Sappi Ideas that Matter is the only non-profit design grant in the world, that helps turn good ideas into good design.
Open Spot for motion Conference 2014.
Creative Director: Marcel Ziul
Executive Producer: Joe Nash
Producer: Tais Marcelo
Art Direction: Marcel Ziul, Vinicius Naldi
Design/Animation: Marcel Ziul, Vinicius Naldi, Jon Lorenz
Animation: Vincent B. Wang
Junior Designer: Vitor Bonates
Balloon Artist: Luciana Oliva
Talent: Kris Lucas, Cintia Lopes
Lead Sound Designer / Mixer: Max Holland
Sound Designer / Composer: Diego Jimenez
Composer: Stephen Davies
Showreel covering Territory’s UI concepts, design and animation for both on-set playback and VFX shots for Marvel Studio’s 2014 blockbuster, Guardians of the Galaxy.
Territory Credits –
Creative Director: David Sheldon-Hicks
Motion Designers: Peter Eszenyi, Nick Hill, Ryan Rafferty-Phelan, Marti Romances, Martin Aggerholm, Yugen Blake, Jay Dingle, Gabor Ekes, Ryan Jefferson Hays, David Penn, Alasdair Willson
Font Designer: Lee Fasciani
Playback Credits –
Marvel Credits –
Director: James Gunn
Production Designer: Charles Wood
Set Decoration: Richard Roberts
Art Director: Alan Payne
VFX Supervisor: Stephane Ceretti
VFX Producer: Susan Pickett
Reel Credits –
Edit: Cristina Casanova, Marti Romances
Sound Design: Zelig Sound
© 2014 Marvel Guardians of the Galaxy
Resurrecting an Art Form. TV got good again. Six Feet Under helped redefine what a TV show could be. We are proud to be a part of that ambition – to just make it better. The TV title sequence is a branding endeavor and a legitimate art form. It is the sole, consistent, and iconic moment that carries through a show’s lifespan and beyond. It’s what you remember most. DK is the most Emmy-nominated firm in the category. We seek assignments that tell a separate, parallel story. These are little art films really, that find their own voice, all while arming audiences with each show’s unique psychology and worldview.
I served as the Presentation Art Director on Splintercell Blacklist created by the Ubisoft Toronto studio. I started the project by creating styleframes to establish a core design tonality that would be used by the internal design team and external studios. So many people were involved in creating this project, this was my design nerd dream, mograph, real time mograph, interactive mograph…my mind is still blown. Im very lucky that Ubisoft allowed us to take this vision to this insane extent, by the end of the project we created about 40+mins of mograph and I have no idea how you would calculate time from all of the animated interactive elements. We partnered with Prologue films in some of the earlier stages of the project, which is mindblowing for me because I have always been a fan Kyle Cooper and a student of the studios work. We then continued to develop the design and animation internally, extending and building on the design language. We then partnered with the newly established Wolf and Crow (well they arent new anymore) to work on most of our runtime cinematics. Hopefully sometime sooner than later I will be able to find a way to share all of this amazing content and the insane gauntlet of a process it took to realize the Splintercell Blacklist design package.
If your into games my suggestion would be of course to pick up a copy 😉 theres lots of great gameplay and loads of interesting design
For those that are not familiar with the video game dev definition of what “Presentation” is. this is a brief breakdown for Blacklist
• Front End Package i.e. Main menu, Character Customization…
• All in game motiongraphics
• Title sequence
• In game HUD elements
• Projected Typography Elements