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Showing posts with label Interface. Show all posts
Showing posts with label Interface. Show all posts

Wednesday, February 19, 2014

EA - Need for Speed Rivals [Gameplay - Progression & Pursuit Tech Feature]



I had the chance to collaborate on the design and animation of some of the UI & technical widgets used on the new Need for Speed: Rivals. This is just a trailer of the game with some of those little details that we built.

Copyright belongs to Electronic Arts. More information about the game here: needforspeed.com/

Client: Electronic Arts
Studio: Criterion
Producer: Mark Brooks
Director: James Ricker
Motion graphics design and animation: Miguel Rato / Mantas Grigaitis / Martin Aggerholm / Miles Christensen / Ernex
_2013

Wednesday, January 8, 2014

Creating the World of "Oblivion" (2013)


A behind-the-scenes look at "Oblivion" (2013) and the film's innovative in-camera special effects with director Joe Kosinski, lead graphics animator David "dlew" Lewandowski, and design director Bradley "Gmunk" Munkowitz.

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Saturday, October 5, 2013

OBLIVION GFX Montage



The mighty Joseph Kosinski invited Munkowitz to the GFX party once again, this time for his spring blockbuster feature film OBLIVION™… Predictably, the list of graphic assets to be created was obscene, so munko assembled and led another super team of GFX mercenaries and descended into the lovely confines of Crater Lake Productions to generate the aforementioned fuckload of graphic content… Working with Joseph always brings out the best in Munk and Company, and this time around was certainly no exception… OBLIVION © Universal Pictures, Inc. All Rights Reserved.

A more thorough GFX Breakdown at: work.gmunk.com/OBLIVION-GFX

GFX METHODOLOGY

The briefing for the Graphic Language stressed functionality and minimalism while utilizing a bright, unified color palette that would appear equally well on both a dark or bright backdrop… The function was to reflect the modernized sensibilities of the TET Mainframe computer and would assist the characters with the key components of their duties on earth; be it the monitoring of all Vitals on the ground using Vika's Light Table, or the various diagnostics in the air using the Jack's Bubbleship… For good measure, the team also designed and animated all of the HUD UI for the various machines and weaponry in the film cuz they could, establishing a consistent graphic language that rendered all the interfaces with a loverly cohesion rarely seen in them massive-budget Sci-Fi productions...

OBLIVION LIGHT TABLE UI

One of the most widely seen Graphic elements was Vika's Light Table, which allowed her to guide Jack Harper through his tasks as a Drone repair man in the field of duty… The table itself was built practically, so most of the visuals were captured in-camera, lending a beautiful optical touch to the design ( thx Joe & Claudio )… The table consisted of four screens: A main map that Vika used to monitor the Bubbleship, Drone, and Scav positioning, a Drone Monitor which tracked all their key vitals and fuel status, A Hydro Rig monitor that displayed the collection progress for the large resource gatherers over the ocean, and finally a Weather Screen which showed the Tet's online status and also key vitals of the ever-changing weather systems… A couple extra tasks had the team designing another Map Diagnostic screen on a milky-white breakfast table top and a few key standalone windows that were analyzing Rogue Signal feeds that were key story points in the film...

OBLIVION BUBBLESHIP UI

Jack's helicopter, a remarkable Daniel Simon creation called the Bubbleship, was Jack's paramount vehicle in the film… The UI appeared as a hologram embedded within the spherical glass cockpit, done to perfection by the lovely folks at Pixomondo, and functioned to assist Jack in his flight and combat duties throughout the film… The team researched a grip of Flight simulator and Helicopter Combat interfaces and sought to modernize the aesthetic while still delivering key functionality that would mimic real-world flight tools... And of course the team didn't want to fuck up Simon's baby with ugly UI, the German wrath was implanted deep within and ultimately, the Bubbleship UI was by far the most researched and pampered graphic task...

OBLIVION HUD GFX

The team also designed all of the Machinery HUDs and various Gauges in the film, be it the Drone Machine Vision, Jack's Gun HUD, all the Scav equipment and some of Jack's smaller vehicles... The interfaces again stressed functionality over excess, keeping the Greeble under control and communicating key story points throughout the film.. All of these graphic elements were ingested by the VFX Vendors and ultimately integrated seamlessly into the live-action plates; many thanks mighty peoples...

OBLVN Light Table UI Credit list

Production Facility: Crater Lake Productions
Oblivion Director: Joseph Kosinski
Oblivion Producer: Steve Gaubs
Oblivion Assistant Producer: David Feinblserbr

Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Bradley G Munkowitz, Jake Sargeant
Graphic Designers: Joseph Chanimal, Alexander Perry
Lead Graphics Animators: David Lewandowski, Joseph Chanimal
Graphics Animator: Alexander Perry

OBLVN Bubbleship UI Credit list

Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Bradley G Munkowitz, Joseph Chanimal
Lead Graphics Animator: Navarro Parker
Graphics Animator: Joseph Chanimal

OBLVN HUD GFX Credit list

Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Joseph Chanimal, Bradley G Munkowitz
Graphic Designer: Alexander Perry
Lead Graphics Animators: Navarro Parker, Alexander Perry
Graphics Animator: Joseph Chanimal

OBLVN Process Montage Credit list

Production Facility: Autofuss
Design Director: Bradley G Munkowitz
Lead Editor: Ian Colon
Director of Photography: Ian Colon

Friday, March 9, 2012

A Day Made of Glass... Made possible by Corning.



Watch "A Day Made of Glass" and take a look at Corning's vision for the future with specialty glass at the heart of it.
Learn more about Corning at corning.com. Search for career opportunities at corning.com/careers.