Daniel Savage: Helium Harvey

Not sold on the idea of going back to school? Neither was Daniel Savage.

The NYC-based designer/director just released his animated short, “Helium Harvey,” a labor of love that doubled as self-directed education:

After much debate on whether to go to graduate school or not, I decided I would take part of 2013 off to explore storytelling and character driven narrative on my own. I turned down most commercial jobs (except the really exciting ones), read as many books as I could, explored things outside of my comfort zone, and made “Helium Harvey.”

It was completely self funded, teaching a few classes at NYU and online, as well as select freelance projects to help pay for it.

Q&A with Daniel Savage

Let’s rewind to before you decided to make Helium Harvey. You were considering going to grad school, right? Why?

I come from a graphic design background, so jumping into character driven narrative isn’t an easy task. It’s a different way of thinking. But I love the idea of cartoons and technology meeting, so that’s where my interest is.

Originally, I wanted to make a story app, but I felt I had a lot to learn in animation first.

How did you come to the idea of making a short film?
I guess it’s what everyone comes out of school with, so it made the most sense. Plus I had the idea of Harvey for a while, so I wanted to make that.

Do you feel that making Helium Harvey was a good substitute for going back to school? Or was it a different kind of learning?
It’s tough to say. I’m sure I would have a better film if I was surrounded by other people in the same situation, but I like to learn the hard way. When someone tells me something it goes in one ear and out the other. I think it depends on the person.

Looking back, are you happy you decided not to go to school? Are you considering still going in the future?
I am happy, it was a great year. I don’t think I will go back, I will always take a class here or there though.

How hard was it to fund everything yourself?
Not very hard, it was really about time more than money. My rent is super cheap, I was on my lovely girlfriend’s health insurance, and having a skill I’ve developed (After Effects animation) that I could help other people learn was my biggest asset. People got something valuable out of it, and I got enough money to make a film. I still took on a few fun jobs, which also helped pay for it.

For those that are thinking of doing the same thing, can you give them advice/warnings?
I would take it slow, do a month here and there (being freelance helps) to practice new skills before jumping into a project as overwhelming as a film.

Making of “Helium Harvey”

The making of montage is bursting with goodies, from concept art to time-lapsed After Effects sessions.

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heliumharvey_still_01
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Orchestra Recording Session

There’s something magical about watching an orchestra perform a soundtrack live.

Credits

Written, Directed & Animated: Daniel Savage
Title Designer: Dave Foster
Additional 2D FX: Jay Quercia
Digital Ink & Paint: Christina Lu
Audio Post services by Impossible Acoustic
Sound Designer and Re-recording Mixer: Brendan J. Hogan
Foley Artist: Jamie Hunsdale
Mixed at Clatter&Din studios
Music: Cyrille Marchesseau
Performed by: Macedonia Radio Symphonic Orchestra
Conducted by: Oleg Kontradenko
Music Mixer: Rodolphe Gervais
Music Thanks: Aude Nassieu Maupas, Boban Apostolov, Georgii Hristovski
Special Thanks: Tricia Desjardins, Mom and the former Savages, Cody Murray, Alex Mapar, Amid Amidi, Jerry Liu, Dark Igloo

Don’t Fail Idaho (Extended Version) by Buck

Over the last several years, Buck has made a point of creating elegantly clever PSAs for causes they believe in. For their latest visual essay, they partnered with Idaho-based agency Drake Cooper to spread the message of the J.A. and Kathryn Albertson Foundation.

With charming audio from Echolab, the spot has a folksy quality befitting its subject matter. As usual for Buck, the transitions serve up delightful surprises by the eye-full while visual metaphors peppered throughout the poignant script give the spot equal measures of weight and wit.

Posted on Motionographer

Big Think Series: Can You Know Motion Without Knowing Stillness? (Part 1)

Editor’s Note: The Big Think Series attempts to step back from our frame-to-frame existence and look at the bigger picture. This post is from Austin Shaw, a designer and director currently serving as a Professor of Motion Media Design at the Savannah College of Art & Design.

Motion Media Design Fractal © Austin Shaw 2010

This is a question that many Motion Media Designers struggle to answer. Is it Motion Graphics? Is it Animation? Is it Branding? The Theory presented in the fractal diagram above seeks to answer some of these questions.

Motion Media Design builds on the tradition of many creative disciplines. To break it down to its essence, I have constructed a fractal image that is essentially a set of cross continuums. Each continuum represents a pair of complementary opposites. Being complementary means that each opposing end of a continuum completes and/or balances its opposite. That means that an aspect of Motion Media Design such as “Motion” is not complete without its complementary opposite, “Stillness.”

This theory is expressed through the idea that a beautiful motion piece begins with a beautiful still image. A single Style Frame is most often the genesis of a Motion Design piece. In practice, I typically begin a Design Board striving to achieve a frame with a dynamic composition. Once I have a great composition, I will create another frame in the sequence, either before or after my first ‘Hero’ frame.  Creating beautiful motion becomes an extension of creating beautiful compositions in still frames. The process of animating can be a journey from one amazing composition to the next as planned out in a Design Board.

If you look at the fractal diagram you will see the words “Change” and “No Change” at either end of the Motion / Stillness continuum. These serve as tipping point guidelines to know where a piece stands along the continuum. The question to ask to determine where a piece is located along the continuum is “Is it changing?.” If it is changing then it is tipping towards Motion. Conversely, if it is not changing then it is tipping towards Stillness. Let’s have a look at an example of each…

Motion

"MASKS" Panda Panther for Zune

Now take a moment. Reflect on what you just experienced. Then take a look at an example of Stillness…

Stillness

"Still Life"

To be clear, I am not placing a value judgment on either Motion or Stillness. Rather, I am attempting to highlight their differences as to better understand their respective strengths. In the Panda Panther piece, I am amazed at the richness of Change. The music and sound design creates movement through emotion. The camera angle is constantly changing from wide to medium to tight shots. The point of view of the beings of the opposing armies changes as they exchange masks, not to mention our view of these beings as semi-savage warlike critters, to cute and childlike characters. Change can be experienced both externally in what we see, and internally in how we perceive and feel.

Now, contrast the experience of ‘Masks’ with the still life of the flower. Silent and calm is what I feel, especially heightened immediately following the viewing of the Motion piece. There is a serenity rooted in the Stillness, a theoretical snapshot of a moment in time. Both pieces may share many similar qualities, but there are fundamental differences.

It is important to note that the notions of absolute Motion or absolute Stillness exists only in theory. You will indeed find moments of Stillness in Motion as well as Motion in Stillness. However, the overall quality of a piece will tip towards one end of the continuum or the other.

I am curious to hear your responses to the experience of Motion compared to Stillness.

To be continued in Part 2: Art & Design

Posted on Motionographer

Review: Visual Effects for Directors

vfx-for-directors
I have to admit that I was wary of reviewing Hollywood Camera Work’s Visual Effects for Directors. When the package arrived, I groaned. Seven DVDs. All about visual effects. “Great,” I thought. “When I get bored, I’ll watch paint dry instead.”

How wrong I was.

VFX for Directors, it turns out, is actually fun. Although densely educational, the material makes sense—and more importantly—it feels relevant to the art of digitally enhanced storytelling. Every chapter had me saying, “Oh, so that’s how that works.”

Smarter Directors = Happier Productions

The overarching goal of the seven-disc series is to empower visual effects artists and filmmakers in general to make sound decisions so that post-production time can be spent creating the best visual effects possible. The course is aimed at newcomers to the world of vfx, but it doesn’t pull any punches when it comes to technical details.

Touching on the history of visual effects and CG imaging when necessary, the course delves into the “how” behind digital image-making. The result is a richer understanding of vfx—it’s no longer a “black box” or a magic wand. And that means that in addition to making smarter decisions, directors can also be more efficient (and less annoying) when working with others in the post-production chain.

Depth and Breadth

If you’re looking for step-by-step instructions on how to model a Tyrannosaurus rex in Maya, this isn’t the series for you.

If, however, you want to understand everything it takes to realistically pull off a shot of a Tyrannosaurus rex trudging through the forest before munching on a squealing paleontologist, then you’ll be more than pleased with what VFX for Directors has to offer.

The creators of VFX for Directors literally spent years working up the tutorials, and you get a sense of their commitment right from the start. Countless live action and CG shots are woven into the instruction with nearly 1,000 examples of digital effects in total.

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The CG samples are mostly rendered at draft quality, since it’d be cost prohibitive to fully polish each and every shot. This doesn’t get in the way of the instruction, though. In fact, it helps isolate the topic at hand, highlighting only the necessary aspects of a given shot.

The series covers a staggering array of topics, including sexy stuff like the simulation of massive swarms, crowd replication, virtual set creation and digital stunt doubles—to touch on only a few. (See Hollywood Camera Work for a full list.)

Because the series focuses primarily on the underlying principles of vfx, the in-software instruction is relatively timeless. Most of the software packages used in the series are familiar—for example, Maya (for 3D and particle systems), Fusion (for compositing) and BodyPaint (for texturing)—but the coverage is broad enough that it can be generalized to any major package for any part of the vfx workflow. Again, you won’t be going step-by-step, chasing cursors through the UIs, but you will learn, for example, what a Merge node does and why it’s important.

You’ll also learn loads of practical on-set information, like how to properly light a cyc or how to shoot for planar tracking. There’s even a section on building your own cyc from scratch. (Note to self: stop by Home Depot tomorrow.)

Criticisms

It’s hard to find serious fault with VFX for Directors. Hollywood Camera Work knocked themselves out to create a practical, comprehensible course.

My only small criticism has to do with the direction of the narrator. While professional, the narration is very staccato, with slightly too-long pauses after each sentence. In defense of Hollywood Camera Work, this does allow for easier digestion of new concepts and terminology.

Bottom Line

Whether you’re working alone or planning a larger project, Hollywood Camera Work’s Visual Effects for Directors provides an excellent base for understanding visual effects and directing appropriately. Currently the course is offered for $329. Considering the amount and quality of instruction you get, that’s an incredibly good deal.

You might want to go deeper on select topics, but I can’t imagine a more comprehensive introduction to the general subject. I enthusiastically recommend it to anyone with even a passing interest in visual effects and filmmaking.

The entire course, by the way, is available as a box set of DVDs or via download. Nice to have that option. See Hollywood Camera Work for more information.

As with all reviews on Motionographer, I was not compensated for this review. I received a copy of the course, which was used for the sole purpose of writing this review.

Posted on Motionographer