Archive for May, 2009
Preloaded 1066 The Game
Posted by Administrator | Filed under Animation, Games
Things have been pretty busy here over Sliced Bread recently, and we are please to announce one of a favourites projects 1066 The Game has now launched. In partnership with Preloaded we created over 270 animated assets in just over 2-weeks. Preloaded did all the creative and site development, and we created the Norman, Viking, Saxon and Villager character animation elements.
Preloaded have created the web-based 1066 The Game to coincide with Channel 4′s 1066 documentaries. 1066 The Game puts the player into the muddy boots of the English, the Vikings and the Normans, to play through the actual battle situations of Fulford, Stamford Bridge and Hastings.
Using historically accurate troop formations, battle styles, troop makeup and featuring a voice-over by Sir Ian Holm, 1066 The Game is educational and battle strategy gaming at its very best.
To give the user a full game ‘simulation’ experience it needed a sufficient library of character sequences to make it work. Preloaded pre-planned them and we considered the best approach in getting them delivered in the timeframe. We did this by creating a generic character, then modelling and animating bespoke assets for each character trait, there was also a requirement to create a horse for the Norman soldiers. We devised a working pipeline that allowed us to manage all the game requirements from build to animation, and then finally to render. We also needed to consider the correct historically accurate shields, weapons, helmets the soldiers used. Using the render layers in Maya, we were able to turn on/ off the required elements after the animation move had been completed. All the sequences were rendered as vector for Flash.
Pre-planning pipelines and considering the best approach is integral within any animated production. This is because once you are committed to production it is very difficult to go back and re-think the approach, timeframes for online projects seem to be a lot tighter than TV or film. We were very fortunate in this particular production that the ‘nice-to-haves’ (i.e. different ways of the soldiers being killed) were also able to be delivered.
Psyop giving strength to milk
Posted by Administrator | Filed under Animation, Product, Video
Great news post from Motionographer on Psyop’s awesome Milk commercialfor the California Milk Processor Board and agency Grupo Gallegos. What is it with Milk marketing work that attracts such quality work, first there was Get the Glass and then Got milk and now this lovely rendered and animated piece. Check out the ‘making of movie’ links underneath the image.
This is a study in the art of narrative compression. Each spot feels like fully realized fairy tale—and yet nothing is rushed. From the lush mattes to the tiny dancing mouse at the end of “Sad Princess,” each frame feels like a pitch board packed with detail.
One technical note: Scrub through the snakes-to-hair transformation at the end of “Medusa.” While a cross-disolve might have done the trick, the snakes are actually morphing into hair. Despite not registering on a conscious level, labor-intesive details like that are what separate Psyop from the herd.
Making of movies:
Princess’s Ocean:
http://www.florianwitzel.com/com/milk/
Ocean Lighting& Rendering:
http://www.florianwitzel.com/videos/Milk_LightingTheWaves_MakingOf.mov
Wave Rig:
http://www.florianwitzel.com/videos/Milk_RiggingTheWaves_MakingOf.mov
G-Force trailer with a 3D secret!
Posted by Administrator | Filed under Anaglyph, Feature Film, Games, News, Personal, Sliced Bread, Video
I wrote a draft post about this some months ago (see below) but held back until the release was confirmed. Now an official release has been sent via Kotaku, its now Ok to reveal that Disney are now releasing 3D games titles (with glasses) and we helped them. Back in the Summer of last year I was ask in to consult (for free!) on how to get the 3D (anaglyph) looking right, and in early March of this year I was shown the complete G-Force game with the 3D capablity. The strength of the 3D came into question against health and safety concerns, watching a minute piece is OK but for hours of playing time, this can be an issue (Disney ran a couple of focus groups to deal with this). When I was there to see the final piece I really thought the developers had done a superb job, the 3D was at the right level against the concentration of gameplay, where the cuts scenes also made full use of the 3D effect.

From Kotaku:
Guinea Pig sporting action title G-Force and Wii mini-game collection Toy Story Mania will both ship with 3D support, the developers announced tonight.
G-Force, a game based on the upcoming 3D movie, did have the 3D display on show this evening. Both the Playstation 3 and Xbox 360 versions of the game will support 3D graphics, which can be switched on and off on the fly.
The 3D graphics used in the game requires gamers to sport a pair of cardboard blue and red lensed glasses and uses a type 3D known as off-axis, the developers said. The effects seen in motion were surprisingly good, The guinea pig lead stood out on the screen, enemy shots seemed to blow out of the television and the world felt more realistic, though with slightly muddled colors because of the graphics.
Though not the first game, by a long shot, to sport 3D graphics the game certainly seems to put a shine on the red/blue technology.
Draft post not sent [Jan 5, 2009]>>
Not a particularly ‘animation’ post this one, nor am I entirely sold by the trailer. However, I do have a little insider knowledge on the G-Force Wii game that is due to be part of this, where I know they are definitely doing an anaglyph (with glasses) version of it. How do I know this? Well back in the early summer of last year I was invited to Disney HQ in London to consult for a couple of hours as they were having an issue getting the 3D working. There are so many permutations to getting it right, and of the few projects we have done, we have always come across various issues – but the end result is always rewarding.
Its interesting that the anaglyph approach has become fashionable once again (remember Jaws in 3D?), I think it has something to do with the upcoming Monster vs Aliens by Dreamworks which will be the first ‘proper’ 3D release on their new-fangled screens (no need for glasses here). Apparently its based on the same technology as our ‘special’ 3D monitor.
There are no hard and fast rules on getting the 3D right for use with glasses (although you should ensure you have the right type of glasses), but having some knowledge on distancing and targeting objects does help (there are a number of Maya and After Effects tutorials online that can assist). That’s was mainly the problem at Disney, and thankfully the game developers had given them some tools so that we could adjust aspects in situ. Its a thoroughly satisfying experience to be able to pass on the (little) knowledge that we have and I’m sure the end result will look amazing. Although, I am slightly concerned about people playing an anaglyph game for hours on end – but we’ll leave that for another day!










