About

Duncan is an award winning motion director and designer from Sydney, Australia. He is currently splitting his time between NYC and Sydney and is available for international and local projects. He creates content for Film,TV and online and also specializes in creating infographic and 'explainer'​ motion graphics for organizations and businesses.

Recent Tweets

28 04, 2013

April 28th, 2013|

SUGARBANK – MELBOURNE NYE COUNTDOWN – BUILDING PROJECTION – FEDERATION SQUARE from SUGARBANK / CHRISTIAN HEINRICH on Vimeo.

ROLE – Creative Direction/Animation

Projection mapped countdown to midnight animation for the City of Melbourne’s Ney Year’s Eve Projections Programme.
Simultaneous, synchronised animations were projected onto Hamer Hall at Southbank and the IOOF Building on Collins st in the CBD.
This countdown marked the end of a 2 ½ hour programme of projection onto buildings celebrating the unique aspects of Melbourne.

Link to coverage of the evenings projection program
vimeo.com/63239307

28 04, 2013

April 28th, 2013|

LUKE ESCOMBE – “IMAN” – Music Video from SUGARBANK / CHRISTIAN HEINRICH on Vimeo.

Role – Writer/Director/Producer/VFX

iMan – Words and Music by Luke Escombe
Performed by Luke Escombe and the Corporation
Recorded, mixed and mastered at Panoramix Studios,
Byron Bay by Bertrand Lalanne
Music produced by Luke Escombe
Additional music by Ollie Miller

Video directed by Christian Heinrich and Steven Kirkby
moonhawkmotion@gmail.com

Produced by Christian Heinrich, Steven Kirkby and Kevin Lim

Starring – Luke Escombe and Annette Melton

Director of Photography – Aaron McLisky

Production Designer/Suit Builder – Sam “Smash” Asher

1st Assistant Director – Kevin Lim

Gaffer – Bernie Holstegge

Makeup & Hairstylist – Sandra Wograndl sandrawograndl.com

Camera Assistants – Kent Hau, Kelvin Saik and Sam De Teliga

Production Assistants – Mick “Micky D” Hammell, Tim Nagle and Alexander “Alzy” Zaloudek

Makeup Assistant – Emilia Jager

Editor – Kent Hau

Sound Design – Nick Rabone Hogan

Compositing by Christian Heinrich, Steven Kirkby and Chris Zwar

Grade – Matt Fezz

3D Animation – Alexander “Alzy” Zaloudek

28 04, 2013

April 28th, 2013|

SUGARBANK DP REBRAND from SUGARBANK / CHRISTIAN HEINRICH on Vimeo.

28 04, 2013

April 28th, 2013|

SUGARBANK DORITOS – TVC from SUGARBANK / CHRISTIAN HEINRICH on Vimeo.

27 04, 2013

April 27th, 2013|

Motionlab Showreel 2012 from motionlab on Vimeo.

A collection of our best animated work across advertising, broadcast, short films, music videos, children’s books and more. Hope you enjoy it!

Check out our website for more work:
motionlab.com.au

Additional Credits:
Jerenyville (Illustration at 0:24, 0:43 & 0:56)

25 04, 2013

April 25th, 2013|

TODOR & PETRU from CRCR on Vimeo.

Réalisation

/ Rémi BASTIE
/ Nicolas DEHGHANI
/ Jonathan DJOB NKONDO
/ Nicolas PEGON
/ Jérémy PIRES

Production

/ Wizz DESIGN

Techniques

/ Photos et animations 2D.

23 04, 2013

April 23rd, 2013|

Wanderers from 85 Productions on Vimeo.

The Wanderers had a fairytale year with an unfortunate result in the end.
The fans and the supporters however, stuck it out, stood by each others side and cheered on the Red & Black.

85 were able to capture a glimpse into the passion and heart the Wanderers supporters showed on the Grand Final day.

22 04, 2013

April 22nd, 2013|

Titles for Mad in Spain Festival from Nando Costa on Vimeo.

archive.nandocosta.com/Titles-for-Mad-in-Spain-Festival

I have recently produced this title sequence for the Madrid based event “Mad in Spain”. The typographic elements are actually ceramic-based vintage lettering, which was hand-painted and later filmed in natural scenery. The intention was to depict very distinct elements as part of the same ecosystem, similarly to the various distinct speakers coming together for the event.

Below is a link to a short behind the scenes video that illustrates some of the process. The project was shot using various lenses, but mainly a 14mm, 16-35mm, 50mm and a 100mm macro on a Canon 5D using the Dynamic Perception dolly.

vimeo.com/40040586

For new video updates, follow me at twitter.com/nandocosta_work

Director: Nando Costa
Animation: Nando Costa
Production Company: Superfad
Music: World Gang

21 04, 2013

April 21st, 2013|

OBLIVION GFX Montage from GMUNK on Vimeo.

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

20 04, 2013

April 20th, 2013|

OBLIVION GFX Montage from GMUNK on Vimeo.

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.

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