Nico Casavecchia: “A Boy And His Atom” The World’s Smallest Movie

Working with animation studio Punga,1stAveMachine’s Nico Casavecchia had the honor of creating the world’s first movie at the scale of individual atoms — the world’s smallest movie — at least until someone figures out how to animate quarks.

Nico took some time to share details about the unique process behind this project.

How did this job come about?

The job came to 1stAvenueMachine in November of 2012, and we started having the initial meetings with Ogilvy & Mather around then.

Was there a script or did you have to propose a story?

We worked on the script for a long time. We had different ideas on how to approach it. Originally, it was related with an actual scientific achievement, which is connected to the use of nanotechnology for data storage, so we were working with a lot of concepts around the idea of human memories, information, things like that.

The Pioneer Plaque

I was obsessed with the plaque designed by Carl Sagan for the Pioneer probe sent to Jupiter. I thought, “If we’re writing a message with atoms, it has to be transcendent and celebrate human achievements.” It was a lot of pressure!

I started thinking about animating a famous haiku, the smallest poetic form, or illustrating a quote of Carl Sagan on how atoms are the building blocks of life.

Fortunately, the guys at the agency brought me back to reality and suggested to have fun with it. They came up with this little story, which is human and universal. They wanted something that didn’t need words — which now seems like the right decision. Once we had the script, I started fleshing out the way to tell the story in the most economic format possible.

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I’m assuming there were a lot of technical limitations for this project. Did you have to learn a lot about molecular imaging in order to even begin thinking about this project?

This was by far the most interesting commission in my career. Everyday we found a new, beautiful challenge.

Before even starting to define the limitations of the project, we had to establish a common language between the scientists and all the other teams. It took us a lot of work to be on the same page.

So many things that — to the IBM team — seemed obvious, were absolutely cryptic for us. We had to invent new baby words that we could understand and work with. “Spring coupling impact of the neighboring atoms on magnetic screening” became “the whole created by the bumps.”

Slowly, the boundaries of the project started to emerge. In the beginning of the process, we were told that they could move 200 atoms. If you think about atoms as pixels on a screen that means that you can only move 200 pixels in your animation.

Space_invader

A single space invader sprite has 52 pixels. 200 operations would move that sprite 4 times in the screen and that would be it, only 4 frames. It was very limiting.

Andreas Heinrich and his team of scientists revised the process and came up with a new number. They figured that if their whole team took turns and animated in shifts they could move 5000 atoms within the time frame we had. That changed everything. 5000 operations is enough for an economic animation.

Until that point my designs were pixel designs, most like a Tamagochi or a vintage video game. Black and white pixel art.

After a lot of meetings and presentations, we finally realized that the Scanning Tunneling Microscope arranged atoms in an hexagonal pattern. This changed all our designs and made it complicated to get compelling images. I was bummed out by this for a while, but in the end it turned out to be a good thing. Images in an hexagonal pattern, much like graphic design systems from the 60s, are highly iconic.

character design 1
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The guys at studio Punga in Buenos Aires did a great job translating the character to the new grid, and I feel it’s more memorable now than what it was in orthogonal pixels. I knew Punga was the right studio for the job, their character design work is among the most sophisticated in the world. They can achieve highly expressive characters with maximum economy, exactly what we needed.

Did you work directly with IBM? If so, what was that process like?

Yes. During the process, I constantly felt like a monkey trying to solve a math equation, but a very happy monkey.

Every day, we thought we had things figured out and every day we had to revise the process. Even to complete such an economic animation was a huge challenge.

I think it´s in 1stAvenueMachine´s DNA to deal with highly unusual scenarios, so nobody seemed to be surprised if we had to start over from scratch. It was the first time in my career that an agency, a production company and a special client admitted that failure is totally an option. I think we all took the assignment as an experiment that could go wrong. We often reminded one another that we were exploring a totally new territory with the technique.

nico-ibm

We had a lot of conference calls trying to define the limits of the animation and to find common ground, but things came together when we met in the lab in Almaden, California. I think I got the exact picture of how cool the project was and finally understood the technical process behind it.

And I got to actually move atoms, which was pretty cool.

I have been constantly amazed by the patience of Andreas and his team in explaining everything to us. They are trained to speak to non-scientists, but working with them on a project is a different thing.

How did you actually manipulate the atoms?

We created an animatic that is exactly the piece but with black dots. Then we discovered that it had to be translated to a text format describing the position of every atom with a special set of coordinates. We tried to do it by hand, but the human error was constant. Plus, it was exhausting.

We ended up writing software that optically analyzed the animatic and wrote the lists of positions for the STM computer. Once the scientists had these lists of positions they could have an on-screen reference of where to move the atoms.

The technology in the IBM lab mixes super computers with vintage technology. The actual Scanning Tunneling Microscope computer system was created in the 90s, so they use an old PC from that era to move the atoms. I’m talking about floppy disks and 8-bit speaker.

Process-of-moving-atoms

They first scan the surface to get a picture of the atoms and then move the atoms one by one with the mouse to the right position very gently. Pretty much like animating peas with your elbows. It’s a really slow process.

I was concerned for the mental stamina of the scientists. I know animators have a particular mindset that allows them to endure, but they never did something like that.

The microscope is highly unstable and all sorts of things could get in the way, like undesired hydrogen atoms that snuck in the surface, so they were never 100% confident that they could actually finish. But they luckily did, due to an enormous effort by their team.

The resulting image is a 3D surface of the CO molecules over the copper crystal. We just put one frame after another and repeated some frames when we needed to hold. We didn’t add any comp to the movie.

What other aspects of the process were interesting to you?

Every day was interesting and a huge learning process.

Going to see the IBM lab and meeting the team was the best. They are such sweet people, not only highly intelligent but very curious.

These people, very much like artists, love exploration and challenges. IBM lets them research without immediate commercial goals, the kind of research on basic science that pushes innovation forward. It was great to be part of the team and to collaborate with them.

It’s funny that in our job you have to relearn the process on every assignment. Pretty much nothing you know will help you in a mixed media project like this.

I’m lucky to be part of 1stAveMachine because they love to pioneer completely uncharted territory and this was the perfect framework for the project.

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Corridor Digital: Kittens on the Beat


It’s Caturday. Enjoy some Phantom cam + clever forced perspective green screen adventures by Corridor Digital.

Hat tip to Kris Merc.

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Blur: League of Legends Cinematic “A Twist of Fate”

It’s getting very hard to stand out in the world of game cinematics. But somehow Blur always manages to pull it off.

Case in point, “A Twist of Fate,” Blur’s trailer for League of Legends, the multi-player battle game from Riot Games. Each vignette in the trailer pumps up the action from the previous vignette, culminating in an over-the-top battle royale that even the most jaded consumer of game trailers can appreciate.

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Podcast: The Collective

Ash Thorp has been busy. In addition to banging out amazing design and illustration work, he’s launched a podcast, The Collective.

The third episode, featuring Danny Yount, just launched. Other episodes include GMUNK and Anthony Scott Burns as guests. Check them out below.

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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

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Micro Mayhem

Micro mayhem, mega awesomeness! By Stoopid Buddy Stoodios.

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Nathan Love: Kellogg’s Froot Loops “Carl the King Crab”


3D kings Nathan Love take a fifty-year old Toucan Sam and make him look like a spry young ‘un in their 3D reboot of the Froot Loops brand. The texture and rendering have a fantastic hand-made feel – the deep felty blues in the nephews coats and, wow, that king crab!

Credits
Client: Kellogg North America Company
Spot Title: Carl the King Crab
Airdate: April 29, 2013

Agency: Leo Burnett USA
Creative Director: Craig Barnard
Copywriter: Michael Franklin
Art Director: Brad Mamo
Producer: Andrea Friedrich

Production Company: Nathan Love
Executive Producer: James Braddock
Head of Production: Derrick Huang
Associate Producer: Dennis Samatulski
Creative Directors: Joe Burrascano and Anca Risca
Director: Joe Burrascano
Character and Environment Design: Sigmund Lambrento
Additional Design: Jim McKenzie
Storyboards: Matt Haber
Animatic: Jim McKenzie
Character Modeling: Pedro Conti, James Chan
Character Texturing: Pedro Conti, Christina Ku
Rigging Lead: Lukas Wadya
Additional Rigging: Tyler Hurd
Lead Technical Director: Ylli Orana
Animation Supervisor: Tyler Hurd
Animation Leads: Tony Travieso and Doug Litos
Animator: MinSeok Jeon
Environment Modeling, Texturing and Layout: Paul Liaw, James Chan, Ylli Orana, Triston Huang
Props Modeling and Texturing: Danielle Charles, Eric Xu, Triston Huang
Lighting and Rendering Lead: Natasha Saenko
Lighting and Rendering: Ylli Orana, Eric Xu, Triston Huang
Compositing Lead: Herculano Fernandes
Matte Painting: Jim McKenzie, Sigmund Lambrento
2D FX: Kristjan Zaklynsky

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1st Ave Machine: Panera “Live Consciously / Eat Deliciously”


The Rube Goldberg machine is a reoccurring gimmick in advertising, but before anyone complains about having “seen it before”, take a look at 1st Ave Machine‘s approach for Panera. The circular loop marries conceptually with the daily bakery cycle. There’s beautiful design and craftsmanship throughout the varied kinetic elements. The camera cuts close on details and back wide again rather than restricting itself to the typical “all-in-one-take” approach. They make a very complicated process look effortless.



Credits
Client: Panera Bread Company
Agency: Cramer-Krasselt, Chicago
CCO: Marshall Ross
ECD: Derek Green
ACD/CW: Bill Dow
AD: Brandon Knowlden (Anthem, B&B, ABF, Place), Brandon Ireland (Anthem)
Agency Producer: Katie Green Juras
Group Account Director: Hilary Burns
Account Supervisor: Tiffany Alexander
Co-Director of Brand Planning: Joan Colletta-Sapp
Planning Director: Kay Bradley
Campaign Managers: Ericka Svenonius, Bill Lampert

Production Company: 1st Ave Machine
Directors: Antonio Balseiro and Bob Partington
Creative Director: Aaron Duffy
EP: Sam Penfield
Line Producer: Melinda Nugent
DP: William Rexer
Conceptual Artist: Carlos Ancalmo
Fabrication: Tom Talmon Studios

Editorial Company & VFX: 1st Ave Machine
Editor: Nate Buchik
Producer: Topper Anton
Lead Compositor: Ariel Altman
Compositors: Beryl Chen, Maxim Kornev
Colorist: Tim Masick, Company 3

Music: Nylon
Sound Design: Dave Robertson
Executive Producer: Mark Beckhaus

Sound Mix: Nylon
Sound Engineer: Dave Robertson
Producer: Joey Reyes

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The Fox And King: 11Eleven


Melbourne-based The Fox And King (aka Glenn Thomas) created these short scenes for the 11Eleven Project. Like some of the projects cited in our recent How To Make Sure You Can Show Work In Your Portfolio feature, the film’s creative eventually went in a different direction. Though they weren’t used in the final documentary, Glenn does have some lovely portfolio pieces to show off his illustration and animation skills.

The concept behind the videos was to show the time 11:11, at different places in the world. Night time in NYC. Sunrise in Africa. Coffee & Toast in Melbourne. Catching the subway in Tokyo. The last one, titled Home, was meant to be a nostalgic piece, to evoke that feeling of wonder we all use to have as children, before life started and got in the way.

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Ewan Jones Morris: Pinkunoizu “I Chi”


Ewan Jones Morris creates an animated sci-fi collage of vintage picture books, retro magazines and old science journals for I Chi by Danish psychedelic band Pinkunoizu. Each frame is printed out on a slightly unreliable inkjet printer to accentuate a stop-motion quality.

Also fun is Morris’s collaboration with Casey Raymond for DJ Shadow’s Scale It Back.



Pinkunoizu “I Chi” Credits
Animation and collages by Ewan Jones Morris
Printer operator: Ben Ewart-Dean

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