Alexander Chen: “Conductor”

Interactive Designer and Google Creative Lab’s own Alexander Chen reinvented the subway map of  New York City into an interactive, real-time instrument at mta.me. By utilizing the MTA’s actual subway schedule, each departing train is graphically represented — beginning its journey independently and assuming a place in the symphony at large. The piece extracts data from the MTA’s public API and visualizes every motion of the New York City transit system, while steadily continuing in a 24 hour loop. In his own words:

“The piece follows some rules. Every minute, it checks for new trains launched from their end stations. The train then moves towards the end of the line, with its speed set by the schedule’s estimated trip duration. Some decisions were made for musical, aesthetic, and technical reasons, such as fading out routes over time, the gradual time acceleration, and limiting the number of concurrent trains. Also, I used the weekday schedule. Some of these limitations result in subtle variations, as different trains are chosen during each 24-hour loop.”

However, according to Chen, the map is not entirely accurate and while the train departing time is on par with reality, the map is mostly an exercise in creativity. Moreover, the visuals are based on Massimo Vignelli’s 1972 diagram.

Posted on Motionographer

F5: SOLD OUT (Kind Of)

Got ya and it’s not even April Fool’s yet. 🙂 The scale has been ‘tipped’ and we’ve sold out our early tickets.

What’s surprising is the response from other creative communities; not only have the motionographers come out in support, but there’s also been an unprecedented response from creatives in fashion, fine art, publishing… even pharmaceutical marketing. You all share the desire to break out of this harsh winter and start the spring anew. Happy.

Regular tickets are now available at the price of $480; student tickets at a reduced rate of $280. These prices will remain until the end of the festival.

Tune in next week for another announcement—this time about what’s surely on everyone’s minds…

Posted on Motionographer

Talking Tron with Digital Domain

Despite its criticisms, the unanimous consensus regarding TRON: Legacy is that it’s both visually and technically stunning. We had a chance to catch up with the crew that made it happen, Digital Domain. Not only were they the forces behind its production—alongside director Joe Kosinski, of course—they helped shaped the film far before a pixel was even rendered.

Giving us a fully detailed account of their creative and technical processes were Eric Barba, Visual Effects Supervisor; Ed Ulbrich, Digital Domain Commercials Division President and Executive Producer; and Darren Gilford, Production Designer.

Another major note is the integral involvement of some very familiar veterans of the motion design scene, including GMUNK and Jake Sargeant as Lead Animated Graphics Artists working with a team of David Lewandowski, Adam Swaab, Joseph Chan, Josh Nimoy and Karsten Schmidt.

Read the full interview here.

Also: Check out Digital Domain’s in-depth behind the scenes microsite.

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ONE DAY ON EARTH: 10/10/10 UPDATE


Last year we posted news on the One Day on Earth project, an ambitious initiative that planned to document life in every country in the world in a single 24-hour period on 10/10/10. With the help of their online community of over 15,000 members, Vimeo, the UN and 60+ non-profits, they reached their goal of having every country represented – not to mention Antarctica and outer space, courtesy of NASA. They recently launched what they are calling a “Global Video Map” from their October shoot day. It is searchable by location, topic and keyword and, as EP Brandon Litman puts it, the Motionographer community “came through big”.

One Day on Earth’s focus on partnerships, its online community and the shared nature of the archive makes this project a good example of how the global collaborations can be done. If you missed shooting on 10/10/10, not to worry, they plan to do it again this year on November 11th (11/11/11).


Below are some submissions including a couple from participants referred by the Motionographer posting. And, while the thousands of hours of footage will be cut into a feature film by the One Day on Earth team (due to be release in Sept 2011), the archive is shared by all those that participated (non-commercial use, with credit) for their own use or two make a film of their own.

Timelapse of Brooklyn, NY – Daniel DeGloria

Bondi Sea Pool, Australia – Jason Wingrove

Streets of Old Sana’a, Yemen – Husam Al-Sayed

Masquerades in Lagos, Nigeria – Olakunle Idowu

Posted on Motionographer

2011 Oscar Nominations


The 83rd Academy Award Oscar Nominations were announced this morning. Lots of great performances and films are in the running, including Toy Story 3 for Best Picture. Check out clips from this year’s nominated animated and live-action short films after the jump.

Short Film (Animated)


Day & Night
Teddy Newton
USA, 6min


The Gruffalo
Jakob Schuh and Max Lang
UK, 27min


Let’s Pollute
Geefwee Boedoe
USA, 7min


The Lost Thing
Shaun Tan and Andrew Ruhemann
Australia, 15min


Madagascar, carnet de voyage (Madagascar, a Journey Diary)
Bastien Dubois
France, 12min
*full-length film available as part of Fluxus 2010

Short Film (Live Action)


The Confession
Tanel Toom
UK, 25min


The Crush
Michael Creagh
Ireland, 15min


God of Love
Luke Matheny
USA, 18min


Na Wewe
Ivan Goldschmidt
Belgium, 18min


Wish 143
Ian Barnes and Samantha Waite
UK, 23min

Posted on Motionographer

2011 Motion Graphic Design Census

We recently posted the results of the 2010/09 Motion Graphic Design Census, which can only mean one thing: It’s time to get the 2011 census underway. Over 600 people have responded so far. Let’s get those numbers higher.

This one is only five questions long, and the whole number crunching bit has been worked out. Honestly.

Once again, kudos to Bran Dougherty-Johnson for putting this all together. Go Bran, go!

Posted on Motionographer

Wade Showreel Packaging

Over at Wade I’ve shown an image sequence of how I made second-hand books into unique, one off showreel packaging. Go check it out and let me know what you think.

Andrew S. Allen: The Thomas Beale Cipher


There’s a lot of striking moments in Andrew S. Allen‘s “The Thomas Beale Cipher“. I love the re-purposed textures (herringbone fabric and washed-out wood), the grainy whisps of wrapping light, and the clever mix of rotoscoped footage with abstract design.

For more of his work, check out the 2010 Anchorage International Film Festival Opener. No collage here, but the high contrast, punchy colors and moody compositions will be familiar.

Found at the excellent Short of the Week as part of their new “Short of the Week Presents” program, which plans to feature short films that have never been online before and help to coordinate their digital launch. Bravo!

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H5 for AREVA/Euro RSCG C&O

We thought you might like to check out the latest stunning animated spot for Areva through Euro RSCG C&O. Directed by H5 through Addict Films, this jaw-dropping visual treat takes you on a whistle-stop tour of the evolving history of energy production with typical H5 flair.

Visit the Areva site for the video in context.

Credits and making-of video after the jump…

Making Of Featurette

Advertiser: AREVA
Agency: Euro RSCG C&O
Advertiser Managers: Jacques-Emmanuel Saulnier, Vincent Allemand, Paul Macheret, Marie- Raphaelle Robinne, Nathalie Métivier, Elsa Renault
Agency Managers: Laurent Habib, Agathe Bousquet, Lucie Fayard, Juliette d’Arcangues
Executive Creative Director: Jérôme Galinha
Copywriter film: Georges Picaut
Art Director film: Stephane Franck
TV Producer: Virginie Meldener
Copywriter print : Sylvain Louradour
Agency Producer: Christine Meneux

Director: H5
Production Compagny : (ADDICT) Stéphane Kooshmanian, Delphine Rodet
Post-Production Compagny: BUF
Sound Production: Rémy Péronne (La Maison de Production)

Posted on Motionographer

The Lost Thing: Interview With Shaun Tan

First, a word about Shaun Tan. He is an amazing storyteller. His picture books are not only filled with rich, whimsical pictures, but also with stories that stay with you long after you finish reading the last page. Sometimes poignant, sometimes joyful, they are always elegantly pure and simple, yet in that simplicity lies their power. I am not sure if this is an accurate description, but I think his stories are special, because they reach that part of you that still believes in the goodness of other people, of this world, and of yourself.

The Lost Thing is one such story. (Trailer available on youtube, and on the official site). It is about a boy who stumbles upon a bizarre-looking creature, and “…having guessed that it is lost, he tries to find out who owns it or where it belongs, but the problem is met with indifference by everyone else, who barely notices its presence…”. It first came out as a picture book in 2000, and was made into a short animated film at Passion Pictures Australia. Andrew Ruhermann co-directed it with Shaun, and Sophie Byrne is at the helm as executive producer (full credits at the official site).

After touring the world, winning awards at Festivals like Palm Springs and Annecy, it finally became available on DVD late 2010– something which I have been eagerly waiting for. Pre-production began as early as 2001, and the film was finally completed in August 2009.

Myself and fellow author Jon Gorman both love the story, so we decided to catch up with Shaun to find out what took place in such a mammoth undertaking of turning this beloved fable into that award-winning short.

NOTE: A reader has emailed me with a very good question regarding voice talent. We don’t usually do this, but it was very relevant, so we reached out to Sophie and Shaun once more, and the answer to that (by Sophie Byrne), is now added to the interview below, right at the end.

What is The Lost Thing about? What’s at the heart of this story, and why do you think it resonates with so many people out there?

The story is about a fairly introverted boy who discovers a strange creature on the beach, one that nobody else seems to notice. That’s the premise at least; I originally became fascinated by this scenario without really knowing what it meant. I guess the concept of a ‘lost thing’ is quite philosophical, but not in any specific way, and I think this is the thing that others have responded to, as much as I did in the first instance. Is the lost thing metaphor for nature, childhood, art, disability or something political? Or is it simply about finding a lost animal, and the dilemma of being unable to just walk away? Even now, twelve years after writing and illustrating the first draft, I’m still speculating about possible interpretations.

Can you take us through the history of the project: how did the decision to turn The Lost Thing into an animated film come about? When did it happen? We’re aware that there were other companies along the way who expressed interest in the project, so can you tell us briefly how did the partnership with Passion Pictures come about?

The picture book was published to a very positive local reception, but was largely unknown outside Australia until it won an award at the Bologna International Children’s Book Fair. There it came to the attention of Andrew Ruhemann of Passion Pictures UK, who then brought it to the attention of Sophie Byrne, who then tracked me down in Perth, Western Australia, and asked ‘would you be interested in teaming up with Andrew to direct a short film adaptation?’. I was actually a bit reluctant at first and required some persuading, mainly because I saw myself as a painter first, a writer second, and a film-director, well, not at all. I’d also seen examples of book-to-animation projects which I found disappointing, had discussed one project previously (an adaptation of another picture book) which fell through, and so was not very optimistic about the prospect.

Sophie then sent me examples of animated work by Passion (at that time on VHS tapes!) and I was very impressed by it’s range and sophistication, and got interested, being able to actually imagine something very good. In spite of my inexperience as a director, I also recognised how my knowledge of illustrated narrative could translate into animation with the collaboration of a good team, especially in the case of ‘The Lost Thing’ which already looks quite cinematic in it’s illustrated form, almost like the condensation of an imaginary movie.

What were some of the most important aspects that you set out to achieve–that you knew were very important right from the start if you were to adapt the book successfully into animation? Or in other words, What are the difficulties in translating a book like The Lost Thing, which has such a specific tone, to animation? Do you feel it carried over, or did the shift in medium in to something else?

Sophie, Andrew and I eventually convened in Melbourne to start nutting out a storyboard, and I guess the first problem that we all recognised was that The Lost Thing is not a very dynamic story, and it’s emotional range is very subdued because it’s set in a quite unemotional world (I’ve even heard it described as an ‘autistic world’). It’ a static and desolate city, much like the paintings of Edward Hopper, steeped in a kind of a post-industrial boredom. This idea really lends itself to still paintings, but it was unclear how that translates to film. Additionally, the main human character does not necessarily have a transforming experience, or a huge expressive range: to what extent can an audience empathise with him? So the big question was how to keep audiences interested, while sustaining this very unusual atmosphere that is essential for the story, and this question of distance versus intimacy continued to be asked about every aspect of the production: design, animation, lighting, sound, voice and music. How to tell a story about apathy, without inspiring actual apathy?

I think in the end we managed to balance this successfully, in part by having very simple shots, and limited editing with minimal camera movements. The animation is fairly restrained, but also amusing as there is a contrast between quiet, expansive backgrounds and the lively oddity of this big, red, tentacled creature trotting about, building sand castles and so on. I also believe that most problems can be solved by good design – if a thing is interesting to look at, it almost doesn’t matter what it’s doing or what’s happening around it – it’s just plain interesting.

How involved were you in Directing/Art Directing the project? Was it a case of having final approval on each shot or were you heavily involved throughout?

I was quite involved throughout: writing, storyboarding, designing every object in the film from noses to chimney stacks, and hand-painting all the textures which were integrated into 3D artefacts constructed by our key digital artist Tom Bryant. I also produced rough soundtracks and foley (using household objects) as early reference for sound and music, and worked closely with our animator Leo Baker to perfect scene layouts and final animation, as well as solve compositional problems as they appeared, and needless to say, they were many and frequent. I’ve worked most of my life as a freelance illustrator, so I enjoy being very hands-on, and collaborating at the coal-face where possible, even hand-animating a 2D television ad that appears in the film. I’m not very technically trained, but I was able to previsualise as much as possible through pencil and colour pastel sketches, often taking a working screen shot, printing it off and drawing over the top of it to figure out how it might be improved.

Since production took place over the time frame of 3.5 years, was it difficult to maintain the momentum? Are there any specific things that you brought about to help smoothen the pipeline (considering the lengthy production timespan)?

I’m quite used to long projects, being a rather slow and meticulous illustrator. The trick seems to be to break it down into parts and treat them one at a time, while maintaining some grasp of an overarching aesthetic and purpose – which is the hard part. I think one very useful thing was simply having the original picture book to refer to; it acted as a reminder of what the story was actually about, and that it’s really fairly simple. There is always this tendency to stray from a core purpose, inventing lots of unnecessary ornament, so having this 32-page book always on the desk helped keep it it check. I think also having a good producer at the helm to reign it all in, know every aspect of the production, and keep everyone on schedule – no small task. I often refer to Sophie as the ‘conscience’ of the film, the person keeping everything in orbit around a central idea or spirit.

What are some of the advantages and disadvantages of having such a small sized core team (of 4 people)? And what are some of the challenges you experienced with having one of the team members in Edinburgh while the rest of you are here in Melbourne?

Well, the disadvantage of a small team is self-evident, our film taking so long to complete. On the upside, I’m a big fan of small-scale projects – I’m very wary of committees, or too many disparate opinions being thrown into the mix, and fond of the saying ‘no great idea comes from a big room’. What was great about our team is that we were all on the same wavelength, especially after so much pre-production (which happened intermittently from 2001 to 2006). As for Tom being in Edinburgh, I think it helped that I was able to work alongside him early on during a brief period in Australia, so we had some idea of each other’s sensibility. I think both of us are first and foremost visual communicators, and so we made much progress by simply exchanging drawn and digital renderings, successively editing each other’s designs. Tom is also incredibly intuitive (as well as having an excellent eye for detail) which greatly mitigated the problem of working in separate rooms.

Biggest creative challenges/reward? Biggest technical challenges/reward? What are some of the most unexpected stumbling blocks you encountered along the way?

I think the biggest challenge is simply trying to visualise something that doesn’t exist, knowing that a shot will be very costly to change if it doesn’t work! There’s not a great deal of room for trial and error. I think also the problem already mentioned – sheer duration – especially when the final product is meant to flow as if it is seamless and spontaneous. I guess the most rewarding thing is when you actually achieve that goal – a feeling of looking through the window of a screen into something that, just for a moment, seems absolutely real on its own terms, a strange but convincing reality.

Technical challenges: mainly lighting and texture, trying to make something look natural and ‘imperfect’ within a digital medium that tends to resist that, with all its clean edges and smooth gradations of movement. As far as stumbling blocks, there were some very late disagreements about musical score which indicates the vagaries of this aspect of film production. It relates to the problem mentioned earlier, of how one feels an audience becomes engaged, and whether emotional ideas are communicated explicitly or implicitly – always an interesting question. Of course, Sophie would convey that the biggest problem could be summarised in one word: schedule!

Any future plans to produce material/collaborate on future projects?

I’m spending a little more time returning to writing and painting.  Sophie and I are talking to a prominent US Producer about an adaptation of my graphic novel ‘The Arrival’ as a feature film, so it will be interesting to see how that pans out. At least I feel as though I know much more about film-making now; and I also realise of how little I know, which is no bad thing!

Voice talent Question (from our reader): How did you go about casting the voice for the boy?  Was it a difficult task because the way you imagine the character to sound is going to be different to every reader who is already familiar with the book and has their own ‘projection’ about how the boy would sound like…

The casting of the voice was actually quite a challenging task. We went through various lists of who to approach and who was the right fit to the point that  even at some stages throughout  pre-production we toyed with the idea of not having a voice at all.  I (Sophie Byrne) was actually a strong advocate for having a voice, as I consider the words as written by Shaun to be an essential part of the overall tone and subtle humour of the piece.  The VO is a very definite ‘character’ if you like.

We had to balance the need to cast a ‘name’, even an A-lister name, with how the voice needed to sound tonally, to be delivered and performed.  Our ‘Boy” is not an alpha male for instance!  There was never any question that the voice had to be an Australian voice, but we wanted one that had a gentler Australian accent.   We had often referenced a young Noah Taylor (specifically The Year My Voice Broke) in the early days of boarding.

Interestingly Shaun did read for the Boy for boarding and pre-vis stages.  But, great as it was, it was a little too deadpan to carry the film so we needed to cast an actor/performer.  Tim came to mind late in the day as he happened to be touring at the time.  He fitted our criteria perfectly.   By coincidence, he and Shaun had both attended the same university in Perth and Tim shared a respect and understanding of the character and his motivation and dilemma  and subsequently how he was meant to sound and that really was in essence to try NOT to perform!

Thank you Shaun and Sophie, for taking the time to answer our questions, and thank you Sophie for facilitating this interview. Our best wishes for your future projects together!

Posted on Motionographer