So Me: Kid Cudi “Day ‘N’ Nite”

Although he’s been working hard at Ed Banger Records for some time,  So Me launched into wider view with his work on the “D.A.N.C.E.” music video for JUSTICE.

His hand-drawn illustration style, penchant for retro typography and undeniable hipster appeal have helped So Me become a sought-after name nearly overight. Amidst cries of “sell out,” he even teamed up with JUSTICE to create a bottle design for Coke. (The accompanying video has been pulled from YouTube and every other video-sharing service.)

But stardom aside, So Me’s music video for Kid Cudi’s “Day ‘N’ Night” feels homegrown and from the heart. It’s rough around the edges but full of imagination and charming visuals. The melange of daydream imagery is oddly compelling—like a mashup from a coloring book and a smoke-out. Fitting and fun for the subject at hand.

Paris-based Mathematic also deserves a shout-out for their work on the animation and post-production for this project.

Thanks to Johnny for the tip!

Credits

Director : So-Me
DOP : Arnaud Potier
Producer : Mourad Belkeddar
Production company : El Niño

Animation and post-production: Mathematic
Post-production supervisor : Guillaume Larose
Head of animation: Yue WU (at UFO)
Flame and After Effects: Clement Germain, Arnaud Ecobichon and Vince
3D artist: Clement

Posted on Motionographer

So Me: Kid Cudi “Day ‘N’ Nite”

Buck: Ravens and Dragons

buck-cactus

Buck has created two more spots for Cactus, the agency behind the Own Your C anti-smoking campaign, which has produced some remarkable motion work. “Ravens” and “Dragons” aren’t part of that series, though; they’re targeted to parents who smoke around their children.

The spots are entirely CG, which I assume was as much a budgetary decision as a creative one. But that decision also gave Buck complete control over the lighting and camera work, both of which contribute greatly to a mounting sense of tension in each spot.

Honestly, I could watch these just for the lighting alone. In “Dragons,” the pools of light (or stretches of darkness, if you’re a pessimist) create pockets of warmth that seem to slip away before they can be fully embraced, while the cemetery tones of “Ravens” suggest an ashen wasteland matched only by the smokers’ lungs.

Watch both spots on Buck’s site.

Thanks for the tip, Damien!

Credits

FOR DRAGONS:

– Creative Director: Ryan Honey
– Executive Producer: Maurie Enochson
– Producer: Jason Cohon
– Associate Creative Director: Jeremy Sahlman
– VFX Supervisor: Doug Wilkinson
– Art Director: Bradley Munkowitz
– Character Animation: Matt Everton
– FX TD: Gene Arvan
– Lead 3D Artist: Jens Lindgren
– 3D Artists: John Niehuss, Randa Mohtady, Thomas Madreiter, Mike Colarik, Kyle Raffile, Csaba Letay, Ivan Sokol
– Lead Compositor: Patrick Scruggs
– 2D Artists: Ian Kim, James Rydesky, Jon Gorman, Joe Mullen
– Editor: Aristides Zamora
– Audio: Cypher Audio
– Software: Maya, After Effects

CACTUS

– Strategic Director: Joe Conrad
– Creative Director: Norm Shearer
– Associate Creative Director: Jeff Strahl
– Associate Creative Director: Brian Watson
– Producer: Danielle Bryan
– Account Director: Amy Taylor
– Account Executive: Shanna Grimes

FOR RAVENS:

BUCK

– Creative Director: Ryan Honey
– Executive Producer: Maurie Enochson
– Producer: Nick Terzich
– Associate Producer: Eric Badros
– Associate Creative Director: Jeremy Sahlman
– VFX Supervisor: Doug Wilkinson
– Art Director: Bradley Munkowitz
– Character Animation: Matt Everton, Frantz Vidal
– FX TD: Dave Rindner
– Lead 3D Artist: Jens Lindgren
– Artists: Randa Mohtady, Henry Foster, Frances Yeh, Ivan Sokol, Doug Appleton, Sebastian Nozon
– Lead Compositor: Moses Journey
– Editor: Aristides Zamora
– Audio: Cypher Audio
– Software: Maya, After Effects

CACTUS

– Strategic Director: Joe Conrad
– Creative Director: Norm Shearer
– Associate Creative Director: Jeff Strahl
– Associate Creative Director: Brian Watson
– Producer: Danielle Bryan
– Account Director: Amy Taylor
– Account Executive: Shanna Grime

Posted on Motionographer

Buck: Ravens and Dragons

Nathan Rocks

nathanlove_rocky_post01

“Rocky” is the second of the two spot Chips Ahoy campaign by Nathan Love. If you missed “Oz”, check it.

Unlike “Oz”, Rocky is character heavy, which is the life water for these guys. It also sports some artful 3D- lighting and shading. Straight up dandy.

“We’ve been in love with the Chips Ahoy campaign since we saw the first spot back in school. It was a huge honor when Kraft and DraftFCB approached us for the project,” says captain of the Nathan ship, Joe Burrascano. “They came to us because of our passion for bringing great characters to life.”


CLIENT
Client: Kraft

AGENCY
Agency: DraftFCB
EVP Head of Production: Paddy Giordano
Producer: Michelle Carman
SVP / Managing Director: Patricia Messeroux
EVP Executive Creative Director: Sandy Greenberg
EVP Executive Creative Director: Terri Meyer
SVP / Creative Director: Gerald Cuesta
SVP / Creative Director: Howard Ronay

Senior Business Manager: Jennifer Rubin

Account Supervisor: Kelly Megel
Assistant Account Executive: April Blackmon
Music Producer: Gregory Grene


DIRECTOR
Director: Nathan Love
Executive Producer: Mike Harry
Producer: Derrick Huang
Creative Directors: Joe & Kate Burrascano
Character Design / Storyboards: Brad Johansen
Editing / After Effects Lead: Chase Massingill
After Effects: Mike Milyavsky
Animation Leads: Jeff Lopez, Dan Vislocky
Animators: Kevin Phelps, Ryan Moran, David Han
Character TD’s: Sean Kealey, Ylli Orana

Lighting & Rendering Lead: Mats Andersson
Texture / Lighting / Composite Artists: Sylvia Apostol, Denis Kozyrev, Anca Risca
Modeling: Tony Jung, B.F. Tsang, Luis E Perez
FX: Mothana Hussein
Pipeline TD’s: Sarah Elizabeth Clemens, Jesse Clemens, Jessica Monteiro
Scratch-Track Foley Artists: Nicholas “the Biggant” Dratch, Michael Impollonia, Chase Massingill, Fayna Sanchez, Kate Burrascano


SOUND
Voice-Over Talent
Chip: Max Casella
AVO: Paul Spencer
Witch (Oz): Harriet Carmichael

Reporter (Rocky): Brad Abelle
Adrian (Rocky): Talia Shire
Music Composer: Mark Isham
Sound Lounge: Tom Jucarone
Manic: Producer- Becca Smith
Flame Artist: Johnny Starace
Pirate Toronto: Engineer- Chris Tate

Posted on Motionographer

Nathan Rocks

The Graveyard

graveyard

And now for something completely different. I’m not sure how I stumbled upon The Graveyard, but I’m glad I did. Calling it a video game doesn’t seem right; it’s an immersive, lightly-interactive audio-visual experience, the kind that gets exponentially better with the lights off and your headphones on.

Once you pilot the game’s character to the park bench at the far end of the graveyard, she sits down and a kind of music video (again, not the right term) starts. You can interrupt it whenever you choose, walk back to the graveyard’s entrance and end the game.

That’s it. That’s the whole game. (Well, that’s the whole demo.) But the experience is much greater than the sum of its parts. The game’s developer, Tale of Tales, helps explain the “point” of the game:

The purpose of Tale of Tales is to create elegant and emotionally rich interactive entertainment. We explicitly want to cater to people who are not enchanted by most contemporary computer games, or who wouldn’t mind more variety in their gameplay experiences. For this purpose, all of our products feature innovative forms of interaction, engaging poetic narratives and simple controls.

I really, really like the idea of using gameplay as a mode of presentation. The full-screen experience of gaming both literally and figuratively envelopes you, blurring the line between viewer and player. I think motion designers could do pretty amazing things within the expanding framework of video games.

In fact, now that I think of it, that’s precisely what Rex Crowle did with Media Molecule and LittleBigPlanet. He took his motion design (and character animation) background and fused it with a brilliant but simple concept for a video game. For anyone who’s played LBP, you know how Rex’s design sensibility infuses the entire game with a sense of beauty and friendliness that’s not found in most video games.

By the way, Media Molecule will be speaking at F5.


Credits

The Graveyard
a Tale of Tales
by Auriea Harvey & Michael Samyn
March 2008

Animations by Laura Raines Smith
Music by Gerry De Mol
Sound effects by Kris Force

Posted on Motionographer

The Graveyard

Ro Rao: Nike Women

nike-ro-rao

Curious Pictures’ Ro Rao created an ambitious series of shorts for Nike Women’s “Be Transformed” campaign running in the Asia/Pacific region, masterminded by digital agency AKQA:

The series employs two distinct styles. For “Meteor,” “Punching Bag,” and “Bike,” Ro worked with Tampa-based Humoring The Fates to create anime mini-epics. To create the 3D neo-psychedlia of “Jump Rope,” Ro teamed up with Zoink Animation in Sweden.

In addition to jumping between the two styles of the athletes’ transformations, Ro did a great job developing a look for the live action. It’s polished stuff that feels like a departure from his Ro’s portfolilo to date, which is mostly a lo-fi blend of kitch and comedy. (You might remember this viral smash-hit he co-directed with Abraham Spear.)

I’m curious to see where Ro goes from here. (Ha! “Curious.” Curious Pictures. Get it? Okay, sorry.)

Posted on Motionographer

Ro Rao: Nike Women

Psyop’s Inferno

“The Divine Comedy,” written by Dante Alighieri in the 14th century, is an allegorical vision of the christian afterlife, depicting a journey through the three realms of the dead. This is a big story.

So, as modern, classy people, we remake it into a video game.

cerberus1

With Psyop at the helm, EA’s “Dante’s Inferno” game trailer captured the imagination of the 13 year old boy inside of me (note to audience: I am not a boy). Knowing that fact says something about the impression this trailer has on someone that loves the original story, but hates video games.

“Inferno” is distinguishably different from most game trailers. Psyop’s spin takes us to an organic place that the 3D game trailer genre has seldom gone before. It’s got the elements of being a cheese-ball 3D showpiece: a glow-y woman, a beefed up man in armor grunting.

But “Inferno” could care less about being a glossy 3D trailer, and more about rendering Hell with all its might—slovenly liquefied flames, orifice-shaped monstrosities tearing through the blurry mess of a rotting flesh landscape. It’s poetic and sick. We’re in hell, and I love it.

Read our interview with the creators at Psyop behind “Dante’s Inferno” game trailer.

UPDATE: Psyop has graciously shared their storyboards and some concept development imagery with us.

Posted on Motionographer

Psyop’s Inferno

AENY and SFMOGRAPH Meetings

aeny

East coast peoples: AENY is meeting this Thursday, February 26th at the usual location. Animator/illustrator Kirsten Lepore and BorisFX’s Product Manager Peter McAuley will be presenting, and AENY’s fabulous clutch of door prizes will titillate the masses. Get the skinny here.

SFMOGRAPH, TOO!

West coast (Bay Area) peoples: SFMOGRAPH is also holding a meeting this Thursday, and Mark Christiansen will be on hand to discuss RED Camera workflow in AE CS4. Make sure to pre-register via the SFMOGRAPH site.

Posted on Motionographer

AENY and SFMOGRAPH Meetings

Gary: Another great Supinfocom short

gary
Those damn Supinfocom kids do it again! Gary, a short film created by Clement Soulmagnon, Yann Benedi, Sebastien Eballard and Quentin Charillet is a unique vision of a boy struggle with his sexual coming of age. In a time when we are so used to crispy 3d animations with cutesy round beavers and big eyed rabbits as the main characters, that only emulate what Pixar churns out on a yearly basis, I find animations with this illustrative style and somewhat risque storyline to be a far cut above the rest.The Supinfocom and Gobelins students have learned a very hard and important lesson with their software and that is to not let it dictate their style. With each animation that comes out of these schools I find that style exploration is a lengthy process and then they bend the software to meet their needs.

I was able to get in touch with some of the crew and ask them some questions about their film. Its a long interview but make sure to read it, there are some gems of information and techniques about their production not to be missed. Read it here.

Make sure to go to the official Gary website to check out images of their lengthy design and research process. Also if you are wondering, Clement is in Paris working as a young director with Gary Levesque under the name, Viking & Viking. Yann is in London working as a director and illustrator. Sebastien works as a TD and lead animator for Mathematic in Paris and Quentin is freelancing as a 3d animator.

Posted on Motionographer

Gary: Another great Supinfocom short

Scintillation by Xavier Chassaing

Scintillation is a remarkable experimental piece by young director Xavier Chassaing. This piece stands on it’s own purely for its visuals, but the technique and craft that went into the production sets this film apart. What looks like film is in fact 35,000 photographs with a mix of 3d mapped projections. Being a young director, Xavier doesn’t have the facilities and financial backing that a commercial piece will grant. Instead he had to work under what he calls “the classic dogma which is ‘What can you do with what you have…’” I think this sums up Xavier’s process pretty well. Here is what he had to say to me about his technical process for Scintillation:

What I have was an apartment, a small DSLR camera, a small computer and a small videoprojector. I also made a contraption who looks like a motion control but with the particularity of moving extremely slow who allowed me to take sequences of pictures with long exposure. (1frame per second, with 1 second of exposure). Even the best camera can not compete with this kind of sensitivity if they shoot at normal speed. So, I did everything myself from the 3d animation that I project on object, building the machine, the editing etc..

Built a contraption that acts like a motion control!? Yeah, wow. Xavier also enlisted Mathieu Caulet to help color grade on a flame in the end and worked closely with sound designer Fedaden throughout the entire process to score his piece.

Scintillation reveals that cash flow isn’t necessarily the foundation for a great project. In cases when you have nothing, a little ingenuity can make a diamond out of shit. This is an important thing to remember in these times when budgets are being slashed and we all have less to live under the dogma of “what can you do with what you have”?

Thanks for the tip Garry

Posted on Motionographer

Scintillation by Xavier Chassaing

Logan: Lexus Rx

logan

There is not much info yet on these eight fully-CG spots for the Lexus RX, but i’m sure that Logan’s name on the director’s chair means you guys probably don’t wanna miss this!

Posted on Motionographer

Logan: Lexus Rx