had forgotten for a moment that we already had a clean plate, there was no explosions in that shot.”

Infiltrating the city

Inside the Last City, Thomas and co look to infiltrate the main WCKD skyscraper. For scenes inside the city, production filmed in and around Cape Town, with Weta Digital then integrating its digital buildings (around 800 in total) and other extensions into those plates. Much of this was also about ‘futurising’ the views – which were often nighttime shots – and making everything go much higher. The studio also spent significant effort in ensuring the inside areas of buildings, especially office towers, had extra life.

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“In the past,” says White, “we’ve done techniques where you would see through the glass and you would see images projected in the room but here we decided we were just going to dress all of the rooms, to put in tables and chairs and doors and even doorknobs. So all of the buildings in our digital city have actual rooms with lights and light fixtures and it gave us a great look because the light would spill out of the rooms properly. It worked really well in our renderer Manuka.”

“A similar thing,” continues White, “just to get that natural feel, we really matched the exposure and the lighting and how do people light up buildings and the LED strips, we made sure they were nicely broken up so when the bokeh for the out of focus shots bloomed it was correct. It was about a lot of subtle integration just to make sure that city felt natural.”

Escape from WCKD

A trademark city shot has the group high up inside the WCKD building but then escaping by smashing a window and jumping into a water feature below. The camera follows them – through the window – as they make the leap, and the whole city vista is viewable in the background.

Says White: “It’s one of my favourites. That was shot on a stage and the actors would jump out of a window but the drop was not very far onto mats. Then we did a handover to our digital doubles for the three guys and as they’re coming out the window and then we follow them all the way down.”

Meanwhile, Brenda commanders a bus to rescue several Gladers who had been kept prisoners by WCKD. A plan is concocted for the bus to be picked up by a crane and lifted out of the city – it spectacularly glides over the cityscape before coming to rest on its nose and eventually on all four wheels.

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Parts of the scene were filmed in a dry dock in Cape Town, which resembled parts of the wall around the city and had the desired combination of concrete and metal look. Weta Digital filled in the surrounds with buildings, slum areas and their CG wall. The practical shoot also had an unexpected bonus result for the sequence, as White relates.

“The on-set supervisor said when they practically dropped the bus, Wes had had hoped that it would be great if the ‘out of service’ light went on when the bus fell, that that would be a great gag. They looked at it and there was no way that they could actually rig it because it was just this little switch, and so they said, ‘Unfortunately we just can’t rig it to do that’. But then when they dropped the bus, just by happenstance, a piece fell and hit that switch at just the right time to cut the out of service light on, right exactly when Wes wanted it. It’s just this perfect luck and that played as a great gag, the audience really liked that part.”

Rooftop escape

Thomas, now united with Teresa, find themselves on the rooftop of the WCKD skyscraper, but around them the city is on fire, and buildings are crumbling down. An attempted rescue by a flying Berg only manages to save Thomas, with Teresa falling down into the flaming building and debris.

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The set for that sequence was a platform filmed against greenscreen, with only some practical fire. A partial Berg fuselage was positioned on a gimbal to move around with the actors on it.

“For our part,” outlines White, “we set that building on fire and we simulated the crumbling of the other buildings. Wes wanted to have a beautiful look to it as well – to not just be this raging inferno so we had to sculpt certain fire sims and give it a chaotic but beautiful look with all the embers and everything flying through.”

Invisible effects

In addition to some heavy environment builds and destruction sims, Weta Digital also contributed a range of visual effects for The Death Cure that audiences may probably not have noticed. This included some seamless alterations of the transit station Teresa runs through when she thinks she has spotted Thomas and the marrying of footage for the opening train sequence shot in separate locations. Another invisible effects solution was required for Lawrence’s nose. The actor wore a prosthetic, with digital artists then needing to enhance the extent of empty space around it.

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“Even just the CG nose work was quite extensive,” notes White. “Because he’s giving a speech, we needed to animate around his entire face, the movement of your jaw and your lips and all that surrounds effects that little bit of movement around your nose so the animators had to go in and match his speech for many shots. We actually rendered the entire head and then did soft blends into the lips and the surrounding parts of the face, just to make sure it was well integrated.”

Maze Runner: The Death Cure releases on digital April 10th, and on Blu-ray, DVD and 4K Ultra HD on April 24th. 

eOne and Sega Toys launch ‘Peppa Pig’ consumer products in Japan

Entertainment One and its master licensee in Japan, Sega Toys are gearing up for the launch of Peppa Pig merchandise product SKUS from 28 March to 3 April, 2018 at Takashimaya, Shinjuku department store in Tokyo.

Inspired by the Peppa Goes to London story book, the consumer products will be launched at a Peppa Pig Goes to London-themed pop-up store which will draw on the property’s British heritage with décor and styling. The store will house over 100 product SKUs available from 23 licensing partners.

Takashimaya will also host Peppa Pig screenings between 28 March to 10 April. Alongside the selected episodes, an original episode will also be shown to watch Peppa and her friends enjoying cherry blossom to coincide with Japan’s traditional cherry blossom season.

There will also be English language workshops for young visitors and reading sessions of Peppa Pig books in Japanese and the merchandise will be launched nationwide at Toys ‘R’ Us stores in June post this retail event. Nippon Columbia will also introduce the first Peppa Pig DVD Muddy Puddles into the market from 28 March.

The show premiered in Japan last October on TV Tokyo, and on Disney Junior in January 2018. Peppa Pig gets a new time slot from 27 March enabling it to reach more households.

eOne’s SVP international licensing (family and brands) Ami Dieckman said, “The response to Peppa Pig in Japan has mirrored the brand’s success throughout Asia and we’re seeing the demand for merchandise build rapidly. The launch with a London themed retail event will give families an opportunity to engage with the property and demonstrate the brand’s potential to licensees and retailers across the country.”

This opening ceremony will be graced by the British ambassador to Japan Paul Madden CMG along with the Japanese Peppa and George Pig voice actors.

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Toonz and Korea-based XrisP to co-produce animated series ‘The Story of Bookworm GOGO’

Toonz Animation India and the Korean producer XrisP have announced the co-production and global distribution deal they have signed for animated show The Story of Bookworm GOGO.

The 104×5’ 3D CGI series is based on a concept developed by XrisP and follows the enchanting stories of Gogo, a curious bookworm who ventures into the stack of books piled up inside the used bookstore where he lives.

The edutainment series aimed at zero to four year olds is designed to help young children develop their creative, imaginative and expressive capabilities while at the same time learn lessons through the various original stories and well-known fairy-tales that the adventures depict.

P. Jayakumar and Xris Cohn

Toonz Media Group CEO P. Jayakumar comments, “Toonz always believes in shows with soul, which not only entertain, but enrich kids. Gogo is an amazing character and in Xrisp we found the perfect partner to collaborate. I am positive that The Story of Bookworm GOGO will amaze and enrich kids across the globe.”

Set in a New York bookstore, Gogo picks up a different book for each episode and goes on a journey as the pop-up book he chooses come alive. Accompanied by WeGo and IGO, optimistic and positive bookworms who are somewhat nervous and scared, together they live bright and beautiful adventures taking them to many fantasy lands full of fascinating animals and characters, and a world that both amazes and delights.

The pre and post-production of the series will be carried out by XrisP out of its Korean studio, while the production will be done at Toonz’s studio in Trivandrum, India. XrisP will handle distribution in Asia and Imira Entertainment, Toonz Media Group’s kids and family specialised distribution arm, will be responsible for distribution throughout the rest of the world.

XrisP’s CEO Xris Sohn adds, “Nowadays, there are so many characters coming to the market that I believe to be competitive in this industry, I should focus on planning stable story lines as well as charming characters. We have concentrated on content planning which is a strength of XrisP, and we have created The story of Bookworm GOGO which is educational, fun and entertaining that kids can enjoy. I am very delightful that I can start this animation with Toonz Media Group with anticipation.”

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