Guilherme Marcondes: Bunraku Opening Sequence


For the opening title sequence of Guy Moshe’s film Bunraku, Guilherme Marcondes introduces us to the Bunraku alternate universe — from pre-historic animals fighting for survival to its present-day third world war. It’s got a lovely mixed-media style, including the puppeteering technique explored earlier in his short film Tyger. The title sequence was entirely fabricated and shot at the Hornet Workshop.

Originally made back in 2008, it’s finally available online. Don’t miss the great production photos and art at Gui’s Flickr Set.


Credits
Directed by Guilherme Marcondes

Produced by Hornet Inc.

Executive Producer: Michael Feder
Producer: Hana Shimizu

Animation
Producer: Jan Wohrle
Lead Compositor: John Harrison
Compositors: Yussef Cole, Julien Koetsch, Arthur Hur
Storyboard Artists: Tom Lintern, Carlos Ancalmo
Character Design: Rafael Grampá, Mike Luzzi
Background Design: Morgan Schweitzer
Character Animation: Mike Luzzi
Additional Animation: Frank Summers, Keng-Ming Liu
Editor: Joe Suslak

Live Action
Director of Photography: Toshiaki Ozawa
Live Action Producer: Joel Kretschman
Assistant Director: Jeff Lazar
1st Assistant Camera: Scott Maguire
Gaffer: Michael Yetter
Best Boy: Rich Ulivella
Key Grip: Joe Mandeville
Art Director: Ryan Heck
Asst. Art Director: Andy Byers
Set Design: Andrezza Valentin
Puppet Fabrication: K&Z Studio Inc., Adam Parker Smith & Carolyn Salas
Puppeteers: Adam Pagdon, Ulysses Jones, Megan McNerney, Celli Clemmons
Production Assistants: Matthew Churchill, Rick Matera, Connie Li Chan

Posted on Motionographer

Javier Leon’s Mastery of The Miniature

Don’t you just love motion pieces that make you stare at them endlessly, yet you still can’t work out if it’s all real paper/clay/wood and so on, or if it’s…CG?

Javier Leon is Hornet’s CG Art Director, responsible for those deceptively ‘real’ planets in British Gas spots directed by Guilherme Marcondes. Those spots, along with National’s ‘claymation’ Amex piece, are some of the most stunning examples that blur the line between ‘real’ and… well, ‘not’.

I find Javier’s passion for pushing the limits of his craft intriguing. In essence, it’s no different than that of  the ‘old masters’, like Bernini perhaps, who made marble look like soft flesh or delicate fabric. Javier, for his part, made this living room set so convincingly ‘real’ you can almost reach in, pick up that porcelain doll and sell it for 55p at the charity shop!

Here is a short Q&A with Javier:

Can you tell us the scope of your responsibilities at Hornet? Does your role vary from one project to another?

I started working with Director Guilherme Marcondes on the British Gas campaign and then also worked with Director Peter Sluszka con AEP Gridsmart. My responsibilities at Hornet are Supervising and Art Directing the CGI on the spots.  It also might include modeling/texturing and lighting or visual development, depending on the project. I try to focus on how the CG looks, more so than on  pipeline stuff.

I must say this is a remarkable piece of work. Creating this miniature look which is unbelievably realistic, entirely in CG—-what brought you to this point in your craft? Why this specific aesthetic / technical pursuit? Did this piece have a specific commercial purpose, or was this a purely experimental outcome?

Thank you!. This piece really is what I have always wanted to do, being a big fan of traditional stop motion movies, especially of Wallace and Gromit, Corpse Bride and Coraline. I wanted to pursue similar results using CGI. It didn’t have any commercial purpose, it was just a test. Molinare Madrid helped me with rendering support and also compositing, but i did 100% of the design, modeling, texturing and lighting myself.

Can you share with us some of the unique technical aspects/challenges involved in creating this piece? What were some of the most unexpected hiccups in the process? What were the most important things to get right in order to create this miniature look convincingly?

The main challenge for me was to get away from a CG look, I think the look I had in mind really needed a realistic render.

As a way of inspiration I watched all the stop motion movies i had many many times, and after a lot of observation and talking to stop motion animators it was evident that the most important thing was scale. The objects that we can build with our hands and also the scale of the materials that we´re using are the keys to achieve a similar result. Also a similar procedure about how we would paint an scale model was implemented on the texturing pipeline. I must say DOF is also very important.

In our image-making industry, there are people who wholeheartedly believe in doing as much as they can, in-camera. So when it comes to creating something like this, they would’ve made an entire set, cowboy porcelain figurine and all, and then film it.

Do you have a specific opinion regarding that methodology? What do you think are some of the most unexpected advantages to taking the full-CG path?

For me this kind of look is clearly not a substitute for real sets, it´s just another tool. Depending on the kind of production it can be interesting and it can have some advantages like:

  • There are no limitations in camera placement or movement.
  • It´s easy to add effects like smoke, rain, mist….even digital seas.
  • No limitation in set size, no need to store them. Multiple animation teams can work on the same set at the same time without building it again.
  • No need for rig removal.
  • Characters are easy to isolate from the background, and also character crowds are easy to add.
  • Digital sets are easier to modify colors, textures and even geometry than real ones.

Could you share with us a little bit of your craft/career history: When and how did you first get your start in the industry? What were some of the most important artistic/technical/ milestones in your professional life?

I started 15 years ago, working for Cadiz University, we used to make multimedia software. Then moved to the games industry where I worked on games like Commandos, Galleon and the Worms franchise. I started to work on the advertising industry at Furia Digital in Barcelona, with clients like RSA. Also worked on the film industry as Lead CG Artist on His Majesty Minor from Jean Jaques Annaud, worked also on Camino, from Javier Fesser and Agora from Alejandro Amenabar, that just won the Goya 2010 for the Best Visual Effects.

Looking to the future, what are you aiming for? Specific career goals? Specific aspects of your craft that you intend to pursue? Do you see yourself pushing this miniature technique even further? If so, how?

I think this test is a good starting point but I should be looking into making things to appear  more handmade in some areas, especially modeling wise. We´re already working at Hornet on a next step that will also include CG characters that look like real puppets.

Thank you Javier, we’re looking forward to seeing the next project from you/Hornet!


Posted on Motionographer

Hornet The Decemberists

decemberists_02
We recently posted a trailer for Hornet’s visual-collaboration with The Decemberists. However, off the tails of Monday’s premier at UCLA’s Royce Hall, it seemed appropriate to follow up with a more in-depth look, including notes from each director.

After deciding to make a film to accompany their new album, the band initially approached Jonathan Wells of Flux to curate, who in turn brought Hornet on-board to produce the pieces with three Hornet directors and a fourth. Although the assumptive budget of a project like this was a mere fraction of most commercial campaigns, this is a positive reminder that production companies are content-creation partners and curatorial entities — hopefully a sentiment that continues to permeate the mainstream.

Broken up into the four sides of the vinyl album, the directors each chose a side to work on with the decided theme of the seasons. Similar to Exquisite Corpse style projects like Psst! Pass It On, the directors were able to work independently of each other, and consulted one another when they got to the end of their section.

Here are extended cut-downs from the hour-long piece: Side A (Peter Sluszka), Side B (Julia Pott), Side C (Guilherme Marcondes) & Side D (Santa Maria)

Guilherme Marcondes:

The unifying theme for the project as a whole was “the woods”. Somehow we all did something involving trees, forests etc. To divide each director’s segment we created quick graphical transitions representing the four seasons. My segment, for instance, was connected to the previous by autumnal falling leaves and to the following one by a shower of snowflakes.

I developed my segment along with artist Andrezza Valentin. We wanted to do something that would look like an environment for the band to perform in front of. It should be an animated set-design that would hopefully transport the audience into that world, providing a special context for the songs to be performed. we didn’t go literal on the interpretation of the lyrics. The idea was to enhance the overall mood of the music. Our sequence of songs was the darkest in the album (which I liked very much) so we decided to go for some eerie symbolism combined with more abstract psychedelic moments. There were several elements representing the passing of time like the sun, the moon, an eclipse, ruins and human bones.

I used a high speed camera (Phantom) to shot some elements. Other elements were illustrations or photographs. Everything was composed later in After Effects. The biggest challenge was to create such a long duration film in a relatively short amount of time.

Peter Sluszka:

Listening to the Hazards of Love, an animist theme becomes apparent very early on in the narrative. I wanted to explore this aspect of the story and how it related to the mysterious, forest environment, which is why I focused on vegetation and organic elements, shooting them as if they were animated by the same spirits driving the plot and protagonists. Musically, the Prelude is stark and minimal, transitioning to a fuller second track that evokes a sense of travel and discovery. Visually, the film mirrors this progression, starting with a void as seeds spiral in hypnotically, resolving in a dense, overgrown forrest that helps establish an ambiance and mood for all the narrative to come. The third and fourth tracks continue in this vein, with animated leaves, trees, mushrooms, and flowers synced to the music in an abstract interplay with the plot and characters.
All four tracks from the first side combine high speed footage shot on the Phantom camera with stop-motion animation, photographed largely on a multi-plane set up.

Santa Maria:

After we listened to the album and heard the lyrics a few times, we decided that we should shoot video. We thought of something that could be eerie and a little unnerving as well as magical and nostalgic. So we decided to literally go into the forest with a camera a bright light and a fog machine. In the end it was more or less an experiment, along with an abstract story about shooting stars.

The band didn’t want to dwell on the lyrics so much so we decided to make a piece based on the feeling of the music. Overall the music flows very naturally and is a strange mix of beauty and sadness… we tried our best to match that with melancholy imagery.

Julia Pott

Some of the imagery was based upon diagrams and drawings found in science text books. I also borrowed from old nature magazines and journals to create a collaged background to set off the hand drawn animation. I wanted to make each scene like a moving illustration. I looked at the naive style that is currently popular in contemporary illustration. I have a whole bunch of National Geographics from the 80’s which I used as a reference for the animal characters. The season that I was assigned was summer. I tried to use imagery that I associated with summer but without being overtly bright and warm. By setting most of the film at night I could use summery imagery whilst maintaining a sinister edge. When working on more commercial projects you’re often required to squeeze a lot of information into a very short amount of time. It’s been great to work on a project in which there is opportunity to let the work breathe and use a slower. It’s also a rare chance to work alongside other filmmakers to be part of a bigger picture

CREDITS:

Client: Capitol Records
Agency: Flux
Creative Directors: Jonathan Wells and Meg Wells (Flux)
Production Company: Hornet Inc.
Executive Producers: Michael Feder (Hornet Inc.), Jonathan Wells (Flux)
Producer: Hana Shimizu (Hornet Inc.)
Editor: Anita Chao (Hornet Inc.)

(Side A)

Director: Peter Sluszka
Editor: Anita Chao
Compositor: Andrew Macfarlane
Fabricator: Matt Christensen, Connie Chan
Live Action Producer: Joel Kretschman
DP: Othmar Dickbauer
Gaffer: Michael Yetter
Key Grip: Joe Mandeville
Art Dept.: Tim McDonald, Kevin Coyle

(Side B)

Director: Julia Pott
Assistant Director: Robin Bushell
Compositors: Matt Layzell, Danny Boyle, Tom Brown
Animation Assistant: Rosie Miles

(Side C)

Director: Guilherme Marcondes
Art Direction: Andrezza Valentin and Guilherme Marcondes  
3D Artist: Diogo Kalil
Live Action Producer: Joel Kretschman
DP: Othmar Dickbauer
Gaffer: Michael Yetter
Key Grip: Joe Mandeville
Art Dept.: Tim McDonald, Kevin Coyle

(Side D)

Director: Santa Maria
Key Grip: Sarah Edney

Management: Jason Colton and Ron Laffitte for Red Light Management

Special Thanks: Dan Cohen, Danny Lockwood, Sharon Lord, Shawn Kirkham, Cem Kurosman, Angelique Groh, Zack Kortright, John Harrison, Michael Yetter

Posted on Motionographer

Guilherme Marcondes Crafts Worlds for British Gas

british_gas_

Director Guilherme Marcondes recently completed a lovingly hand-crafted spot for British Gas with Hornet. Guilherme’s unique artistic and directorial vision – evident from his short-films and now increasing commissioned projects (which you can view on his website) – is evolving in exciting ways with each new project he releases.

The press release from Hornet reveals more about this particular spot:

The idea for this British Gas spot was to create a dreamlike environment, somewhere between day and night, a myriad of planets floating in a blend of outer space and open air. While most of the elements could have been digitally created, Guilherme wanted to maintain the warmth and real sense of the tactile environment. The technical details: the planets were built as practical scale models. Once built, stills and camera moves were shot of the planets. Sky and other animated elements were composited later to complete the look. The characters were animated as cut outs. The photographic caricatures of the people in the spot were precisely distorted to look real with a cartoony edge.

Check out some initial styleframes and making of photos on Guilherme’s Flickr page which give a welcome look behind the scenes. I discovered looking at the Flickr set that the blue planet was made of clay and had to be re-sculpted every frame to create the motion of the waves. You can tell alot of love went into this and it definitely pays off when seen in motion.

Since the client loved the end result, I hear there are plans to further explore the visual language and tone that Guilherme brought to life for this first spot. Bravo!

Credits

Posted on Motionographer

Guilherme Marcondes Crafts Worlds for British Gas