Spotlight: Brutus the Bound: Infinite Gladiator

Today, we’re rolling out a new feature on Animation Insider.com where we showcase various shorts and content. If you’d like your content to be showcased contact Mike Milo at mike@animationinsider.com

Check out this cool sizzle piece from Chris Burns and his buddies at Exit 73 studios! Very reminiscent of Samurai Jack but in a good way! Supposedly there’s a web series coming this Winter.

Designer and Animator: Chris Burns
Compositing and SFX: Bob Fox
Concept and Story outline: Joe Croson

Incidentally we interviewed Chris Burns and Joe Croson  back in July.

We sat down with Chris for a second to delve a bit more on how this piece was made.
AI: So tell us about your short. What’s it about and who is this angry fella killing everybody?
Chris: Brutus is a Gladiator that is ripped from his village and family, to fight for sport in the future under a dark over-lord.  Each battle won will get him closer to seeing his family but once the fabric of time is altered, we get to see a mesh of historic figures, mixed with Sci-fi.  There’s a shot in the short of a robotic Dinosaur, that alludes to this time alteration.   It’s a great excuse to juxtapose all the things we love.  Once Joe brought down the idea to us, my mind started to race, what if a Gladiator got his hands on a modern weapon? What if Genghis Khan was alive during the internet age? etc…
AI: How was the film made?
Chris: I like to think we do shape an idea organically and malleable. Joe is a great Idea man, he always has a bunch of series ideas floating around, so once he mentioned Brutus and the concept, we came out of the gates swinging.  I had a vision for Brutus almost instantly, I wanted to mesh a viking persona within a Gladiators sensibility.  The first design he was a little to cartoony, so we toned down the inflated muscles, gave him more of an anatomical makeover, and Brutus was born.  We then had the idea that his chest piece would also be the artifact that enslaves him, and keeps him Captive under the Over-Lord.
From there, Bob started making the music for the short. We liked the trailer format, because it has a natural flow, and you can showcase action, without it feeling contrived.  He made a bad-ass beat, threw in some awesome breakdowns, and we all the sudden had the timing framework for the short.  I love working this way, because with the timing somewhat established, and a beat that you can time your shots to, all that is left is filling it in with visuals, much like one would when doing a music video.
AI: Interesting so you boarded to the music? I can see that being helpful for sure!
Chris: Yeah.  and boarding came pretty natural afterwords, we had him cut a monster in half here, a robot smash through a city there, etc… After That we jumped straight into animation and compositing, we bypassed layout.  We had a short amount of time to get all this art work done between 2 people (roughly a month)  that makes you have to think on your toes.  I would do all the bgs and character animation in flash, pass it over to Bob, who would than make a png of the Backgrounds, polish in some detail in photoshop and through it in AfterFX.  By the time he finished that, I would have the next shot, and on and on we would feed each other that work.  Once all the animation was finished in Flash, Bob worked in some serious magic as far as environmental effects, and atmospheric conditions.  When the yeti gets stabbed with ice spear, there’s this gorgeous point when you see fog coming out his mouth, it’s touches like that that really set the mood and I like to think it makes for some to want to re-watch it.
AI: You had mentioned that it’s just a few of you at Exit 73 Studios?
Chris: Yeah… my favorite part of being a small studio, is that we have to use what we have as resources, and within those limitation, you have the chance to think outside the box.  For example a big studio will likely have a character designer, prop designer, colorist, Bg supervisor, and the list goes on, and on and on, until it feels like your assembling a car rather than a film.  We are subjected to do all those things, on a shoe string budget, with very limited manpower. Our solution is use the Character design as suggestion, to help make the shot most pleasing to the eye.   Too often composition takes a back seat to these strict designs that are made by someone a few weeks back…. My question is why? We are blessed enough to be working in a medium that we can literally draw whats in our imagination, and than we stifle that urge because of these rules that we created, for reasons that escape me.  There are 27 shots in Brutus the Bound, that’s roughly 3 seconds a shot on average, and all of them have a varied design of Brutus.  In close ups we have a lot of detail in his face,  Far shots we lost the face all together.   My philosophy is make the shot exciting and people will want to see more.  You tell a coherent story with surprisingly little character reference.
AI: Well thanks for telling us about your short Brutus the Bound! I guess we can also look for it this Winter?
Chris: Our audience can absolutely expect more content this winter, but exact date hasn’t been set yet as we’re working on what we will be making whether it be pilot sized first episode, or a series of shorts. There’s even some talk of making the concept suited for a game!

Please check out all updates on our FB page:
Our youtube page:
And feel free to see our whole body of work here:

 

Jobs: Character Animator (Feature Film) – ANIMATION

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Job Summary

 Character Animator (Feature Film) - ANIMATION

This position is for a senior character animator for our “RockDog” feature animation team.

In our Dallas studio location ONLY!

The senior animator is responsible for bringing characters to life by creating performances based off the storyboards and layout to the Directors vision. We are looking for proactive, ambitious, self-starters who are excited to work for a growing company.

 

Duties and Responsibilities

 

· Create lip-sync, facial, and body character animation as well as prop animation

· Partner with the Director, Animation Supervisor and other staff in order to understand and execute creative direction

· Maintain high quality and productivity throughout projects

· Communicate work status to the Animation Supervisor and Production Management staff

· Attend dailies, accurately address critique and comments from supervisors, and complete revisions in a timely manner

· Consistently meet production deadlines

 

Education and Experience Requirements

 

Requires 3 – 5 years experience in Feature Film production with an emphasis on character animation

· Strong demonstration of animation principles, timing, and acting choices

· Ability to create broad and subtle styles of animation

· Proficient with Maya

· Ability to work in a team environment and take direction

· Ability to provide feedback to other artists

· Excellent communication, interpersonal, and organizational skills

· A creative problem solver who is organized and critical of his or her own work.

· A history of consistent high-end aesthetic and technical execution

 

Note: This job description is not meant to be all inclusive. Employee may be required to perform other duties to meet the ongoing needs of the organization

You an apply for this job on their site here.

News: Disney Greenlights ‘Pickle & Peanut’ Toon Series Starring Jon Heder

Deadline.com is reporting that Disney has picked up Noah Z. Jones’ “Pickle and Peanut” show for their 2015 season. Joel Trussell is set to Executive Produce.

Incidentally, we interviewed  Joel Trussell last year and I’m a big fan of his work.

You may remember he directed the Nick short Stick and Carrot

…as well as one of my favorite shorts War Photographer.

Looking forward to this series!

From the site:

Disney Television Animation has launched production on a new series about a pair of unlikely buddies: an emotional pickle and a freewheeling peanut. Jon Heder and Johnny Pemberton provide the respective voices for Pickle & Peanut, which is slated for a fall 2015 premiere on Disney-branded channel and platforms around the world. Created by Noah Z. Jones (Fish Hooks), the series mixes 2D animation and live-action in telling the story of small-town underdogs trying to be anything but ordinary. Joel Trussell (Yo Gabba Gabba!) developed Pickle & Peanut and serves as executive producer with Jones. Mark Rivers is the story editor. “We see very few pitches that are as funny and original as Pickle & Peanut,” said Eric Coleman, SVP Original Series at Disney TV Animation. “We instantly fell in love with these characters, and Noah and Joel have built a world with a visual style and sensibility unlike anything on TV.” The toon unit also said today that it has ordered a third season of its Mickey Mouse cartoon shorts and Season 2 of Craig McCracken’s comedy Wander Over Yonder.

News: Vishnu Athreya Named Vice President, Program Scheduling at Cartoon Network and Boomerang

VAthreya '14

For Release: June 23, 2014

 

Vishnu Athreya Named Vice President, Program Scheduling

at Cartoon Network and Boomerang

 

Vishnu Athreya has been named vice president, program scheduling for Cartoon Network and Boomerang, it was announced today by Rob Sorcher, chief content officer for Cartoon Network. In this position, Athreya will be responsible for overseeing the day-to-day scheduling and strategic positioning of programming content for Cartoon Network, Boomerang and branded non-linear program platforms. He will serve as departmental lead for long-range calendar planning along with developing creative strategies for on-air stunts and special events surrounding the networks’ growing library of original, acquired and classic animated programming. Athreya will be based in Atlanta and report directly to Sorcher, who is based at Cartoon Network Studios in Burbank, CA.

“Vishnu has artfully produced high-performance schedules in territories around the world, and now assumes the U.S. role with a deep knowledge of our product,” said Sorcher. “I’m pleased we were able to tap our own international talent pool, and as a result expect Vishnu to be a unifying link for Cartoon Network worldwide.”

Athreya joins the Cartoon Network U.S. team after his stint as executive director of programming, acquisitions and development for Turner Broadcasting’s kids channels in Asia Pacific: Cartoon Network, Toonami, POGO, Boomerang and Cartoonito. Based in Hong Kong, he was responsible for driving content programming strategy for Turner in South East Asia, Australia and New Zealand. In a role that included program scheduling, operations and acquisitions, Athreya was responsible for developing and furthering Turner’s broader kids strategy with new channel launches—specifically Toonami, a boys action channel, and Cartoonito, for younger children—and building strategic network relationships with various content providers. Over the course of his tenure, he was instrumental in propelling Cartoon Network to a leadership position in South East Asia Pacific.

Earlier in his career, Athreya was vice president, music programming and brand for Radio One, the BBC station in Mumbai. He began his career in advertising as a media planner with MediaCom India, part of Grey Worldwide.

Athreya earned a post graduate diploma in communications from the Mudra Institute of Communications in Ahmedabad, India. He also holds a bachelor’s of science degree in chemistry from St. Stephens College in Delhi, India.

Cartoon Network (CartoonNetwork.com) is regularly the #1 U.S. television network in prime among boys 6-11 & 9-14. Currently seen in 97 million U.S. homes and 194 countries around the world, Cartoon Network is Turner Broadcasting System, Inc.’s ad-supported cable service now available in HD offering the best in original, acquired and classic entertainment for kids and families. In addition to Emmy-winning original programming and industry-leading digital apps and online games, Cartoon Network embraces key social issues affecting families with solution-oriented initiatives such as Stop Bullying: Speak Up and the Move It Movement.

Turner Broadcasting System, Inc., a Time Warner company, creates and programs branded news, entertainment, animation and young adult media environments on television and other platforms for consumers around the world.

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Follow us @CartoonNetPR

 

CONTACTS:

Atlanta                  James Anderson                                  (404) 885-4205                    james.anderson@turner.com

Joe Swaney                                           (404) 885-0657                    joe.swaney@turner.com

Los Angeles          Courtenay Palaski                               (310) 788-6903                    courtenay.palaski@turner.com

 

 

News: All New Creative Cloud for 2014 is Here

AllNewCC_6.18.14

Well it seems as though today is a tech news day!

Today Adobe updated it’s Cloud apps and is saying it’s the largest upgrade since CS6. Among the most interesting is the ability to now print to a 3d printer via Photoshop which I’m still not too clear on but as far as I can tell you can model 3d objects and then print them via a 3d printer which is cool if you’ve got the cash to shell out for said 3d printer. Photoshop also got a new Blur gallery which allows you to add blur along any path and Spin Blur to create circular or elliptical blurs. They’ve also installed a new Experimental features panel which allows you to test drive and help shape new Photoshop features before they’re officially released. Flash CC got one interesting feature and two features they took OUT of Flash CC (2013). Illustrator got a host of interesting features  most notably allowing you to see the path you’re drawing before you drop your next point. A rubberband-like line from your last anchor point to the tip of the pen appears as you draw. Visualize where the next curve will go as you plot your next point — and spend less time cleaning up paths.

 

From their blog:

Major updates across our desktop apps

  • Photoshop CC now has Blur Gallery motion effects for creating a sense of motion, and the recently introduced Perspective Warp for fluidly adjusting the perspective of a specific part of an image without affecting the surrounding area. Focus Mask (did you see the sneak?) makes portrait shots with shallow depth of field stand out, and new Content-Aware capabilities make one of the most popular features even better. We’ve also added more camera support to Lightroom (version 5.5) as well as a new Lightroom mobile app for iPhone. The Photoshop and Lightroom blogs have the full scoop.
  • The Adobe Illustrator blog has the rundown on what’s new in Illustrator CC, such as Live Shapes to quickly and non-destructively transform rectangles into complex forms and then return to the original rectangle with just a few clicks.
  • With InDesign CC layout artists can now move rows and columns around in tables by simply selecting, dragging and dropping, which will be a big time saver. The new EPUB Fixed Layout means you can create digital books effortlessly.
  • The team is rebuilding Adobe Muse CC as a native 64-bit application and it now includes HiDPI display support for sharper-looking images, objects, and text.
  • Originally previewed at the NAB show in April, new features in our video apps include Live Text Templates, Masking and Tracking plus new integrations that leverage the power of Adobe After Effects CC inside Adobe Premiere Pro CC. It’s better, faster, stronger. Read more on our Pro Video blog.
  • Dreamweaver CC lets you see your work come to life. You can now view your markup in an interactive tree using the new Element Quick View, to quickly navigate, and modify the HTML structure of pages. The Dreamweaver CC blog has all the details.

 

Since Flash, Illustrator and Photoshop are the biggest tools in the Animation world, we’;ll focus on them. You can see all the newest updates to Adobe Cloud here.

Flash Professional CC (2014)

Flash seems to have gotten the fewest updates which honestly just pisses me off. In fact with every other update, they mention “And SO much more!” Flash? We got eight updates and only two are useful, to a Flash animator. Most of what they did for Flash CC this round is bring Back things they got rid of since CS6. Here’s a rundown on the newest features in Flash CC (2014) There is one promising feature though called the Width Tool which lets you draw variable width strokes; a tool which was already in Illustrator and actually has some promise in that it allows you to now change widths on the Line tool, essentially allowing you to control thick and thin on the fly in a drawing. gonna test that out and see how that works. In the meantime you can see a demo of the new Flash Width tool here.

They did allow for SVG export again meaning you can finally export vector again with this version of Flash CC so at least there’s that.

SVG export

Export any frame in your Flash project as an SVG file that can be scaled up and used in posters and other promotional materials.See it in action

Variable-width strokes

Draw strokes with widths that can be adjusted at any point. Create and save profiles for any stroke, or use variable-width presets.See it in action

Tweening for variable-width strokes

Add a shape tween to a variable-width stroke to create an animation as the stroke changes.See it in action

New Motion Editor

Back by popular demand, the updated Motion Editor gives you precise control over motion tween properties like color effects and transformations.See it in action

WebGL for animation

Publish animations to the WebGL format so they can run in modern browsers without needing Flash Player — and they can take advantage of GPU hardware acceleration.See it in action

Object-level undo

It’s back. Object-level undo lets you undo an action on one object without having to undo actions on other objects you changed more recently.

Projector support

Publish videos as Flash projector (.exe) files so they’re viewable even on systems that don’t have Flash Player installed.See it in action

HTML5 extension support

Flash Professional now supports HTML5-based panels, so developers can extend the app’s capabilities with new features and content.

 

Photoshop CC (2014)

Smart Object improvements

Maintain the links to external files by automatically packaging them in a single directory. You can also convert your existing embedded Smart Objects to linked Smart Objects.See how it works

Improved Layer Comps

Save time now that you can change the visibility, position, or appearance of one layer in a Layer Comp and then sync that change to all the others. Plus, easily see the attributes of each Layer Comp, and toggle a Layer Comp within a Smart Object.See how it works

Blur Gallery motion effects

Use Path Blur to add blur along any path and Spin Blur to create circular or elliptical blurs. The Mercury Graphics Engine makes all Blur Gallery interactions fast and fluid.See how it works

Focus Mask

Let Photoshop help you start a mask by automatically selecting the in-focus areas of your image. Focus Mask works great with potraits and other images that have shallow depth of field, and the Mercury Graphics Engine delivers fast performance.

Improvements to Content-Aware technology

New technology in Content-Aware Fill, Move, and Patch smoothly blends areas containing gradients, like skies, so you can create seamless, realistic results like never before.See how it works

Smarter Smart Guides

Forget trying to align multiple shapes or objects at exact distances from one another on canvas. Now you can quickly see the distance in pixels between objects so you can lay out content with precision.See how it works

Desktop fonts from Typekit

Choose the fonts you need from the Typekit library, sync them to your desktop, and get immediate access to them in your Photoshop font menu. Photoshop will even automatically replace missing fonts in your documents.See how it works

Font Search

Search for fonts by name, and see instant previews of each font to zero in on the perfect one.See how it works

Expanded 3D printing capabilities

Now you can see exactly where and how Photoshop repaired your 3D meshes so it’s easy to refine your designs in third-party 3D modeling apps. Get more accurate renderings of your models prior to printing thanks to WYSIWYG previews. And get support for more 3D printers and service providers.See how it works

Adobe Generator enhancements

Simplify the process of naming Generator assets and get greater flexibility in organizing the output from Generator by setting document-wide defaults, and by specifying subfolders for exported assets. Generator also offers new APIs so developers can create even more powerful plug-ins.See how it works

Adobe Camera Raw 8 enhancements

Heal images, fix perspective distortions, and create vignettes with greater precision. Plus, access an interactive histogram, before/after previews, and more.See how it works

Improved Windows 8.1 stylus support

Get to work quickly and comfortably with your stylus on Windows 8.1 devices, and enjoy smoother brush strokes thanks to higher-frequency sampling.

Expanded Mercury Graphics Engine support

Upsample images up to 15 times faster (depending on file size and video card configuration) now that the Mercury Graphics Engine delivers an OpenCL performance boost. The engine powers new Blur Gallery motion effects and the Focus Mask feature, too.

Experimental features

A new preference setting allows you to test drive and help shape new Photoshop features before they’re officially released.

Intelligent upsampling, even faster

Enlarge a low-res image so it looks great in print, or start with a larger image and blow it up to poster or billboard size. Upsampling preserves detail and sharpness without introducing noise, and now you get even more immediate results thanks to an OpenCL boost from the Mercury Graphics Engine.See how it works

Workflow Enhancements

Work faster and smarter thanks to new feature enhancements throughout your workflows. Now you have access to an expanded Color Panel; you can access your most recently used brushes, sync your workspaces, keyboard shortcuts, and menu customizations with Sync Settings; and more.

 

Illustrator CC (2014)

Live Shapes: Rectangles and Rounded Rectangles

Rectangles now have quickly modifiable corners, including independent radius control. Corner attributes are retained if you scale and rotate your rectangle. Now Illustrator remembers your work — width, height, rotation, corner treatment — so you can return to your original shape.See how it works

Pen tool preview

See the path you’re drawing before you drop your next point. A rubberband-like line from your last anchor point to the tip of the pen appears as you draw. Visualize where the next curve will go as you plot your next point — and spend less time cleaning up paths.See how it works

Anchor point enhancements

Fine adjustment of curves is now easier. New anchor point controls allow unequal or different-direction handles to be dragged as you draw to control the smoothness of each segment. You can even change a corner point to smooth without ruining your shape.See how it works

Snap to pixel, point, and grid updates

When snapping is turned on, your anchor points align perfectly to your choice of pixel, grid, or point. But your anchor handles should not. They’re now disengaged from snapping so you can preserve the precision of your curves and achieve fine control while editing.See how it works

Close paths with better control

Close your paths with precision and predictability. As you complete a drawing, you now have more control connecting the end and start points. Reposition your closing point or choose to break the direction lines to adjust the closing curve exactly as you wish.See how it works

Windows GPU acceleration

New GPU acceleration for Windows lets you work faster on Windows 7 or 8 computers. This feature requires an Adobe-certified NVIDIA graphics card with at least 1GB of VRAM.

Typekit missing fonts workflow

When you open a document, missing fonts are now automatically replaced. Illustrator CC searches the Typekit desktop font library and if the missing font is available it will sync through Creative Cloud with just a click.See how it works

All in all there’s a ton of new features to wade through. I just wish they’d continue to take Flash seriously. Clearly they’re gonna kill it.

 

News: Adobe’s Ink And Slide Tools For The iPad

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We reported on this last June when it was called Project Mighty and Napoleon and now it looks like the tools are ready to be released as Tech Crunch has a demo with it.

From the site:

Today Adobe unveiled the Ink and Slide, its first foray into the realm of hardware gadgets. The company describes the pair of gadgets as a “Creative Cloud Pen and Digital Ruler.” Basically, it’s a smart stylus that syncs with your iPad over Bluetooth and offers some nifty features when used together with Adobe Line, a new app available today for the iPad.

The Slide tool looks pointless to me but the Ink stylus is promising. It remains to be seen if it will support palm rejection, in other words not register that your palm is hitting the screen as you rest it to draw. Currently doing so invokes the zoom function ass well as registers the pen tool which creates all sorts of havoc when you’re trying to sketch. If it doesn’t support palm rejection it’s useless as far as I’m concerned and clearly shows that despite developers attempting to cater to artists, they’re not at all clear on how we work. No one wants to hover their hand above the screen for a long period of time and you’ll never be able to use the iPad for a serious work tool until they implement this feature.

You can read the full article on Tech Crunch as well as see a video demo here.