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

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

Onesize for Warde: “Home Is A Quest” (Director’s Cut)

Onesize branches into character work with this very nice – and very inventive – piece for Warde. Personal favorite: momma bird. There is a lot to like in this Director’s Cut, but one thing I particularly notice after a couple of watches: the well handled character animation is a real foundation in supporting the larger world concept.

Be sure to check out the making of as well:


Agency : Leo Burnett

Chief Creative Officer: Bechara Mouzanar
Executive Creative Director: Malek Ghorayeb
Creative Director: Areej Mahmoud
Copywriter: Samer Zoueihed and Grace Kassab
Senior Art Director: Davina Atallah
Art Director: Marya Ghazzaoui
Account Director: Peter Mouracade
Deputy Managing Director: Nada Abi Saleh
Account Manager: Grace Zakka
Planner: Youmna El Asmar

ONESIZE:

DIRECTED & PRODUCED BY ONESIZE

EXECUTIVE CREATIVE DIRECTOR;
KASPER VERWEIJ

EXECUTIVE PRODUCER:
PEPIJN PADBERG

ASSOCIATE CREATIVE DIRECTOR:
ROGIER HENDRIKS

ART DIRECTOR /PRODUCTION DESIGNER:
HARM VAN ZON

LEAD DESIGNER:
REINIER FLAES

3D MODELERS / ANIMATORS: (Special Effects/Computer Graphics)
REINIER FLAES,
HARM VAN ZON,
KASPER VERWEIJ,
MARTIJN PAASSCHENS,
LINUS LUNDIN,
FREDRIK EKHOLM,
STAN SMULDERS,
CHRIS COOPMANS
JOHANNES SANDE,

COMPOSITOR: KASPER VERWEIJ

STORYBOARDS & ENVIRONMENTAL CONCEPTS: HISKO HULSING

MUSIC & MIX : MASSIVEMUSIC
SOUNDDESIGN: KAISER SOUND STUDIOS / MASSIVEMUSIC

Posted on Motionographer

Onesize for Warde: “Home Is A Quest”

Onesize branches into character work with this very nice – and very inventive – piece for Warde. Personal favorite: momma bird. There’s a lot to like here, but one thing I particularly notice after a couple of watches: the well handled character animation is a real foundation in supporting the larger world concept.

Be sure to check out the making of as well:


Agency : Leo Burnett

Chief Creative Officer: Bechara Mouzanar
Executive Creative Director: Malek Ghorayeb
Creative Director: Areej Mahmoud
Copywriter: Samer Zoueihed and Grace Kassab
Senior Art Director: Davina Atallah
Art Director: Marya Ghazzaoui
Account Director: Peter Mouracade
Deputy Managing Director: Nada Abi Saleh
Account Manager: Grace Zakka
Planner: Youmna El Asmar

ONESIZE:

DIRECTED & PRODUCED BY ONESIZE

EXECUTIVE CREATIVE DIRECTOR;
KASPER VERWEIJ

EXECUTIVE PRODUCER:
PEPIJN PADBERG

ASSOCIATE CREATIVE DIRECTOR:
ROGIER HENDRIKS

ART DIRECTOR /PRODUCTION DESIGNER:
HARM VAN ZON

LEAD DESIGNER:
REINIER FLAES

3D MODELERS / ANIMATORS: (Special Effects/Computer Graphics)
REINIER FLAES,
HARM VAN ZON,
KASPER VERWEIJ,
MARTIJN PAASSCHENS,
LINUS LUNDIN,
FREDRIK EKHOLM,
STAN SMULDERS,
CHRIS COOPMANS
JOHANNES SANDE,

COMPOSITOR: KASPER VERWEIJ

STORYBOARDS & ENVIRONMENTAL CONCEPTS: HISKO HULSING

MUSIC & MIX : MASSIVEMUSIC
SOUNDDESIGN: KAISER SOUND STUDIOS / MASSIVEMUSIC

Posted on Motionographer

Beakus Studios + Daniel Chester/Moth: The Epistle


Seems only natural that Moth Collective would follow up the fantastic Mad Dogs and Englishmen by working with Beakus Studios on this section from the feature film A Liar’s Autobiography: The Untrue Story of Monty Python’s Graham Chapman. Directed by Moth member Daniel Chester, the results are awesome.

And yes: very funny, very NSFW.

Produced at Beakus Studios
Director: Daniel Chester
Animation: Daniel Chester, Matt Frost, Stewart Harvey
Production Manager: Eleni O’Keeffe
Producer: Steve Smith

Posted on Motionographer

New Work by Buck

Characters, cel animation & pop retro: Buck keeps on rocking with great new spots for Fruit Snacks, McDonald’s and MTV. Credits on the projects’ pages.

Posted on Motionographer

Punga – Gluko Lennon


You *need* to check out this 11 min pilot of awesomeness from Buenos Aires based Punga, and production company L’Orange Gutan!
So full of great ideas and hilarity it’ll make you weep / give up (whichever comes first)!

Posted on Motionographer

NIKE SPORTSWEAR: NSW+FBGT


Simple, clean, fun character animation is the order of the day from Seoul’s collective of radness; Sticky Monster Lab.
Brimming with personality it has a slight reminiscence of Grant Orchards Barclay’s commercial, which is no bad thing! Giggles ahoy!


Director: FLA
Producer: NANA
Editor, 2d artists: Joe
3d artist: FLA, YHJ
Designers: FLA, BOO
Music: Cassette Schwarzenegger

Posted on Motionographer

Amautalab and Flamboyant Paradise: MTV Nitro Circus

Updated with Credits List and Info from Press Release

Amautalab_Nitro

Amautalab, who brought you ‘Tokyo Now’ and ‘Fernet 1882′, has teamed up with Flamboyant Paradise to bring you this series of fun promos for MTV Nitro Circus: ‘Mountain’, ‘Snow’, ‘Desert’, ‘Canyon’, and ‘Lake.

Nitro Circus is produced by the creators of ‘Jackass’, and features daring stunts performed by Travis Pastrana. According to the Amautalab, the plasticine material was a perfect match to reflect the resilient nature of stunt performers: ‘even while suffering these kinds of painful blows, he gets up and continues as if nothing had happened.

Beautiful and darkly humorous, they’re the perfect treat for your mid-week slump. They make me want to run out there and buy a dirt bike, helmet and life insurance against everything under the sun (and sea)!

Also check out the rest of their work here, especially the range of their quirky love-projects (under ‘Broadcast Independent’ category). However, be warned, the first three are NSFW.

Campaign: Nitro Circus

Client: MTV Networks

Product: Nitro Circus

VP Creative: Sean Saylor

Creative Director: Juan Frontini

Copywriter: Nico Sommer

Art Director: Nacho Gil

Manager WDS: Josefina Marfil

Producer: Delfina Chiesa

Director: Martin Jalfen y Javier Lourenço

Production Companies: Amautalab y Flamboyant Paradise

Stop Motion Animation: Pablo Turcatti

Art Direction: Gabo Gesualdi (Amautalab)

Director of Photography: Juan Maglione

Executive Producers: Guido Rutenberg, Antonio Vallarta

Post Production: Pablo Izaguirre (Flamboyant Paradise)

Audio: Noroeste Música y Sonido.

Spot 1: Mountain

Spot 2: Snow

Spot 3: Desert

Spot 4: Canyon

Spot 5: Lake

Posted on Motionographer

Christian Borstlap Stripes for Stamps

ZEGELFILM

Christian Borstlap recently finished these deliciously simple animated illustrations for Dutch children’s charity, Kinderpostzegels.
Paul Postma did a great job of bringing Christian’s colourful illustrations to life, complimenting them with a playfully restrained animation style to really let their personalities shine.

If you have a spare minute I recommend taking some time to look through Christian’s recently update portfolio of loveliness.

Posted on Motionographer