Bot & Dolly: “Box” Interview and Behind the Scenes

As a follow up to our earlier post regarding the debut of Bot & Dolly’s mind-boggling short, “Box,” (above) we’re sharing an interview with the team as well as a behind the scenes video produced with The Creators Project.

Behind the Scenes


This behind the scenes film contains interviews with GMunk (Bradley G Munkowitz), BOX’s Design Director and Tarik Abdel-Gawad, BOX’s Creative Director together with behind scenes footage from the making of BOX.

Interview with Bot & Dolly’s Tarik Abdel Gawad, Creative and Technical director on “Box”

Can you please confirm for our readers that none of the box visuals were comped in post?

Yes, this is a capture of a physical performance. The visuals are not added in post.

Where did the idea for this project come from? Was it commissioned?

Box is an internal project that grew naturally out the the intersection of art and technology at Bot & Dolly. We have a great interdisciplinary team of designers and engineers that made the project possible.

From the start, the exploration of classical magic fit with our creative process. Magicians have a long history of mixing technology with performance and the categories of classical magic were perfect inspiration for the geometric illusions in Box.

iris

Can you tell us a little more about the robots? What are those robots normally used for?

The spec sheets on the Bot & Dolly website are the best source of information on our robots.

IRIS Spec Sheet
SCOUT Spec Sheet

How did you work out the choreography between the performer and the robots?

Working out the choreography was a process of rehearsal and iteration. For mainly practical reasons it was actually me performing. I had the most experience operating the robots, and since this was an internal project, rehearsals often took place at night. Each robot weighs around one and a half tons so it takes awhile to get comfortable moving around them, and safety is important.

How did you track the movement of the surfaces by the projector? Was it all preprogrammed based on the robots’ movements?

The projectors and robots are all calibrated within the same coordinate frame. Bot & Dolly’s software, BDMove, makes its possible to synchronize graphic content with robotic motion.

What was the design process for this like? Where did you start? And did you need to test and iterate a bit before getting it down?

We would start with a category of classical magic and begin exploring limited narratives made up of only abstract geometric shapes and a single performer. During the animation phase we relied on quick hand drawings and moving blocks around a table to communicate ideas because it was nearly impossible to describe something just with words.

Choosing the right geometry was very important to creating the illusion of depth, and directly affects the robotic motion. The primary illusion is created by transforming the geometry of the physical 4’ by 8’ canvas mounted to the robotic arm, through projection.

In the first section, “Transformation”, we extrude the canvas into a cube. Later on we combine two canvases to form a larger hinging shape, which in return affects the robotic animation. We tried to make each section build upon the last, and we were always learning something based on what was just completed. By the end, we ended up with a very complex environment, the performer is inside of the projected volume, there are holes in the floor and line drawing on the back wall.

What was the most challenging aspect of the job?

The difficult part is that you don’t know exactly how something will turn out until you’ve seen it projected in the space. Even then it changes with the environment’s lighting, which is also synchronized with the graphic content and robotic movement.

Many software applications were used on this project in conjunction with BDMove. It’s a very collaborative process with a lot of creative control, so it takes a lot of time and iteration to get to the point where everyone is happy.

What’s next for you?
I’m not sure. One of the things I love about working at Bot & Dolly is that we tackle a wide range of problems, both on the creative and technical side. There are applications in a variety of fields for the technology demonstrated in box, which makes it hard to predict the next thing.

Posted on Motionographer

Q&A: Disassembling Assembly

New Zealand-based Assembly is an intriguing shop. Headquartered on a tiny (but beautiful) island nation, their portfolio ranges across character work, high-end vfx and interactive experiences. Their structure is equally hard to pin down. One part collective, one part production company, they ooze the ethos of an artist collective but their output suggests the rigor of a well-run ship.

The team was kind enough to tell us a little about their shop and give us the inside scoop on a few of their projects.

Background and Basics

How would you guys describe the general structure of Assembly? A production company? A director collective? Something else?

Those all work! To be honest, we have tried to avoid putting a ‘service’ description on the company. We like to keep our options open in the hope that we get a look in on a whole range of creative endeavours. We love to shoot, animate, code, build, design, illustrate, fabricate — all at the service of a good brief.

Who were the founding members of Assembly? How did they arrive at the decision to start a new shop?

Damon Duncan, Jonny Kofoed, Matt Trott and Rhys Dippie are the four owners of Assembly. We all worked together at a bigger shop and realised we wanted to try running things our own way by getting closer to the idea — making it less about the hardware and more about being a creative partner with our clients. Don’t get us wrong… we still have all the gear… but it is not something that needs to come up in the creative conversation anymore.

Being four partners with a good cross section of skills also meant we could take on complete jobs without having to hire too many people as we were starting up. Which essentially meant we could secure a couple of jobs and pay for gear and rent without having to visit Mr Bankman. So all our money went into setting up the company the way we wanted to.

How do you get work done while surrounded by the staggering beauty of New Zealand?

We work in a brick bunker with no windows. It’s the only way to avoid distraction.

What’s the creative scene like in Auckland? Are there like-minded folks you can “talk shop” with?

New Zealand is renowned for punching above its weight when it comes to creative endeavours and this is a warm, primordial creative soup that we live in.

New Zealand is just another place with another timezone to do work in and really any boundary is based on ideas rather than geography. Being small geographically ensures that we are exposed to a myriad of ideas and opinions, arts and sciences, philosophies and political stances. Politically, New Zealand is one of the only countries in the world where our last Prime Minister was also the Minister for the Arts, overseeing and progressing a portfolio that encompassed the film industry as well as all of the creative arts.

I’m going to go out on a limb here and assume that New Zealand is a small market, in terms of advertising dollars. Is most of your work for Australia? Other markets?

It is not a huge market but the agencies are strong in New Zealand and consistently rank highly on the international award circuit. We’ve always worked internationally and in fact have just signed with Falcon in the USA (a Stardust company) which is hugely exciting for us. We are longtime friends with Dex Deboree and are looking forward to working with him and his team.

Sudafed

The Sudafed spot (posted at the top of this article) is just so well crafted. How “complete” was the script when you guys received it? What did you bring to it?

The original thought from the agency was that it would be predominantly 2D with few 3D elements to highlight the X Ray workings — but we were pretty keen to steer it down the full 3D path.

We also wanted it to feel ‘hand touched’ — so the character design was kept simple, like you could actually make them out of plasticine. This also drove the idea of animating the commercial on 2’s. To make his head grow and get heavier also just seemed to make more sense being made out of a solid material.

The character animation is spot on. Was there a particularly challenging sequence?

Fortunately, we made a well-developed 2D animatic early on in the production, which researched well — so we had a strong base to work from when going into 3D. This helped to drive expectation and led to very smooth sign off and delivery process.

This commercial is a great example of leaving ourselves nowhere to hide by providing internally imposed limitations to the brief. By locking off to a single camera angle for the entire commercial, the character animation was left to carry the story and direction of the piece. We believe that this helped people connect and relate to the characters by giving them space and time to emote and deliver nuanced performances, something often missing from hyperactive, camera driven work.

It appears as though your artists each have their own showreels. Is that so? If so, that’s a new one for me — and very impressive.

We have worked very hard to keep a Senior Artist base, essentially allowing for a head of department in each of their specific fields or area of expertise. This enables us to add freelancers when the job requires and still have a small, core senior team to ensure consistency of quality and most importantly creative.

Each of these artists has had a long and varied career in their own rights, and we felt it would be crazy to not let the world see how awesome they are!

Anchor

How did this project come about?

We have a great creative relationship with Colenso BBDO here in Auckland, and we had started talking to them about a job that involved glass cows. We got very excited by the concept, and we really wanted to test out the visual execution of this idea.

There was some nervousness around these cows not retaining a level of engagement or looking a little creepy, so a test to prove the concept really helped everyone get on the same page with the look and potential of the piece. They had talked to us very early on in the creative process, as this was a huge product for their client and had been in development for a few years. This enabled a good amount of R&D time, and allowed us to test some theories.

Was developing the look of the cow challenging?

There were many challenges involved with developing the final look of the cow. We spent a lot of time working with different looks around the eyes and face, ensuring there was engagement without the cow looking like it had dead eyes. It is often the subtle things that make the biggest difference.

We also realized early on that the amount of liquid we had sloshing around inside a very fast moving cow would become like shaking a cocktail shaker full of milk, a messy, indefinable mass within the cow that wouldn’t read properly. Also, the physics of that amount of moving liquid would essentially bowl the cow over.

We removed all of the directional animation from the cow when simulating the liquids, so that the actions, timing and motion of the liquid felt correct without it having to calculate the translational forces exerted on the milk.

The cow breakdown video has been very well received. Did you guys consciously set out to rethink the way breakdowns are usually presented?

Yeah, we definitely looked into the way that breakdowns are presented. They are often leaning towards very technical or they are very surface, just touching on topics or providing frustratingly simplified versions of very complex issues. There is a lot of information that is very interesting to present to our clients that you wouldn’t necessarily present to industry.

We are very big on educating our clients so that they can become involved with the process rather than feeling like they are on the outside of it, empowering them so that the money that they are spending is ending up on the screen rather than working through things they don’t have the knowledge or experience to truly understand.

This style of breakdown came from a desire to make this type of information accessible and understandable for both technically minded people as well as our clients and people outside the industry… ie, our mums!

The Future!

So is there a longterm goal for Assembly? World domination or stay small and nimble?

Assembly was set up with a desire to get our artists closer to the idea, to be as involved with the creative process as intimately as possible, following trends and technologies so that the idea is at the core of all our decision making, not whether we had the biggest computers or not.

This will always be the driving factor as to the scale and size of our business. In such a changeable and constantly evolving industry, it feels like a mistake to put a stake in the ground and say this is who we are and this is what we do. We are in service to the creative and willing to use art and science to solve any problem.

Digital: You guys did a bang-up job on The V Motion Project and you have an FWA award on your shelf. Any aims on doing more digital work?

Definitely! We have always been involved in interesting digital projects and have recently bolstered the digital roster with our Lead Developer Jeff Nusz joining the team.

It’s exciting jumping onto jobs like the V Motion Project, where the outcome is something new and we get to play with code and a more generative design process — then handing over control  to a live human performance — which was a somewhat unnerving experience for guys who are used to crafting a finished piece of work. The idea of setting up an environment for other people to experience or play in is a whole new design challenge and jobs like the V Motion Project have exposed us to some great new opportunities.

We’ve actually got few FWA’s for various project we’ve been involved in — The New Zealand Tourism job on our site involved building a 12 metre tower with a motion controlled camera in some of our county’s most beautiful locations. We then shot timelapse as the camera tracked from top to bottom. This sequence was then attached to the scroll bar on the website so when you scroll up and down you essentially control the camera moving through four iconic locations.

So even though the end product was a website it still required high end tech, production, and visual craft to pull off — thats the kind of digital work we love being involved in.

Posted on Motionographer

Lauren Indovina: 10,000 Arrows to the Heart

LaurenIndovina-Motionographer

Aside from being a Creative Director and Designer at Psyop since 2008 and collecting a number of top honors (Clios, ADC, BDA, AICP and the Emmys, to name a few,)  Lauren Indovina has finally launched her web presence and it’s a goldmine.

Chocked full of detailed worlds and a wide range of style frames, lush paintings and drawings — including, of course, her creative direction and design work — Lauren has given us the go ahead to share her work at long last.

Lauren also wrote a compelling essay about her experience in the industry and how the road traveled is not always paved with love.  It is titled “10,000 Arrows to the Heart” (after Interview below). Her words offer us an honest and ardent look how she became a Creative Director at Psyop and what it means to work from the heart and excel through failure.

INTERVIEW

In your formative years, what did you excel in (artistically or not)?

My father is an architect. I grew up in his design: a Victorian home with modern interiors, stained glass, ornate staircases and floating walls. The halls were adorned with his paintings of oddly posed people, futuristic landscapes with eclipsed suns. Surreal. His imagination inspired mine. My parents encouraged me and led by example: independence, passion, curiosity.

I finagled situations so that day camps became art camps, study halls were studio time. At 16, I attended a competitive summer program, Pennsylvania Governors School for the Arts, where I studied Indonesian shadow puppetry and made 7-foot tall ceramic sculptures. As this was unusual behavior, I got a lot of attention, accolades and awards, which didn’t matter. I just really wanted to be in the studio.

Was socializing important to you?

I would have stayed indoors and sculpted clay my entire childhood, but I think someone in the upper ether had a different opinion, because I fell into a group of great friends. They broadened my perspective. When my eccentric artistic nature reared itself, these friends had no problem pointing this out. It made me tougher and able to laugh at myself.

When did you first call yourself an artist?

“Artist” always felt like a title I had to earn. I was an artist from ages 3-18, ages when I felt great passion without fear or regret about how others perceived me or my work.

LaurenIndovina-JonahHand

Can you recognize when you make a fear-based choice?

The more fear you have, the safer the decision you make. I’ve stayed at bad jobs because I feared failing at better ones. I’ve made safe designs because I was afraid of taking risks. Terrified of public opinion, I kept my work secret and unpublished.

If yes, how do you handle that, or avoid that way of thinking?

What I’ve learned from my bravest colleagues is simple: “Get over it.” But I’m not that strong, and I’m just too crazy. For me, failure is like 10,000 arrows to the heart. Painful. Writing about this helped me to tame some demons and control my rampant thoughts.

Can you follow your own advice that you give to peers/protégés?

When I look back, I think of what could have been done differently. I want to tell others to avoid doing what I did wrong. But the truth is, everyone is going to stomp around in a puddle or revel in the magnificent allure of success when it comes. The only advice I can share and try to follow is a saying I saw on a wall someplace: Work Hard. Be Kind.

What tools/actions do you take to hurdle apprehension?

I was wise when I was 5. When I couldn’t draw a cat, I’d say to myself, “You know how to do this, just draw the cat.” If I kept at it, sure enough, there was my cat.

LaurenIndovina_TroweAerospaceFrm1

Where do you see yourself in 5 or 10 years?

“A film is — or should be — more like music than like fiction. It should be a progression of moods and feelings. The theme, what’s behind the emotion, the meaning, all that comes later.” – Stanley Kubrick

If I could create something with so much craft, integrity and vision, I’d fall asleep happily at the age of 92.

What is your take on the change and advancements in the motion arts in the past 10 years, and where do you see it heading?

Storytelling. I’m pretty sure we’re going to be telling stories in a lot of amazing ways in the future.

Now that you’re a CD at Psyop, how often do you find yourself rolling up your sleeves and making boards/frames?

Psyop is an unique studio for a CD/Designer: We are expected to design our own projects. If another director needs design help, we are expected to join their team as well. This sounds awfully utopian to many people, but it really benefits everyone. We do what we love to do: get busy and design.

ESSAY

10,000 Arrows to the Heart : Excelling through Failure

Elizabeth Gilbert’s TED talk, “Your elusive creative genius,” posits that our expectations for ourselves as artists are impossible. She delves into the genesis of the word “genius” and lands on a topic we’re all familiar with: “Many artists die by their own hand.” The circumstances for each artist vary, but underlying themes are present: They abuse substances, are mentally undone by their talent and are afraid of failing.

Cobain, Winehouse, Joplin, Hendrix, Wolfe, Van Gogh. Even if they managed to maintain their fragile mental sanity and squeeze a few more banged up years out of their careers, we still see their suffering.

Gilbert’s anecdotes of the plight and pressure on artists to be brilliant all too familiarly summed up my life and career. Many of us who love the creative process have at some point been unhappy, undone and feared failure.

In other news, the youngest self-made female billionaire in history is a woman named Sara Blakely who invented Spanx. Spanx are pantyhose that suck in flab to look tidy and smooth. Neat invention, but the cool thing about Blakely isn’t only her success, but how she was taught to view failure:

Each day, her father would ask – “So, what did you fail at today.” And if there were no failures, Dad would be disappointed. Focusing on failing big allowed Sara to understand that failure is not an outcome, but involves a lack of trying — not stretching yourself far enough out of your comfort zone and attempting to be more than you were the day before.  Failing big was a good thing. — Forbes

This contradicts what I’ve been conditioned to believe about failure. If I had viewed failure as a way to improve, instead of damaging an artist’s fragile self confidence, I’d probably be braver and more adaptive.

Fearing failure can lead us to conform and sacrifice our creative ideals. Failure makes many women insecure: Those of us who are outspoken are often considered aggressive, competitive, unpleasant. Fearing failure softens our guts.

The stigma of failure is a construct of a culture obsessed with successful egos. It’s hard not to take this poison personally. Failing may feel like 10,000 arrows into my heart, but each represents a risk taken.

Conformity

The nail that sticks out the highest gets hammered down first
— Japanese proverb

When I started my career, I was that nail. I graduated from RISD at the top of my class and was recruited by all the top film animation companies. My thesis film was winning awards around the world, and I imagined my career as an easy ride to the top.

But it wasn’t: Bad timing and bad luck. Panic. This once rockstar didn’t have a direct route to the top and was in shock.

Once I got my foot in the commercial world, I was fired from two jobs almost immediately. I was noisy, raw and filled with arrogance. Fearing more failure, I began to make safer and safer decisions. I wasn’t a maverick; I conformed.

I see this often with young designers. They play it safe and end up with a mediocre design. Like me, instead of taking risks, they try and fit in.

But there was a lesson to be learned. Employers cherish the nails that stick out. Those nails end up taking the most interesting risks and often have the most prolific creative output.

What it took me 27 arrows to the heart to learn can be summed up in a few short sentences: Never conform. Focus. Be sensitive to your surroundings. Be professional. Try new techniques. Never fear failure. Trust in your enthusiasm.

Gender

I often find myself thinking about Kathryn Bigelow. As the only woman to win the Academy Award for Best Director, this naturally makes her something of a role model.

But Bigelow appeals to me not because she make films in line with my own vision, but because of her all-in persistence. Her perseverance goes against the norm for women. She doesn’t shy from being typecast. She follows her passion for film.

We are in a male-dominated profession. It’s damned if you do and damned if you don’t, or as my mom says, “Stuck between a rock and a hard place.”

Because we experience this cultural stigma of failure, women need to work harder to overcome these gender constraints that bind our creative talents.

Know this: You have earned your badges with hard earned hours. You have the right to believe in yourself and what you’re doing, even if it means getting in trouble for being a “b**ch”.

What it took me 55 arrows to the heart to learn can be summed up like this: Speak up. You’re going to get run over. Ignore it. Say what you want. You’re going to get emotional. Take a moment to listen. Stay passionate. Be professional.

Guts and Glory

When I started my career, a Senior Designer named Chris Saunders led several of my first jobs.

The pitch I remember most clearly was for Baskin-Robbins. It was bland. I was doing something safe. I looked at Chris’ screen. On it was a celebration of ballsy graphics that had nothing to do with ice cream but somehow made me want some.

I asked Chris, “How do you start a frame like that?” He looked at me and laughed. “Yo, I have no fucking clue what I’m doing. Sometimes I look at my screen and I think to myself, ‘How do I do this?’”

This guy was a rockstar. He wasn’t afraid to take risks. He dove in and did something electric.

Guts and Glory. More arrows to the heart.

Index

Paul Arden

It’s not how good you are, It’s how good you want to be
Whatever you think, Think the opposite

Elizabeth Gilbert

Sara Blakely

Sheryl Sandberg

Malcolm Gladwell

Sarah Berry

Posted on Motionographer

Mirada: 3 Dreams of Black Interview

Motionographer recently posted 3 Dreams of Black, the Chris Milk music video intended for exclusive viewing on a browser. When it’s running, the animation progresses so fluidly that you forget it’s built entirely in WebGL and rendering on the fly. It’s in the computer… or, perhaps more accurately, in your graphics card (which doesn’t sound quite as dramatic).

I had the chance to speak with some of the folks over at Mirada about the process of making 3 Dreams of Black, interactivity’s increasing influence in the motion design field, and the future of Mirada. Check out the interview and some lovely production art here.

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.

Posted on Motionographer

PES: The Deep

After posting PES’s latest work, The Deep, in mid December, recently, we were able to catch up with the artist himself. Chatting about everything from his artistic background to childhood inspiration, PES gives us a candid look into his personal filmmaking process in this exclusive interview for the latest Showtime Short Stories film, The Deep (full interview here).

“For as long as I can remember I’ve been obsessed with deep sea creatures. And certain tools have always reminded me of fish and other ocean creatures. One tool in particular – an old nutcracker – looked very fish-head-like to me (I used it as the head of the eel and the lantern fish in The Deep). So I collected lots of tools and metal scraps over the past 5 years with an eye toward creating an undersea-themed piece. The challenge became, can I get these rigid objects to have enough fluidity to really make them believable as sea creatures.”

While PES’s usual style of work illustrates a stark contrast between natural and synthetic objects, for The Deep, this was not the case. Varying from his previous shorts, his approach was also different. “Each shot,” he explains, “inspired the next shot I dreamt up. It was an extremely spontaneous mode of creation.” The resulting piece is rough and improvised, while at the same time, more restrained than his previous endeavors. While most of PES’s work is built around an eclectic combination of scavenged objects, The Deep is not a short that’s amplified by electrifying visuals, but rather, a visually candid, mask-free look into the versatility and creative breadth of PES.

Full interview with PES on the making of The Deep

Posted on Motionographer

In-Depth: Comedy Central Re-Brand

Editor: The following post is a guest entry from JaegerSloan Inc., a new venture headed up by Doug Jaeger and Kristin Sloan.

For our first contribution to Motionographer we thought it might be interesting to reveal the driving forces behind an exciting new piece of work, while focusing on some of the more contextual details about the experience. Today we’re taking a look at the bold and controversial Comedy Central 2011 logo redesign by thelab, to understand some of the challenges and successes and meet some of the people behind the work.

We sat down with thelab partners Alicia Johnson and Hal Wolverton, the team who met in the 80’s to eventually form Johnson & Wolverton and who later worked at EuroRCG as global ECD’s. Our impression of thelab from our 2 hour immersion into their space, work, and team, is that it is a spirited skunk works, with teams of classically trained designers backed by technical skills and curiosity.

In our interview we discovered that the Comedy Central logo was not the result of a logo redesign assignment, but an invitation to solve some of Comedy Central’s core business challenges. In Alicia’s description of the brief, “They had a solid reputation with great shows, but the shows were not being attributed to the network and they were not getting as many young viewers as they wanted.”

Alicia and Hal were a bit giddy the entire interview. It seemed as though we were all laughing the entire time, which is what you would hope when discussing a brand like Comedy Central. They started the conversation by presenting their initial pitch, which was a hundred or so slide keynote presentation contextualizing how thelab approaches problems and how they would approach this one.

The most interesting part of this project is how they got to the solution. Alicia explained, “Comedy itself is super social . . . they were not behaving socially, they were a tv station that just talked to you, one person at a time. The old paradigms of viewing times, etc, are not how consumers interact today.” In a way they were able to look back in a media neutral way and make the decision. “We should start with digital, start with the digital presence and build around that.”

So the team at the Lab invented a branding device that they felt could live in any medium. Alicia explained “the idea of this packet” which would shorten the distance between the viewer and the channel by delivering a packet to the audience through digital media, leveraging social functionality to connect the right comedy to the right audience. The goal, Alicia said, is for the packet to “behave as an object that you could share, and the object would retain branding while being screen agnostic”. This lead to a discussion on how Comedy Central could become more visible outside of the television screen: on the street, in advertising, online, on mobile platforms, tablets and smart phones. Hal cited one of the biggest challenges, “How do we get our identity to travel along with these clips that end up on YouTube?”

The solution kept restating itself. As Alicia explained “Being screen agnostic was something that just we kept going back to them on.” thelab’s solution included pages of web, tablet and mobile design comps with new navigation models demonstrating how a viewer might find the packets of content they’re looking for and what was trending, tagged or even popular amongst friends. As this structure became clear, they needed a way for viewers to identify them.

In their pitch, thelab created the comedy mark as a branding device. The C is derived from a slide carousel of “packets” viewed from above, not unlike the Kodak Carousel Projector. This C becomes the playful center of a 3d explosion of screen caps and colors in a muted palette with elegant typography. When the action rests, the flat gothic round c, is met with a second C at the same line weight to form an incomplete circle, resulting in a c surrounded by a larger backward C. In its final representation, the mark looks not unlike the © symbol with a chunk cut out of the left side. The new symbol works in a similar spirit, effectively attributing and tagging every content packet as Comedy Central’s wherever it appears.

In the reel demonstrating the new mark, the system flexes to mark each comedic moment with the same assertiveness as a dart hitting a dart board to the upper right of each of the stations notable entertainers TOSH.0, John Stewart, and Steven Colbert as they complete each truncated humor nugget.

From the creative:

“We Should Explain, Our logo has changed. No longer do you see the big buildings and globe, that quite literally said, COMEDY CENTRAL on top of it. Please welcome the new mark. We affectionately call it the COMEDY MARK. It works WAY F*CKING better than that other one we had. Big building-y globe, you served us well, but we moved on.
Thanks, Comedy Central”

While some may find this mark to be too serious, boring, or too similar to other symbols, as it acts and behaves on every beautiful back-lit screen, it shows its unique personality. As it animates, it pukes, spins, and explodes with energy. It is frenetic. When it presents its full name-with the word central upside down and backwards-it tips its hat to slapstick heroes.

When we asked them what they wanted the takeaway of the work to be, Hal stated “The desired takeaway is that Comedy Central is not a television station, it’s a brand that connects me with comedy in all media. It surrounds me.” From Alicia, “It’s as easy for me to enjoy it as it is to share it, because I think you’ll dig it.”


Interview date: 12.14.2010
Interview by: Doug Jaeger/Kristin Sloan
Video by: JaegerSloan, Inc.

Posted on Motionographer

EP Banter: Talent, Trends Technique

ep_comp

What is an Executive Producer? This role may go unnoticed by many of us, but the success of a company is often defined by this individual. They shape the culture of the production company they lead. In addition to their sales and strategic roles, they must define and reinforce the creative ethos of the company. This begins with bringing in the right talent and nurturing them to their full potential.

The ways in which this takes place varies from EP to EP. What follows is how some of the good ones do it, including:

Read the round table discussion and get a glimpse into 2010 and beyond.

Posted on Motionographer

Interview: Shynola and “Strawberry Swing”

shynola-interview
“We never claim to be original, just rigorous.”

So says Chris Harding, one of London-based Shynola’s four founders, in our interview with him about their recent music video for Coldplay’s “Strawberry Swing.”

Despite the disclaimer, Shynola’s body of work—especially their music videos—have inspired thousands of fans worldwide with their innovative visuals and compelling narratives. Motionographer’s Lilian Darmono and James Wignall went deep with Chris about the process behind “Strawberry Swing” and touched on Shynola’s development over the years.

Read the interview

Posted on Motionographer

AICP Digital: Going Deeper

green-screen01Photo by Mark Sebastian

When the Association of Independent Commercial Producers (AICP) announced the formation of a new chapter, AICP Digital, we wondered what impact that might have on motion graphics, animation and visual effects studios and freelancers.

Thanks to Motionographer’s Bran Dougherty-Johnson, we set up an interview with AICP President and CEO Matt Miller and President, Commercials Division and Executive Producer of Digital Domain, Ed Ulbrich, who has helped make AICP Digital a reality.

If you’re not sure whether or not this is relevant to you, don’t worry: it is. As Ulbrich says in our interview, “This should be of really critical importance to the individual, because their quality of life and their livelihood and their pay indirectly is determined by that relationship between these design companies, these animation shops, these visual effects studios, these web development houses—and the relationship with their clients.”

Many of our questions about AICP Digital revolved around rising issues regarding labor practices. “Labor is one of the great ticking time bombs of the motion graphics and design world,” says Ulbrich. “And it’s [about] getting the companies to have awareness of their obligations under the law and employees understanding what’s appropriate.”

Check out the interview here. It’s also available through iTunes, along with our other podcasts.

Download audio file (download.php?filename=2009-07-22_aicp02.mp3)

Posted on Motionographer