Tuesday, 18 October 2011
Korey Kay and Partners
Other examples of their work:
This is a powerful piece of imagery, together with the shocking statistic it is very effective.
Their motto:
This is a fantastic motto, it doesn't cost a lot of money to outsmart someone or a view.
Sunday, 2 October 2011
BDA
'We are a community of people who eat, breathe and sleep visual communication. We live for the moment our work PROVOKES a response, CONNECTS with an audience and DELIVERS a result.'
A great statement, already I want to work for this company, although this is really aiming high, they work for the world's biggest media owners. The kind of work they do is channel branding, promotions, set design, integrated campaigns and internal comms campaigns.
'If it requires a great idea and storytelling flair, we do it.'
This company is my dream job.
Their client list is very impressive, Al Jazeera, ITV, Channel 4, Setanta, MTV, Disney, Sky, O2, the list goes on...
A link to their cool show reel: www.bdacreative.com/#/en/Communication%20Showreel
This points me to another goal for this year, if I want to take myself seriously as being a motion graphics designer, I need a show reel!
Marlon Griffin
Wednesday, 30 March 2011
The Partners
' The Partners is Marketing Magazine’s Branding Agency of the Year and no 1 in Design Week’s Creative League Table.
Our unique understanding of creativity as a driver of business success is fast being recognized as the most dynamic and effective approach in the industry – a point that many of our clients will happily endorse. '
They have studios in London and New York and have a variety of clients from some of the world's biggest brands e.g. and some much smaller brands. The company has been winning awards for their work since 1990, here is an example of their work.
'The first outcome of that institution-wide work was the development of a coherent brand look that fully integrated the existing logo and color into a new and clean design framework. We realigned every aspect of the brand from logo development to print collateral to creating a contemporary new home on the web.'
Website guidelines by The Partners NY - I tried to create a similar guideline book last year when branding my music channel.
This is the response I got when I emailed them about a placement:
Monday, 14 March 2011
Company: FND Collective
"Established in 2007, our goal is to find projects that allow us to explore the artistic and commercial opportunities that come from collaboration between film makers, animators, musicians, illustrators and interactive developers.
We recognize that the future is in a merger of these disciplines and we see that our specialist skills, when put in one place, can lead to exciting and innovative outcome."
Showing the making of Pendulum 'Watercolour':
PENDULUM: 'WATERCOLOUR' BEHIND THE SCENES from the found collective on Vimeo.
Showing the finished cut:
PENDULUM: 'WATERCOLOUR' from the found collective on Vimeo.
This video is really exciting, and the way it is filmed and the effects complement the energy in the song. The silhouette of the crowd jumping up and down brings a familiar feeling of adrenaline from being in a similar situation watching The Prodigy live, which gives a personal touch to the viewing of this film.
innocence wedges magnets from the found collective on Vimeo.
The brief for this was to re-design the Innocent smoothie characters into a three dimensional format, while still retaining the cartoon style.
SONY IFA from the found collective on Vimeo.
I absolutely love this, this was created for the Sony IFA 2009:
'FND worked with DFuse and Paul Mumford to create 3D elements for this installation for Sony. After being involved with DFuse for the 2008 IFA event in Berlin we were invited back to create an installation for the 2009 event with Labmeta and DFuse co-directing the video content'
I would love to be in an environment like this as my job! I can really see how exciting the outcomes are from their portfolio of work.
Company: The Light Surgeons
Wednesday, 9 March 2011
Company: Attik
This was an advert for the new Scion, a strong message was needed to promote the product so Attik, designed a campaign called 'Take on the Machine' in the style of a new Blockbuster campaign. With a short but intense teaser creating intrigue, and a range of printed media to accompany, directed the audience to a microsite built to look like a new movie website.
This company is very concept driven, and their work is incredibly clever and innovative, and shows a lot of collaborative work, to target all demographics of their audience.
Wednesday, 2 February 2011
Company: Channel 4
Saturday, 29 January 2011
Company: Sparkloop
A cool company centred around web development, branding and print. Although there isn't a massive portfolio of work, the quality is good. Originally called Edition, the company has evolved into Sparkloop. They don't advertise a lot and are really not fans of marketing heavily. There is no news on the Sparkloop site or testimonials so I have had to go with the work from the previous company which received a lot of positive and professional feedback.
This piece of work really did catch my eye, I do appreciate black and white photography with spot colours, and this works really well:
Monday, 17 January 2011
Company: Vast Agency
Wednesday, 15 December 2010
MPC...
Monday, 13 December 2010
Company: Pixar
| What animation software do you use and what do you recommend for those hoping to work for a company like Pixar? |
What do you look for in animators?
One of the most common questions Pixar receives nowadays is, “How can I become an Animator at Pixar?” There’s really no good answer that’s both short and useful, so we’ve put together some information to hopefully provide guidance for people who dream of being involved in the animation process at Pixar.
Pixar places the technology of computer graphics firmly at the service of the art of animation, not the other way around. This priority is expressed clearly in Pixar’s production process, in which the Animators specialize in animation, with virtually all technical concerns handled by Technical Directors.
The implication of this structure and this value system is what Pixar looks for first and foremost in Animators – we want you to be able to bring the character to life, independent of medium. Computer-graphic technical prowess is of course important, but the emphasis is not as strong within the Animation Department. The reality is that computer graphic animators have no advantage over pen-and-ink animators, clay animators, stop-motion animators, etc. So while it’s preferable for someone to have 3D knowledge, it’s not paramount. In fact 3/4 of the Animators on Toy Story were new to computers when hired.
A common question is, “What software should I learn?” The answer is implied by the above: “Software doesn’t matter; learning to animate matters.” Still, you might expect that learning the software that Pixar uses would give you a leg up. However, even this isn’t true: Pixar uses its own proprietary software. Your knowledge of basic animation fundamentals is the foundation for your computer training, not the other way around.
What are the qualities of a good Animator? A Pixar Animator should be able to bring life to any object or character, showing the character’s internal thoughts and feelings through its physical external motion. To do this, the Animator must be a good actor. His or her work should communicate clearly, containing simple ideas with which an audience can empathize. The animation should be entertaining to watch, employing good timing and relying on individualized, believable characters to put forth humor and emotion.
The Animator also needs an understanding of physical motion. Knowledge of weight, balance, overlap, texture, and form should be evident in the work. In fact, in evaluating a prospective Animator, Pixar relies very heavily on the demo reel presented by the candidate.
You could say that three things are important in pitching yourself to Pixar (the reel, the reel, and the reel). Other factors will of course come into play, including collaborative spirit, timeliness, compatibility with Pixar itself; but these issues never even come up unless the reel passes muster.
Of course, the more a reel shows the qualities discussed here, the better.
We want to see your ability to demonstrate a strong sense of acting, more so than movement. Reels that show fast moving space ships, etc. are difficult to judge because we're not able to get a sense of someone’s ability to understand physics and the fundamentals of animation. We would much rather see a simple story line with strong acting. We’re interested in your animation ability – not your ability to model, shade and light.
Acting is the key element and then we review reels to get a sense of weight, timing, staging, physics, etc. People frequently ask if they should include a flatwork portfolio demonstrating their life drawing skills. While this is nice, it doesn’t give us a sense of your ability to animate a character and bring something to life.
There are at least three other issues that can help make the reel a more effective reflection of the person behind it.
First, it can be very difficult to figure out who did what in a collaboration or group project, and correspondingly difficult to evaluate the work, unless there are clearly describable divisions of labor (see item #6 in “Putting Together a Reel”).
Second, it should express what you want to do. The freedom of being in school encourages experimentation and going beyond what you would normally try. However, unless the result shows what you want to do in the “real” world, this tendency does make it harder to see who you “really” are.
Third, realize that whizzy technology is not great art. There’s something about three-dimensional computer graphics that dazzles people until they get lost in achieving this one ray-traced effect, or adding just one more texture map. When you finally wake up and get back to the content, there’s no time left for great animation.
Good animation is clearly visible through almost any technical limitation. In fact, the thrill of great animation is seeing pencil lines or matchsticks and glue come to life; why would it be any different with a computer.
Or, as we never tire of saying: Computers don’t animate. People do.
And in an effort to hit you with even more information, below are some quotes from our Directing and Supervising Animators about what they like to see in reels:
"I'd rather see 15 seconds of amazing animation than 3 looooooooooong minutes of an unwatchable film. Those 3 minutes can feel like an eternity if everything isn't perfect."
"You’re applying for Animation? Well--show me good animation! Show me acting. Show me thinking. Show me a character that is alive. I don't care about lighting, modeling, shading, particle effects, or how clever you are. Blow me away with something I've never seen. An original character with a distinct personality!"
"Do you draw? Are you a good designer? That's great! Make sure it's in your computer animation as well!"
"Animation. Computer. Drawn. Stop Motion. Sand under glass. If your reel kicks arse, we may hire you regardless of the medium. We don't want to see only computer stuff."
"Keep your reel short n' sweet. We watch a lot of these things in reel review so if there's weird, older, not-so-good stuff at the beginning we might pull the tape out before your great stuff! We don't need to see where you came from--we need to know how good you are right now. Edit down to your best stuff."
" The classic animators were inspired by real life and all of the other films around them. And so are we. We're not looking to hire Animation Nerds. We want people who draw from their own other experiences, from live action, and yes, from the Old Masters!"
| What kind of internships do you offer? |
Pixar offers internships in Animation, Technical Direction, Production Management, Story, Marketing, Engineering and Editorial. Hope is not lost!! What are the qualifications to be considered for an internship? If you are interested in a Technical Director Internship, you must be currently in college working towards your Bachelors, Masters or PhD Degree and returning to school following your internship at Pixar. What kind of opportunities do you offer recent graduates? We have a new program titled Technical Director Resident. This position is similar to a Technical Director position, but specifically designed for recent graduates. To be eligible for a Technical Director Residency at Pixar, you must be a new graduate from a Bachelor’s, Master’s or PhD Program at the start of the residency. The goals of the program are to provide new graduates the opportunity to apply their academic training and knowledge to a real job at Pixar. Residents will work on Pixar’s films and will have the opportunity to build their skills and learn from our creative and talented workforce. All technical “Residents” will receive ongoing mentorship and training throughout their time at Pixar. The residency is a twelve-month program. Residents will be evaluated during their term and may be considered for ongoing employment, dependent on overall performance and Studio needs. Recent graduates interested in being a Technical Director are also welcome to apply for a regular full time position with Pixar. The Technical Director Resident position is just a great way to start off your career. If you are a recent graduate interested in other positions at Pixar, please feel free to apply for a full time position or an internship. Positions will be posted on our website when they are available. |
Friday, 10 December 2010
Company: Mainframe

Wednesday, 10 November 2010
Company: Team Impression
1 Lockwood Close,
Leeds,
LS11 5UU
www.team-impression.com
I took a variety of images with my Digital SLR at Team Impression, however my memory card corrupted and I have lost them all.
It was really interesting to see the printing presses in full working motion, and seeing examples of the packaging coming out. Especially the Jamie Oliver cutlery packaging, seeing the finished printed version which had been die cut and then seeing a finished, assembled version.
Seeing the women in the handcrafting section was odd for me, as I just expected that there would be some machine that can fold, glue and bind things together, with the fast ever advancing technology in printing, there may be a machine soon.
Our tour guide explained how one of the rooms used to have around 10 people in it, but then pointed to a machine in the corner and said it does the same job as what they used to do.
I found it a very interesting experience, I just wish I had the photos to show that!












