Q&A: Dark Noir

Brazilian graphic novel artist and writer Rafael Grampá (“Mesmo Delivery”) turned his powers to the small screen for the first time in “Dark Noir.” The animated short was his directorial debut, a commissioned work for Absolut’s “Transform Today” campaign.

The project was billed as a “co-creation” between Grampá and Absolut’s Facebook fans, who supplied concepts and drawings via Absolut’s Facebook presence.

But when it came to producing the actual animation, Grampá partnered with Red Knuckles, formerly of Passion Pictures, where they had worked heavily with director Pete Candeland.

Rick Thiele and Mario Ucci, co-founders of Red Knuckles and co-creative directors on “Dark Noir” shared some process behind “Dark Noir” with us.

Q&A with Red Knuckles

How did you guys get involved in this project?
Sid Lee approached us about “Dark Noir” in late November 2013 with the intention of making a live action short film with animated characters.

Their main reference was a project we art directed while still at Passion, Gorillaz “Stylo”, in which we turned Jamie Hewlett’s famous 2D characters into 3D animation and integrated them against live action plates.

We eventually managed to convince everyone that doing it fully animated was a good idea.

Did Red Knuckles do all of the CG animation? What about the 2D animation?
Yes. Both 3D and 2D. The main reason Red Knuckles exists is to allow us to work with the artists we admire and a lot of those artists happen to be 2D animators.

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So when this project came along, we immediately pitched to Rafael the idea of having a mix of 2D and 3D animation, and he said yes straight away. So then we went after those incredible dudes — 2D and 3D — and they were all up for it, too.

Describe the process of working with Rafael Grampá. How did you work together?
Well, the fact that we are all Brazilians helped a lot. We had pretty much the same imagination, and Rafael is one of the most incredible artists we know (we were fans of him from way before). The visual communication flowed seamlessly.

He would explain the sequences he had in mind by drawing them, and to us, this is the best way to communicate.

Concept Art
Storyboard
Daimons

Absolut understood Rafael’s persona very well and just let him do what he wanted to do without any interventions. With that, we were blessed with an entire studio of artists creating and making decisions 24/7. That is not something that happens often.

The film has a rich look inspired by film noir. Can you tell us a little about the look development process?
The mood of the film was in there since the first revision of the script. It was impossible for us to imagine the film any other way, so we gathered all the references that came to mind into a mood panel. This panel included “Blade Runner,” “In the Mood for Love,” anything by Christopher Doyle.

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We wanted to have eveyone coming in and out of light all the time, engulfed in shadows one second and then showered by light in the next. And if the characters didn’t move on the shot, then we would create mechanisms to make the lights move instead, revealing and hiding.

What consolidated the noir look was the combination of the script with the images.

Character Design
Key Light Study
Character Design
Scene Setup

The official making of video (below) says that Facebook fans had input. What was that like?
This crowdsourcing of ideas was a big thing for Absolut, so we knew that it had to be very well planned out in order to make it work with the schedule.

The hardest ideas to accomplish were obviously posted first. People had quite a small window of time to respond, due to pressing deadlines. Even so, the response we got from it was astonishing. Hundreds of people submitted ideas and drawings that just blew our minds and gave us a completely fresh take on things!

In this case, it seems like crowdsourced aspect of the film was pretty focused. How do you feel about crowdsourced filmmaking/animation in general?
At times, we danced with the idea of crowdsourcing aspects of production like modeling and texturing, but since we had a very tight schedule, we had to keep everything in a very controlled environment.

If you have a project with a more flexible schedule crowdsourcing might work, just as long as the creative direction remains consistent. Still, artists would have to be carefully handpicked.

You guys recently left Passion to start Red Knuckles. How is it going so far? What have been some of the challenges?
Yes, we left Passion in December 2013 after having a great run there, working almost exclusively with Pete Candeland on some fantastic projects.

Red Knuckles started with the idea and the ideal of collaboration. There are many ultra-talented artists, directors, creatives, etc. out there that we want to work with. We thought the best platform to reach and collaborate with them would be via our own studio.

So far, it has been truly incredible. We got to meet those amazing people that we would not have had access to if we were associated with a single production house.

What we have set ourselves to do is a different business model where we want to be an animation studio, an artist’s house exclusively, without attaching ourselves to only one production house or director. That’s where the challenge lies: in making this model understood and needed in London.

But everyone we have talked about this were extremely happy to know that we are out and and free to do some animation. I hope we can show some more cool stuff soon.

Making Of Featurette

Credits

Written and Directed by Rafael Grampá
Animation Studio: Red Knuckles
Director of Photography: Red Knuckles
Red Knuckles Creative Directors: Mario Ucci and Rick Thiele
Producer: Monica Domanska
Original story and characters created and designed by Rafael Grampá
Lead Animator: Lucas Vigroux
3D Animators: Giovanni Braggio, Scott Beharrell Bono, Chris Whyte, Magali Barbe, Florian Mounié and Martyn Smith
2D Animators: Adrien Gromelle, Stephen Vuillemin, Jonathan Djob Nkondo, Alice Bissonnet, Duncan Gist and Giovanni Braggio
Technical Director: Maïckel Pasta
Lighting TD: Patrick Krafft
Environment Modelling: Florent Rousseau
Mattepaintings: Manuel Dischinger, Ian McQue, One Pixel Brush
Global Facebook Fans:
Scene 1: Adriano Antonini
Scene 2: David Jesus Vignolli
Scene 3: Greg Fenwick
Scene 4: Nina Robra
Scene 5: Anton Kovalenko & Adri Ceesari
Scene 6: Maria Vlad
Creative Agency: Sid Lee Amsterdam
Associate Creative Director: Gill Glendinning & Roger Leebody
Account Manager: Jonah Dolan

Production Company: Jimmy Lee Amsterdam
Producer: Justin Townsend & Ezra Xenos
Voice of Vincent Black: Doug Cockle
Voice of Madaleana Proud: Ajit Sandhu recorded @Stainless Sound

Music Company: Croacia
Music Composer: Marcio Chavemarin

Music Company: Wake the Town
Sound Engineer & Music Composer: Paul Schumpter
Music Producer: John Connon
‘Paper Bones’: Written and performed by Mike Ghost

Art&Graft: “Trip” The Virgin Atlantic Safety Film

Long ago, Virgin Airways embraced the simple fact that no one pays attention to the poor flight attendants as they drone on mechanically about oxygen masks and flotation devices.

Why not use that time to share something genuinely entertaining, something that communicates the necessary safety information and conveys the playfully chic persona of the Virgin brand?

Take a Trip

The latest in Virgin’s flight safety film series, “Trip,” comes from Art&Graft. At over 5 minutes long, it’s an ambitious project. But the premise behind the film gave the team essentially unlimited creative freedom.

At the film’s opening, a drowsy passenger slips into a dream state while the flight attendant recites her safety spiel. We follow the passenger through a series of surreal vignettes inspired by genres of film, everything from sci-fi to westerns. Each scene communicates a core safety tip before moving on to the next unexpected scenario.

Process

Art&Graft shares a bit of their process on their website:

To bring our ideas to life, the A&G team combined an illustrative approach with exciting 3D and 2D animation techniques. All the character animation was produced using a traditional frame-by-frame technique – very labour intensive, especially when creating a 6 minute film, but the results look beautiful and are extremely rewarding!

Elements throughout the film were modelled in 3D; allowing us to ’wrap’ our illustrations around these models to keep the illustrative feel yet giving the scenes fantastic depth and space. This allowed all the camera angles to be planned out and ensure the 2D characters could then be animated in each scene with the addition of further textures and casted shadows.

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AG_Departure_CarChase
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AG_Departure_Musical2
AG_Departure_Noir3
AG_Departure_Open
AG_Departure_Sleep
AG_Departure_Space
AG_Departure_Space2
AG_Departure_Western

Other Virgin Airways films

Virgin Atlantic Flight Safety Video (2008)

Virgin + method “We’re All in This Together”

TSB – The Story by Studio AKA

Studio AKA (London) tells the history behind the building of the TSB bank through this beautiful piece.

Combining the hand crafted artistry of 2D character animation within a stunningly integrated use of 3D CGI sets, the journey through time is reflected in the film’s opening shot; an unbroken take which lasts a whopping 95 seconds.

Check out some of the process below. Plus, there’s a 2-part interview on the D&AD website.

Written by – Marc Craste and Damon Collins
Client: TSB
Paul Pester
Catherine Kehoe
Mike Regnier
Terry McParlane

Agency: Joint London
Creative Director – Damon Collins
Producer – Matt Keen

Music: Anne Dudley
Sound Design: Factory

Production Company: Studio AKA
Writer/Director: Marc Craste
Producer: Nikki Kefford-White
Character Design: Steve Small
Additional Art Direction: Dave Prosser
Previsualisation: Christian Mills, Anna Kubik
Supervising Animators: Steve Small, Michael Schlingmann
2D Animators: Peter Dodd, Sharon Smith, Nicolette van Gendt
2D Assistant Animators: Nick Appleton, Gerry Gallego, Freya Hotson, Simon Swales, Margot Tsakiri-Scanatovits, Justine Waldie, Jonathan Wren
2D Paint: Eamonn O’Neill, Kristian Andrews, Gemma Mortlock
2D Compositing: Michael Schlingmann
Supervising CG Artists: James Gaillard, Christian Mills
Modelling & Texturing: Adam Avery, Sara Diaz, Will Eager, Vincent Husset, Raymond Slattery
Rigging: Adam Avery
Lighting, Rendering & Compositing: James Gaillard, Daniel Garnerone, Alex Holman, Christian Mills, Will Eager, Cristobal Infante
Simulation & FX: Cristobal Infante
3D Animators: Boris Kossmehl, Fabienne Rivory, Marie Verhoeven, Lucas Vigroux
Technical Director: Fabrice Altman
Editor: Nic Gill
Production Co-ordinator: Ren Pesci
Production Assistant: Alli Albion

Posted on Motionographer

Moonbot Studios: Chipotle “The Scarecrow”

Following up on Johnny Kelly’s insanely successful “Back to the Start” stop-action film for Chipotle is not an easy task. The project mopped up at award shows and was a crowd favorite. Its analogue technique meaningfully echoed Chipotle’s message of bucking factory farming and technologically-powered “progress” for a more hands-on approach to food.

Louisiana-based Moonbot Studios, who won an Academy Award for the short, “The Fantastic Flying Books of Morris Lessmore” and set the gold standard for interactive storybooks with the accompanying Morris Lessmore iPad app, was up for the challenge.

Their recently released “The Scarecrow” echoes many of the same themes as “Back to the Start,” and its soundtrack also features a cover of a famous song performed by an unexpected artist. While “Back to the Start” had Willie Nelson singing Coldplay, in “The Scarecrow” Fiona Apple sings “Pure Imagination” from Willy Wonka and the Chocolate Factory. The effect is equal parts haunting and magical.

It’s also worth noting that Moonbot’s film is entirely CG. A helpful reader added some detail in the comments:

“Moonbot’s film is entirely CG” isn’t entirely accurate, the barn and the kitchen interior were built as miniatures, filmed, and composited into the CG scenes.

Where “Back to the Start” shined a bright light on the hand-crafted nature of its production, “The Scarecrow” dives deeper into its protagonist’s life. While both films are emotionally powerful, “The Scarecrow” feels more like a mini-feature film, executed with the same scale and grandeur as a Pixar film.

Scarecrow: The Game

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Keeping with the Morris Lessmore formula, Moonbot Studios also created an iOS game to accompany “The Scarecrow.” From Moonbot:

Created in collaboration with Chipotle Mexican Grill, “The Scarecrow” is an arcade-style adventure game for iPhone, iPad and iPod touch and a companion animated short film. Both pieces depict a scarecrow’s journey to bring wholesome food back to the people by providing an alternative to the processed food that dominates his world.

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Assembly: NZI “The Devil’s Chair”

New Zealand-based Assembly strikes again, showing their incredible range for agency Draft FCB and insurance company NZI.

Whether you focus on the craftsmanship of each shot or the comic timing of each vignette, the spot holds up to repeat viewing. The lighting alone had me scrubbing back and forth like mad.

For more about Assembly, read our in-depth interview with the crew.

Posted on Motionographer

Tumbleweed Tango

“A balloon dog is lost in a world of danger. One wrong step and his dancing days are done. Only love, and tango, can possibly save him.”

Sam Stephens and Christopher Mauch (Hyrda) co-directed this charming short about a pair of balloon animals in love. It’s one of those sweetly told tales that ticks along effortlessly, bringing you and your smile with it.

The audio is a huge component of this short. Joe Miuccio’s sound design pumps up the comedy while the original score from Michael Hewett and Matt Nakoa undulates and contorts as playfully as the main characters. Superb work.

Produced by Humble.

Posted on Motionographer

Google’s Project Loon and How We Create the Future


Google’s latest gloriously ambitious initiative, Project Loon, is all over the news this week. This beautiful piece – directed by Google Creative Lab with Mixtape Club acting as the production company – explains Project Loon. Wired has also written an in-depth look at the history and goals of the project.

Project Loon is groundbreaking work. But it’s only one of many futuristic projects that Google is involved in. From self-driving cars, to the future of energy, to artificial intelligence, to (yes) Google Glass, the ways in which Google pursues so many mad scientist initiatives – many of which are only distantly related to what actually makes Google money – are what makes the company so interesting.

But do you have to be Google to be so ambitious? Does it take billions of dollars to have the freedom to pursue these crazy (awesome) goals? I don’t think so. We work in an industry that, on a good day, is filled with brilliantly creative folks. What kind of crazy projects are we doing to help create the future? I’m interested to know. Share your stories in the comments – and I’ll put together a roundup.


Directed by Google Creative Lab
Production Company: Mixtape Club
Producer: Bruce Moreau
3D Artists: Sean Moller, Luciano Tapia, Arthur Hur, John Haley, Paul Villacis
2D Artists: Danny Kamhaji, Arthur Hur, Adam Sacks, Jake Armstrong, Bryan Cobonpue, Josh Goodrich

Posted on Motionographer

Two hits for Oreo, each with its own twist

Chances are you’ve seen either one or both of the Oreo “Wonderfilled” spots that have been burning up the interwebs.


The :90 anthem was directed by Martin Allais with animation by his own animation shop, Studio Animal. (Not to be confused with the Korean studio by the same name.) It’s a tour de force of 2D character work, packed with cute moments of hesitation and punctuated by charming type.


The :30 version by Royale uses a 3D/2D technique similar to their Christmas short, The Bell Ringer.

The chronically catchy tune was penned by Martin Agency creative director Dave Muhlenfeld and performed by Owl City.

NOTE: This post was updated to correct the studio attributed to the :90 spot.

Credits

:90 Anthem (Martin Allais)
Client Credits:
Global Marketing Communication: Jill Baskin
Brand Marketing Director: Janda Lukin
Agency Credits:
Chief Creative Officer: Joe Alexander
Group Creative Director: Jorge Calleja
Creative Director: David Muhlenfeld
Creative Director: Magnus Hierta
Senior Art Director: Brig White
Planning Director: John Gibson
Managing Director: Steve Humble
Senior Broadcast Producer: Kathy Lippincott
Broadcast Producer: Heather Tanton
Broadcast Junior Producer: Caroline Helms
Production Company: Studio Animal
Director: Martin Allais
Producer: Maria Soler Chopo
Illustration: Martin Allais
Storyboards: Martin Allais
Animatic: Pere Hernández, Javi Vaquero, Matt Deans
Animator: Pere Hernández, Javi Vaquero, Pablo Navarro, Dani Alcaraz
Tracing and color:Ezequiel Cruz, Macarena Ortega, Eva Puyuelo, Joel Morales
Compositing: Santi Justribó Martin Allais
Music:
Music (performed by): Owl City (Adam Young)
Voiceover talent: Owl City (Adam Young)
Original Music and Lyrics: David Muhlenfeld (English Major, LLC)

:30 (Royale)
Executive Creative Director/Partner: Brien Holman
Managing Director/Partner: Jennifer Lucero
Art Director: Andy Lyon
Designers: Jonathan Kim, Andy Lyon, Jennifer Olive Lee, Jason Cook, George Fuentes, Anthony Madlangbayan
3D Modeling/Surfacing Lead: Juan Carlos Cuadra
3D Character Animation: Andy Lyon, James Lane, James Parris, Ian Mankowski
3D Rigging: Ian Mankowski
3D Modeling/Rendering: George Longo, Juan Carlos Cuarda, Ian Mankowski, John W. Nguyen
3D Animation: Orlando Costa, Kevin Tonkin
2D Cel Animation: Andy Lyon, Anthony Madlangbayan

Storyboard Artists: Scott Richie/Brian Koons
Compositing: Mike Humphries, Renzo Reyes, John W. Nguyen

Head of Production: Danielle Hazan
Producer: Jamey Kitchens

Posted on Motionographer

Lagoa Launches, Blows Minds

I was invited to the beta of Lagoa.com (then called TeamUp) several months ago, and even in that early stage it blew my mind. As I toyed with a test scene, I couldn’t help feeling that I was staring into the future of CG — or at least a very interesting aspect of its future.

So what is it?

LagoaFerrariGarage
At it’s core, Lagoa is a cloud-based, photoreal CG renderer. In the simplest possible terms: You upload a scene from your favorite 3D package, hit render and watch the magic happen. With incredible speed, Lagoa produces photoreal imagery in seconds.

It’s incredibly satisfying to watch physically-based light glisten through your crystalline objects in about as much time as it takes to microwave some popcorn. (Or less.)

But wait, there’s more

Lagoa-UI

Lagoa is really a comprehensive, shared CG workspace. There’s a functioning node editor, a robust material system (bring your own or use Lagoa’s), an asset browser, an integrated chat room — all in your browser with no plug-ins required.

You can invite team members to collaborate in real-time or give you feedback on renders. I saw this happen during my testing period, and it reminded of the first time I collaborated edited a Google Doc. Except in this case, it was a 3D scene, which only made it that much more astounding.

Questions?

Lagoa’s not paying me or Motionographer to write this. I’m genuinely impressed by the software. But I’m also not a super demanding CG professional; I’m (at best) a hobbyist.

So I’m curious: What do you guys think about this? How would you use it? Do you have questions for the Lagoa team?

Posted on Motionographer

HALO 4: Forward Unto Dawn – Title Sequence + Q&A – Polynoid


In December of last year Halo 4 came out and the world rejoiced. Along with it came a web series called Forward Unto Dawn which was a live action VFX set that brought the Halo universe to life. It opened with 5 fantastic title sequences created by Polynoid a German Design/VFX house.

From the Press Release:

Polynoid’s microfilms illustrate the intense relationship between Cortana, an artificial intelligence entity and indispensable aide to Master Chief, the long-time hero of the Halo series. Set aboard a spacecraft, the UNSC Forward Unto Dawn, as it drifts towards imminent doom, Cortana must battle to awaken Master Chief from cryo-stasis before it’s too late.

“For us, Cortana was the centerpiece around which we spun our story,” said Polynoid’s Jan Bitzer. “When we started working out the scenes and shots, we did it under the premise that Cortana is the only ‘alive’ being we could play with.”

With elegantly framed shots, drifting cameras and gloomy lighting, Polynoid emphasized the soul-crushing loneliness aboard the nearly empty spacecraft. To effectively communicate the passing of time, Polynoid switched from the relative calm of zero-gravity to intense time-lapsed action.

“[The time lapse sequence] was technically the most challenging. We spent a lot of time tweaking it; always trying to improve every shot simultaneously to guarantee a consistent quality for the overall piece,” Bitzer noted.

Polynoid and Blacklist collaborated with 343 Industries every step of the way, carefully guarding production from the massive press surrounding “Halo 4.” “Polynoid are gamers, and this was a dream opportunity,” said Blacklist Executive Producer Adina Sales. “This project was a perfect fit for our team.  343 was looking for a sophisticated interpretation and they encouraged us to push the artistic lense.  Polynoid had a clear vision from the outset and we were determined to deliver in spades.  We’re very proud of the results.”

Here you can see a detailed making of that goes through their entire process from conception:

Don’t forget to check out their site page for the sequence for some stills and styleframes!

We dropped them a line to do a little Q&A with Polynoid’s Jan Bitzer and Fabian Pross.  Here’s a snippet but click ‘Full Interview’ to view the entire thing!

Fabian Pross on the FX:

We used Softimage ICE for almost all our effects work. The rampancy is actually not simulated, but a combination of procedural modeling and some keyframes.

Jan Bitzer on the Asset Development

343 Industries provided us with most of the CG assets which we had to bring together on an equal production level. Some elements where very high poly and had to be optimized, while others were simplified game assets and needed detail work.

 

What made your company interested in taking on the Halo franchise and creating an opening cinematic web series for their game?

JB: The epic Halo universe, the geek factor, science fiction and space, the storyline, the darkness, the mood and the chance to work on an unusual format of creating five individual title sequences – these were all big factors. And then we were pretty stoked to be given the chance to add our little part to the vast amount of artwork that has formed Halo over the years.

Taking on an IP as big as Halo must have come with some pretty unique challenges to keep the storyline and timeline in order. What sort of hurdles did you have to overcome to match everything up?

JB: We did a lot of research on facts and trivia concerning the world of Halo before we started working on the script so that everything was seamless.

Of course we were eager to implement our style and new elements into the Halo glossary — the Cortana Rampancy for example. We had a bit of back and forth about designing the elements of the data sphere and the way the rampancy should look.

Did you have much creative freedom with the project? What sort of things were provided and what were some of the freedoms you enjoyed?

JB: 343 Industries provided us with most of the CG assets which we had to bring together on an equal production level. Some elements where very high poly and had to be optimized, while others were simplified game assets and needed detail work. Besides that, we received style sheets on how to treat certain elements, what to do and what to avoid.

I think the biggest creative freedom besides the creation of the Cortana Rampancy was probably the influence we have through our way of storytelling. We wanted to honor the slow-paced features of a title sequence while at the same time progress in a storyline. The show director Stewart Hendler and 343 Industries where very open to our approach and ideas.

The Cortana rampancy simulations look great! What software did you use for all of the simulations? How difficult was the R&D and were you able to drive the creative force behind the look and feel?

FP: We used Softimage ICE for almost all our effects work. The rampancy is actually not simulated, but a combination of procedural modeling and some keyframes. Since we’ve worked on stuff similar to this in the past, the R&D came along naturally in only a couple of days and the rest was spent tweaking and animating.

In terms of look and feel, the rampancy was in fact the one thing we were able to add to the ‘Halo dictionary.’ We were very happy to design it more or less from scratch and push it through.

To further that question what sort of real life references did you look at to create that effect?

JB: To be honest, none. We studied a lot of recent effects work from “Tron” and “Prometheus.” Those specific looks were procedural animations using Processing, but since we were unfamiliar with that program at the time, we approached it in Softimage with ICE.

With a project this scope there are bound to be some issues that pop up. What were any technical limitations or frustrations your team had with the project?

JB: We struggled a bit with the optimization of the shading and lighting setup. Since this was one of our first excursions into the world of Arnold as primary renderer, we had to learn the do’s and don’ts of handling the renderings – the interior set especially took a while to be production ready.

We had to deal with huge amounts of polygons and a lot of image noise caused by a room full of metal shaders and lots of lights. And then there was all this ice, snow and frost which is a whole different story!
It took us a while to figure out a workflow that gave us the result we wanted.

The time lapse effect looks great and serves really well to further the storyline, what went into the development of that effect?

JB: We pulled some references from the web of ice growing and camera behavior during time lapse effects. We tried to implement all the little flaws that time lapse capturing characterize – things like exposure flickering and small inconsistencies in the camera movement.

The lighting looks fantastic, can you speak about any techniques you used?

JB: Heiko Schneck did a great job on creating the lighting setup for the interior set.

We used Arnold for the rendering. Unfortunately, we weren’t able to make use of any diffuse bouncing due to a lot of noise issues, resulting in the combination of an interior set with lots of lights and metallic surfaces. But Arnold is a monster when it comes to high poly counts and its shading capabilities were a big time saver.

Even beyond further reference gathering there must have been troves of concept art to deal with. What sort of inspiration did your team take when working on this project?

JB: Since the “Halo 4″ teaser was already released, we had a strong guideline on the look we needed to achieve. Story wise, the end of our work marks the start of the teaser, specifically when Master Chief wakes up. Naturally, a part of our task was to ‘blend.’ We put our efforts into detail work, refining the shaders and textures and creating a realistic mood.

The new character redesign for Cortana is very human and the Master Chief looks spectacular with tons of new detail. What sort of influence did you have on the character development or how did you reinterpret what you were given?

JB: The time we spent on the characters was mostly targeted towards Cortana’s appearance. Master Chief was an easier task – he came with all the maps so we just did some shading work and kicked him off to render.

Cortana was a different story – she was to appear photo real but very stylized. There was a lot of look development that went into her rendering and quite a bit of back and forth with the client until we settled on the final setup. But it all worked out well at the end!

We all know that both Bungie and 343 Industries/Microsoft are quite fond of hiding little gems in their projects; Are there any fun easter eggs you guys left in the project?

JB: We wish we had! We planned on implementing a bunch of little ‘die hard fan’ surprises, but at the end of production they all got chopped due to edit and shot changes and prioritizing work hours. A bit unromantic, but we do wish we could’ve made it happen.

Posted on Motionographer