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Barça Studios — the growing film and television content extension of the massive F.C. Barcelona soccer club — is teaming up with Sony Music Latin Iberia (whose media content division is now headed by Imira Ent. founder Sergi Reitg) for its first animation project: Talent Explorers. Reitg is producing the kids’ series with Barça Studios Director Paco Latorre, and the show will feature music by some of SMLI’s hottest international artists.
Talent Explorers stars 15-year-old human boy Max, kindhearted Roc the bear, and Lynds, a tech-savvy pink kitten. This motley crew travel the world searching for the next generation of soccer stars with their “talent meters” and other gadgets. In a teaser released Friday (set to “Tengo un sueño” by Spanish group Estopa), the gang discovers a six-year-old American girl named Lyli with a preternatural gift for dribbling the ball and performing Neymar-like tricks.
The series is written by Academy Award nominee Tab Murphy (Tarzan, Brother Bear, The Hunchback of Notre Dame, Teen Titans). Jorge Blanco, director of Spain’s top-grossing home-grown animation, Planet 51, and of Goya Award winner Mortadelo and Filemon: Mission Implausible, serves as creative director on the series.
“This project also helps Barça Studios grow as an audiovisual content factory, by exploring a new terrain like cartoons. It means the club can create a new Intellectual Property (IP) that is dissociated from the players or from real-life competitions, which often limit the capacity for marketing content,” Dídac Lee, a board member responsible for F.C. Barcelona’s digital division, said in a statement.
Afo Verde, Chairman & CEO, Sony Music Latin Iberia, commented, “We love to see superstars from our roster both excited and eager to participate in this joint venture. Our very own Estopa is part of this teaser and we will be working with more of our great artists to produce the soundtrack for the series. This is just beginning.”
CG artists and animators have a fun new toy to play with, as Unity has released the Character and Technology stack for the Digital Human star of its animated short, The Heretic (watch it here). Released in January, the film was created by Unity’s Demo Team and designed to utilize every aspect of the developer’s High Definition Rendering Pipeline to its best effect, and introduced their first, incredibly realistic, digital human character.
To create this character, the Demo Team needed to set up a complete data pipeline, from the acquisition of 3D and 4D data through processing and into set up in Unity — and developed some technologies to enable this. While a lot more work remains to be done, Unity is making the assets available for download to showcase the current state of their efforts. Users are free to use and build on the new tools as needed (or wanted).
The Character and Technology package includes:
Facial animation systems:
Tools for 4D clip import and processing. (4D denotes a sequence of meshes captured over time).
4D clip rendering with timeline integration.
4D frame fitting, allowing detail injection from facial rig.
Integration of facial rig from Snappers.
Pose facial rig directly in Unity.
Skin attachment system:
Drive meshes and transforms in relation to dynamically deforming skin.
Used to drive eyebrows, eyelashes, stubble and logical markers.
Accelerated by C# Job System and Burst Compiler.
Shaders and rendering:
Full shader graphs for skin/eyes/teeth/hair as seen in The Heretic.
Custom pass for cross-material normal buffer blur (tearline).
Custom marker-driven occlusion for eyes and teeth.
Download and requirements information available on the Unity blog.
Following the big announcements for its Short Film program and details of the digital MIFA market, Annecy Festival has revealed the 20 eye-catching international animated Feature Films which will screen in in the Official and Contrechamp tracks, as well as the VR Works under consideration.
76 projects were submitted and carefully considered by the Annecy Festival selection committees and Artistic Director Marcel Jean. Among the 20 films selected for the Official and Contrechamps feature film competitions are works from the habitually represented production hubs of France Japan, South Korea, Russia, etc., as well as entries from emerging industries in Chile, Mauritius and Egypt.
The two French films are by Joann Sfar (winner of the 2011 Cristal for a Feature Film for The Rabbi’s Cat) and Rémi Chayé (Audience Award in 2015 for Long Way North). Another notable inclusion is Russian master Andrey Khrzhanovsky (winner in 1995 for The Grey Bearded Lion). While many female heroines can be found on the screen, only one woman helmer is represented in the Features section: Ilze Burkovska Jacobsen with My Favorite War, based on the director’s personal story of growing up in the USSR during the Cold War.
The Festival Management team noted: “We would like to inform you that not all of the Feature Films in the Official competition and the Contrechamp category can be put online during the Annecy 2020. The financing conditions and session rights according to specific territories or markets prohibit certain films having unrestricted access. Therefore, in the event that certain films cannot be offered to all festivalgoers we have requested the producers provide a minimum 10-minute extract or to produce a short documentary presentation. The jury members will of course have access to the films in their entirety.”
Little Vampire
Feature Films – Official Competition The Nose or the Conspiracy of Mavericks, Andrey Khrzhanovsky (Russia) Kill It and Leave This Town, Mariusz Willczynski (Poland) Little Vampire, Joann Sfar (France) Jungle Beat: The Movie, Brent Dawes (Mauritius) Lupin III The First, Takashi Yamazaki (Japan) 7 Days War, Yuta Murano (Japan) Ginger’s Tale, Konstantin Scherkin (Russia) Bigfoot Family, Ben Stassen, Jérémie Degruson (Belgium, France) Calamity, a Childhood of Martha Jane Cannary, Rémi Chayé (France, Denmark) Nahuel and the Magic Book, German Acuña (Chile)
My Favorite War
Feature Films – Contrechamp Competition On Gaku: Our Sound!, Kenji Iwaisawa (Japan) The Old Man – The Movie, Mikk Mägi, Oskar Lehemaa (Estonia) Lava, Ayar Blasco (Argentina) Accidental Luxuriance of the Translucent Watery Rebus, Dalibor Baric (Croatia) Beauty Water, Kyung-hun Cho (South Korea) My Favorite War, Ilze Burkovska Jacobsen (Latvia, Norway) The Shaman Sorceress, Jae-huun Ahn (South Korea) The Legend of Hei, Ping Zhang (China) True North, Eiji Han Shimizu (Japan, Indonesia) The Knight and the Princess, Bashir El Deek, Ibrahim Mousa (Saudi Arabia, Egypt)
The selection committed also took more than 80 works from 29 different countries under consideration for the VR Works selection, choosing seven examples of exceptional creativity and quality. To follow up the dreamlike worlds found in the 2019 program, the 2020 selection seems to take the opposite tack with experiences rooted in reality through stories (history, even) and techniques (photorealism and stop motion especially). Out of the seven films in competition, two are directed by women, French productions represent half the selection.
This section is being made accessible on the Viveport platform in partnership with HTC Vive and with the support of the creators and producers of the selected experiences.
The Orchid and the Bee
VR Works Competition
Minimum Mass, Raqi Syed, Areito Echevarria (France, New Zealand) The Orchid and the Bee, Frances Adair McKenzie (Canada) Saturnism, Mihai Grecu (France, Romania) Ajax All Powerful, Ethan Shaftel (U.S.) Battlescar – Punk Was Invented by Girls, Martin Allais, Nicolas Casavecchia (U.S., France) Great Hoax: The Moon Landing, John Hsu, Marco Lococo (Taiwan, Argentina) Odyssey 1.4.9, François Vautier (France)
Feature Films: Corinne Destombes, Head of Development, Folimage, France Benoit Pavan, Journalist, Agence France-Presse, France Dominique Seutin, Director, festival Anima, Belgium
Contrechamp: Nicolas Blies & Stéphane Hueber-Blies, Writer-Directors, a_BAHN, Luxembourg Abi Feijo, Producer, Director, Portugal Joanna Priestley, Director, Priestley Motion Pictures, U.S.
VR: Myriam Achard, Canada Mathias Chelebourg, France Brandon Oldenburg, Chief Creative Officer, Flight School Studio, U.S.
Acclaimed comedian and actor Fred Willard — known for his spotlight-stealing turns in Christopher Guest mockumentaries Spinal Tap, Best in Show, A Mighty Wind as well as Anchorman, Harold & Kumar Go to White Castle, and live-action TV comedies from SNL and Everybody Loves Raymond to Modern Family and Mad About You — has died at age 86. The news began circulating Saturday, with Willard’s daughter, Hope Mulbarger, confirming his death in a statement sent to NPR by the actor’s media rep, Glenn Schwartz. Willard reportedly died of “natural causes.”
“My father passed away very peacefully last night at the fantastic age of 86 years old. He kept moving, working and making us happy until the very end. We loved him so very much! We will miss him forever,” said Mulbarger.
Actress Jamie Lee Curtis, wife of frequent collaborator Guest, remembered Willard fondly on Twitter and shared a favorite clip from his turn as judge Buck Laughlin in Best in Show (2000).
How lucky that we all got to enjoy Fred Willard’s gifts. He is with his missed Mary now. Thanks for the deep belly laughs Mr. Willard. Best in Show (7/11) Movie CLIP – Judging the Hounds (2000) HD https://t.co/wPrbk9VjWI via @YouTube
Though he is widely known for his live-action work — for which he was rewarded with a Daytime Emmy (2015, The Bold and the Beautiful) and four Primetime Emmy nominations (Everybody Loves Raymond, Modern Family) — Willard also brought his talents and head-spinning deadpan comedy chops to dozens of animated episodes and movies over his half-century career.
From a guest role in The Spooktacular New Adventures of Casper (1996), Willard went on to record recurring roles for Disney’s Hercules series (1998-99), Buzz Lightyear of Star Command (2000), Teamo Supremo (2002), Kim Possible (2003-07), The Grim Adventures of Billy & Mandy (2004-07) — as well as the TV movie Billy & Mandy’s Big Boogey Adventure and video game — King of the Hill (2001-08), TripTank (2014-16), Mickey Mouse Mixed-Up Adventures (2017-18) and The Loud House (2016-19).
His feature animation credits (largely paternal characters) include Chicken Little (2005), Monster House (2006), WALL-E (2008) — wherein he appears as the only live actor in the film — and Planes: Fire & Rescue (2014). In 2012, Willard was nominated for the Behind the Voice Actors Awards Best Vocal Ensemble in a TV Special, Direct-to-DVD Title or Short with his co-stars on Scooby-Doo! Legend of the Phantosaur.
As is customary, the fan-favorite performer was also in regular guest star demand from Toon Town, adding his voice to diverse series including The Simpsons, The Boondocks, Dexter’s Laboratory, Hey Arnold!, Family Guy, The Cleveland Show, The Batman, My Gym Partner’s a Monkey, The Emperor’s New School, Transformers: Animated, The Life & Times of Tim and SuperMansion.
Willard’s final television appearance will be as “Fred Naird” (the Secretary of Defense) in Greg Daniels’ and Steve Carrell’s upcoming workplace comedy Space Force, premiering May 29 on Netflix.
Fred Willard was born September 18, 1933 in Shaker Heights, Ohio. At the time of his death, he was residing in Los Angeles. He was predeceased by his wife of 50 years, Mary, who died unexpectedly in 2018 at age 71. He is survived by daughter Hope Mulbarger, her husband, Mitch Mulbarger, and grandson Freddie.
Billy & Mandy’s Big Boogey AdventureKim PossibleMonster HouseThe Loud House
In a company blog post Friday by Facebook’s VP of Produce, Vishal Shah, it was revealed that leading animated GIF depot GIPHY has come under the social media mega-umbrella, joining the company as part of the Instagram team. Shah pointed out in the post that 50% of GIPHY’s traffic currently comes from Facebook-owned apps, and half of that is traphic from Instagram.
“Together, we can make it easier for anyone to create and share their work with the world,” Shah wrote, continuing:
“We’ve used GIPHY’s API for years, not just in Instagram, but in the Facebook app, Messenger and WhatsApp. GIPHY will continue to operate its library (including its global content collection), and we’re looking forward to investing further in its technology and relationships with content and API partners. People will still be able to upload GIFs; developers and API partners will continue to have the same access to GIPHY’s APIs; and GIPHY’s creative community will still be able to create great content.
“GIFs and stickers give people meaningful and creative ways to express themselves. We see the positivity in how people use GIPHY in our products today, and we know that bringing the GIPHY team’s creativity and talent together with ours will only accelerate how people use visual communication to connect with each other.”
GIPHY was founded in 2013 and describes itself as “the best way to search, share, discover and create GIFs on the Internet.” The company’s technology has been incorporated across social media platforms, apps and integrations with leading operating systems.
Netflix has set the season 4 premiere of F Is for Family for Friday, June 12, breaking the news with special social announcements from stars Bill Burr and Oscar-winner Laura Dern. Created by comedian Burr and Emmy winner Michael Price, the adult-targeted animated sitcom transports viewers back to the 1970s, a time when political correctness, helicopter parenting and indoor smoking bans weren’t part of anyone’s vocabulary, let alone the norm.
Superights Kids & Family Entertainment has announced season 2 of Clay Time, the “Do It Yourself” claymation edutainment program for preschoolers, produced by Reaz. The new season includes 60 x 3′ episodes plus 60 1’30” tutorials. Through the series’ short stories, the narrator helps young viewers discover a fun world populated by all kinds of animals made of clay, with a wide palette of colors. The accompanying tutorials allow kids to create their own clay world at home with the animals and objects featured in each episode, and to imagine their own new stories. The series has already attracted major broadcasters such as Canal+, France Televisions, Tfou Max, RTS, CJ E&M, TV5 Monde, Hop! and Tele-Quebec. Watch.
Polish studio Platige Image has launched a collection of originals, Long Story Shorts, across its website and social media channels. Visitors can watch some of the studio’s most important productions, access unique archives and take part in Q&As with Platige artists. The series will wrap with the premiere of the renowned Miazmat, made by Klaudiusz Wesołowski.
Long Story Shorts
Mondo TV celebrates the arrival of its animated action-comedy Invention Story on a number of channels and streamers around the world. On the heels of the its launch on Frisbee in Italy on weekends at 5 p.m. from Saturday, April 25, and on U.S. Hispanic pay TV leader Vme Media for distribution on Primo TV later this year, comes news that Invention Story will debut in Russia on Karusel, a major free-to-air channel for kids, and in Hungary on TV2 and its dedicated kids’ channel Kiwi, both free to air. Kid safe AVOD/SVOD Kidoodle.TV is preparing to launch the series in May — the deal includes all countries worldwide except China, where the series launched on the Mango TV digital platform last summer and is set to premiere on the national broadcaster CCTV later this year. Italian telecommunications group TIM has taken SVOD rights on a non-exclusive basis to license six programs in the Mondo TV portfolio, including Invention Story. These are now available on TIMVISION on-demand throughout Italy for 15 months, from April 2020.
The 3D CGI Invention Story (52 x 11’) tells the tale of Kit, an intelligent, thoughtful, footloose and creative fox who, in each episode, comes up with an amazing new invention that impresses most of the rabbit residents of his adopted home Carrot Town – but inspires jealousy in a few. There are conflicts and rivalries, as well as funny situations and engaging characters — but above all Invention Story encourages its young audience to have a creative approach to problems as they find out more about science and how it works.
SIGGRAPH 2020 announces 163 selected research projects from 24 countries as part of its world-renowned Technical Papers program. Throughout its now 47-year history, the conference has continuously delivered innovative, cutting-edge research across the many subfields of computer graphics. With its recent move to virtual, SIGGRAPH 2020 is working with contributing researchers to offer a new way for participants to discover this content, and will announce details in the coming weeks.
Each year, the SIGGRAPH Technical Papers program sets the pace for what’s next in visual computing. From 443 submissions, with additional selections out of peer-reviewed journal ]ACM Transactions on Graphics (TOG), experts on the 2020 program jury chose each project through a double-blind review process. Emerging as trends from this year’s selections were the pervasiveness of deep learning — on top of use for images, new applications are proposed for animation, geometry and more — and a move “back to basics” through use of 2D graphics for things like icons, sketches, diagrams, and strokes.
“I am thrilled to be announcing a sneak peek at the amazing work of researchers who continue to think beyond what’s possible in visual computing, and cannot wait to see how these projects fuel memorable discussions during the first-ever digital SIGGRAPH,” said SIGGRAPH 2020 Technical Papers Chair Szymon Rusinkiewicz of Princeton University. “The papers submitted were as strong as they’ve ever been and the community’s research output remains incredible.”
Along with new research from Stanford University, Facebook, Microsoft, Pixar Animation Studios, Google, MIT and NVIDIA, highlights from the 2020 Technical Papers program include:
AnisoMPM: Animating Anisotropic Damage Mechanics
Authors: Joshuah Wolper, Minchen Li, Yu Fang, Ziyin Qu, Jiecong Lu, Meggie Cheng, and Chenfanfu Jiang, University of Pennsylvania; and, Yunuo Chen, University of Pennsylvania and University of Science and Technology of China
With this paper, researchers present AnisoMPM: a robust and general approach that couples anisotropic damage evolution and anisotropic elastic response to animate the dynamic fracture of isotropic, transversely isotropic, and orthotropic materials. (Pictured)
A Massively Parallel and Scalable Multi-GPU Material Point Method Authors: Xinlei Wang, Zhejiang University/University of Pennsylvania; Yuxing Qiu, University of California, Los Angeles/University of Pennsylvania; Stuart R. Slattery, Oak Ridge National Laboratory; Yu Fang, University of Pennsylvania; Minchen Li, University of Pennsylvania; Song-Chun Zhu, University of California, Los Angeles; Yixin Zhu, University of California, Los Angeles; Min Tang, Zhejiang University; Dinesh Manocha, University of Maryland; Chenfanfu Jiang, University of Pennsylvania
A Scalable Approach to Control Diverse Behaviors for Physically Simulated CharactersAuthors: Jungdam Won, Deepa Gopinath, Jessica Hodgins; Facebook AI Research
A System for Efficient 3D Printed Stop-Motion Face AnimationAuthors: Rinat Abdrashitov, Alec Jacobson, Karan Singh, University of Toronto
Accurate Face Rig Approximation With Deep Differential Subspace ReconstructionAuthors: Steven Song, Blue Sky Studios; Weiqi Shi, Yale University; Michael Reed, Blue Sky Studios
XNect: Real-Time Multi-Person 3D Motion Capture with a Single RGB CameraAuthors: Dushyant Mehta, Oleksandr Sotnychenko, Franziska Mueller, Weipeng Xu, Mohamed Elgharib, Pascal Fua, EPFL; Hans-Peter Seidel, Helge Rhodin, UBC; Gerard Pons-Moll, Christian Theobalt; Max Planck Institute for Informatics
ARAnimator: In-situ Character Animation in Mobile AR With User-Defined Motion Gestures Authors: Hui Ye, Kin Chung Kwan, Wanchao Su, Hongbo Fu; School of Creative Media, City University of Hong Kong
The Eyes Have It: An Integrated Eye and Face Model for Photorealistic Facial AnimationAuthors: Gabriel Schwartz, Shih-En Wei, Te-Li Wang, Stephen Lombardi, Tomas Simon, Jason Saragih, Yaser Sheikh; Facebook Reality Labs
Quebec’s Corporation for the Development of Cultural Enterprises (SODEC) announces its support for Beluga Blues, the fifth animated feature from 10th Ave Productions. The screenplay is by Andrée Lambert; directing duties are handled by Christine Dallaire-Dupont and Nicola Lemay; art direction is supervised by Philippe Arseneau Bussières; and the film’s producer is Nancy Florence Savard.
Synopsis: With his clan facing extinction, Katak, a young Beluga, must avoid a deadly orca as he embarks on a quest to find the whale who was his ailing grandmother’s one true love.
Quebec City author Lambert has been writing for young audiences for 30 years. Her career in animation began in 2005, working with 10th Ave Productions on The Kiss Under the Mistletoe. Beluga Blues is her first feature. The inspiration for the project came to Lambert as she was sailing on the majestic Saint Lawrence River aboard her boat, named Katak.
“I live beside the river all year round, and I enjoy sailing its waters in the summertime,” Lambert shared. “The Saint Lawrence is a constant presence in my life, coloring every season. With Beluga Blues, I hope to show the world what a magnificent environment the Saint Lawrence is, with its extraordinary natural vistas.”
Andrée Lambert
Art director and illustrator Bussières also lives on the shores of the Saint Lawrence, spending his winters in Saint-Antoine-de-Tilly and his summers in the Magdalen Islands – so the subject is tailor-made for him.
“Philippe is particularly proud to be creating the images for this animal story, which recalls his work as a book illustrator. Phil, as he’s known to his friends, was one of my first collaborators in animation. Our work together dates back 20 years. He contributed to my very first computer-assisted 3D film, The Legend of the Christmas Tree,” said producer-director Savard, founder of 10th Ave Productions.
“What I particularly enjoy about my job is watching talented people spread their wings, and seeing them attain mastery of their craft as we work together,” she added. “I’m also proud that I’ve been able to create productions in a regional setting, giving artists the chance to do what they love in the place where they grew up. I’m grateful to SODEC for being at our side since the very start, helping Quebec-made 3D animation to establish itself domestically and on international markets. I extend my thanks once again to the entire SODEC team for their support.”
Dallaire-Dupont has been eagerly awaiting this funding decision. A Neuville native, the director got her start in animation on the 156-episode TV series W, a 10th Ave production about a loveable little castaway. Now, after 15 years in the field, Dallaire-Dupont makes the jump into feature directing, in the company of her longtime collaborator, Lemay. Well-known for his short films, Lemay is presently working side by side with Dallaire-Dupont to put the final touches on their first first feature, Felix and the Treasure of Morgäa, with Lemay as director and Christine as assistant director. That film will be released next spring.
As with Felix and the Treasure of Morgäa, distribution for Beluga Blues will be undertaken in Canada by Maison 4:3, and internationally by 10th Ave Studios, in collaboration with Attraction Distribution.
Christine Dallaire-Dupont and Nicola Lemay
Founded in 1998 by producer-director Nancy Florence Savard, and headquartered in Saint-Augustin-de-Desmaures, 10th Ave Productions is a leader in Canadian 3D animated feature film production. The company was behind the creation of the first 100% Canadian 3D animated film, The Legend of Sarila, which came out in 2013. The company also produced the hit animated feature The Rooster of Saint-Victor, which is distributed in 98 countries by Universal Studios. Its most recent 3D production, Mission Kathmandu: The Adventures of Nelly & Simon, was selected for more than 25 festivals, and rights have been sold in 71 countries worldwide. 10th Ave Productions’ fourth animated feature, Felix and the Treasure of Morgäa, which will be released in the spring of 2021.
How Media Molecule’s hot new Dreams title for PlayStation 4 is changing the animation game for at-home enthusiasts.
When first-person shooter game Doom hit the shelves in 1993, it brought with it the era of the game engine and forever changed how studios recruited and structured their design teams. It was John Carmack, among others, who lifted the velvet rope, ushered in the toolmakers and would come to define how game engines were built.
Gone were the days where simple scripting logic and design were the only requisite hard-skill to developing games. No longer could artists go it alone. The creatives and the technologists would have to come together as a multi-disciplinary unit that would work in lockstep. And so in the years ahead, the studios that flourished were the ones that moved the software engineers into the same room as the artists, forever raising the bar by necessitating robust physics engines that had not yet been commoditized.
But what if someone like me — a self-proclaimed artist and coder — wanted to create a game on their own? Is that even possible in today’s world where triple-A games dominate in an unending cycle of technological one-up-ness? This has been the shadow creeping into the safe-havens of the uber-geeks … without whom a modern 3D game simply could not exist.
Things stayed like this until 2005, when Unity Technologies set out to “democratize” 3D game development by releasing an engine that was not only accessible to lay programmers like me, but affordable and most importantly, powerful.
But this isn’t an article on how Unity is putting game development squarely back into the hands of the independent games developer. Nor will I be delving into how engines like Godot, GameMaker and Unity are helping to unseat the majors like CryEngine and Unreal (prepare to pay millions in licensing fees or give away a chunk of your sales in perpetuity). This is simply because the game engines that claim they appeal to the lay designers, really don’t. While Unity has certainly lowered the bar, it has done so incrementally, allowing only the slightly less technical in the door.
Dreams
So why this article? Is this just some waxy love-letter to the engine designers of the gaming community, who pride technical achievement above all else? To answer that, I want to tell you about what I’ve been doing with my life on lockdown. Moreover, what you can do with your life on lockdown. It’s a dream we gamers, designers and artists have been dreaming for decades now. And it’s finally come true — it’s even called Dreams, and I believe it’s about to change everything.
First and foremost, Dreams is a PlayStation 4 exclusive game — created by
Surrey, U.K.-based Media Molecule (LittleBigPlanet, Tearaway), which was acquired by Sony 10 years ago. The game was released this past February after more than a year in early access and seven years of development. In this game, there are no levels or scores. There are no puzzles or storylines, characters or multiplayer. And you don’t play it at all: Dreams is a game that lets you make games. It’s a suite of animation, scripting, modeling and sequencing tools that anyone (and this time I mean it) can use to develop unbelievable 3D experiences from the ground up.
Dreams created a lot of buzz at 2018’s E3 after they showed off some of their level-editing and sequencing tools. I was there, front-and-center somehow (purely by accident, I just sat down). I remember thinking the claims seemed impossible. Even as I watched a live gameplay demo — a full-featured sculpting suite? Physics, lighting, pathfinding and in-built AI? Fully customizable puppets complete with rigging and scripting tools? And what — a community of game-creators where assets and apparatuses could be created, shared and integrated into your own creations? It all looked and sounded so real, and the community would debate where the gotcha would be for two years following E3 — but Media Molecule hadn’t blinked.
One of the most common questions on the Dreams subreddit is, “So what kind of games can you make with Dreams?”Surely, this was where the creators had surreptitiously stowed away the catch. Surely, you couldn’t build a first-person shooter or an isometric strategy game or an open-world sandbox… wrong again.
Dreams
One of the most exciting things about Dreams is getting lost in the Dreamiverse and checking out other people’s creations. You will find everything from a Sonic the Hedgehog reboot, to an action space-shooter, called Blade Gunner, to a full remake of Hideo Kojima’s P.T. — a groundbreaking playable teaser that was suddenly pulled from PlayStation’s network, only to return in the form of a Dreams creation by lewisc729.
As Media Molecule’s creative director and co-founder Mark Healey recently told Video Games Chronicle, ”Anyone can pick up a puppet and put it on their hand and bring it to life: You can do that in Dreams, and that might not be the next big seller, but it makes my son laugh. And I don’t even have to publish what I’ve made — it’s just the fun of doing that, making a throwaway thing. So we’ve tried to apply that philosophy to all the tools, to make them playful, so that even if you don’t make something good, the process of making it can be fun. So I think that in itself is almost like an identity for it, if you like.”
Dreams
If Media Molecule’s Dreams has a problem, it’s likely to do with licensing, rising from the sheer number of creations published on their platform on a daily basis. It rings of the early days of YouTube where artists, studios and content owners alike watched as their valuable IP generated millions of impressions before moderators could react. At the time it seemed that Google’s $1.65 billion buyout (pennies by today’s standards!) was an incalculable risk given that no path through this unique licensing fiasco had yet been forged.
As Healey noted, “One of the obvious things that I think we should do is handpick some of the content that’s brilliant and go through the motions of taking it out as a standalone product and putting it on the PSN Store. It would make a fantastic story and seeing how the community has developed over such a short period of time, there’s already stuff in there that’s close to PSN worthy, I think, so that at the very least will happen I’m sure, I’ll make that happen.”
Sony has a few things to learn from Google. The decisions Media Molecule makes in the coming months will tell us a lot about how serious Sony is about Dreams as a competitive publisher platform. While Dreams is sure to stir up controversy — by enabling gamers to publish their own games without the bottleneck of an internal review process — it has continued to grow and amaze, with Sony doubling down with an additional 10 years added to the Dreams roadmap.
With a global virus that has all but cut us off from each other, Dreams is a welcome distraction. Whether you are a player or a creator, there is something for you here. And that game that you’ve always wanted to create? Maybe you finally have the tool and the time.
So far, in Dreams, I’ve created two full environments, finished animating my characters’ walk cycle, and I’ve just begun to collaborate with two others on a first-person adventure game. I have no idea where this fluke of a project came from, really, or where it’s going. I’m not even sure I know how to make a game. But I can’t stop thinking about what this small team in Surrey, England, has done for gamers who dreamt until they could.
Taylor Bayouth was born in Los Angeles, Calif., where he currently lives with his wife and daughter. On any given day you will find him creating something new — whether it’s art, technology, literature or photography.
Brand extension efforts for the hit horror game Hello Neighbor have leaped forward following the premiere episode of a newly completed animated series on YouTube on April 18. Animated by Animasia Studio (Supa Strikas, Chuck Chicken), the pilot has garnered more than 10 million views, and received positive response from fans, as well as attracting raving reviews from YouTubers DanTDM and FGTeeV.
Hello Neighbor is a successful survival horror stealth game which tasks the player with uncovering the secrets in their mysterious neighbor’s house — without getting caught. Thrilling tension and family friendly gameplay has led to its overwhelming success, with over 3 million units sold and over 25 million mobile downloads. The game also has a very strong digital streaming presence with over 5 billion views on YouTube. Before creating the animated pilot, the brand had already published four storybooks, written by Carly Anne West, which have sold over 3 million copies worldwide.
tinyBuild, an indie game publisher and developer based in Seattle, Washington, is the mastermind behind this successful game franchise.
“It’s crazy how the Neighbor franchise became a best-selling book series and it blows my mind that we are now in animation! It’s always been my dream to build something that can transition into different mediums and I’m thrilled with the work Animasia has done,” said Alex Nichiporchik, CEO of tinyBuild.
Holding to the game’s and books’ themes of lurking danger and ominous findings, the animated series, targeting kids 6-12 years old, will consist of episodes that seek to unwind the mystery of the missing children. As a brave team of friends — Nicky Roth, Enzo Esposito, Trinity Bank and Maritza Esposito –dive deeper and find more evidence, they begin to realize that the forces behind this are far more sinister than they’d ever imagined.
The animated pilot is produced at Animasia Studio’s facilities in Kuala Lumpur, Malaysia, where the team executed everything from animation designs, storyboard, 2D animation, to final post productions. Apart from producing the pilot, Animasia Studio has also signed a representation deal with tinyBuild to bridge this animated project to pitch to potential partners. Planned as a 10 x 20′ mini-series, the project is currently out on a lookout for potential broadcast and streaming partners.
“We are really thrilled to be able to work with tinyBuild in creating this animation spinoff for Hello Neighbor. The brand power is strong with a ready fan base and audiences, and now we just need to find the best and most suitable networks to support the animated series. Based on the responses we are getting, the audiences are anticipating to watch more episodes,” said Edmund Chan, Managing Director of Animasia Studio.
Norwich, U.K.-based animation studio Curveball Media created a compelling animation for The Wellcome Trust to help raise $8 billion for research into COVID-19.
“We asked Curveball to script and design a video that would make a clear and compelling case for investing in research, and how research is an essential part of any response to epidemics,” said Lara Clements, Head of Audiences & Evaluation, Wellcome Trust. “We needed the video to clarify what research gaps exist and why, and the urgency behind this new call for funding. That message also had to encourage a sense of hope around collective solutions and progress being made. And we believe it does that very well.”
This animation is the latest epidemic-related video Curveball has made for The Wellcome Trust. Scripted and designed to appeal to people from every nationality, the piece was presented to global leaders, G7 and G20 policy makers, the IMF, World Bank, business leaders and philanthropists as part of the EU Commission’s Global Coronavirus Response event on May 4.
“One of the challenges with creating pieces like this is connecting emotionally with a wide range of people from a huge array of nationalities and backgrounds, scientific or otherwise,” said Oliver Lawer, Creative Director of Curveball Media. “Everybody is being affected by the virus in different ways and we needed to create a piece that pulled people together. Made them see and feel the wider picture and impact of what could be achieved by collective action. The message had to move doubters from a position of ‘I won’t fund this’, to B, ‘I will fund this.’”
The studio’s Strategic Director, Daniel Spencer, added, “It’s incredible. Really. To be able to work on projects like this gives us the opportunity to make an immediate difference to something that’s affecting everyone on the planet right now.”
Norwich and Norfolk county are a thriving greenhouse of companies and organizations at the forefront of COVID response action. The University of East Anglia is developing antibody tests. Norwich Research Park has joined a £20 million national genome project. Rainbird AI’s automation technology has been deployed by the NHS. Thyngs launched a free solution to ramp up remote fundraising for charities amid a multimillion pound donation slump. The Norwich School has produced 8,820 PPE face shields. Iceni Diagnostics is creating 20-minute COVID-19 test kits. And SynchNorwich, Norfolk and Norwich University Hospital and the UEA have joined forces to 3D print ventilator parts.
Curveball Media is an award-winning film and animation studio creating original films and animations for global brands and organizations including: The NHS, Eton College, Airbus, The Salvation Army, The Royal Voluntary Service and Heathrow. The studio’s previous award-winning animation for The Wellcome Trust, Let’s Outsmart Epidemics, was also presented at Davos in a similar fundraising campaign in 2017.
Studio Ghibli and GKIDS, with distribution by Shout! Factory, will release Kiki’s Delivery Service and Nausicaä of the Valley of the Wind from the studio’s famed library of films on August 25, in limited edition SteelBook packaging with striking new art. Each SteelBook will house a Blu-ray & DVD combo pack, presenting the film alongside hours of bonus features and a booklet with stunning art and statements from the filmmakers.
With this release, two films from one of the world’s most coveted animation collections can come home to collectors in limited edition SteelBook packaging for the first time in North America. Kiki’s Delivery Service and Nausicaä of the Valley of the Wind will join Howl’s Moving Castle and Ponyo in a series of SteelBook releases from the Studio Ghibli collection of films.
Kiki’s Delivery Service: From the legendary Studio Ghibli, creators of Spirited Away and Ponyo, and Academy Awardâ-winning director Hayao Miyazaki, comes the beloved coming-of-age story of a resourceful young witch who uses her broom to create a delivery service, only to lose her gift of flight in a moment of self-doubt.
It is tradition for all young witches to leave their families on the night of a full moon and fly off into the wide world to learn their craft. When that night comes for Kiki, she embarks on her new journey with her sarcastic black cat, Jiji, landing the next morning in a seaside village, where her unique skills make her an instant sensation. Don’t miss this delightfully imaginative and timeless story of a young girl finding her way in the world, featuring the voices of Kirsten Dunst, Janeane Garofalo, Phil Hartman, and Debbie Reynolds.
Bonus Features:
Feature-Length Storyboards
Original Theatrical Trailers
Ursula’s Painting
Creating Kiki’s Delivery Service
Producer’s Perspective: Collaborating with Miyazaki
Behind the Microphone
The Locations of Kiki’s Delivery Service
Kiki & Jiji
Flying with Kiki & Beyond
8-page Booklet with Producer’s and Director’s Statements
Nausicaä of the Valley of the Wind: Written and directed by Academy Award-winner Hayao Miyazaki, Nausicaä of the Valley of the Wind is an epic masterpiece of sweeping scope and grandeur that remains one of the most breathtaking and exhilarating animated films of all time.
A thousand years after the Seven Days of Fire destroyed civilization, warring human factions survive in a world devastated by atmospheric poisons and swarming with gigantic insects. The peaceful Valley of the Wind is nestled on the edge of the Toxic Forest and led by the courageous Princess Nausicaä, whose love of all living things leads her into terrible danger, as she fights to restore balance between humans and nature. Featuring the voices of Alison Lohman, Uma Thurman, Patrick Stewart, Edward James Olmos and Shia LaBeouf.
Bonus Features:
Feature-Length Storyboards
Original Theatrical Trailers and TV Spots
Audio Commentary with Hideaki Anno and Kazuyoshi Katayama
Interview with Toshio Suzuki and Hideaki Anno: “Nausicaä and Evangelion! The Whereabouts of the Giant Warrior?”
Behind the Microphone
Creating Nausicaä
12-page Booklet with Producer’s and Director’s Statements
With major studios transitioning to home-based motion-capture during lockdown, leading motion-capture technology developer Xsens is launching the HomeCap campaign, aiming to turn the spotlight onto “motion capture in the home.” Xsens will celebrate artists who have already made the transition to a home-based studio while aiming to inspire others without access to studio facilities to keep their productions moving forward.
The HomeCap campaign will feature webinars, tips and stories from motion-capture artists representing major VFX studios and game developers. Talent from: Epic Games, Tencent, iQiyi, Ninja Theory, The Mill, Kite & Lightning and Double Negative have already transitioned to working with Xsens technology in the home and are getting studio-quality results.
Throughout the campaign, Xsens will be featuring special offers on its products and hosting a series of webinars – which will include Xsens technology partners such as Reallusion iClone, Faceware Technology, Pixotope and MVN Animate product experts.
Xsens MVN Animate motion-capture technology is sensor-based and doesn’t require a large and fixed volume of space or cameras. The results are comparable to what you might only expect from an optical solution. The data is clean, accurate, free from occlusion, and immune to magnetic distortion. Configuration and calibration take very little time, and the suit can be set up by one person, making it the go-to solution for motion capture at home, the backyard, or any other place you might want to perform.
Motion capture speeds up the process of creating character animation for video games, drives digital characters for motion pictures, and much more. The result is a human-driven motion that gives authentic animation data for a digital character.
The hope for HomeCap is that, through the sharing of experiences and expertise, this campaign will support and inspire the remote motion-capture workforce to keep creating, and to carry on entertaining audiences the world over.
Cornered by the COVID-19 shooting shutdown, Sony Pictures Television has turned to animation to create a fun new special installment of its critically acclaimed sitcom, One Day at a Time — executed with fully remote production. Guest starring Gloria Estefan (who sang the show’s theme song “This Is It”), Melissa Fumero and Lin-Manuel Miranda, “The Politics Episode” premieres Tuesday, June 16 at 9:30 p.m. ET/PT on Pop TV, following a marathon of the current season.
“The Politics Episode” will center around Penelope’s (Justina Machado) conservative cousin Estrellita (Fumero), Tia Mirtha (Estefan) and Tio Juanito (Miranda) coming to visit — and with the impending election, they won’t be able to avoid fighting over politics.
One Day at a Time is inspired by Emmy winner Norman Lear’s 1975 series of the same name. It tells the story of the Cuban-American Alvarez family, featuring Penelope (Screen Actors Guild Award winner Justina Machado), her mother Lydia (Emmy, Grammy, Oscar and Tony winner Rita Moreno), her boss Dr. Berkowitz (Stephen Tobolowsky), rich landlord Schneider (Todd Grinnell), her activist teenage daughter Elena (Isabella Gomez) and son Alex (Marcel Ruiz).
Jonas Diamond, Executive Producer and Co-Owner of Smiley Guy Studios in Toronto, and Rod Amador, Executive Producer and Co-Owner of Big Jump Entertainment in Ottawa, teamed up with the series’ producers (Act II Productions, Snowpants Productions and GloNation in association with Sony Pictures Television) and exec producers (Norman Lear, Mike Royce, Gloria Calderón Kellett and Brent Miller) to produce the tooned-up special.
The series’ live-action mid-season finale debuts tonight (Thursday, April 14).
Funimation, the leading global anime brand, and Bigscreen, the leading virtual reality software platform, are expanding anime movies available in Bigscreen’s virtual cinema internationally, starting May 15. My Hero Academia: Two Heroes, the live-action Attack on Titan and more are now available for Bigscreen’s VR audience in Canada, U.K., Ireland, Australia and New Zealand. The virtual anime movie theater has over 30 movies and will be adding additional new releases and popular catalog titles throughout the year.
To kick off the launch, Funimation and Bigscreen have programmed special weekend screenings of films starting May 15 with fan favorite Akira.
“We’re making good on our promise to deliver anime across every platform where fans want to be,” said Colin Decker, General Manager of Funimation. “Virtual reality enables our communities to connect in a meaningful way and we’re excited to be partnering with Bigscreen as we take anime to new places.”
The special live film screenings that begin May 15 allow audiences to co-view the movie in VR with friends around the globe. Bigscreen supports infinite concurrent viewers to watch live together in groups of up to eight people per theater room. The films are broadcast live on a pay-per-view basis at 6 p.m. PT (9 p.m. ET). After virtual screenings, films will be available to rent on demand (VOD).
Upcoming screenings, showtimes and advance ticket purchase available at bigscreenvr.com/events.
“Bigscreen is creating a unique experience to bring people around the world together,” said Darshan Shankar, CEO and Founder of Bigscreen. “For the first time on May 15, anime fans in different countries will be able to meet up in our virtual world and watch Akira together.”
In Bigscreen’s virtual world, users can customize personal avatars, hang out in a virtual lobby and voice chat with other movie fans. Movies are streamed on screens inside virtual cinemas, providing a social movie watching experience. Users can enjoy films alone or invite up to seven friends to join them in a theater.
Bigscreen can be downloaded for free from bigscreenvr.com and runs on the Oculus Quest, Oculus Rift, Oculus Go, HTC Vive, Valve Index, all SteamVR headsets and all Microsoft Windows Mixed Reality headsets. Launched in 2016, Bigscreen’s social VR platform now has over 1.5 million users.
The news follows Funimation’s recent announcement of FunimationCon, its first-ever virtual con on July 3-4, adding to an already impressive year which includes the release of the box office hit My Hero Academia: Heroes Rising, which passed $13 million at the domestic box office; the addition of a robust slate of anime to its expansive catalog of new, classic and must-view anime available through its streaming service; and the release of the 30th Anniversary Dragon Ball Z Collector’s Edition which was a top seller.
GKIDS, the acclaimed producer and distributor of animation for adult and family audiences, has launched the GKIDS @ HOME film recommendation site, located at www.GKIDSatHome.com.
Organized by user-minded themes based on mood, subject matter, visual elements, age range, etc., audiences can explore GKIDS’ complete catalogue of award-winning animated features, including 11 Academy Award nominees and the iconic Studio Ghibli library, and be directed to available viewing options on streaming services, digital download, On Demand, Blu-RayTM and DVD.
New themes and sorting options appear with each visit to the site to encourage spontaneous exploration, or a complete list of sorting options can be viewed at the bottom of the website. Visitors can also try their luck with the “Surprise Me!” button for a random theme/keyword (this writer got “Cats,” “Environmental Factor” and “¡VIVA GKIDS!” on the first few gambles).
“As nationwide regulations continue to encourage us to stay home, animation can take us to worlds beyond our wildest imagination,” said GKIDS President David Jesteadt. “Since entertainment options remain both more limited and more overwhelming than ever before, we created this site as a resource for those wanting to explore our catalogue of animated features in a more human way. By highlighting genres and themes audiences may consider when they try to find a movie to watch, we hope this site will help audiences find their new favorite animated film.”
Soon to be added features include staff and guest recommendations, expanded category options and additional features that will provide audiences with a variety of curatorial options to find the perfect film to view at home, and share with others.
Moonbug, a global entertainment company that develops and distributes fun, values-based content for kids, announced a new partnership with Joyn, one of Germany’s leading streaming platforms and joint venture between ProSiebenSat.1 and Discovery. With the partnership, viewers will have access to some of the most popular kids’ content in the world through the Moonbug Kids channel, the first dedicated kids’ nonlinear channel to launch on the platform.
The channel will be available in mid-May. Joyn users can access Moonbug Kids on any device.
“We are excited to partner with this brilliant platform. We’re looking forward to developing this partnership and seeing how far we can take it. Launching Joyn’s first dedicated kids’ channel as well as bringing some of our exciting and hugely popular shows to Joyn is just the start,” said Nicolas Eglau, head of EMEA, Moonbug.
More than 500 episodes of Moonbug’s beloved shows — including Little Baby Bum, ARPO, Go Buster, My Magic Pet Morphle, Supa Strikas, KiiYii and Playtime with Twinkle — will be available for streaming, with additional content launching later in the year. The shows will be primarily available in German with some English episodes.
Katja Hofem CCMO and Managing Director, Joyn, said, “We are happy to welcome Moonbug on board. With this new content partnership we are able to add even more valuable kids formats to our platform. Especially in times like this it is of high importance to us to offer pre school entertainment for kids.”
Since announcing an online version of the Annecy Festival and its Mifa animation market (www.annecy.org), an entire team has been busy preparing a virtual 2020 edition that reflects all the richness, creativity, originality, specificity and profusion of the audiovisual and cinematographic production of animation works.
Writers, producers, buyers and studios continue working so we can discover the next animation successes. The industry is facing a huge demand for content, which was already significant before the outbreak of COVID-19, and is intensifying all the more during this period of confinement.
In order to support animation professionals across the world and contribute to the sector’s good health, Mifa organizers have prepared a 2020 edition rich in content and meetings. From June 15-30, the key words will be exchange, discovery, meetings, networking — and, of course, negotiations and acquisitions.
Accreditations open May 6, when “attendees” can start filling their diaries with screenings and meetings.
“We look forward to welcoming the many professionals and talents from around the world. Together let’s make this Mifa 2020 online edition rich with meetings, exchanges, discoveries and of course acquisitions!” said Véronique Encrenaz, Head of Mifa.
Producers meet with financing partners at Annecy 2019 [Photo: L. Gouttenoire / Annecy Festival]
Highlights of the online Mifa include…
Virtual Stands. Build your profile and meet professionals from other countries, either individually or as united delegations such as Japan, China, Malaysia, Belgium, Chile, Russia, Argentina, Mexico, United Kingdom, South Africa and more, and talk live with them via the live-chat. More info.
Mifa Pitches / Comics Mifa Pitches (new) / Pitching – Territory Focus. Take a one-to-one meeting with over 80 project leaders. There are 38 projects as part of the Mifa Pitches and more than 30 projects in the Pitching – Territory Focus. Coming from Latin America (La Liga), South East Asia (Southeast Asia Focus 2020), Japan, Russia and Africa.
Share With Sessions. Check out the list of buyers and, at the end of May, reserve a spot with the head buyers from the main channels, platforms and distribution companies (Hop!, Cartoon Network, Tencent, ZDF, France Télévisions, YLE, Super RTL, etc.)
Mifa Campus. An event just for students and young talents combining technology with creation the artists’ points of view (Juan Pablo Zaramella; Disney, Nickelodeon, etc.) and guidance towards the working world (assistance with creation, behind the scenes of an animation studio, employment market overview, all via the CNC, RECA [list of animation schools], SVA [sound, video, animation]). Open access: Tuesday, June 16 (then available on replay). Official partner: UNITY.
Meet the… Attend meetings aimed at festival programmers (NY Int’l Children’s Film Festival, Ottawa, Cinekid, BIAF, etc.), composers (in partnership with Sacem) and book publishers (in partnership with SCELF).
Industry Territory Focus. Come and discover co-production opportunities with China, Japan and others.
Video Library. Producers can benefit from a viewing space for finished content or a project. Registrations start on May 18 (1 Mifa accreditation = 3 films in the video library). Buyers shouldn’t miss viewing all the content is made available in this space from May 2020 to March 2021 — before, during and after Annecy Online.
Press Conferences. In these organized live Q&A sessions, discover all the latest news from the main channels/platforms/professional organizations, such as France Télévisions (presentation of their animation line up), the M6 Group (the M6 Group and children’s animation), the SPFA and Digital Lab Africa, and more.
Mifa Special Events. Tune in and take in the institutions’ talks. On the program: European Film Forum (“The Audiovisual Sector in a Post-Pandemic World: Focus on Animation”), Unifrance and many more.
Women In Animation and Les Femmes s’Animent will also be presenting a conference.
On the heels of the official episodic trailer released Wednesday, a sneak-peek clip of the innovative animated transformation of NBC’s acclaimed drama The Blacklist for its season 7 finale episode has debuted. The season’s 19th episode, “The Kazanjian Brothers,” premieres May 15 at 8 p.m. ET/PT.
Scroll down to learn more about the project from executive producer John Eisendrath and the animation team at Proof, Inc in a Q&A with Animation Magazine’s Ramin Zahed.
In this live-action/animated installment, the Task Force investigates an accountant who works for lucrative criminals in order to find the violent and thuggish brothers hired for his protection. Liz must make a momentous decision. Presented in a unique hybrid of live-action and graphic novel-style animation. Guest starring: Brian Dennehy, Laila Robins.
“The Kazanjian Brothers” was midway into filming in New York when TV productions across the industry were halted due to COVID-19. Looking to do something out of the box to finish the episode and close out the season, producers came up with an idea to add graphic novel-style animation that could be incorporated with the already filmed live-action scenes.
Cast members (James Spader, Megan Boone, Diego Klattenhoff, Amir Arison, Hisham Tawfiq, Harry Lennix) recorded dialogue from their homes for the animated scenes to ensure a seamless transition between the two styles, as editors and animators complete their work remotely.
The animation was created by Proof Inc. (Aladdin [2019], Spider-Man: Far From Home), primarily in Atlanta and London. The crew included superviser Matt Bauer, modeler Laura Frasnelli, Kate Gotfredson (model/texture/lighting), Shahar Eldar (look development) and Stuart Allan (layout & animation).
NBC announced in February that The Blacklist has been renewed for an eighth season. The 150th episode of the series aired May 8.
John Eisendrath, Jon Bokenkamp, John Davis, John Fox, James Spader, Lukas Reiter, J.R. Orci and Laura A. Benson are executive producers. The Blacklist is a production of Davis Entertainment in association with Sony Pictures Television and Universal Television.
Back to the Drawing Board with The Blacklist!
Animation Magazine: Can you tell us when you decided to use animation to produce this week’s episode of The Blacklist?
John Eisendrath, EP: Two reasons: One, we thought it was important to do what we could to try and find a creative way to continue working in the face of the pandemic. And two, since we were never going to be able to produce the season-ending cliff-hanger we had planned for episode 22, we knew the next-best ending to our season was episode 19 — however, when we shut down production in March we were only halfway through filming it.
So, with both those reasons motivating us to brainstorm, [fellow executive producer] Jon Bokenkamp and I thought about doing the unfinished portion of the episode as everything from a live cast reading to an old-time radio murder mystery to having comic-book pages drawn and shown as still images while the cast read their dialogue. Finally, we landed on the idea of animating the remaining scenes.
What were your first thoughts when you decided to go the animation route?
We felt that finishing the episode was the right thing to do and that our audience would appreciate the effort, even if the animation didn’t work out as well as we hoped it would. Also, there is definitely truth to the cliché that ignorance is bliss. Jon and I knew nothing about animation. If we had any idea how much work it would take to animate a portion of the episode, at first we’d have been more terrified than excited.
What was your biggest challenge in adapting the script from live action to incorporating animation?
The plot didn’t change, but we did make two significant adaptations: The first is that we added in a cutaway to our cast so they could directly address the audience about why we were animating the episode. There was no dramatic reason to animate the scenes we did — we obviously hadn’t planned to before the shutdown — so we felt it was important not to pretend it was anything other than what it was: a reaction to the pandemic, which is what we had the cast explain. Second, we realized that some of the subtle emotional moments were not being conveyed as powerfully in animation as in live action, so we decided to add graphic novel-style chyrons to assist the viewers in understanding some of these small emotional moments.
How long did it take to deliver the partially animated episode from concept to finished project?
About five weeks. From our first conversations with the animators to a locked cut of the episode. About 21 minutes of live action, 20 minutes of animation.
What did you love about this project?
I loved talking with the animators and seeing how they constructed the scenes.Learning about “walk cycles” and watching the avatars go from faceless mannequins to life-like versions of the cast. I loved the freedom to pick any angle from which to view a scene, the ability to make our action sequences much bigger than usual, and the fact that we could put our characters in any location; instead of sitting in a room for one scene, for example, we moved Red [Spader] and Liz [Boone] and Dembe [Tawfiq] to the Washington Mall — something we could never do in live action. No need to pull any location permits for animation!
Do you think more live-action shows are going to turn to animation?
In many ways, The Blacklist is like a graphic novel. Larger than life anti-hero, comic-book villains. So turning a portion of an episode into a graphic novel makes sense. It’s organic to the DNA of the show. I don’t think that’s probably true of most shows. Also, if given the choice to watch James Spader or James Spader’s animated avatar, I’m pretty sure the audience would opt for the real deal. I think animation is incredibly powerful, and I’d love to do a fully animated series — but if you’re asking whether there’s a place for animation in series that are otherwise live action, I’d say only in limited situations.
What’s your favorite animated show or movie of all time?
Family Guy.
What’s the best advice you can give other live-action producers who want to try animation?
I may be blanking on some shows, but for the most part I’m pretty sure most animated series are comedies. In general, there seems to be little appetite for animated drama. After this experience, I would advise other drama writers not to be afraid of animation. It can be a very powerful tool in conveying real emotion.
Now, for the animation pros: How was the animation produced?
Proof, Inc: For the animation and most of the rendering, we used Maya. There were a few shots that had a blurry, dream-like effect, and those were brought into After Effects for that before final delivery.
For the toon shaded look on the characters, Proof created our own shaders in Maya to bring on that look with additional “hand drawn” lines on the faces of the main characters. For the backgrounds, we used a Photoshop filter we created to “toonify” the textures used for sets and art, etc.
For modeling, the artists used Zbrush, Substance Painter and Maya
If you’ve treated yourself to Neftlix’s original animated feature The Willoughbys, you may have found yourself wondering how candy factory patron Commander Melanoff could have such a sour disposition with such a sweet job! A pared-down stop-motion sequence from the film created by award-winning Foreshadow Films in Vancouver, now revealed in it entirety via the streamer’s YouTube page, gets to the nougatty center of the character’s motivation.
In this new companion short, Melanoff’s Sad Story, we learn how Melanoff (voiced by Brooklyn Nine-Nine and Deadpool 2 talent Terry Crews) loses the love of his life to his obsession for confection perfection.
“The final product looks so good,” said The Willoughbys director Kris Pearn (Cloudy with a Chance of Meatballs 2) about the stop-motion sequence. “I felt really bad that we couldn’t nest the fully contained piece [within the final film] but it’s kinda cool how there’s this stop-motion film in the movie that has its own culture.”
Pearn, who cut teeth in the storyboard department of films such as Open Season, Cloudy with a Chance of Meatballs and Hotel Transylvania, holds a special place in his heart for stop-motion, having also boarded for Aardman Animations on Arthur Christmas, Shaun the Sheep Movie and Early Man, among others.
Foreshadow Films is a boutique production company run by the four Affolter brothers. Working together since before they called it work, the Affolters have dedicated themselves to telling unique, compelling stories, from light-hearted comedies to heavy dramas and everything in between. Collaboration is key among the brothers, and they work so closely together that they share the Writer/Director/Producer credit on all of their projects.
In 2006, the four founded Foreshadow Films (formerly Affolter Entertainment), a Vancouver-based production company focusing on original content for film, TV and the web. Since the company’s inception, the brothers’ films, web series and music videos have played in dozens of film festivals worldwide and have won or been nominated for over 75 awards, including three Canadian Screen Awards.
In addition to their own productions, the Affolter brothers have contributed to a number of film and television series as animators, storyboard artists, writers, etc. This includes shows like Travelers, Bob’s Burgers and Rick and Morty, and their clients include companies such as Cartoon Network, Netflix, Teletoon and many, many more.