Post Office Studios partners with Asian Paints to launch animated film series for the ‘Colour Next’ campaign

Post Office Studios, a leading animation and new media technology company based in Mumbai, has partnered with Asian Paints to conceptualise and produce five animated films for their campaign ‘Colour Next 2020’. The campaign was released at India Design ID 2020, the country’s most definitive design and home decor week.

Every year, Asian Paints brings together the best of design and research principles to curate trends of the year, that reflect the aesthetic of that time. These trends are later translated into home decor themes for the upcoming year. The four diverse trends this year are Sonic, Potent, Blend and Mystique, in addition to Asian Paints’ Colour of the Year for 2020, Curiosity.

Post Office Studios analysed the studies conducted by the brand to arrive at each visual messaging that could justify the design trends. The process involved frequent mood boarding and discussions with the research and design teams. Once the themes were finalised, the next step was to create films that could elevate each concept visually without losing its meaning.

Aditya Tawde

Post Office Studios chief creative officer Aditya Tawde said, “Our goal with these films was to do justice to Asian Paints’ year-long research and resulting trends, while lending each of them a distinct visual look and feel unique to the trend in question. It’s always exciting to brainstorm on the visual depiction for the Colour Next series, since the output is an interesting blend of the existing research undertaken by the brand, the diversity of each trend, and design and animation treatments that are currently trending within the industry. As with our other projects, our creative process involved putting together a huge stylescape of references resembling each trend, which we used as a base to identify the ones most appropriate. For this year’s series, we also made the decision of not having voice overs for our films, allowing the visuals to be the highlight, complemented by meticulously designed music and sound design that matches the mood of each animation.”

The team at Post Office Studios has always believed in the power of creative collaboration. Keeping this in mind, they connected with over 100 artists across the world, specialising in 3D and 2D motion design, music composition and animation, to create this film series. The idea was to use different mediums and creative styles to represent each theme. The final production team comprised 22 artists from the UK, Spain, USA, Sweden and India.

Defying the normal timelines, Post Office Studios was able to complete the production of these five films within a month, from conceptualisation to the final release.

Over the years, Asian Paints has evolved itself from just a paint brand to a complete design solution provider. The campaign ‘Colour Next’ is the perfect example where the company converts its research into definitive design and home decor ideas. Post Office Studios has been working with Asian Paints since its last series to help them translate their vision into reality.

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Logitech G launching app to capture customise ear shape for better gaming audio experience

Logitech G is launching help for an app that allows you to customise your gaming audio for higher immersion. The app is meant to allow you to hear recreation seems like large-scale battles, close by footsteps, or racing sounds on a race observe extra clearly.

The new app is called Immerse and was made by Embody, a spatial audio company, in partnership with Logitech G. Embody says on its website that Immerse was designed to let PC gamers “hear game audio as you hear sounds in the real world,” and make sounds appear to be closer or farther away from you.

The Immerse app makes use of AI to create a customized sound profile for every person. If you join the app, Immerse requires you to scan a QR code after which take an image of your proper ear utilizing your smartphone. Immerse’s AI then makes use of algorithms to investigate the entire elements of your ear to foretell how your ears obtain sound.

As far as supported headsets are concerned, the Immerse app will support over a dozen Logitech G devices, including the following:

PRO X
PRO Gaming Headset (2019)
PRO Gaming Headset (2017)
G231
G233 Prodigy
G332/G331
G432/G431
G433
G533
G633
G635/G633s
G933
G935/G933s

The Immerse app is a paid subscription service, with subscriptions beginning at $three per thirty days along with a free trial interval that lasts two weeks.

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FanCode opens its platform to stream T20I series between Afghanistan and Ireland

FanCode, the multi-sport aggregator platform, will exclusively live stream all the thrilling T20I cricketing action from the bilateral series between Afghanistan and Ireland. The weeklong T20I series will start on 6 March and conclude on 10 March 2020. The three matches of the series will be hosted in Noida.

Over the years, through some splendid performances, Afghanistan has successfully shrugged-off their underdog status and emerged as one of the top T20 cricket teams in the World Cup. Ranked above Sri Lanka, Bangladesh and West Indies, and 7th in the current ICC Men’s T20I Rankings, the Afghanistan team will be led by Asghar Afghan. They will feature a host of some of the most exciting T20 players in the world today including Rashid Khan, Mujeeb Ur Rahman and Qais Ahmad who is coming on the back of a successful BBL season with Hobart Hurricanes. Facing them will be a resilient Irish squad who themselves have carved a reputation of being one of the most exciting T20 teams in the world. 

Will it be a battle of equals or will Afghanistan repeat their past success against Ireland? Find out as all the action unfolds live on the FanCode app and on official site .

Full Schedule T20Is

1st T20I – Friday, March 06 – Afghanistan vs Ireland – 2 pm IST

2nd T20I – Sunday, March 08 – Afghanistan vs Ireland – 2 pm IST

3rd T20I – Tuesday, March 10 – Afghanistan vs Ireland – 2 pm IST

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UME drops Dota2 team: ‘the future of the game is not bright’

The esports scene in India has witnessed tremendous growth over the past years. However, the recent trends are concerned the entry of mobile esports seems to have changed the esports scene in the country. Because of the popularity of the mobile esports, some of the globally popular esports games seems facing a challenge in holding the foothold for example –Dota2. Recently UMumba Esports dropped their Dota 2 team as they figured out that the future of DOTA 2 India is not as bright as other esports games.

As the official post UME team principal  Amar Ratnam reads, “Unfortunately, with major tournament changes initiated by the tournament organisers for DOTA2 in India, the future of the game is not bright. This was communicated to us at the end of the recently concluded ESL India Premiership Winter Finale that took place in January. The DOTA2 scene in India has undergone major changes with almost all organisations dropping their squads right after the ESL event announcement.”

Earlier ESL India Premiership is undoubtedly the event that has consistently given platforms to players for multiple seasons. Even though the Winter split this time has Dota 2, it might be dropped from the upcoming seasons.

The organisers said that they really want the game to survive and flourish as it has been there since the beginning and it will not be easy to replace the title with another. However, as the viewership in the country declines, the organisers informed that they will look further into the viewership and other factors of the Winter Split and make a final call on what is to be done further. Till then we do not know if we will see the title in the coming ESL editions.

Then one of India’s rather known esports brand is dropping its Dota 2 roster. While PUBG Mobile has recently picked up the pace for esports in the country, Dota 2 seems to be losing on viewership. Global Esports, recently announced that they will be bidding farewell to its roster, which consisted of players majorly from the ex-Signify lineup. Here is the statement from GE CEO Rushindra Sinha on Facebook:

“End of an Era for GE Dota 2.With a very heavy heart we bid farewell to our Dota 2 Roster.”

Ratnam further shares Acrid (Ex Dota 2 team captain)will continue to work with them. “Vivek has enjoyed working with UME family and wanted to continue his association. Since he has enjoyed creating content with us, he will continue to do so, working closely with the creative team while also hosting new episodes of his chat room series. From everyone at UME – I would like to thank the DOTA2 players for all their constant hard work and effort. We wish them the best of luck for their future”

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Bombay HC to give judgement on NTO 2.0 amendment case in a couple of days

The Bombay High Court has reserved the judgment in the case of the new tariff order amendments (NTO 2.0) as the hearing ended on Thursday, 5 March. While there’s ambiguity lingering in the ecosystem, the court is expected to give its judgment in a couple of days.

According to sources close to the development, Telecom Regulatory Authority of India (TRAI) cited the judgment by Justice Nariman of Supreme Court delivered in 2018 and judgment of Delhi HC from 2007 to support that it has full right to regulate broadcasters. TRAI alleged that regulating bouquet formation and discounts prescribed in the NTO 2.0 is important because broadcasters use the same to push unwanted channels to consumers and are only interested in increasing their advertisement revenue.

On the other hand, broadcasters argued that bouquets help to make large number of channels cheaper for consumers and also attempted to prove that due to competition from streaming services and telcos, regulation for broadcast TV ought to be reduced. As LCOs filed an independent writ petition asking for stay, they also argued that any attempt by TRAI to bring down NCF will kill their business.

As none of the high courts pronounced any clear order on interim relief, the amended regime came into play from 1 March. Among the DPOs, Tata Sky, Airtel, Dish TV, Siti Cable and IMCL have implemented NTO 2.0 and reduced their NCF.

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Platanista Games newest launch allow players to be in their favourite wicketkeeper’s suit

Cricket and the Indian fans is the match made in heaven. It is that one game which has indeed maintained the circle of life over the years. Today, in an Indian household when there is a cricket match, a family with grandparents, parents and children enjoy it together over samosas and cold drinks.

India constitutes 90 per cent of one billion cricket fans: ICC research. Cricket has over one billion fans globally; with the Indian sub-continent alone constituting more than 90 per cent of them, according to the largest ever market research into the sport conducted by the ICC.  That is the reason why cricket has opened a wide market for the business prospect from cold drinks to fantasy sports, to gaming cricket has explored everywhere.

IN10 Media vice president corporate strategy and development Mansi Darbar

Similarly, Platanista Games by IN10 Media is a gaming studio was created keeping in mind the Indian audience and their love for games as IN10 Media vice president corporate strategy and development Mansi Darbar told to AnimationXpress in an interaction. Currently, the studio has above 15 members who are working on creating and developing casual games with live-gaming formats like quiz, housie, bid and win, and more.

The studio recently launched game Super Keeper on 10 February keeping the interest of the Indian audience. Darbar added, “Most of our brands under IN10 umbrella are India-centric as we know the crux of the Indian audience. With an understanding of the Indian minds, and consumers love for playing games we have created Super Keeper with an Indianised appeal.”

Here is the excerpt:

What kind of the game Super Keeper is?

Super Keeper is a 3D casual sports game wherein the player takes the role of the wicketkeeper with a goal to achieve the maximum number of catches in the cricket match

Wicket keeping is one of the main aspects of cricket has always been given less importance hence we wanted to create a game which taps on the potential of wicket keeping

Can you share a brief about the gameplay?

The main USP of Super Keeper is that the game is available in 4 different languages like Hindi, Marathi, Tamil, and English to cater to audiences from different regions of India

One of the most prominent features of the game is that it allows you to don the hat of different and ones’ favourite wicketkeeper from any part of the globe

Are u planning to roll out the game for other platforms as well?

Currently, Super Keeper is available to Android and iOS users. However, we have a robust pipeline and we will announce new platforms very soon.

What are the challenges you have faced while designing the game?

The main challenge was to keep the excitement intact with the gameplay being in different regional languages. As there is a possibility of the translated gameplay in regional languages losing the real excitement of playing the game.

What are the tools your studio uses in the design and development of games? What is the studio’s workflow?

We follow an agile process. There are daily stand-up meetings conducted within the teams to keep track of the development and progress of the games. Parallelly, we have an ideation team who brainstorm, visualises and defines the detailing aspect of a game from a 360-degree gaming worldview.

We use tools like Unity, Construct,  Auto Desk Maya, 3DS Max and many more.

How long has it been since you started working on the game, design-wise?

We have a long pipeline of games that we aim to publish this year. In the next six months, we aim to publish a new game on a monthly basis.

How has been the response so far?

It’s just been three weeks from the launch, however, the game has been well received.

What is your goal for 2020?

Develop more games, connect with major IPs and get a good market share in the gaming industry

What is your inspiration mantra for the budding game developers?

Follow your vision, transform the vision into virtual reality and aim for the sky.

 

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Netflix drops ‘SHE’ trailer; explores off-beat content with Tipping Point 

Netflix has dropped the trailer for its upcoming original web series, SHE, written and directed by renowned Bollywood filmmaker Imtiaz Ali, slated to be released on 20 March on the streaming platform.

The trailer is dark, gripping and piques the curiosity of the audience. SHE revolves around a female constable, Bhumika Pardesi (Aaditi Pohankar) who’s “sent on an undercover mission to bust an underworld gang, and rises above her own expectations to find power in the most unexpected ways.” The official synopsis goes like – An undercover assignment to expose a drug ring becomes a timid Mumbai constable’s road to empowerment as she realises her dormant sexuality’s potential. SHE also stars Vijay Verma of Gully Boy fame as a thief. 

SHE comes from the makers of Andhadhun, Tamasha, and Jamtara – produced by Viacom18 Motion Pictures, Tipping Point and Ali. SHE is the third original content in the deal between Netflix and the digital content production arm of Indian media giant Viacom18 Studios (part of Viacom 18, a joint venture between Viacom and Mukesh Ambani’s Reliance Industries’ Network 18 media company), Tipping Point, the first two being Jamtara: Sabka Number Aayega and Taj Mahal 1989

Tipping Point was launched in 2018 to create web series and short films for Viacom18’s OTT platform VOOT and Reliance’s streamer Jio. It was subsequently expanded to cater to the likes of Amazon and Netflix. Viacom18 Studios COO Ajit Andhare told at Indian Television dot com’s The Content Hub 2020, “I see Tipping Point as ‘Revenge of Storytellers’ – who’s unable to tell stories. So the plethora of accumulated scripts, created in house that we are excited about, but never got made into films – found its way to Tipping Point. We started with a burst of short films and content where there are no rules, but an open space where one can experiment and breathe easy. We’re here to create a lot of independence away from conventional thinking of filmmaking, which can be disheartening at times.

We did Jamtara for Netflix which received a lot of love from the audience. It was directed by Soumendra Padhi, director of Budhiya Singh, which though failed at the box-office, was a good film with a lot of craft and even won a national Award… So, a story or talent can come from anywhere.”

Jamtara – Sabka Number Aayega tells the tale of conflicts that emerge from a small town in India which is identified as India’s phishing capital. The plot is intense with the storytelling and direction on point.

Taj Mahal 1989 on the other hand was a nostalgic exploration of love and longing set against the backdrop of the famous monument near Agra, in Uttar Pradesh. Andhare went on to reveal that,”Taj Mahal 1989 is doing so well that it’s the number one show on Netflix in India, ahead of Narcos. What can be better than this!”

There has been no star power to shoulder these projects as there’s not a single recognisable face in Jamtara or Taj Mahal 1989. But these are made with a lot of love, nuanced characters and powerful storytelling. 

As Netflix India original film director Aashish Singh shared, “Good stories can be told from anywhere and everywhere. We want to discover more new stories and storytellers. We’re looking at a diverse slate of content and are creating content for every mood, while not overlooking content quality.”

Singh also added that at Netflix, they provide support and not supervision or interference to content creators and directors in the process of filmmaking. Thus, one has the liberty to create whatever they want and the way they want.

Recently, Netflix also released Yeh Ballet directed by Sooni Taraporevala that features two gifted but underprivileged Mumbai teens, who when gets discovered by an eccentric ballet master, face bigotry and disapproval as they pursue their dancing dreams. It has garnered positive responses from the audience and critics alike.

Seems like Netflix is leaving no stone unturned to churn out quality content for its consumers, to hold a strong position in the digital content racing game.

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F5 is back! The Motion Awards are back! Launch Party!

If you know, you know. And if you are new to F5, connect with the Motionographer community for three extraordinary days and nights full of mind-blowing inspiration. We are having a LAUNCH PARTY on March 13th to celebrate all this goodness.

Dongii unveils Nintendo Switch dock and 65W GaN charger

Dongii, a company focused on developing GaN chargers and Nintendo Switch accessories, has announced the release of a portable Nintendo Switch dock with Bluetooth 5.0 and a detachable 65W GaN charger, allowing users to connect a Switch to any HDMI television and wirelessly connect to Bluetooth headphones or speakers.

The Switch was designed to make high-quality gaming portable. It’s a wonder then why the TV dock and separate charger are so large and difficult to manage. It makes taking the Switch on the go difficult for meetups, travel and entertainment. Now, the team at Dongii has solved this problem with the smallest Switch dock that provides a simple HDMI connection to televisions, with support for 4K 60Hz video transmission for a better gaming experience on a big TV, even when not at home.

“The Nintendo Switch is truly revolutionary and makes awesome portable gaming possible, but the original TV dock and charger are unnecessarily heavy and hard to handle, especially while on the go. As game lovers, we knew we could improve the Switch experience by creating a more portable, simple and elegant solution. Dongii’s Switch dock replaces the cumbersome Nintendo gear with a compact, pocket-sized dock/charger combo that adds a Bluetooth audio option, connects easily to any TV and makes it easier than ever to meet up with friends for big-screen fun.”  Dongii CEO  Nickolas Hui.

Dongii further enhances the Switch gaming experience with built-in Bluetooth 5.0 that allows wireless connection to headphones, earbuds and speakers for a more immersive gaming and entertainment experience without disturbing others.

Dongii also provides USB charging for the Switch or other mobile devices, using the latest GaN (Gallium Nitride) technology. It has a USB-C port that supports PD 3.0 quick charging for up to 2x charging speeds, as well as a USB-A port that supports the QC 3.0 standard for connection to devices and charging. This highly efficient technology delivers better performance compared to traditional power adapters and helps to keep the device small and lightweight.

With the release of the Dongii Switch dock, gamers have a lightweight, go-anywhere solution to putting Switch on the big screen. Combined with the USB quick charge features, the device replaces multiple cumbersome components and lets users experience Switch gaming in a totally new way.

Dongii’s Switch dock and charging solution is currently being introduced with special pricing and incentives to reward early supporters.

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From sketch to screen – Whistling Woods International masterclass explored fundamentals of anime

Whistling Woods International (WWI) hosted Japanese animation legend, Mugumu Ishiguro as he conducted an exclusive masterclass for the students of WWI’s School of Animation and Game Design. Over the course of a detailed session Ishiguro-san, the co-founder and first president of globally the renowned animation studio, Doga Kobo, explored the fundamentals of anime and highlighted its hidden depths and traditions.

Following the introduction of Ishiguro to the audience, the session began with the screening of Naughty Princess and Snobbish Frog – a classic of the anime genre that the acclaimed animator had helped create. Taking to the stage, Ishiguro revealed that he had come to India to introduce and advertise his movie, Ramayana: The Legend of Prince Rama. The eager audience were subsequently treated to a glimpse of his masterpiece, and an AV that detailed the creation and critical reception of the movie.

Reflecting on the experience of creating the film, he shared, “It was a very nostalgic experience. This story was made at least 40 years ago.” He went on to describe the story behind the creation of the film, saying, “The Ramayana was written by Yugo Sako, a documentary writer working with Japanese broadcasting corporation, Nippon Hoso Kyokai (NHK). Sako came to India for a documentary and at that time he thought that this story seems to be good and let’s make a film on it. It took about 12 years and 15 million images to make the film.”

Following this revelation, Ishiguro highlighted the difficulties the production team overcame during the creation of the film. As he noted, “For animation, the most difficult thing is to draw many people. It takes a long time to draw a person. You are learning animation and doing animation so you must be knowing that how much efforts must have been put in.” He also emphasised the cultural challenges faced by the animation team, and their impact on the creation of the film, saying, “It took long for the people of Japan to understand because the story was from India. It was not their native story. So, to imagine the characters and to draw those anime was a difficult task.”

The conversation subsequently turned to the economic considerations behind the production of anime, and the challenges faced by the industry in the modern era. “When I was young, maybe some 50 years back, making animation and making robots and selling them was the dream of young people. Now the story is totally different. Nowadays there are so many different works available, not only anime.” The guest also stressed upon the value of building a team with various strengths, on both the business and production fronts, saying, “When you’re thinking about an animation, you should think about how it will earn business. Whom to sell, what are the requirements, all these things should be considered before you start any work. Some people are good in managing economics, and some people are good in making the animation. There should be a teamwork between them.”

With the session drawing to a close, the spellbound students had one final request for the master – to hear stories of his interactions with anime titan, Hayao Miyazaki. Ishiguru was happy to oblige, saying, “He was very quick. His speed of drawing pictures was very high, however, he used to work with many animators, and he used not only his own animation works but also from different freelancers. He also used to manage direction also.” He further elaborated on Miyazaki’s visionary style of direction, stating, “He would see the animation drawn by other people, taking a stapler, he would pin it. So according to him, it was not important to see whether the picture is good or bad, but whether it’s drawn with different idea, or different way of thinking, that was important for him. So, while directing, different situation, or feelings, also needs to be considered.”

On that uplifting note the session came to an end. As Ishiguro was presented with a token of appreciation for his invaluable insight, the students expressed their gratitude with a round of thunderous applause that filled the auditorium.

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