viernes, 21 de febrero de 2014

miércoles, 19 de febrero de 2014

Ryse: Son of Rome cinematic Animation, Art Direction, Character Design

RYSE: SON OF ROME Legend of Damocles from Platige Image on Vimeo.

RYSE: SON OF ROME Legend of Damocles
from Platige Image PRO 6 months ago NOT YET RATED
"Legend of Damocles" is the cinematic created by Platige Image for the game "RYSE - Son of Rome" developed by Crytek.
CRYTEK
Director: Peter Gornstein
Producer: Michael Kelleher
PLATIGE IMAGE
Animation Director & Art Director: Jakub Jabłoński
Executive Producers: Piotr Sikora, Jarosław Sawko, Marcin Kobylecki
Producer: Piotr Prokop
CG Supervisors: Andrzej Sykut, Selim Sykut
Production Coordinator: Monika Paćkowska
Concept Artist: Jakub Jabłoński
Layout and Animation Artists: Bartłomiej Kik, Dominik Wawrzyniak, Michał Kaleniecki, Błażej Andrzejewski, Łukasz Burnet, Tycjan Bartuś
Character Artists: Agnieszka Strzęp, Andrzej Sykut, Marcin Klicki, Szymon Kaszuba
Lead Character TD: Mateusz Popławski
Character TD: Kamil Hepner
Matte Painter: Jakub Jabłoński
Simulation Artists: Carlos Acevedo, Piotr Suchodolski, Paweł Wilkos
Additional 3d Artists: Mateusz Gamroth, Michał Gryn, Tomasz Zaborek
Additional Concept Artists: Artur Sadłos, Michał Niewiara, Rafał Wojtunik
Lighting & Rendering Artist: Andrzej Sykut
Compositing Artist: Selim Sykut
Motion Capture Performers: Maciej Kwiatkowski, Tomasz Lewandowski

RYSE: SON OF ROME Relief Transitions from Platige Image on Vimeo.

RYSE: SON OF ROME Legend of Damocles Making of from Platige Image on Vimeo.

https://www.behance.net/gallery/Ryse-Son-of-Rome-cinematic/9638483

martes, 18 de febrero de 2014

Prince Of Persia Rotoscopy



http://www.gameanim.com/2014/01/07/prince-persia-rotoscopy/
I found some great rotoscoped frames from the development of the original Prince of Persia, showing creator Jordan Mechner putting younger brother David through the paces almost three decades ago. The poses and actions are so iconic I can remember them even without the accompanying video below.
runturn
Released in 1989, the game was way ahead of it’s time for animation and certainly foreshadowed what we would later accomplish with motion capture in 3D. I especially like the excitement you can read in Mechner’s journal entry from the time as he begins to realise the potential of this breakthrough approach:

April 29, 1986

“…I still think this can work. The key is not to clean up the frames too much. The figure will be tiny and messy and look like crap… but I have faith that, when the frames are run in sequence at 15 fps, it’ll create an illusion of life that’s more amazing than anything that’s ever been seen on an Apple II screen. The little guy will be wiggling and jittering like a Ralph Bakshi rotoscope job… but he’ll be alive. He’ll be this little shimmering beacon of life in the static Apple-graphics Persian world I’ll build for him to run around in.”


Cinematics

Cinematics
AnimationCharacter DesignSound Design


http://www.behance.net/gallery/Cinematics/14304321


Cinematics from Pier Paolo on Vimeo.