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Archive for August, 2006

Bicoastal creative production company Stardust Studios recently designed and produced a startling, powerful animated PSA to complement ad agency Goodby, Silverstein & Partners’ ongoing, award-winning campaign for the California Coastal Commission. The :30 spot entitled “Non-Native Species” is currently being made available to the media to help promote this year’s California Cleanup Day, scheduled for Sat., Sept. 16, and other related events scheduled to run through Oct. 8.

Last year’s campaign elements from the agency, which included posters featuring Audubon-inspired images of imaginary creatures made from trash, such as the CigEgret, SporkCrab and ColaBass, earned major 2006 One Show and Cannes Advertising awards. This year, the agency’s creative team, including creative director Jeff Goodby, associate creative directors Paul Foulkes and Tyler Hampton and producer Michael Damiani, called upon Stardust to stylishly conjure one of the creatures for a PSA.

Stardust Brings Californias Non Native Species to Life cigegret egg

“Stardust has done a lot of great end-graphics work for us on the Comcast campaign, and we’ve really enjoyed working with them,” Paul Foulkes explained. “For this year’s California Coastal campaign, we had this ‘miracle of birth gone wrong’ idea about the egg. We gave that idea to Stardust and worked with them along the way to refine it, but basically, they took that and ran with it to bring it to life.”

When the project was first discussed, Stardust’s executive producer Eileen Doherty immediately jumped onboard. “Because we are normally so focused on commercially driven work, the opportunity to work on a project that has the potential to do so much good for the environment instantly attracted us,” she said. “We knew right away that this piece had the chance to motivate people to make a positive difference for California’s coastline.”

Stardust’s designer Kinda Akash and Doherty worked closely with the agency’s creative team to nail-down the spot’s concept. “The agency wanted something that looked realistic,” Akash began. “As we looked further into the reality of putting a cigarette on a baby chick, and showing other aspects of pollution, we suggested a more stylized approach, which ultimately we all felt did the best job of showcasing pollution’s harmful effects.”

Stardust Brings Californias Non Native Species to Life cigegret pretty

Akash and her Stardust colleagues, including animator Sam Sparks and effects artist Mikey Plescia, used Adobe Illustrator and Photoshop for design, Autodesk Combustion for keying, Adobe After Effects and Autodesk Maya for animation, and After Effects for final compositing.

“What I really like about the finished spot is its style; it’s not quite animation, but it’s not real either,” added Tyler Hampton. “It draws people in, and then it’s quite eery once this creature comes out. Overall, it feels like something that will cut through the usual live-action things you see on TV.”

John Reese of Mophonics handled the spot’s sound design and musical composition, and final audio was mixed by Eben Carr of One Union Recording.

About Stardust Studios
Stardust is an award-winning creative production company, specializing in motion design, animation, visual effects and live-action production. Led by executive creative director Jake Banks, Stardust’s Santa Monica and New York offices continually redefine cutting-edge aesthetics for commercial, on-air, music video and in-store presentations. Their recent work – including projects for the world’s top ad agencies, brands and recording artists – has earned numerous awards and worldwide editorial exposure. For more information, please visit www.stardust.tv.

Stardust Brings Californias Non Native Species to Life cigegret smoke

Credits
PROJECT NAME: California Coastal Commission “Non-Native Species” PSA
RUNNING TIME: :30

AD AGENCY: Goodby Silverstein & Partners
CITY/STATE: San Francisco, CA
CREATIVE DIRECTOR: Jeff Goodby
ACD/ART DIRECTOR: Paul Foulkes
ACD/COPYWRITER: Tyler Hampton
AGENCY PRODUCER: Michael Damiani

DESIGN/ANIMATION COMPANY: Stardust Studios
CITY/STATE: Santa Monica, CA
EXECUTIVE CREATIVE DIRECTOR: Jake Banks
EXECUTIVE PRODUCER: Eileen Doherty
DESIGNER: Kinda Akash
ANIMATOR: Sam Sparks
EFFECTS ARTIST: Mikey Plescia

MUSIC/SOUND DESIGN COMPANY: Mophonics Music & Sound
CITY/STATE: Venice, CA
EXECUTIVE PRODUCER: Michael Frick
SOUND DESIGNER/COMPOSER: John Reese

FINAL MIX: One Union Recording
CITY/STATE: San Francisco, CA
MIXER: Eben Carr

Popularity: 3% [?]

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Outside’s editorial and visual effects team crafted an idyllic, sunny summer’s day for “Kids,” a sweet and simple spot for New Balance Athletic Shoe, Inc. in collaboration with Ryan Partnership in Wilton, Connecticut.

The commercial features four kids wearing New Balance athletic shoes, swinging in and out of frame on a picture-perfect day. After the first young girl swings gently into the foreground and out the other side of the frame, a mom appears in the middle ground carrying one child, while two others frolic in a field. “Moms know no two kids are the same,” the voiceover tells us. “That’s why New Balance makes kids’ shoes that are as individual as they are.”

OUTSIDE Makes The Sun Shine on Kids Spot For New Balance newbalance swing

In the next scene a little boy swings in and out of frame, and then a second girl follows suit as the playful family in the distance walks out of frame. The Kids New Balance logo appears with the tag line: New Balance. We Fit Kids, as the last little girl enjoys her turn on the swing.

“It’s a spot designed to tug at the heart of every mom,” says editor Scott Gibney. He and VFX artist Steve Mottershead were onsite for the shoot with MacGuffin Films’ director Theresa Wingert, in a park in Sleepy Hollow, New York. However, the weather did not cooperate, and overcast skies and sporadic rain made it obvious that Outside’s talent would have to come up with some creative solutions in postproduction.

Back in his Avid edit suite at the SOHO-base Outside, Gibney selected footage of the four kids on swings from the pool of children lensed in the park. He cut the spot, timing the kids’ swings and wiping them on and off screen from left to right and vice versa.

OUTSIDE Makes The Sun Shine on Kids Spot For New Balance newbalance field

Then Outside began to work its weather-changing magic. Gibney composited in a clear blue sky from stock footage and added some highlights to the wet grass where there were none.

“But Steve (Mottershead) really brought the spot to life in Flame,” Gibney reports. Mottershead added shadows of the kids on the grass, creating the illusion that it was a sunny day. He also warmed up the colors in the scene with the kids and the family in the field and made the children’s white shoes pop in the now-sunny environment.

Gibney suggested “a simple feel-good acoustic guitar” track for the spot, something “slow paced that didn’t build too much.” Amber Music supplied several demos to fill the bill. “We picked one and never changed it through the edit,” Gibney reports.

OUTSIDE Makes The Sun Shine on Kids Spot For New Balance newbalance title

View the spot here!

About Outside
Outside is a 4,000 square-foot SOHO-based editorial, design and visual effects boutique dedicated to providing advertising agencies with high-end, innovative solutions to their ever-changing needs for creative content for both traditional and emerging media. Their client roster includes Jaguar, Samsung, Volvo, Yahoo, Lugz, New Balance and Intel, to name a few. For additional information contact Executive Producer Sila Soyer at 212.966.3980 or go to www.outsideedit.com .

Credits
CLIENT: New Balance
TITLE: “Kids”

AD AGENCY: Ryan Partnership – Wilton, CT
Director of Broadcast Production: Don Growhoski
Creative Director: Ryan Conover
Art Director: Kate Keparutis
Copywriter: Carolyn Capshaw
Producer: Stacey Suplizio

PRODUCTION COMPANY: MacGuffin Films Limited, NY
Director: Theresa Wingert
Director of Photography: Jordan Levy
Producer: David Feikens

EDITORIAL COMPANY: Outside, NY
Editor: Scott Gibney
Assistant Editor: Sam Barden
Executive Producer: Sila Soyer
Assistant Producer: Leslie McCartney

ONLINE EDITORIAL COMPANY: Outside, NY
Online Editor: Scott Gibney

VISUAL EFX COMPANY: Outside, NY
FX artist: Steve Mottershead

AUDIO POST COMPANY: Berwyn, NY
Mixer: Eric Thompson
Assistant: Brett Fuchs

MUSIC COMPANY: Amber Music
Composer: John Wood

Popularity: 3% [?]

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The Urban Forest Project

Posted by cgnews On August - 30 - 2006

Zoa Martinez, President/Creative Director of ZONA Design, Inc., has created a banner for “Design Ignites Change,” a joint venture of AIGA/New York, Times Square Alliance and Worldstudio Foundation, which have created The Urban Forest Project.

Two hundred banners by designers, artists, photographers and illustrators from around the world will be “planted” in New York’s Times Square in mid-August. Each will use the form of the tree, or a metaphor for the tree, to make a powerful visual statement, creating a forest of thoughtful visual art in one of the world’s busiest, most energetic and emphatically urban intersections.

The Urban Forest Project urban forest project main

The intent is to bring nature and art to the “Crossroads of the World” which is visited by 30 million people annually and is known mainly for its dazzling commercial signage, with the hope of encouraging passersby to pause, if only for a moment, to be entertained, stimulated or provoked by the work.

Zoa Martinez, in describing her banner, stated, “Coconut palms sway through salty air stirring an energy that ignites my passion, moves my spirit, inspires me to create, and inspire others.”

The 7’ by 3’ banners will eventually be recycled into tote bags to be sold at auction. All proceeds will go to scholarship and mentoring programs that benefit students of the visual arts.

About ZONA Design
ZONA Design, founded in 1999, is an award winning multi-disciplined design agency creating results driven work that is bold and direct for all points of contact with the consumer in the general, Hispanic, and youth markets. The company’s portfolio includes high profile projects for Disney/ESPN Networks, AOL Time Warner Networks, 5Boro Skateboards, Discovery Communications, Encore Media Group, Rainbow Media Holdings, Chrysler, Dodge, and the various A&E Networks.
ZONA Design, Inc. is headquartered in the Empire State Building, 350 Fifth Avenue, Suite 321, New York, NY 10118. For additional information, or to see a reel, contact VP/Executive Producer Dennis Fluet at dfluet@zonadesign.com or by phone at 212.244.2900. Visit the ZONA Design web site at www.zonadesign.com. ZONA Design is a certified Minority Woman Business Enterprise from the NYNJ Council (NMSDC) and New York City. ZONA Design is also a 2004 and 2005 Hispanic Trends Magazine Top 100 Entrepreneur.

Popularity: 3% [?]

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Training dogs can be difficult. But even tougher is training their owners! This is the focus of the new season of the emmy-nominated National Geographic Channel show, “Dog Whisperer,” featuring animal behaviorist Cesar Milan.

As one of its premiere franchises, National Geographic needed to create a promo package that would highlight its “Dog Whisperer Week,” which aired from July 30th – August 4th with special emphasis on three all-new premiere episodes. To accomplish this task, they commissioned award-winning creative digital studio !mpossible Pictures, which had worked on the campaign for the last season of “Dog Whisperer” as well as launching this latest season.

!mpossible Creates National Geographic Channel Promo For Dog Whisperer Week dog whisperer main

“We chose !mpossible Pictures because they were familiar with the National Geographic Channel brand and the tonality of the show,” says Sean McLaughlin, National Geographic Writer/Producer. “We knew they were a perfect match for this project since they already understood our perspective on the show. ”

“The client wanted to maintain continuity from the initial promo campaign we had done for them last year, which was a sort of villain versus hero theme,” explains Joel Pilger, !mpossible Pictures President/Director. “But this time, we were given extra latitude to pursue more ambitious, more ‘outside the box,’ ideas for what has become an extremely popular show.”

!mpossible’s designers presented a variety of style frames to National Geographic featuring human and canine characters from “The Dog Whisperer” as the graphic heroes. The goal was to emphasize the unique, actual dogs and owners appearing in the new episodes.

National Geographic Channel provided scripts to !mpossible early in their process, which proved to be very helpful in the development stages. “We were able to take our initial style frames, refine them, and then combine them with their scripts to create a very comprehensive and detailed storyboard. This roadmap was key in securing approvals as early as possible,” comments Pilger.

!mpossible created a package of nearly one-hundred elements for National Geographic including on-air and off-air promos, tune-ins/tags, topicals (to promote specific episodes), bumpers, lower thirds, and a graphics toolkit.

The technology utilized for the promo included Adobe After Effects for design, Discreet Flame for animation and effects, and Discreet Smoke for editorial, finishing and versioning. !mpossible credits the workflow and speed of Smoke in the hands of editor Brian Eloe for enabling the team to execute the number of permutations needed within the timeframe.

All this effort paid off since “Dog Whisperer Week” was a tremendous success for the National Geographic Channel. Over 9.5 million people tuned in, and primetime ratings in the network’s target P25-54 demo were 82% higher than the previous six-week average.

View the Spot here!

CREDITS
Client: National Geographic Channel
Writer/Producer: Sean McLaughlin
Design, Editorial & Postproduction Company: !mpossible Pictures Executive
Producer / Creative Director: Joel Pilger
Designer: Heather Arment
Designer/Flame VFX Artist: Hector Espinosa Smoke Editor: Brian Eloe
Assistant Editor: Eve Schutz

Popularity: 3% [?]

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Mill Paint Effects For Infiniti

Posted by cgnews On August - 17 - 2006

The Mill London team have produced a beautiful new commercial for US luxury car mark Infiniti. Directed by French directing team Pleix for Chiat Day/ TBWA through BlinkInk, the spots contain a very clever use of paint for dramatic effect. In the first spot we see the Infiniti creating and parting huge waves as it drives through a sea of warm coloured paint, and in the second spot a stormy sky of deep blues, purples and yellows crash above the cars below.

This is another successful collaboration with Pleix and The Mill. Pleix worked with The Mill on another car campaign for US manufacturer Pontiac called ‘EQ’, ‘Swarm’ and ‘Worlds’ and more recently on ‘Birds’: a music promo for band Vitalic.

Mill Paint Effects For Infiniti mill infiniti purple

With pre-production lasting over two months, this effects-heavy project employed four of our senior flame artists and key members of The Mill’s 3D animation team.

Lead Flame Artist on both spots and VFX Supervisor on the shoot Yourick Van Impe commented, “I want to make sure that viewers watching these spots know that there was no time-slice involved in this project – all the paint was shot in the studio at high speed with Phantom cameras – the original paint was one colour and to create the multi-coloured paint I had to grade each section”. Shooting the paint at high speed (up to 2,000 frames a second) rather than time-slice gave the director and Mill team greater range for creating the effects.

Mill Paint Effects For Infiniti mill infiniti green

All of the live action paint shots and splashes required CG enhancements, colour grading and lighting detail. The process of matting-off the live action paint from the backgrounds and compositing with the car and making the interaction of the paint and car look realistic was very challenging for the Mill team.

Along with aesthetically improving the footage, other challenges included creating translucent light and reflections in the paint, the addition of 3D paint splashes and creating realistic shadows for the cars.

Mill Paint Effects For Infiniti mill infiniti car

View the Spot here!

Adam Scott, Senior Colourist at The Mill London, brought this beatufiful film to life with a vibrant colourful grade.

Infiniti is on-air in the US only.

The Mill, London
40-41 Great Marlborough Street
Soho, London W1F 7JQ
+44 20 7287 4041
info@the-mill.com

The Mill, New York
451 Broadway 5th floor
New York NY 10013
+1 212 337 3210
info@the-mill.com

Popularity: 3% [?]

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Double Negative Reaches New Heights For World Trade Center

Posted by cgnews On August - 16 - 2006

Leading VFX house, Double Negative, has used proprietary technology to create some of the most dynamic visual effects of the year in Oliver Stone’s new film World Trade Center. The film is a story of human experiences and strength in the aftermath of the September 11th attack and focuses on the two men who were the last survivors to be pulled from the collapsed World Trade Center.

Port Authority policemen John McLoughlin (Nicholas Cage) and Will Jimeno (Michael Pena) were trapped in the rubble during the rescue attempt and kept each other alive for 12 hours by talking about their lives and families. Following critically acclaimed work on films such as Batman Begins and Harry Potter and the Goblet of Fire, Double Negative were asked to create pivotal effects for World Trade Center and worked closely with the production throughout the making of the film, providing on-set supervision at the shoots in New York and L.A. No other single event has been so extensively visually documented, therefore, the onus was on Double Negative to make sure that their recreation of the Lower Manhattan area and the destruction was completely accurate. The endless coverage of the disaster was a double-edged sword, as Double Negative’s Visual Effects Supervisor, Mike Ellis, pointed out, “It was a bonus to have all the footage to refer to, but on the other hand it meant that there was absolutely no room for error”.

Double Negative Reaches New Heights For World Trade Center dneg smokelib dark

Double Negative’s work covered two main stages; pre-collapse & aftermath which meant building the towers and complex, many of the buildings around them and the surrounding streets, then adding dynamic effects such as smoke, burning falling paper and debris. The second stage was post-collapse which involved building Ground Zero in CG along with all the rubble, smoke and dust. This section included two major shots, a long pullout from within the rubble out to the atmosphere and a helicopter shot of the scene at Ground Zero on the 12th September.

The film is told through the eyes of the people who were there and so does not depict the impact of the planes on the towers, as the men whose story this is, did not see it. McLoughlin and Jimeno were among a team of PAPD first responders who drove from mid-town Manhattan to the World Trade Center to assist in the rescue attempt and so the first time we see the devastation of the towers with billowing smoke streaming from them, is through their eyes.

The film editing and overall supervision was based in LA, while this could have created a logistical nightmare for Double Negative, the team used it to their advantage. They shipped a Nucoda playback system out to L.A., which was situated along side the film’s Visual Effects Supervisor John Scheele, with a dedicated connection to the London Office. Each day the London team would update the Nucoda with the latest shots, ready for the morning in L.A. Double Negative’s Visual Effects Producer, Andy Taylor, remembers, “We were effectively able to maximize the time that we had through being split into the different time zones, by producing new work during the day in London and presenting it at the end of our day to the client in L.A. via the Nucoda. During the night this would be dropped into the cut or screened to Oliver, allowing for the most up-to-date information to be ready for our next working day, all of this was key to keeping the large teaming rolling.”

Double Negative Reaches New Heights For World Trade Center dneg pullout smoke

CG Build of World Trade Center Complex
The Double Negative team, led by Mike Ellis, was dispatched to New York to gather reference and materials for the huge job that lay ahead. The extent of the work seemed tremendous, says Ellis, “We knew we would have to build the towers and the World Trade Center complex, but we didn’t know how much of the surrounding area we would have to rebuild, including Church Street, Vessey Street etc.” Unable to film near the Ground Zero site, the Double Negative team instead took over 500,000 stills of the immediate area. These included overall panoramic views of the streets and thousands of images of each individual building face, road surface and street furniture. The stills were used as reference and materials for recreating the buildings surrounding the Twin Towers, a job that had to be perfect. Double Negative’s CG Supervisor Pete Bebb recalls, “ The Director, Oliver Stone and the VFX Supervisor, John Scheele, were both very concerned that this should look photo-real, the buildings needed to blend in completely, with the eye never noticing anything was wrong.” Using a Scissor lift – a motorised lift which goes up to 50 feet high – they were able to take photographs of the building facades, 3 feet at a time, methodically creating tiles which were then stitched together in Double Negative’s proprietary software, Stig. Stig removes the distortion where the tiles overlap and flattens the image off. 3D geometry was built of the streets to which the images were applied as a ‘texture’. Each image was exposed several times to create a single high dynamic range image, allowing Double Negative to re-light scenes any way required, they were then painted to remove any shadows or unwanted artefacts such as people, trees or other street objects occluding the building surface.

The buildings were then composited behind many live-action green screen shots that had been filmed in New York and Los Angeles. These shots required the addition of a number of objects which were seen falling from the towers that day, this included fluttering papers and plummeting lumps of concrete and debris. Therefore the greenscreens required intensive rotoscoping as the falling paper and debris were added over and behind the actors. In order to handle the immeasurable numbers of such objects, Double Negative’s R&D team created a rigid body engine called Dynamite. A rigid body engine generates realistic physical simulations of objects colliding with each other, and simulates real world forces on objects. This system enabled the artists to produce amazingly realistic and diverse motion on the paper which had to bend and flutter (matching on set practical falling paper) and also the rubble and debris raining down on the ground, which had to have more weight and pace as they fell from the towers. With Dynamite the artists were more efficiently able handle high numbers of objects in their shots.

The Twin Towers were a major build of their own. Without similar detailed images of the World Trade Center it had to be completely CG.

The build in itself, was not very complex, but an inherent problem with linear structures, such as the towers, is that they create a “moiré” effect (a crawling pattern seen when parallel lines are rendered very close together). In order to counteract this, the environment had to be rendered in 4K, and sometimes 8K, creating a huge rendering task. Also, because the buildings were very regular in appearance, it was extremely difficult to make them look real. Significant detail was added to overcome this, such as the specific way the panels reflect the light and seeing the interior of the building through some of the glass windows, all of which added another layer of realism to the image.

Smoke Library
A large part of the work for all the shots was the addition of smoke and dust. Double Negative created the billowing clouds of smoke that were seen issuing from the towers following the impact and at the Ground Zero site in the aftermath of their collapse. In order to prepare for this, Dynamics Supervisor Ryan Cook, led Double Negative’s T.D.s (Graham Jack, Eugenie Von Tunzelmann & Will Elsdale) in amassing a huge library of smoke simulations. Knowing that some fluid simulations such as those needed to create smoke effects can take up to a week to create at high resolution, the team recognised that preparing as much as possible in advance would pay off.

Double Negative started by building on their knowledge and augmenting a collection that had been created for Batman Begins the year before. The resulting library consisted of all types of simulations from big, heavy, large-scale smoke clouds, to lighter, gossamer wisps of smoke; a thoroughly comprehensive set of fluid simulations that more than merited the amount of work it took. As Cook points out, simulations from the library were used as a starting point in around 95% of the shots. In addition, Senior Technical Director Graham Jack, wrote a script called gto-retime, this tool enabled the artists to post-process (speed up or slow down) any of the simulations without having to re-simulate, which could take up to 7 days, adding even more diversity to the elements available for use. This amount of flexibility was necessary as the smoke also changed during the course of the day, says Ellis, “To start with it was thick, black and oily and as the day wore on it seemed more light and creamy and more like dust and particles.”

The work on the smoke didn’t stop there, the R&D department, lead by Jeff Clifford set about re-writing the company’s proprietary voxel (a kind of 3D pixel) renderer, DNB. DNB was originally devised for Batman Begins, but was enhanced significantly to meet the requirements of the World Trade Center team. Able to handle larger resolutions than other renderers, DNB is much faster and allows the artists to achieve far greater levels of detail and realistic lighting effects on the smoke.

The R&D department developed ways to quickly visualise what smoke would look like, allowing the artists to rapidly layout scenes. This meant that the client could sit with the artist during scene layout and instruct them exactly where to place the plumes and smoke in real time, leading to a much faster sign-off of on the speed and direction of smoke. Previously, this kind of approval could have had a two or three day turn around.

Post Collapse Pull-Out shot
A major sequence Double Negative worked on in the second stage included a long pullout shot which starts underground on McLoughlin and Jimeno trapped beneath the rubble and rises through a fully CG post collapse environment, past the remains of the towers and up into the atmosphere.

This incredibly complex shot was a production in its own right, thanks to the geometry involved in re-building the complex field of debris alone. Says Mike Ellis, “On the one hand it was just a big pile of junk and rubble, but we knew it had to be extremely precise, with specific girders and specific beams all with specific positioning.” With a two-week turnaround on the rendering of the shot, it was also crucial to get the camera move nailed down early and signed off.

Helicopter shot
One of the final shots of the movie is a helicopter shot of the Ground Zero site on the 12th September. Led by Pete Bebb, Double Negative pre-visualised the shot in advance to work out the framing, speed and altitude the shot should be filmed at, this proved essential for the camera crew and the pilot, who used this pre-viz on the day. The shoot had to be cancelled once for bad weather, and indeed on the day the weather was still atrocious, says Bebb, “Thanks to the storms we only had a window of about 2 hours to get the shot. The buildings were still wet which wasn’t accurate for the shot, but the majority were too far away for it to be an issue.” Once the plate was shot Double Negative’s in house photogrammetry software, dnPhotofit, was used to align the 3D geometry of the surrounding WTC site. The shot was then tracked in a similar fashion to allow for the best 3D track possible. Says Bebb, “This allowed us to provide accurate holdout mattes for the additional smoke elements. It also allowed us to ‘enhance’ the buildings with rubble and damage, as they would have looked on Sept 12th.”

A 2 1/2D process was employed to keep the turnaround of the shot to a minimum. 2 1/2D involves painting over a photo/film frame and re-projecting that through the camera on to 3D geometry. This process provides relatively quick and successful results, allowing the artist to retain as much as possible of the ‘photoreal’ look. Consequently the helicopter shot was done in 6 weeks from receiving the plate. Due to the nature of the huge amounts of debris and wreckage at Ground Zero some of the shot also had to be 3D. So specific buildings and ‘iconic’ wreckage pieces (World Trade Center 1&2 remains etc.) were built in 3D, this worked best for the parallax issues associated with multiple vertical objects and a moving camera.

In addition to these major sequences, Double Negative also produced a large number of ‘invisible effects’ shots. These included adding Ground Zero set extensions with added NY city buildings in the background and people, cars, signposts and traffic lights to the streets. The company also provided ‘set dressing’ for many of the street sets, adding in dust, rubble and debris to what had been shot as a clean environment.

In total Double Negative worked on 80+ shots with a core crew of 40 artists. World Trade Center was released in the U.S. on August 9th, 2006, and in the rest of the world, later in the year.

About Double Negative
Since its formation in 1998, Double Negative has firmly established itself as a leading player in visual effects production worldwide.

Located in the heart of London’s Soho, the company is a pre-eminent visual effects studio with more than 60 feature films to its credit. Led by Managing Director Alex Hope and CEO Matt Holben, Double Negative is capable of handling projects from initial design through on-set supervision and production to post-production. All key post-production technologies are available in-house to allow for maximum flexibility.

Popularity: 3% [?]

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Engine Room Produces Lionsgate Horror Open for Devastudios

Posted by cgnews On August - 14 - 2006

From the drama of a darkened theater comes a compelling project driven by the imagination of Devastudios and the creative execution of Engine Room VFX. A rusted set of gears and weathered gates set an eerie tone for the Lionsgate open that will precede the studios’ horror genre theatrical and DVD releases.

This collaboration is the second in a series of theatrical opens for Lionsgate Films, concepted by Devastudios ringleader John Berlin, and created in photorealistic CG detail by the team at Engine Room VFX. The multi-version project presented Engine Room with the opportunity to create a piece that would potentially be seen on every Lionsgate release for decades to come and this long-lasting impression inspired the team to explore leading creative and technical execution options for the package.

Engine Room Produces Lionsgate Horror Open for Devastudios engineroom lionsgate

The Horror open – which began screening this month — is the perfect complement to the already-completed flagship open, which also use the metaphor of gears to relate the magical inner workings of Lionsgate Entertainment.

“When Tim Palan of Lionsgate entrusted Devastudios with the design the new LGF brand, we were honored when John then turned to Engine Room to produce the physical execution of the project,” says Engine Room Owner Dan Schmit. “We pride ourselves as an accessible creative collaboration resource for other companies, so I was thrilled to see how our two boutiques beautifully mixed talent, hardware and ideas. The new LGF open was truly the right kind of project for us; high profile, great clients and a large degree of technical challenge, which we always thrive on. Rarely do we have the opportunity to put so much into twenty seconds of film.”

Engine Room Produces Lionsgate Horror Open for Devastudios engine lionsgate main

To craft the project, Engine Room’s CG team, helmed by Andrew Honacker, pre-visualized the open for client Devastudios and then used a cadre of talent and technology including Maya, After Effects and Turtle to model, light, animate, render and comp the churning gears and gates. The result is an arresting and iconic branded open for Lionsgate that is sure to grab the attention of viewers everywhere.

Credits
Client: Lionsgate
Agency/Branding Company: Devastudios, Inc.
Creative Director/Designer: John Berlin
Senior Art Director/Designer: Suppasak Viboonlarp Art Director/Animator: Jen Sachs Art Director/Animator: Ben O’Meara
Visual Effects Company: Engine Room VFX
Sr. VFX Supervisor: Dan Schmit
VFX Supervisor: Andrew Honacker
VFX Producer: Michael Caplan
Lead Lighting TD: Giancarlo Lari
Digital Artist: Mike Kirylo
Digital Artist: Justin Denton
Digital Artist: Chuck Toussieng

www.engineroomvfx.com

Popularity: 3% [?]

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Comic lovers are in a for visual treat when they watch the first few minutes of the Tim Allen-starring feature “Zoom.” Created by Imaginary Forces (IF), the prologue pays tribute to vintage comic books of the 1970s with illustrations that come to life. The design was led by IF Creative Director Karin Fong.

The pic is based on Jason Lethcoe’s graphic novel “Zoom’s Academy for the Super Gifted.” In the big screen version, Tim Allen plays Jack, formerly Captain Zoom, an out-of-shape former superhero who has lost his powers and is reluctantly called back into action to turn a ragtag group of kids into a new generation of superheroes in order to save the world from destruction. The film also features Courtney Cox and Chevy Chase.

Imaginary Forces Creates Super Heroic Animation for ZOOM if zoom zoom

Through a dynamic, comic book-style sequence, the prologue introduces the government reactivation of Team Zenith with the four young superheroes being trained at the Academy, as well as the feud between Zoom and his brother Concussion, who was a victim of a government Gamma-13 radiation treatment gone awry.

For the design, Karin Fong worked closely with comic book illustrator Alex Maleev whose credits include the Marvel Comics series “Daredevil.”

“It’s a ’70s comic book,” says Karin Fong, “since Tim Allen’s character was a legendary superhero back in the day. We started with a basic script and worked on the story as if creating pages for a Zoom series. Working with Alex, a fantastic artist, was key. The spirit of those classic comics had to come through. Lots of icons — explosions, punches, bams! and booms! The sequence should read as a print piece that unfolds — and not a Saturday morning cartoon. So the piece isn’t fully animated. Instead, we used camera moves and limited animation to propel the characters and the viewer through the still frames. It’s a hybrid between reading and watching.”

The IF team also created the epilogue, which was designed to look like a graphic novel. Introducing the new Team Zenith in a modern style brought the film to the present day.

Imaginary Forces Creates Super Heroic Animation for ZOOM if zoom blam

About Imaginary Forces
IMAGINARY FORCES (www.imaginaryforces.com ) is an entertainment and design company based in Hollywood and New York. Its award-winning work spans the diverse industries of feature film production, entertainment marketing and promotion, corporate branding, architecture, advertising and interactive media.

IF’s recent work includes identity packages for Lifetime, USA Network, Animal Planet and MTV, as well as effective and compelling broadcast advertising for Nike, Toyota, Pontiac, Smirnoff and Lexus. In entertainment and media marketing, IF created campaigns for such films as “Transformers,” “The Chronicles of Narnia,” “The Stepford Wives,” “Signs” and both “Men in Black” films. The company also designed and produced main title sequences for “The Break-Up,” “Ray,” “The Legend of Zorro,” “Band of Brothers,” “Spider-Man,” “Dr. Seuss’ The Cat in the Hat” and “Seven,” and produced the highly successful “Blade” trilogy.

Imaginary Forces Creates Super Heroic Animation for ZOOM if zoom fight

Combining architecture and media, IF has developed branded experiences for IBM, Morgan Stanley, Airbus Industries and the NFL’s Baltimore Ravens. The studio is also a principal partner in United Architects (UA), one of six finalists for the re-design of the World Trade Center site at Ground Zero.

Combining storytelling, filmmaking and architecture to address the social, emotional, urban, national and international issues, the UA model is now a part of the permanent collection at the Museum of Modern Art. UA recently collaborated on an immersive architectural media exhibit, “Bubbles in the Wine,” for the “New York, New York” exhibition in the Grimaldi Forum in Monaco. The company also designed and created projections for Director Julie Taymor’s operatic production of “Grendel.”

Imaginary Forces Creates Super Heroic Animation for ZOOM if zoom run

CREDITS
Zoom Prologue and Epilogue designed & produced by: Imaginary Forces (IF)

Creative Director: Karin Fong Art Director: Jyoteen Majmudar
Designers: Karin Fong, Jyoteen Majmudar, Stan Lim, Bill Bak, Joan Lau, Brett Krauss Animators (Prologue): Stan Lim, Paul Yeh, Bradley Grosh, Arya Senboutaraj, Ian Kim, Daryn Wakasa Animators (Epilogue): Camille Chu, Paul Yeh, Sonny Chen
Illustrator: Alex Maleev
Colorists: Peter Pentazis, Richard Isanove
Editors: Justine Gerenstein, Danielle White Inferno Artists: Matt Spencer, Nick Rubenstein
Production Coordinator: Alyssa Evans
Producer: Kathy Kelehan
Studio: Revolution Studios and Sony Pictures Entertainment Production Company: Team Todd
Director: Peter Hewitt
Producers: Suzanne Todd, Jennifer Todd, Julie Ragland Post Production Supervisor: Erica Frauman
Editor: Larry Jordan

Popularity: 3% [?]

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Zona Designs Image Spot for History International

Posted by cgnews On August - 11 - 2006

For History International, the image makers at ZONA Design, Inc. created and produced a :30 image spot that encourages each viewer to “Globalize Yourself”; To explore the lives, the cultures, the various histories that shape the world we share; To try and better understand the world’s peoples as what happens elsewhere on our planet profoundly impacts our daily lives here at home. The spot will begin airing in mid-August.

With more than 200 hours of original programming from around the world, History International provides viewers with an enriching mix of historical documentaries with a global focus, original short features, interviews with historians, and exclusive programs made or acquired in conjunction with its international partners.

Zona Designs Image Spot for History International zona history mosque

To artfully make the network’s point, the ZONA creatives transitioned a series of images from diverse cultures – Russian, Tibetan, Peruvian, Aboriginal – and faces of African, Asian, Muslim and Hispanic men and women, one to the other, in the process weaving a global tapestry.

“Each day the world seems to be getting smaller so we created a travelogue that we hoped would help viewers make the connection that, as the History International tagline states, what happens over there indeed matters over here,” explained ZONA Creative Director/Designer Zoa Martinez. “ZONA was the original on-air designer for the network at its launch and has continued to be involved with the brand,” continued Martinez.

Zona Designs Image Spot for History International zona history man

Patalia Tate, Director of Marketing and On-Air Promotion, The History Channel Brand Group, added, “In this particular campaign ZONA created a solution to illustrate the network’s global brand in support of our position to ‘Globalize Yourself,’ and they did it beautifully.”

In addition to Creative Director/Designer Zoa Martinez, ZONA’s seasoned team, known for their distinctive and effective designs, included Executive Producer Dennis Fluet, Senior Designer Mark Lee, Designers Agnes Nowkowska and Youngha Park, Senior Composite Artist Andre Sam, Composite Artist Supara Sophnowasu and 3D Animator Fabien Leon. ZONA utilized Adobe After Effects, Photoshop and Illustrator, and NewTec Lightwave 3D in the execution of this project.

Zona Designs Image Spot for History International zona history arch

The final audio mix was engineered by Rob Kahn of RK Music/Mixology (New York, NY).

About ZONA Design
ZONA Design, founded in 1999, is an award winning multi-disciplined design agency creating results driven work that is bold and direct for all points of contact with the consumer in the general, Hispanic, and youth markets. The company’s portfolio includes high profile projects for Disney/ESPN Networks, AOL Time Warner Networks, 5Boro Skateboards, Discovery Communications, Encore Media Group, Rainbow Media Holdings, Chrysler, Dodge, and the various A&E Networks.

ZONA Design, Inc. is headquartered in the Empire State Building, 350 Fifth Avenue, Suite 321, New York, NY 10118. For additional information, or to see a reel, contact VP/Executive Producer Dennis Fluet at dfluet@zonadesign.com or by phone at 212.244.2900. Visit the ZONA Design web site at www.zonadesign.com . ZONA Design is a certified Minority Woman Business Enterprise from the NYNJ Council (NMSDC) and New York City. ZONA Design is also a 2004 and 2005 Hispanic Trends Magazine Top 100 Entrepreneur.

Popularity: 3% [?]

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Mill Help Orange Inflate New Campaign

Posted by cgnews On August - 9 - 2006

The Mill have just completed the post on the refreshing new Orange campaign for four new Pay-As-You-Go Tariffs. Directed by Simon Ratigan for HLA through Mother, the new campaign showcases the new packages called ‘Dolphin’, ‘Racoon’, ‘Canary’ and ‘Panther’, with the underlying theme that ‘from a distance we all look the same, but up close everyone is different’.

Throwing traditional advertising formats out of the window, the agency decided to stage an event to showcase the ‘personalities’ of the 4 new tariffs. Through an online message and SMS campaign, members of the public were invited to audition for a mysterious project in a hot location. Six thousand people replied, from whom 300 were chosen. Those 300 people were taken to a remote location in the Spanish countryside and split into four groups with personality types corresponding to Orange’s four new phone packages: raccoon, dolphin, panther and canary. All were then given the same, completely unscripted task – to erect four, 45 ft inflatable sculptures of the four animals.

Mill Help Orange Inflate New Campaign mill orange cat

The results were filmed and photographed by HLA’s Simon Ratigan, and the participants were also given cameras to record themselves. The spots will be preceded by an introductory 60-second execution, followed by a series of 30-second spots showing what happened on the day. A blog and online scrapbook of the event will appear online, showcasing the experiences of the participants on Orange World and highlighting the brand’s internet service offer.

Mother creative Sam Walker explained the idea: “The Animals packages are about observing how different people do things differently so we wanted to do something about the way people behave that wasn’t contrived or set up. Many ads feature ‘real’ people but they’re almost always actors. We wanted to create something that would challenge people, take effort, and ultimately be a collective rewarding experience. This was about creating and capturing genuine emotion and experience.”

Walker added: “The way we shot it was of huge importance to us. It featured real people and all we did was record how they were reacting. The whole idea lives or dies on the credibility of the footage. We knew that if we manipulated the situation and cast actors the entire project would crumble very quickly – the integrity of the project is its reality. It is also a very democratic approach to advertising; we just wanted to document what was happening and the journey people were going on.”

Mill Help Orange Inflate New Campaign mill orange beach

The Mill’s Barnsley attended the shoot in Spain and was Lead Flame back in London. During the shoot the four 45 ft high orange inflatable and transparent ‘animal’ balloons were transported from their workshop in Leicester, to an arid landscape near a lake/reservoir in a National Park one hour North of Marbella, Spain. Over the course of 3 days each ‘animal’ balloon was lifted up onto a 15 foot plinth by the 300 Orange competition winners and inflated.

Barnsley’s original brief was to consider how to make the balloons appear even bigger, but as they were inflated it was clear that they were going to be big enough. The second concern was the erratic and often strong Sirocco winds which risked damaging the balloons beyond repair. There were occasions when it was just too windy to erect them. Numerous stills and plates were filmed as soon as the balloons were inflated, as a fail safe, “just in case”.

However, it was an unexpected problem that caused the most concern. Although the balloon plinths were erected “next to” and “in” the water of the reservoir, nobody took into account the thirsty holiday makers one hundred miles away on the Costa Del Sol. Every afternoon the reservoir sloosh gates opened, dramatically reducing the water levels. By the last shoot day, the water bound Dolphin had been moved more than 100 feet from its original position. One solution to disguise this problem and help with the final composition was to shoot the balloons in two halves and from two positions. This involved wading through the waist high water and mud pushing a boat containing camera equipment and trying to avoid some hungry crawfish.

Mill Help Orange Inflate New Campaign mill orange fish

View the Spot here!

The Mill, London
40-41 Great Marlborough Street
Soho, London W1F 7JQ
+44 20 7287 4041
info@the-mill.com

The Mill, New York
451 Broadway 5th floor
New York NY 10013
+1 212 337 3210
info@the-mill.com

Popularity: 3% [?]

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