Lucas Zanotto for TUI

What can you make with paper cut-outs, fishing line, a hole puncher, and a Canon 7D?

Lucas Zanotto shows us with his live action animation combined with digital post production in this spot for TUI. In a time where so much work is being made using primarily digital techniques, Lucas blends analog and digital creativity and production methods. In addition to the organic aesthetic, the live action animation is truly analog in that you can never repeat the same animation twice!

Check out an interview with Lucas, a making of video, and production stills…

What inspired you to create the TUI piece with such a tactile aesthetic?

Jung von Matt Hamburg came up with this campaign for TUI AG, which is the biggest travel agency in Germany. They provided a mood board and referenced some of my prior work. The references were the scenic architecture in one spot and a character in another. The inspiration was to combine these techniques and take them further.

JvM created a smart phone app, on which you can save your daily weather status on an online Facebook app. After 4 weeks, the person having the worst average weather wins a trip to the Dominican Republic. So the technique was the best way to support the story and show a character that goes through all types of bad weather to save points.

I wanted to keep it simple, thinking it would be nice to animate the set as I would with animation software, but animate it live in camera. I wanted to animate the character in that way as well, but it would have been too restricted so I decided to do it digitally. But that contrast is actually what creates some of the overall tension between the character and the weather and makes the story memorable.

Do you think a more organic look and feel affects the audience in a different way than a purely digital production?

Yes, it affects people in different ways based on their own taste or aesthetic sense. Analog has a charm because it has something tactile and magical in it. I personally like the organic look and feel, because I like to have some little mistakes in the work, the little unexpected things and touches. This gives to the aesthetics something special and unique, something individual to the story.

Can you share some details about what kind of materials you used and how the elements were made?

In this spot all the elements were cut out of paper. They are hanging on fishing line, are falling in to the stage and are blown away by a hairdryer. I deliberately kept it very flat to keep the world graphic and to keep purity and a consistency for the character and the landscape.

What kind of equipment did you use in the production and what software / techniques did you use in post-production.

The live footage was shot with a Canon 7D. The set was lit with two soft boxes. The postproduction was done in After Effects. The character is built in different mask layers and animated frame by frame.

The making of video really shows the hand-made quality of this piece, as well as analog nature of live action animation. Can you expand on what it was like to produce this spot?

Again, with the goal to keep things as simple as possible and keep the world consistent, live animation was conceived as one shot… of course it took many takes to get it right. But in each take you learn something. We also had an animatic with countdown for the main actions. All the weather situations and character interaction were worked out before hand with the client, using style frames and storyboards. It took quite a lot of thinking and a bit of testing to find out the best way to animate the live action weather part.

How would you describe this kind of production?

I think we are at a point where digital artists, animators and filmmakers are not thinking so much in terms of software, but in terms of what kind of tools can be used to tell the story. The medium of a screen is very forgiving and encouraging to seamless blending of techniques. In the end the most important part is to communicate the message in a clear and simple way. To describe this piece, the category of Mixed Media could work well.

What are your thoughts about combining traditional/analog techniques with digital production?

I think combining different techniques is a good option to create something personal and maybe original. If you stick too much to one option you often are restricted in expressing your ideas.

Check out more of Lucas’s work at www.lucaszanotto.com

Credits for TUI:

Direction/Design/Animation: Lucas Zanotto

Assistant: Robert Loebel

Sound design: David Kamp

Jung von Matt Team: René Requardt, Andres Maldonado, Tommy Norin, Salvatore Russomano

Links///
filmtecknarna.se/​directors
twitter.com/​lucas_zanotto

Posted on Motionographer

Keeping Up with Autofuss

Ever since releasing their first in-house short in 2008, Katelyn, the crew at Autofuss has been toiling diligently in their San Francisco offices, building a body of work that thoughftuly blends live action and CG. In this post, we review their latest output and get some behind-the-scenes goodness after the jump.

Halo: Remember Reach

Autofuss’ latest effort, a collaboration with agency AKQA, is an interactive installation promoting the newest entry in Microsoft’s Halo franchise.

Autofuss puts it nicely:

Visitors [to the Halo Reach website] were able to remotely control the robot by assigning their name to one of 64,000 points of light. The robot would then proceed to physically plot the light in a studio space in San Francisco. Through long exposure videography, a 3D monument of light depicting the game heroes emerged.

It’s one of those intriguing ideas that hinges entirely on execution. What I like about the end product is the way it presents the robotic arm and the light sculptures on equal footing. Both are the focal points, and yet one never upstages the other. Technology making art—and vice versa.

For Autofuss, the project signals a definitive entry into the world of interactive design, one that is increasingly becoming a second home to many motion design firms.

For more making of info on Halo Reach, read Machima’s excellent article.

University of Phoenix

Autofuss has been steadily releasing an elegant series of spots for the University of Phoenix and agency Pereira & O’Dell. The first spot, “Thought Leadership,” presents an abstracted world of architecture and typography populated by University of Phoenix students going about the business of learning.


Still from “Thought Leadership”

The newest two spots, “Quality” and “Access” add new dimensionality and richness to the universe of “Thought Leadership.” We had a chance to chat with Autofuss about the spots, and they generously shared some making-of goodies (after the jump).


Still from “Quality.” Note the increased dimensionality compared to “Thought Leadership.”

What was your favorite aspect of these latest spots?
University of Phoenix students are all over the country, but they are all part of this bigger thing. We got really into thinking about what this thing might look like, and how we might show something that feels big, but also interconnected and approachable.

Once we decided that amazing architecture was going to make this spot cool, we created a reference library of buildings and public spaces by architects like Diller Scofidio + Renfro, Louis Kahn, Richard Meier, Santiago Calatrava, and Renzo Piano. We even brought in some architects and worked with them for a month or so to help us concept the buildings. It was also fun to think in terms of dimensionalizing our previous work. We got to finally break all the boundaries we set up for ourselves last time.

What were some of the technical challenges you faced?
For the shoot, we did a lot of worrying about perspective and lenses, measured everything we could think to measure, calibrated and re-calibrated our automotive robot, pre-vised everything in Maya with a to-scale replica of our studio, sent the camera moves to the robot, built a rig to attach the camera to the roof, built some green sets, programmed a real time compositing system in Max/MSP to get an idea of how it would look, and brought in our actors.

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Mothership for Sprint “Firsts”

Mothership is back. Directors Dael Oates and David Rosenbaum —in collaboration with Goodby Silverstein & Partners— have joined forces to create the studios latest spot, Firsts. The ad displays an elaborately choreographed domino effect that, one by one, topples the world’s technological and cultural “firsts.” While visual effects were contributed by Mothership’s sister facility, Digital Domain, Oates and Rosenbaum, who do not regularly direct as a duo, came together to handle this complex and ambitious project, which includes all live-action and the digital integration of hundreds of all-CG elements.

UPDATE: The previously featured video has now been swapped out with an extended :60 version.

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A Woman’s Life Through Dougal’s Eyes


Dougal Wilson’s latest spot for John Lewis (produced by Blink with VFX from MPC) flexes both his stronger and often contrasting skills; “in-camera” trickery whilst maintaining even pressure on the viewers’ heart strings.

The ambitious camera-move in this spot is an evolution of some of Dougal’s older work in the same vein (see Jarvis Cocker – “Don’t Let Him Waste Your Time” and Boots – “Bus Journey”) . While most folks get wrapped up in the technical aspect of such a project, Dougal continues to focus on the nuances of performance and warmth in cinematography that make this piece his own.

This is yet another prime example of the importance of a singular vision in an industry that can risk being diluted by technique-driven work and the sacrificed narrative that can come as a result.

Agency: Adam & Eve, London
Creative Director: Ben Priest
Copywriters: Ben Tollett, Emer Stamp, Steve Wioland, Matt Woolner
Art Directors: Ben Tollett, Emer Stamp, Steve Wioland, Matt Woolner
Agency Producer: Leila Bartlam

Production Company: Blink, London
Director: Dougal Wilson
Executive Producer: James Bland
Producer: Matt Fone
DP: Dan Landin
Offline Editor: Joe Guest @ Final Cut

Post-Production: MPC Producer: Louisa Cartwright
TK: Jean-Clement Soret
Flame: Dan Adams, Tom Harding, Byron Woodfinden
Shake: Olivier Jezequel
Sound Studio/Engineer: James Saunders @ Jungle

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Pixels by Patrick Jean

Wow, tons of you have just sent this in, and it’s appearing everywhere on the internet this morning. And no wonder! Patrick Jean’s new film Pixels is a great short film. We’ve seen the techniques here before, but this execution is ambitious, clever and well-realized. And it’s the details that truly make it fun to watch. The Tetris blocks filling in the skyscrapers, Frogger leaping between cabs, and Donkey Kong on the Empire State. I really like the Atari logo appearing on the Death Star building down in lower Manhattan, too. Poor NYC, though. Always the victim of someone’s VFX disaster …

One More Production is the company responsible, and they’ve got a ton of other great work as well.


Credits:
Written, directed by : Patrick Jean
Director of Photograhy : Matias Boucard
SFX by Patrick Jean and guests
Produced by One More Production

Posted on Motionographer

IBM’s Data Films



IBM’s recent campaign exposing the data that flows through our world and keeps it moving, has produced Data Anthem and Data Baby. They called upon two names, respectively, who have become synonymous with beautifying data: James Frost of Zoo Films (partnered with The Mill) and Motion Theory.

Yes, we know the extraneous use of numbers, particles, etc. has run it’s course when used as stylistic flourish. However, this immaculately executed “data” and it’s aesthetic components, play supporting fiddle to this campaign’s concept.

Also, check out MTh’s behind-the-scenes of Data Baby.

DATA ANTHEM

Agency: Ogilvy & Mather NY
Executive Producer: Lee Weiss
Associate Producer: Rich Fiset
Sr. Partner/Worldwide ECD: Susan Westre
Sr. Partner/ECD: Tom Godici
Sr. Partner/ECD: Greg Ketchum
Creative Director: Rob Jamieson
Creative Director: Chris Van Oosterhout
Art Director: TJ Walthall
Executive Music Producer: Karl Westman
Music Track: Viktor Karlsson, “Soul Captain”

Production Company: Zoo Films, Los Angeles
Director: James Frost
Executive Producer: Gower Frost
Line Producer: Dawn Fanning Moore

Editorial: Union Editorial, Los Angeles
Editor: Nicholas Wayman-Harris

Post/FX: The Mill NY
Producer: Boo Wong
Creative Director: Jeff Stevens
Design: Joshua Harvey, Kristian Mercado
CG Artists: Rob Petrie, Ruben Vandebroek, James Studdard, Vincent Baertsoen, Joshua Merck, Mike Dunkley, Jeffrey Dates, Jeffrey Lopez, Graham Clark, Marco Iozzi
Flame: Dan Wiliams, Corey Brown, Claudia D’Enjoy
Compositing: Andrew Ortiz, Bashir Hamid

Aerial LIDAR: Aerotec USA
Director- Operations & Program Management: Scott Dow
Helicopter Pilot: Jamie Campbell
Airborne LIDAR Operator: Danny Gay
LIDAR Specialist: William Wallace
Chief Executive Officer: Jim Dow

Coign Asset Metrics & Technologies
Business Sector Manager/Sr. Technical Lead: Travis Reinke
Sr. Laser Scanning Technician: Chance Alford
Sr. Laser Scanning Technician: Phil Barker

DATA BABY

Credits coming soon…

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Superfad: Sony “Eye Candy”

Superfad Seattle brings more than just eye candy to this surreal exploration of live action and vfx for Sony Bravia HDTV.  Unfolding in three parts, “Birth of Color,”  ”Explosion of Color,” and “Release of Color,” the piece takes us on a dreamlike journey, with each section visually manifesting Sony’s global brand message of “make.believe”.

Drawing from the theatrical world of fashion photography, Superfad chose spherical objects to represent the dot in “make.believe” and serve as a thread that runs throughout the piece.

For an extra bonus, we’re including both the final piece and a behind the scenes video in HD. Also check out the process frames and style boards sent from Directors Will Hyde and Carlos Stevens.

Posted on Motionographer

Rupert Asylum Drop Droids

droid
Verizon literally goes to war with its touch-screen competitors in this new spot for Droid. Brought to you by “author of epicness,” Rupert Sanders and VFX heavy-hitters, Asylum; this piece is a call-to-arms more than it is a commercial. Sure, we expected something like this with Rupert’s recent work for ODST. However, this treatment is unexpectedly refreshing for a phone.

I’m personally glad to see a brand whose image counters to the safety, lightness and warmth of some of our other recent hand-held devices. Congrats to mcgarrybowen for being bold enough to take a little risk with this launch in a time where everything is so safe.

Agency: mcgarrybowen, New York
Executive Creative Director: Mark Koelfgen
Executive Creative Director: Warren Eakins
Copywriter: Tiffany Smith
Art Director: Michael Cannova
Head of Broadcast Production: Rosanne Horn

Production Company: MJZ, Los Angeles
Director: Rupert Sanders
Executive Producer: Eric Stern
Director of Photography: Alwin Kuchler
Line Producer: Laurie Boccaccio

Editorial Company: Spot Welders
Editor: Neil Smith

Visual Effects: Asylum
Executive Producer: Michael Pardee
Visual Effects Supervisor: Robert Moggach

Music: Q Department
Sound Designer: Brian Emrich

Sound Design Company: Trinitite Studios
Mix: Lime
Mixer: Loren Silber

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Johnny Green and The Mill: Guinness “WORLD”

jgreen_guinness2

However you may believe the world was created, please allow Johnny Green, Knucklehead and the Mill to show your their version of the story.

Enter a team of rough-and-tumble, blue-collar craftsmen as they release the clouds and the sea, build the mountains and unleash the animals in an effort to explain how a true Guinness pour comes to life.

A nice piece of storytelling here from the production team at Knucklehead, helmed by director Johnny Green. The story is amplified to a beautiful level by seamless vfx work from the Mill, as their contributions give visual life to this concept.

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Tim Bollinger: Between

Hot off the festival circuit, Tim Bollinger of Via Grafik recently shared his latest short “Between” with us. This dark, surreal piece travels through grounds and walls and into moments stuck in time. As Tim puts it, “It’s a journey through worlds of the subconscious, allowing us to catch sinister glimpses of the human psyche’s ambivalence.”

Despite the mix of techniques (stop-motion, still photos animation in 2.5D, 3D elements, etc) the film still possesses a consuming visceral and visual cohesion.

Wiesbaden represent.

Posted on Motionographer