Matt W. Moore, MWM Graphics update
Posted in: Design, illustrationNew updates from Matt W. Moore‘s MWM Graphics. Impressive work for Coca-Cola, Wired, Heineken, Ford … check out the sharpie robot drawings too.
New updates from Matt W. Moore‘s MWM Graphics. Impressive work for Coca-Cola, Wired, Heineken, Ford … check out the sharpie robot drawings too.
NY based Gretel does the most clean, authoritative and bold rebrand for CNBC Prime. Beautiful live-action was also shot by Gretel’s team.
The mighty Joseph Kosinski invited Munkowitz to the GFX party once again, this time for his spring blockbuster feature film OBLIVION … Predictably, the list of graphic assets to be created was obscene, so munko assembled and led another super team of GFX mercenaries and descended into the lovely confines of Crater Lake Productions to generate the aforementioned fuckload of graphic content…
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Working with Joseph always brings out the best in Munk and Company, and this time around was certainly no exception… OBLIVION © Universal Pictures, Inc. All Rights Reserved.
GFX METHODOLOGY :
The briefing for the Graphic Language stressed functionality and minimalism while utilizing a bright, unified color palette that would appear equally well on both a dark or bright backdrop… The function was to reflect the modernized sensibilities of the TET Mainframe computer and would assist the characters with the key components of their duties on earth; be it the monitoring of all Vitals on the ground using Vika’s Light Table, or the various diagnostics in the air using the Jack’s Bubbleship… For good measure, the team also designed and animated all of the HUD UI for the various machines and weaponry in the film cuz they could, establishing a consistent graphic language that rendered all the interfaces with a loverly cohesion rarely seen in them massive-budget Sci-Fi productions…
OBLIVION LIGHT TABLE UI :
One of the most widely seen Graphic elements was Vika’s Light Table, which allowed her to guide Jack Harper through his tasks as a Drone repair man in the field of duty… The table itself was built practically, so most of the visuals were captured in-camera, lending a beautiful optical touch to the design ( thx Joe & Claudio )… The table consisted of four screens: A main map that Vika used to monitor the Bubbleship, Drone, and Scav positioning, a Drone Monitor which tracked all their key vitals and fuel status, A Hydro Rig monitor that displayed the collection progress for the large resource gatherers over the ocean, and finally a Weather Screen which showed the Tet’s online status and also key vitals of the ever-changing weather systems… A couple extra tasks had the team designing another Map Diagnostic screen on a milky-white breakfast table top and a few key standalone windows that were analyzing Rogue Signal feeds that were key story points in the film…
OBLIVION BUBBLESHIP UI :
Jack’s helicopter, a remarkable Daniel Simon creation called the Bubbleship, was Jack’s paramount vehicle in the film… The UI appeared as a hologram embedded within the spherical glass cockpit, done to perfection by the lovely folks at Pixomondo, and functioned to assist Jack in his flight and combat duties throughout the film… The team researched a grip of Flight simulator and Helicopter Combat interfaces and sought to modernize the aesthetic while still delivering key functionality that would mimic real-world flight tools… And of course the team didn’t want to fuck up Simon’s baby with ugly UI, the German wrath was implanted deep within and ultimately, the Bubbleship UI was by far the most researched and pampered graphic task…
OBLIVION HUD GFX
The team also designed all of the Machinery HUDs and various Gauges in the film, be it the Drone Machine Vision, Jack’s Gun HUD, all the Scav equipment and some of Jack’s smaller vehicles… The interfaces again stressed functionality over excess, keeping the Greeble under control and communicating key story points throughout the film.. All of these graphic elements were ingested by the VFX Vendors and ultimately integrated seamlessly into the live-action plates; many thanks mighty peoples…
OBLVN Light Table UI Credit list
Production Facility: Crater Lake Productions
Oblivion Director: Joseph Kosinski
Oblivion Producer: Steve Gaubs
Oblivion Assistant Producer: David Feinblserbr
Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Bradley G Munkowitz, Jake Sargeant
Graphic Designers: Joseph Chanimal, Alexander Perry
Lead Graphics Animators: David Lewandowski, Joseph Chanimal
Graphics Animator: Alexander Perry
OBLVN Bubbleship UI Credit list
Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Bradley G Munkowitz, Joseph Chanimal
Lead Graphics Animator: Navarro Parker
Graphics Animator: Joseph Chanimal
OBLVN HUD GFX Credit list
Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Joseph Chanimal, Bradley G Munkowitz
Graphic Designer: Alexander Perry
Lead Graphics Animators: Navarro Parker, Alexander Perry
Graphics Animator: Joseph Chanimal
OBLVN Process Montage Credit list
Production Facility: Autofuss
Design Director: Bradley G Munkowitz
Lead Editor: Ian Colon
Director of Photography: Ian Colon
Arte France and OFFF, International Festival of design and post-digital culture launched an international competition for innovative experiences that explores the physical, social and spiritual tensions in our world. Human emotions and processes into digital e-motion paintings.
From April until May 25 submission are open for those interested who want to present their experimental and emotional projects creating new and unconventional ways to tell stories, using digital tools with knowledge of the physical realities. A balance between the virtual and analog world.
The winner will sign a € 5.000 contract with Arte France for the production of the project and its exploitation on Internet.
Winner and logline of the project will be announced in OFFF Barcelona 2013 Festival at 20:25 June 8th just before Brosmind talk at main stage
Check competition basis at www.offfartegrant.com
I just launched this title sequence for an imaginary film with my favorite cast and crew working in film right now.
A story about a veteran Los Angeles architect going insane, slowly disconnecting from the world around him.
A love letter to architecture, Eames and 70′s era films.
Original score by Jesse Solomon Clark
Shave It is an amazing fast paced and beautifully animated short film by Buenos Aires based 3dar Check out a quick behind the scenes movie here – vimeo.com/63561914
Cast Software – Harmony from ilovedust on Vimeo.
The team at I Love Dust do it again enjoy…
Work and fun all wrapped into one … more design and animation inspiration in this reel, from Amsterdam based Vincent Lammers.