Day Night

Il 7 luglio esce nei cinema italiani Toy Story 3 a cui è abbinato il nuovo cortometraggio, sempre prodotto dalla Pixar, Day & Night diretto da Teddy Newton (già responsabile del design del film Gli Incredibili e del cortometraggio Presto). Il corto è stato descritto come un mix di animazione 2D e 3D che racconta l’incontro […]

A.F. Schepperd’s tripped out video for Blockhead – “The Music Scene”


A.F. Schepperd’s tripped out video for Blockhead is nothing short of an incredible feat. Anthony acting as Director and the only animator said that he created the entire project just under 5 months, only working within Flash.

His previous work for Ape School really grabbed our attention. This time around, he’s really outdone himself.

Directimated by A.F.Schepperd
Commissioned by Ninjatune Records
Music by Blockhead

Posted on Motionographer

TiRA for ASTRA

From London-based This is Real Art comes a project that hits all my soft spots:  space tech, information graphics, and a reserved, modern design aesthetic.

TiRA created a collection of seven documentary films for Astra – one of the world’s largest satellite operator’s, in concert (but not in direct relation) with the development and planned launch of their largest and most advanced satellite, Astra 3B – to be used for education and marketing.  The films describe everything one needs to know about the operation of a satellite: History, Physics, Control, Launch, Why We Need Satellites, Business, and The Future.

Astra is a heavyweight in providing communications to major European markets – from radio and broadcast to broadband and 3D technologies.  Thus, with society’s ever-increasing reliance on these services (i.e. broadband, 3D) and Astra’s continued growth into emerging markets, it’s no surprise to see this type of subject given this much care.

As partner and Creative Director at This is Real Art, Paul Belford has proven to be a force in the advertising world – harkening the likes of Rand, Krone or Glaser – and it shows once again in his directorial role for this project.  Reflecting seemingly innate refined design sensibilities, Paul takes a technically astronomic and thus potentially mind-numbing subject and whittles it down into a form that’s both translucently and attractively explicated – a presentation that would make Edward Tufte proud.

Motionographer was able to catch up with Paul at This Is Real Art for a more detailed look into the process.
Read more.

Posted on Motionographer

ILOVEDUST Launches

News of  a Motion Design studio launch are always exciting, more so when the studio has already possessed a considerable repertoire and strong reputation in Graphic Design.

Originally a Graphic Design / Illustration studio with a clientele ranging from Pepsi to Microsoft and Sony, ilovedust had been flirting with Motion Design for a while, but it wasn’t until recently  that they finally decided to launch a Motion department.

With four new projects for clients such as Nike and Mtv , ilovedust showcases their range of styles and technique, from traditional animation to 3D, as well as some great storytelling skills, particularly in the “Nike Chase” project – done in collaboration with Curious Pictures and Director Ro Rao.

We were fortunate enough to get a first glance at the new ilovedust site – which launches today, by the way – and catch up with CD Ingi Erlingsson for an exclusive and very interesting interview.

Make sure to spend some time on their new site and check out the work, motion or static, bombastic stuff!

Looks like they are here to stay. Welcome!

  • How did ilovedust come to be and when did you first become a part of the team?
    ilovedust was started back in 2003 by Mark Graham and Ben Beach. They were both working for a fashion label and decided their time would be better spent on their own ventures. They set up shop in a dusty studio space in Southsea, UK and went to work building a portfolio of initially local clients, but were soon working for some of the biggest companies in the world like coke, Bloomingdales and T-mobile. I joined them in early 2006 after graduating and a short stint in New York working for a motion design company called Surround.

  • Originally a Illustration / Graphic Design shop, what made ilovedust wander into Motion Design?
    Back when I joined the major bulk of work was made up of illustration, with the occasional web site or logo thrown into the mix. Because of my animation background we were always experimenting and playing around with animation work and one day we were working on a print campaign for Pepsi and the opportunity to direct and produce a TV ad came up. We jumped on it head first and the next day we were on a plane headed for New York to cast and shoot the ad. At the time we didn’t have too much of a clue about what we were getting ourselves into, but we surrounded ourselves with some great, talented people that helped guide us through it all. Being in at the deep end has always been a big part of our ethos, we feel we learn the most when we bite off just a little more than we can chew. After that we gathered momentum and started to pick up more and more motion work, which led us to the decision to start up a dedicated department.Illustration and design are still a big part of what we do, but I feel we’ve found a great partner in motion design and animation. Our designers find inspiration in the animation work and the animators get the same from the designers. It helps us evolve and keeps things exciting and interesting, so it’s a great combination for us.

  • Was there any specific challenges involving the setup of the department, and how do you balance things during the setup of the London branch?
    We recognised early on in the process that in order to make the most of our opportunities it would be essential to be situated in London. Here we have access to some of the best freelancers, facilities and creative minds around, so it was a no brainer to set up here. So in early 2009 we started off by renting a small space (which we soon outgrew), hiring a few key people and then went to work. We’re lucky enough to have found and hired some incredibly talented people who have helped us develop a style and approach and also fit right into the family.

    It was important to us to get the motion work up to the same standard as our print and illustration work so it took a lot of trial, error, swearing and experimenting. We were lucky enough to be able to balance the personal, experimental work with enough paid work to keep us afloat until we were ready to show what we could do.

  • Regarding the Nike project: how did the project first begin? Can you take us through the main evolution stages/process of the project? For example: did ilovedust pitch on this directorially?Was there a specific element that the agency was looking for which would determine who won the pitch? I.e. was it the character design mainly, or other things?
    Initially when the project started AKQA asked us to pitch treatments and style frames. I think we pitched about 10 ideas to them, all of which we felt pretty strongly about, which I think helped us win the pitch. The final script turned out a little different to our treatments as we’d based them on the lead character being a runner, but in the end she was a dancer. The main stages of the project played out pretty quickly after the script was signed off, we built our characters, designed the environments, shot the motion capture and then got to work putting all the pieces together. The last piece of the puzzle was the sound design which was done by our friend Wevie in Brighton. The director’s cut version we decided to put on the site is a lot closer to our original direction, mixed with a bit of angry robot and mayhem.

  • How did you guys end up collaborating with Curious Pictures and Ro Rao as live action director?
    Ro and the guys at Curious were already working with AKQA on the campaign, producing and directing the other 4 spots of the 5 spot campaign. They shot the footage in LA under the watchful eye of the AKQA creative team, with us keeping tabs on the progress remotely from the UK. It was great to work with Ro and the guys on the live action as it came out really great and helped all 5 spots work as a series.

  • How do you see yourself in comparison to other studios in the industry, both locally in the UK/Europe and internationally? Do you see a certain advantage or disadvantage having grown from an illustration and graphic design company?
    I think we have a definite advantage having evolved out of a design and illustration environment. The more animation we do the less we need to worry about the technical challenges which allows us to really let our design experience take the lead. We also have a team of 12 full time designers/illustrators so when it comes to pitches and work we have a huge resource to pull ideas and design from. We have the advantage of being able to do full campaigns in-house, from the print ads to the tv ads and websites.

    In terms of our positioning in comparison to other studios I’d say we were somewhere in between the small 3-4 person shops and the big production companies. We’re still young and fresh to the game, but there are over 20 of us in all across two studios so we have a lot of aggregated experience behind us.

  • What lies in the future for the ilovedust motion department ? And for the company as a whole?
    For the motion department it’s all about growth. We’re looking to take on a few new key people and expand and build on our expertise to really take our work to the next level, along with continuing build new relationships with designers, animators sound designers and creative types around the world that we can collaborate with. We’re also constantly working on self initiated studio work so there will be plenty more of that coming from us in the next year. In terms of things we haven’t done yet, we’d love to do some music videos. For the company as a whole I think it’s a similar goal. We want to build on our previous experience and use it to do bigger and better work. We have some great existing clients like Nike, Sony, Microsoft and Dunkin Donuts that we will be continuing to build our relationship with, as well as making new relationships in the future.

Posted on Motionographer

Astronomers Dream

Apologies for being 9 months late, folks. That’s enough time to pop a baby out…Better late than never, Astronomer’s Dream by Malcolm Sutherland is now available on Vimeo in its entirety. So enjoy its Mayan-influenced, richly illustrative look, and the payoff at the end. It starts a tad slow, but trust me, it’s quite worth it in the end.

More info and credits here, and Malcolm’s folio site is here. Thanks for the timely reminder, Kris!

Posted on Motionographer

Second Wind


Ian Worrel has drawn up this wonderfully meditative mixed-media short film, “Second Wind”. This spiritual journey of two friends becomes a story about life and death whose refreshing aesthetic consists of paper/pencil cell animation that has been comped and colored digitally. Though some scenes feel a bit rough, the story and style draw you in.

Being his final project for CalArts 2008, here’s some nice behind the scenes stuff.

Posted on Motionographer

Martin Allais, ARD ZDF “Caveman”

Caveman

Boolab director Martin Allais created this ingenious spot for German TV channels ARD and ZDF portraying the history of mankind (or most of it) in just over 60 seconds.

Inspired by prehistorical art and ancient cave paintings, the spot aims at promoting the channels’ wide information services, which is beautifully achieved by portraying key points of our history: prehistoric hunts, the fall of the Berlin wall and finally, globalization, while passing through the discovery of fire, the Golden Ratio, Da Vinci and even Nero along the way.

The project involved a lot of thinking to come up with such a condensed script as well as custom-made animation techniques to achieve the desired aesthetic. The whole package for ARD/ZDF also involves two 15″ teasers and a quite interesting interactive online game.

Watch “Caveman” and the teasers

I caught up with Martin to find out a bit more about the project, here is what he had to say:

1. How did the project come to be? What was the brief from Ogilvy & Mather Frankfurt?

Actually the brief was short. But it was very specific on the subject and scale of the campaign. We received references for the prehistoric painting, the idea of evolution, and the growing complexity of society from prehistoric to modern times. There was still a lot that neededdefining. The first sketches I did during the pitching process became the basis of the final script.

2. Did the idea of portraying the history of mankind come up during the brainstorming process or was it part of the brief?

No, the main idea was in the brief, but it was just a starting point. By that point, there was obviously a lot of different alternatives to represent this. First I began to research about eras and world history events, and to think about the way they could be connected to one another.

3. Representing the entire history of mankind in one minute is quite a challenge. What was it like writing the script, and what were the biggest difficulties you encountered during the process?

It was tough, but at the same time really exciting. The first challenge was researching everything, from transportation and science to political history, and anything else that could be condensed into gags that would last for just a few seconds.

From the start we wanted to include a lot of things, so I made this incredibly big and chaotic graphic timeline filled with icons and drawings of events from the history of transportation, communication and architecture. I then plotted crossovers between them with gags and possible transitions. It was a lot of fun and also helpful to see all humankind into one piece of paper (everyone should try it!). It gave us a perspective in terms of the velocity and rhythm of our own evolution, as well as how the animation should flow. This overlap of inventions and ages gave me the first ideas for transitions and overall storytelling for the spot. After that it was more about combining technological gadgets with social history and events.

From the beginning I decided to avoid including specific historical characters, and focus in mankind as a whole; we agreed with the agency on recreating special events in history that could work as bookmarks throughout the piece. Another important thing in the script was that our character was to be portrayed as a complete alien throughout the film, he was more of a fugitive always running away from historical changes and feeling menaced by the new events he was witnessing, and sometimes being the protagonist of them.

4. The prehistoric art / cave painting graphics are beautiful and fit very well with the story? What made you choose such aesthetic?

In the beginning I was more interested in the aesthetic of textured backgrounds of 50’s modern cartoons, then I found inspiration and references in real cave paintings and aboriginal art. A few modern contemporary artist like Miro and Picasso were also thrown in the inspiration box. After the research, we did a lot of tests with the characters and backgrounds, until we arrived at something we thought had a prehistoric feeling, and at the same time was modern and original.

5. I’ve heard through the grapevine that you came up with some custom-made animation techniques on this project, could you explain to us a little bit more about that?

The idea was to have the feeling of the drawing actually being made onto the cave walls. We did all the animation using traditional techniques with Adobe Flash. Then we redrew every frame in Photoshop with custom brushes to have the raw feeling we were looking for. I also had the idea of animating colors. We did that on another layer with brushes in Photoshop, creating a feeling of abstract coloring over the wall.

Another thing we wanted to do in the animation was to create a non-regular feeling of redrawing over the wall, as if the drawing was constantly being erased and repainted. This was something that we had to figure out from the beginning since it defined all the production timeline. What we did was work with the already finished frames of the animation and use them as keyframes to create the delay. We did it manually to be able to choose the keyframes in a random way and create a non-regular position. After that we traced over the frames in Photoshop again to have just the frames we wanted. the last part was throwing it all in AE and playing with progressive opacity to zero, creating the delay. What we created in the end was something like an algorithm of manual and simple techniques, using Flash and Photoshop and AE.

6. Did you encounter any unexpected challenges during the production, technical and otherwise?

Yes indeed, I think the whole process from the script to conclusion was an unexpected challenge. It was the kind of project that the more you get into, the deeper and harder it gets. Due to the custom made animation techniques we developed, we had to deal with a big amount of data (heavy shots with a lot of frames and very slow to process), not to mention the whole process had to be done in a very specific order. It was quite stressful orchestrating the team and the animators but in the end it was a very rewarding process, I personally learned a lot along all the way, and not only about history!

7. What was the relationship like with the Agency? Did you have creative freedom to come up with ideas while the project was ongoing?

The relationship with the Agency was great. We had a lot of creative freedom, since the script was something we created together from scratch. The Agency had a great deal of involvement in the project from early on, they also put a lot of effort into always improving the process. Since the Agency was based in another country, we had conference calls every Monday to discuss the project and the ongoing process of it all. That was very helpful for us to be on the same page as the agency.

8. There is also an interactive game in the package, did you take part in creating the game as well? If so, what was it like creative and production wise?

For the interactive game we just provided the animation. Creatively, the game was inspired by the piece and the script. My involvement was more on the production side checking the steps, process and talking to the interactive team about how the art and the animation could be translated to the website. We also created two TV teasers for the presentation of the game, which I directed. It was a great opportunity to develop the first 65″ spot into another solution. It was very fun and a great finale to the project.

Posted on Motionographer

Mainframe: Ministry of Sound/MSHK “Tomas” (NSFW)

champagne-tomas
Warning: These films are not safe for work (NSFW).

We got the scoop on these deliciously macabre promos from Mainframe last week, but we’ve been holding out for a Q&A. Well, the Q&A is here, so feast on all three promos before getting the lowdown below.

Created in collaboration with Ministry of Sound’s “brand innovation group,” MSHK, and illustrator Neal Murren (Breed London), Mainframe brought to life the viciously dark novel, Tomas, written by Ministry of Sound co-founder James Palumbo.

Q&A with Mainframe’s Mark Warrington, Director:

How hard was it going from Neal Murren’s illustrations to full motion? Did you feel boxed in it all?

This did cause a few problems, as the characters weren’t really drawn for animation. It just took some careful cutting out, painting back in the hidden areas and also sourcing or drawing similar imagery. I think using black and white really helped everything to amalgamate. I tried to create each scene around the angle the characters were drawn at so I didn’t have to force them into any un natural positions, this was the only real limitation, as for what was going on around them was left to me.

Were there technical challenges that resulted from this arrangement?

I wanted to match the detail of the animation to the detail of the drawings, which was quite daunting; animating enormous breasts, a dripping penis and exploding heads was all new territory, but I always found a means to an end. The most ambitious was the first shot in cocks away where we are flying through the night sky of French Riviera amongst a squadron of cock bombers. Due to time limitations, I created the whole thing in 2.5D, building the bombers out of flat ribs like a toy balsa wood plane. Once in silhouette, they looked right.

On the whole, I tried to get the most out of camera moves and background detail. Also I had about two weeks to complete each one, so redrawing characters was out of the question.

I’d love to know what the brief was and how they ended up here!

I was given TOMAS to read and they highlighted the three scenes which they wanted animated, as well as showing us Neal’s illustrations. Then through the course of a few meetings with the client, we nailed down what we would like to focus on, how the SFX and music would work and most importantly, how the animations were going to create publicity for the book.

The client gave me a lot of creative freedom, and I knew that for this to work it would have to be shocking. I think it’s great that anyone who sees the animations and then reads TOMAS will have these strange scenes ingrained in their mind’s eye. When I read the book, I found myself seeing the story in black and white, which is quite interesting.

Posted on Motionographer

Happy New End!

happy-new-end

French collective Bonzom (Passion Paris) celebrates the impending end of the world in this happy-go-lucky short. Riffing on B-movie posters from the bronze age of sci-fi, “Happy New End” blends hilarious writing and voiceover work with a campy cast of characters and a fantastic flair for details.

The premise—and the rapid succession of sight gags—reminds me of the old Tex Avery cartoons I adored as a kid that proposed how various technologies of the future would “improve” our lives. Bonzom’s put their own twist on that time-honored tradition, and they deserve their own cheers for a job well done!

Posted on Motionographer

Happy New End!

Audi: Unboxed

Unire animazione tradizionale e 3D non è un compito facile: ci vogliono ricerca e una lunga serie di prove.

Per questo Aaron Duffy, regista per lo studio di effetti visivi 1st Ave Machine di New York, e Russell Brooke, dello studio di animazione britannico Passion Pictures, si sono divisi i compiti: il primo si sarebbe occupato del 3D e dell’intero spot ed il secondo del personaggio animato 2D.

Il filmato è per il lancio dell’Audi Q5 con una idea creativa originale dell’agenzia BBH, dove un omino disegnato apre una scatola e la trasforma in un auto. La scatola sembrerebbe girata a passo uno ed invece è stata modellata ed animata al computer con i software XSI e Nuke.
Ma Aaron Duffy ha dovuto fare diverse prove con delle scatole di cartone per capire come manipolare nella maniera appropriata.

audi_sergio

Agency: BBH
Creatives: Maja Fernqvist, Joakim Saul
Production Company: Passion Pictures, 1st Ave Machine

Directors: Aaron Duffy (1st Ave), Russell Brooke (Passion)

Music: “The Car Song” Woody Guthrie

Articolo redatto da Sergio Damele