‘Batman: Hush’ trailer dropped by Warner Bros. Animation

Warner Bros. Animation have released the trailer for Batman: Hush, based on one of the most acclaimed Batman comics, the 12th issue-Hush in the last couple of decades. Penned by Jeph Loeb, with artwork by Jim Lee, Scott Williams and Alex Sinclair, the original from December 2002 to November 2003.

Batman: Hush is the 14th film in the DC animated movie universe and is set against the backdrop of Gotham City. Batman finds himself becoming more drawn to Catwoman romantically, while a mysterious figure, Hush watches from the shadows. Seemingly ahead of Batman at every turn, Hush manipulates his allies and enemies in an attempt to break both the Dark Knight and Bruce Wayne.

Batman: Hush finds the likes of Jason O’Mara as Batman, Jennifer Morrison as Catwoman, Jerry O’Connell as Superman, Rebecca Romijn as Lois Lane, Rain Wilson as Lex Luthor, Sean Maher as Nightwing, Vanessa Williams as Amanda Waller, Jason Spisak as the Joker, Peyton List as Poison Ivy and Maury Sterling as the eponymous titular villain, Hush.

Directed by Justin Copelan and written by Ernie Altbacker, this animated feature is expected to hit Blu-ray shelves and streaming services in late summer 2019.

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Disney India releases new ‘Aladdin’ song by singer Badshah

Disney India is all set to take local audiences on a magical journey to a whole new world this summer with Aladdin, a thrilling and vibrant live-action adaptation of the most-loved animated classic flying into theatres in India on 24 May 2019.

Now, with the re-imagination of the timeless songs, melodious music, classic romance and spellbinding magic, Aladdin promises to be a perfect entertainer again. To add more magic in the live-action adaptation for the regional audiences, Badshah has created an exciting promotional song and music video for the live-action adaptation.

“Aladdin evokes a lot of fond memories for me when I was growing up, and this is a fantastic opportunity for me, to not only re-live my childhood but also be part of such a big ticket global adventure! ” says Badshah about his first association with Disney.

The song has been released now by Disney India, titled Sab Sahi Hai Bro, and it is everything one would expect from Badshah and friendship goals.

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Backstage Pass to kick off their first esports tournament on 17 May

With the growing popularity of gaming professionals in India, the esports industry is expanding its wings. Backstage Pass, an institute for game design and development is organising an esports tournament, Proving Grounds 2, featuring FIFA 19 on 17 May 2019 in Bangalore, with a prize pool of Rs 50,000.

Being a game development institution this is the first time Backstage pass is venturing into esports. Speaking on esports market, Backstage Pass founder and president Surya. P expressed, “In next five years, I see esports going to pool in huge investments from big players in the industry.”

According to him the esports market today is leaping big , however few years ago, “esports in the western markets was considered nothing more than a joke, but today, big developers are pouring in on the prize pool, and top broadcasting channels such as ESPN also appreciate the demand for it and subsequently featuring them too,” said he.

Being a game design and development institution, they are in search of talented and passionate gamers, who are keen on having a career in game development. Due to the rising popularity of gaming and esports, Backstage Pass has recently extended their footprint in Bangalore and Pune. According to him most of the passionate gamers are participating in esports these days for better career prospects. On being asked as to why they are organising the tournament in Bangalore he replied, “Bangalore being a gamer hub, and most of the professional players are into E-sports, we wanted to have good visibility.”

The institution is targeting a mixed set of audience for the tournament which will include- pro-gamers (experienced or seasoned), casual-gamers (casual gamers) and non-gamers with a penchant for learning the craft, leveraging their knowledge and brushing up their skills.  The average footfall expected by the institution for the tournament is around 150 per day.

The offline registration for attending the tournament will start from 8 AM to 10 AM. The qualifier groups will hold at 12 PM to 4 PM and playoffs will start from 8 PM onwards.

 

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Marvel welcomes a new Venom in ‘Spider-Man: Life Story’

Spider-Man: Life Story comic is set to take familiar events from the Spiderman story and plays them out in real time.

The Marvel comic from Chip Zdarsky and Mark Bagley will be exploring different decades for Peter Parker. Starting in the 1960s, the recent third issue of the mini-series looks at Spider-Man in the ’80s.
In a nod to the Secret Wars crossover, the symbiotic costume is donned by Spidey which transforms him to the dreaded monster.

He visits his wife, Mary Jane, and newborn twins in an alien costume as they attempt to take care of the ailing Aunt May. MJ finds it difficult to accept that Spider-Man will always seemingly take precedence over Peter’s family, with Parker going away for days, or even weeks, on end.

As Spidey sees an impostor wearing his costume and commit crimes, Peter investigates, only to find himself attacked by Kraven The Hunter. Post the events of Kraven’s Last Hunt, an older Peter is buried in his own grave, he’s saved by the alien symbiote who care for Parker’s life. Influences by the effects of costume and his anguish at nearly losing his life, Spider-Man faces Kraven, gigantic in size thanks to the alien costume.

Spider-Man Life Story releases on a monthly basis from Marvel Comics.

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Riot Games disable LoL event’s trial finisher animation which posed a risk to photosensitive players

Riot games apologised on  League of legend’s midseason trial event, which has created problems for some players with Photosensitive epilepsy seizers.

Earlier on League of Legend’s official forum player Apricot Princess shared “the new kill/death animations for the house missions–those big strobey house logos that pop up over a champion you kill– are a huge issue for photosensitive epilepsy and cannot be turned off nor the effects turned down.”

In reply to that Riot games, game designer Justin “Xenogenic” Hanson apologize for the effects and not having a toggle in this event. The designer says “we didn’t have the time or bandwidth to have engineers rework this so that a toggle could ship with the finishers. We chatted about it at length and ultimately decided we would rather ship them with no toggle than not ship them because we couldn’t do a toggle, but we knew there would be some level of frustration and risk with that. So again, my apologies for making League less enjoyable for you in the meantime. When and if we release them again for ARAM/SR, we should have had the time by then to build a toggle for the content type so anyone that doesn’t want them on can disable them.

However later in that post, he expressed that Riot games take epilepsy very seriously, therefore, they took photosensitive epilepsy issues seriously, thus the trials finisher animations have been disabled by the Riot Games. When they will bring finishers back in future, they make sure players have the option to turn them off themselves. “Turning off finishers does mean that we’ll have to adjust rewards for players participating in the Trials event. We’re figuring out those details now and will post an update once we have one” the designer added.

It is unavoidable that games like League of Legends which are once safe add risk to photosensitive players.

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DNEG launches their new offering named ReDefine

DNEG, the visual effects (VFX), animation and stereo conversion business has launched a new offering called ReDefine to bridge the gap between the East and the West for creative services for film and Over The Top (OTT) content for streaming.

ReDefine will operate alongside DNEG, offering creative visual effects and animation services to expanding international markets such as China and India, as well as other global independent productions. It will bring local experience, top-end creative supervision and scale to these rapidly growing markets while leveraging the benefits of access to DNEG’s market-leading technology infrastructure.


China is expected to surpass North America as the world’s largest theatrical movie market in the next few years, and demand for original OTT streaming content in India is growing rapidly, driven primarily by mobile broadband usage and lower data charges.

ReDefine’s work is being led by supervisory teams operating from London and Montréal, focusing on creative design and execution. ReDefine will be based in a brand-new studio facility in Mumbai, which will be home to more than 600 staff.

DNEG CEO Namit Malhotra said, “As part of our vision to build a truly global organisation we are continuing to explore how we work with our partners, storytellers and content makers across the globe.  Our clients’ needs and ways of working in areas such as China and India are often different to those of the Hollywood productions for which DNEG is honoured to have won four of the last five visual effects Oscars. ReDefine will provide an alternative approach, specifically tailored to the creative needs and working styles of non-Hollywood markets”

“We chose the name ReDefine because it reflects the way we will re-define how filmmaking services are provided to productions outside of Hollywood, with a purpose-built approach for each market. DNEG has founded its success on close creative collaboration with clients, and ReDefine is a logical next step to even better serve our partners around the world,” Malhotra added.

 Rohan Desai will lead ReDefine, with Nigel Denton-Howes (Alita: Battle Angel, Mowgli) as Creative Director and Nick King (Thor: Ragnarok, Fantastic Beasts) as Head of Production, both previously with VFX company Framestore.

 The animation is also a key part of ReDefine’s offering, with Greg Gavanski heading the Animation team and John Harvey (A Wizard’s Tale, LEGO Nexo Knights) as Creative Director. ReDefine already has projects in production, including the much anticipated Brahmastra, written and directed by Ayan Mukherjee, and starring Amitabh Bachchan, Ranbir Kapoor and Alia Bhatt. It is also working on a number of projects for the Chinese market, including Liberation for directors Xiaoyang Chang and Shaohong Li, The Mermaid 2 (3D). Animation projects currently in production at ReDefine include 100% Wolf and four other feature-length productions.

Talking about ReDefine’s work on Brahmastra, director Ayan Mukherjee said, “The visual effects for Brahmastra will pioneer new techniques and processes that have not previously been seen in movies for the mainstream Indian film market. Having worked with DNEG, and now ReDefine, I know that together we are creating amazing visuals that reflect quality and calibre that audiences have come to expect from big budget Hollywood films.

 “I’m especially excited to work with ReDefine because it brings not only high-end technology and creative input but also an in-depth knowledge and understanding of our local Bollywood culture and working-style,” Mukherjee added.

We hope the new offering brings about fresh energy and engines to creating imagery that lives up to our expectations.

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Assembling Avengers: Endgame User Interfaces and Holograms with C4D

Territory Studio Creative Director Marti Romances on working with Marvel Studios on Avengers: Endgame graphics and futuristic UI.

Territory Studio has worked with Marvel production designer Charles Wood’s team to realize aspects of many Marvel blockbusters, including Guardians of the Galaxy, Captain America: Winter Soldier, Avengers: Age of Ultron and Infinity War. Now with Avengers: Endgame Territory’s San Francisco team once again helped bring directors Anthony and Joe Russo’s vision to life.

Here Territory Creative Director Marti Romances describes the studio’s latest foray into the Marvel Universe, explaining the team’s use of Cinema 4D and other software, as well as what it was like to be embedded with the Marvel team in Atlanta, Georgia.

Q: Describe what Territory was asked to do for Avengers: Endgame?

Marti Romances: We were asked to create the on-set screen graphics for all sets. We came on board with Marvel’s playback team who really valued our experience of having worked with production designer Charles Wood on several other Marvel films.

We did the screens for the Avengers’ Compound as well as Tony Stark’s new lab and a few things for his old lab. We also reworked the screens for Peter Quill’s new Guardians of the Galaxy ship, which was featured in Avengers: Infinity War. And we created a holographic dance sequence for a Tokyo karaoke bar scene.

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - Compound

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - Compound 2

Territory used C4D to create many different screen graphics for the futuristic Avengers’ Compound. Courtesy of Marvel Studios.

Q: Describe what it’s like to work with Charles Wood?

M.R.: Charles is amazing. I could not be more grateful to have the opportunity to work with him. I first met him at Waterloo Station when they were shooting some scenes for Captain America: Winter Soldier. I was 25 years old, and an art director with Territory. Charles had already received some of our work, but I had not had the luxury to interact with him one to one.

The first thing the art director said when he introduced us was that Charles had been inspired by one of the screens I designed showing two rings analyzing Loki’s scepter. We did a digital analysis, and Charles ended up turning those two rings, which were just digital animations, into a physical prop for the set.

Charles is so busy, but he is great at identifying what he needs to tell you so you can go ahead with your own creativity. He also goes deep into the overarching elements of the screens and graphics we produce, talking about color and the mix of colors, tone and the use of languages and icons.

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - GOTG Ship UI

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - GOTG Ship FUI

Screen graphics for Peter Quill’s (Star-Lord) ship were intentionally designed to reflect degradation and glitching caused by battle damage. Courtesy of Marvel Studios.

He has always been the one to say that these guys come from a different galaxy, so we don’t have to arrange buttons like we normally would. So, when we did the new Guardians of Galaxy spaceship for Infinity War, he kept saying ‘Give me more organic and give me more abstract.’ So things look very alien to us, and that’s exactly what we wanted to do.

Q: How does your process work. And does it help to be embedded with the Marvel team in Atlanta?

M.R.: For us, everything funnels out from Charles and everyone plays a role. We start by defining the visual language in Illustrator and then we get into the interface language. Charles will tell us what he likes and doesn’t like so we can refine specific elements. We get some of the assets from people doing the concept art, and we render different passes. That’s when we merge both worlds in After Effects, our 3D renders from Cinema 4D and our designs from Illustrator, and then we apply more of a composition layer where we start experimenting with different elements for backgrounds and foregrounds. We usually work in a very modular way so we can change things on the go. These screens are shot within days, so we have to be responsive and effective in our workflow.

It helps to be embedded on set. It’s a beautiful way of working together. We were there for a couple of months. Most of the time it was me and a couple of artists working with so many great people working in the art department —concept artists and prop designers using 3D printing for parts of the set. Having all of those influences and reference materials in the same environment, and with easy access to the production designer and art directors, being embedded was the best way for us to work. And it’s very nice that we get invited to be part of that family. It hasn’t changed much since we started with them. It’s just getting bigger and bigger.

Q: What sorts of changes did you make to the Avengers’ Compound?

M.R.: Because we created the on-set screen graphics for Avengers: Age of Ultron, we used our own work as a source reference for progressing the compound’s identification systems and security. We used Cinema 4D to push the look and feel a bit more high-tech, like adding dynamic animations that suggest an artificial intelligence behind their security system.
We had already created a visual language for them, so we didn’t want to deviate too much, just show a slight evolution that reflected the new characters being introduced from other films, like Black Panther.

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - Compound Locks

Futuristic upgrades to the Avengers’ Compound security and identification systems were clean and subtle. Courtesy of Marvel Studios.

Q: How did Tony Stark’s lab change?

M.R.: We were asked to do screen graphics for his old and new more futuristic lab, depending on the scene. So one day they were asking us to create old laser oscilloscopes showing all sorts of waves and data.

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - Stark UI

Screens for Tony Stark’s old lab had a 1970’s-tech look. Courtesy of Marvel Studios.

We created the 2D animated graphics first at a lower frame rate, applied the typical, older monochromatic-green-laser style to them, and then we faked all the passes to degrade them to look like technology from the 70s.

That was actually a very similar process to what we did for Blade Runner 2049, so the looks were of old and obsolete tech.

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - Stark

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - Stark C4D

The Territory team studied theoretical physicist Roger Penrose’s two-dimensional Penrose diagram to understand how to create screen graphics related to understanding time shift. Courtesy of Marvel Studios.

For the new lab, we did almost the opposite so Tony Stark could use the lab’s technology to study things like the multiverse, magnetic fields and Penrose diagrams (two-dimensional diagrams showing the causal relationship between different points in spacetime).

We studied how the physics of the Penrose diagrams work and used C4D to explore how space and time can be visually warped and wrapped. Then we created complex 3D moving graphics and added lots of color gradients. The set was very exciting, and the new visualizations triggered further conversations with the production designer and playback team.

Q: Describe your work on the futuristic karaoke bar?

M.R.: The brief for the futuristic karaoke bar was something completely different from what we’ve done in the past. We needed to imagine this was a futuristic Tokyo when technology had really evolved, and things had gotten very weird.

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - Karaoke

Robot Cat concept art for Tokyo karaoke character development. Courtesy of Marvel Studios.

They wanted us to design and animate a holographic stage with some dancers and bizarre graphics all around. They actually played those in a massive, curved LED screen covered with some stage elements to make it look like a real rig.

And we also produced all sorts of trippy and psychedelic visuals for all the screens around that bar.

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - Karaoke Neon

Neon Girl concept art for Tokyo karaoke character development. Courtesy of Marvel Studios.

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - Karaoke Cyberpunk

Cyber punk concept art for Tokyo karaoke character development. Courtesy of Marvel Studios.

Our approach was different this scene involved the creation of a character and there was a lot of animation. Charlie asked us to look at—K-pop and some weird anime characters. We did a series of character designs. Charlie really liked the one we produced with a robotic cat face, so went down that route. It was beautiful because we were pushing our 3D and CGI capabilities and character creation. We did three dancers that were kind of a mix of robots and animals. The characters don’t even have a name because they were more atmospheric.

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - Karaoke Anime

Concept art for Tokyo karaoke character development. Courtesy of Marvel Studios.

Assembling Avengers: Endgame User Interfaces and Holograms with C4D - Karaoke Final

Final character and set design for the Tokyo karaoke sequence. Courtesy of Marvel Studios.

Once we had all the parts approved, we animated the characters and designed a virtual stage for them to dance on top of it. Across the whole set we produced some looping visual animations that created a very luminescent and vibrant look and feel.

Q: Now that future tech is more common in films, how do you see design evolving?

M.R.: We always try to not look at what we’ve done in the past. We try to reinvent ourselves by starting from scratch with a clear mind and a new vision because each film is different, and that’s what we want to achieve. In this case, we look back because we have to. These characters have a history and that’s rare.

These are not just films. It is a whole universe, so we evolve as we go along and we ask questions about where are we heading now. Where are these guys going? What do they need to do now? Knowing that the team’s vision is the biggest, brightest thing that is happening makes us all push to make the Marvel Universe greater.

It all started with the first Iron Man. We were there going ‘Holy crap, look what these guys just created!’ Then they started pushing and creating a whole universe. Now we can look back and we can see lots of our graphics around lots of different films. It is so special to work on these kinds of projects. It’s truly amazing.

Territory Studio Avengers: Endgame Credit List:
Marti Romances – Creative Director
Lyniel Dao — Producer
Grace Centauro — Coordinator
Brandon Mata, Devin Earthman, Adam Conway and Nicolas Lopardo — Digital Artists

Meleah Maynard is a writer and editor in Minneapolis, Minnesota.


Want more interviews like this? Check out these chats with industry pros:

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New website from Andreas Bjoern Hansen

An in-depth look at Patriot Act

In this Motionographer Q&A, we chat with the design and animation team behind Hasan Minhaj’s new show on Netflix, Patriot Act.

Overwatch League and Upper Deck sign multi-year exclusive trading card and collectibles deal

Upper Deck and the Overwatch League has announced a multi-year deal for licensed collectables that includes the official esports league trading card release as well as stickers, sticker books, prints, posters and memorabilia.  The collaboration with the Overwatch League marks the first venture into esports for Upper Deck.

“Collaborating with Upper Deck allows the Overwatch League to offer fans everywhere the opportunity to collect and trade exclusive cards and collectables—featuring their favourite teams and players—that can be cherished for years to come. This is an awesome milestone for our companies, and for esports as a whole,” said Blizzard Entertainment, head of esports licensing Daniel Siegel. ”

The first Overwatch League-licensed trading card set will release 19 June 2019 on Upper Deck e-Pack official site and will showcase fan-favourite players and teams from the league’s inaugural season. Collectors can also earn exclusive avatars, relic shadowbox cards with match-used equipment, autographed jerseys, multi-player booklet cards, and more through e-pack’s extensive achievement system.

Overwatch League fans will now be able to buy, open, collect, and trade cards with other collectors across the globe through Upper Deck e-Pack, the patent-pending platform that allows fans to easily access trading card packs from anywhere in the world using a smartphone, tablet, or computer. What makes the e-Pack system truly unique is the ability for users to get actual physical versions of cards sent directly to them at any time.

“We are excited to collaborate with the Overwatch League for our first esports deal and to deliver new products to Overwatch League fans. This is a great way to celebrate Upper Deck’s 30th anniversary, and we look forward to working with the talented team at Activision Blizzard for many years to come,” said Upper Deck president Jason Masherah.

The first Overwatch League-licensed trading card set will release on 19 June 2019, on Upper Deck e-Pack official site and will showcase fan-favourite players and teams from the league’s inaugural season. Highlights include rare cards autographed by multiple players, cards featuring key moments from the 2018 season, and cards incorporating other league memorabilia. Through the e-Pack platform, collectors will also be introduced to an extensive achievement system where they can earn exclusive avatars, relic shadowbox cards featuring match-used equipment, autographed jerseys, multi-player booklet cards, and more.

Attendees at the upcoming Overwatch League 2019 All-Stars events will be treated to sneak-preview promo packs of the highly anticipated Overwatch League trading card release and will have the opportunity to jumpstart their digital collection with two exclusive All-Star themed hero cards available for a limited time via a QR code located in the sample packs.

 

 

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