The Art of the Title Sequence

Archer

A fun step through espionage nostalgia, a ball becomes a blip becomes a bullet becomes a drip connecting the brightly colored character facets in the opening to Adam Reed’s very funny “Archer.”

Art Director Neal Holman details the creation of the title sequence for us.

PROJECT BREAKDOWN
Neal Holman: I animated this sequence in about four days, just as we were wrapping production on the pilot. My plan from the very start was to do an open using silhouettes in some form or fashion. Saul Bass and some later Saul Bass-esque opens, like Catch Me If You Can and Kiss Kiss Bang Bang, were pretty heavy influences. Even the end sequence of The Incredibles. Anything that had that sort of deft blend of fun and action went into the pot.

I saw the mock Saul Bass Star Wars open a few years ago, around the time when we were working on our previous series, The Xtacles and I loved it, just the playfulness of it. It was simple, but really fun, so that prompted a lot of research into that style, who had done it before etc.

Star Wars vs. Saul Bass (Click to Watch YouTube)

Originally, I had this idea that the silhouettes would be made of fire, moving over top of a burned/textured background. I loved the end titles of 300, the depth they achieved by zooming past elements to reveal the next sequence. The “grungy” textures in the back would be separated into various elements, so we can move past them or pan off them, creating a 3D world affect. The in-house mockups below were done to test the look.

Early “Grunge” look test (Click to Enlarge)

The mockups aren’t perfect, but the idea is there. At this time we were all starting to tire of grunge logos and effects, so ultimately we decided not to go this route.

Early “Grunge” look test (Click to Enlarge)

Another approach was to go for more of a cleaner, halftone effect. I liked it as a still, but in movement it wasn’t translating.

Early “Halftone” look test (Click to Enlarge)

Though it might be hard to tell from the pic, the last mockup was the start of the opening sequence as we know it. Once I found the font, the rest followed suit. Every time I finished another bit of the sequence, I would show it to the other guys (there were only 9 of us total) and get feedback. Each of them, Adam Reed especially, had an important hand in shaping the direction of the sequence.

Early “Saul Bass” look test (Click to Enlarge)

The challenge was to do this entire opening sequence with as little new drawings as possible. By using silhouettes as our main character pieces, I could reuse every element we created for the pilot. Scott Sims did the title music, and I felt like simple shapes could be doable and effective in the incredibly short time frame we had. Also note that the show was titled “Duchess” up until around the last day or so of animating the sequence.

Character element breakdown (Click to Enlarge)

We added some bells and whistles once the series got the green light, just to finesse some of the background animations and improve some small timing issues. Overall, I’m still pretty happy with it, though there are some nitpicky tweaks I’d like to adjust. Maybe in Season Two!

As Art Director, essentially, I’m responsible for every visual element you see on screen. Mack Williams, our Animation Director, is responsible for how those elements move and interact, though this doesn’t mean I draw every element (rarely if ever) or he animates every scene (rarely if ever) we’re the guys directing those departments.

I design almost every environment and work with Trinity Animation as they build those environments, also working with Eric Sims, our backgrounds director, on compiling all of the renders which his team then paints. Chad Hurd is our Lead Character Designer so he and I work together, talking with Adam Reed (creator) about how he wants the cast costumed and styled, etc.

The other half is working with Mack and his department fixing anything that’s not working. The total production team is I believe just above 40, including our exec. producers. It’s a great crew. We generally have four episodes in production at once, all in various stages; one being written, one being boarded, one being drawn, one being animated and Adam Reed plays a large role in the all of the production, he’s got an amazing eye.

TV SHOW DETAILS
USA | 2009 | Color | 1.78:1 | English
EXTRAS
CREDITS
Title Designer: Neal Holman
Cleanup: Eric Sims

Het Klokhuis (+ Johnny Kelly interview)

Quick and affordable 3D printing technology applied to classic stop-motion opens Dutch science program “Het Klokhuis” (The Apple Core) which is Holland’s oldest youth television show, covering everything from the history of dinosaurs to how an iPhone is made. It is a hybrid of hand crafted frame-by-frame animation and cleanly rendered apples with sprouting science experiments encapsulated like the seed of an idea about to be discovered.

INTERVIEW
Project Breakdown with Johnny Kelly of Nexus Productions.

Johnny Kelly: This title sequence is unusual in that it was commissioned through an advertising agency, Kesselskramer in Amsterdam. The program “Het Klokhuis” is dearly beloved to many people in Holland; it has been running for over 20 years. The program primarily covers science but includes lots of other things like culture, history and technology, and is on every day. They wanted to refresh the show with a new logo and titles and approached Nexus to see if I would be interested in making them.

The art director at Kesselskramer, Christian Borstlap, had made a logo graphic, with the idea that we would come up the final logo design in the course of production. They had an idea of how the sequence would work, made up of a series of scientific experiments on a series of apples, but were entirely open about what exactly these scenarios would be. These were mostly based on what could animate in an interesting way, with fun results. You can see some of these initial ideas in Examples 1.1-4.

Examples 1.1-4: Early Apple suggestions (Click for Slideshow)



The problem at this point was how to do justice to Christan’s beautiful logo shape. We hadn’t decided yet how the apples would actually be made, and discussed different materials. Something like plasticine wouldn’t have the right accuracy. I had used paper before but it wasn’t very good with curvy objects like an apple. My partner Jenny is a product designer and has used 3D printing quite a bit, and this seemed like a option that could work. This technology, which is still relatively niche, creates a physical object printed up in plastic from a 3D computer file, and is most commonly used by industrial designers to create prototype models. The film Coraline used 3D printing to create facial expressions, using individual models for each mouth shape, etc. Pixar also used it to create the models for their Zoetrope.

Apple prototype model renders (Click to Watch Quicktimes)



As it was for a public television station (NPS), our budget was very low, and as it turns out, the cost of getting the models produced here in London would have been prohibitively expensive. Then I remembered having come across a website of a company called Shapeways – who offer on-demand 3D printing by mail order and were much better value. The website is a little like YouTube, people upload 3D files, other people can leave comments, rate them, and you can order any of the models in various materials. Using this company – who fortuitously ended up being based in the Netherlands too – we were able to make simple shells for the whole apples, as well as ‘core’ shapes which we would be able to fill up with each apple’s insides (Example 2).

Example 2: 3D layout in 3DS Max (Click to Enlarge)



I contacted Jethro Haynes, a model-maker/sculptor/illustrator whose work I have long been a fan of, to see if he was available and interested in collaborating on the project. Jethro worked incredibly hard in just a few weeks to build everything, with a limited budget. He has an encyclopedic knowledge of materials and is full of ideas, so it was always a pleasure to see what he came up with for the planets, fish and other elements (Example 3).

Example 3: Shoal of fish design (Click to Enlarge)



Making the models in 3D came with other advantages – we were able to plan the shoot quite precisely. Using 3D software we were able to work out what size plinth we needed to build, what camera lens would offer minimum distortion and how far back it would need to be. We were also shooting at two different scales, and Ben here at Nexus was were able to set it up so that the camera and background wouldn’t need to change when we swapped between these (Example 4).

Example 4: Studio layout via computer (Click to Enlarge)



One of the sequences we had difficulty building was the melting bubblegum apple. We considered plasticine but decided that it would not give the right results, not being glossy enough. In the end we decided on creating a sequence of 25 individual models, one for each stage of the melting apple. These were then painted up by Jethro (Examples 5a & 5b).

Examples 5a & 5b: Raw and painted apple models (Click to Enlarge)



The animation was shot in 10 days in August at Clapham Road Studios, a film studio in south London which specializes in stop-frame animation. We used Dragon software which allows for very precise stop frame animation. Matthew Day, the DP on the project went to great lengths to create the perfect reflection on it, building up quite an elaborate set and lighting rig to this effect. The final result is quite surreal, looking so close to how the original models looked when rendered on computer. I’m happy with the resulting aesthetic, a sort of blurring between digital and analogue (Example 6).

Example 6: Studio setup (Click to Enlarge)



The end titles show what is coming up on the following episode of Klokhuis. Christian at Kessleskramer designed some typography for this, and suggested integrating video to show a preview clip. With some episodes there would be three or four of these listed, other times just one, so we designed the animation sequences to be modular. You can also loop the ticking clockwork for as long or short as necessary. The agency supplied us with some placeholder text so we could show how it works. This Dutch text on the sample animation we made reads “Next week on Klokhuis… Farts… Submarines…. Hip Hop” – so it covers pretty much everything you need in a TV show.

Het Klokhuis End Titles (Click to Watch Quicktime)



Jethro dismantled a large clockwork machine and rebuilt it inside one of the apples, designing it in such a way that it could collapse when hit with a mallet. Amazingly, many of the machine parts were still functional, so we were able to animate these (Example 7).

Example 7: Apple clock parts (Click to Enlarge)



We had an extraordinarily heavy prop mallet that we wanted to use. The problem was that we wanted to rig it up for animation, but weren’t allowed drill holes in it or damage it in any way. Max at the studio arranged a counterweight to the mallet using a sandbag. This allowed us to animate it quite precisely without worrying too much about it falling on top of the apple (Example 8).

Example 8: The mallet (Click to Enlarge)



Ultimately it was a challenging but enjoyable job to work on. Much of it was unknown territory and each sequence posed its own unique difficulties. I had for example planned to use real smoke for the final logo reveal and film this live action, but in the end opted for the stop motion staple, cotton wool. I find it interesting to try and use these old fashioned stop frame animation techniques and blend them with the benefits of new technology. This type of experimentation doesn’t fit every job but it seemed fitting given the show’s subject matter itself, and interestingly the first rebranded episode of Het Klokhuis will be all about the making of the title sequence itself.

Netherlands | 2010 | Color | 1.78:1 | Dutch
Extras
CREDITS
Production Company: Nexus
Director: Johnny Kelly
Executive Producers: Christopher O’Reilly & Charlotte Bavasso
Producer: Luke Youngman
Production Manager: Jo Bierton
Creative Development: Beccy McCray

Client: NPS
Agency: KesselsKramer
Creative Team: Christian Borstlap
Agency Producer Pieter Leendertse

Model-maker: Jethro Haynes
3D printed model design: Ben Cowell, Matt Clark
Animators: Matthew Cooper, Tine Kluth
Runner: Xaver Böhm
Compositing: Alasdair Brotherston

Director of Photography: Matthew Day
Filmed at Clapham Road Studios

Music: Harry Bannink
Sound Design: FC Walvisch Amsterdam

A History of Scotland (+ ISO Design interview)

A History of Scotland contact sheet
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Model kits and kilts.

ISO Design’s opening title sequence to “A History of Scotland” offers a gathering sense of self and of a scaled Scotland. Using a tilt-shift effect that simulates miniature scale model photography where a shallow depth of field is created by blurring areas of the composition either optically or in post, the title technique nicely captures the spirit of the pioneering Picts.

INTERVIEW
A Q&A with ISO Design’s Damien Smith.

Art of the Title: Tell us a little bit about ISO Design.

Damien Smith: 10 years young Glasgow-based digital design studio. Started out concentrating on personal motion graphics projects for commissioners like OneDotZero and moved into TV in the late 90’s working with the BBC, MTV and Channel 4 in the UK.

We still do a lot of broadcast graphics and have expanded the studio to work on large scale interactive installations for clients like Mercedes Benz and multiplatform projects like the new Sony XMB and the BBC iPlayer.

ATS: How did you become involved with the project?

DS: We’ve worked closely with the BBC team responsible for History of Scotland over many years. This was the largest production ever undertaken by the BBC in this country and we worked closely on early concepts for reconstructions, in programme graphics and the titles.

ATS: Take us through the design process, how did you develop the concept for the piece?

DS: The design brief was simple – ” illustrate over 1000 years of Scottish history in a contemporary style”.

After early discussions with the producer and director, we kept coming back to one core idea . . Scotland’s history and it’s people is defined by it’s landscape; from the natural barrier the Highlands form to the rugged west coast and islands down through the central lowlands, this unique land form defined our history.

As with most projects three or four ideas were kicked around with the strongest developed into a storyboard. We all liked the idea of historical dates and type tagged or pinned into the landscape then blowing away in the wind, referencing the elemental nature of Scotland and the passing of time. We then gathered specially shot helicopter footage and added shallow focal planes into shot, that helped to build in a sense of scale and also caused attention to focus in on the type elements.

ATS: Describe the development process of the sequence.

DS: After the BBC approved the treatment we created an animatic showing text blowing away over a moving aerial shot with a shift tilt effect on the background footage. This very quickly showed we could not manually key frame the type elements, as there were far to many characters and this also lacked a random natural feel. We then started scripting in After Effects to animate the type from a resting position to a new position off screen. We also split type blocks into words or letters and the scripts randomised the position and rotation parameters as the type as it left screen. The whole thing gave much more of a natural organic feel. Travelling mattes for were then created for all the helicopter shots and the shift tilt effects produced using Mocha, and tracking moving shots in SynthEyes.

ATS: What was the most difficult aspect of this piece?

DS: Trying to squeeze it out of a BBC budget!

ATS: What recent work has taken you by surprise?

DS: The Radiohead graduation film of Glasgow School of Art student James Houston – Big Ideas (don’t get any). Pleased to say James regularly works out of our studio as a freelance director!

ATS: So what’s next for you?

DS: We have recently launched a creative social media platform in partnership with Channel 4, we are completing the titles for Peter Mullans new film NEDS and we are consulting on interactive installations for a new Zaha Hadid Museum.

UK | 2009 | Color | 1.78:1 | English
EXTRAS

Image Extra iconPic(t)s of Up Helly Aa, a fire festival celebrated for over 130 years in Scotland’s Shetland islands
from Alan Taylor/Boston.com’s consistently brilliant “The Big Picture”

CREDITS

Title Design: ISO Design

How We Built Britain (+ Gareth Edwards interview)

How We Built Britain contact sheet
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For our first post in 2010 we revisit the “How We Built Britain” titles with an interview with their creator Gareth Edwards. This was requested by some readers, facilitated by others and now available to all and feels like the perfect way to begin this new decade. Edwards, a truly multi-talented designer/visual effects artist/director has worked for the BBC on numerous productions including “Seven Wonders of the Industrial World” and “Attila the Hun,” this year completes his first feature film, “Monsters.”

“Development wants, development gets.” – Fugazi

A tangle of utility in both architecture and typography offers a fascinatingly structured title sequence for the BBC’s “How We Built Britain” that bespeaks an acquisitive England. The artificial monuments of type seem proportionally sound, the final title card an achievement of engineering.

INTERVIEW
A Q&A with designer Gareth Edwards

Art of the Title: Tell us a little bit about where you are with your career.

Gareth Edwards: I kind of got into graphic design by accident. I always grew up wanting to be a filmmaker. But when I went to film school (about 15 years ago) it was very clear that computers were going to be the future of filmmaking. So I bought one, learned the software, and got completely sidetracked in a career doing visual effects, title sequences etc. Over the last few years I was able to use this skill to bribe companies like the BBC into letting me direct TV shows, by promising to add lots more production value through creating my own digital effects. I’m currently finishing the post-production on my first feature film called ‘Monsters,’ a sci-fi road movie set in Central America made for Vertigo Films in the UK.

ATS: How did you become involved with How We Built Britain?

GE: I was waiting to begin my next directing project and had a bit of a work gap. I knew the people in BBC Arts through my time doing visual effects with them. The producer called me about the show and it had been a while since I had created a title sequence, so I felt like it could be fun.

ATS: Take us through the design process, how did you develop the concept for the piece?

GE: I remember going to a meeting with the various people at the BBC and pitched about eight different ideas (all of which I quite liked). I was trying to find a simple visual metaphor for their show. By the end, I could tell they didn’t like any of them and I thought ‘well, that’s that then, I guess I won’t be doing this’. Then as the meeting was nearly over and I had a better handle on what they wanted I said ‘Well, we could just do the obvious thing.’ ‘What’s that?’… ‘We could just do the title ‘How We Built Britain’ … as buildings… across Britain,’ I was a bit embarrassed as I said it as it felt a bit clichéd, but they loved it!

ATS: Describe the development process of the sequence.

GE: Once we had agreed on the concept, everything else fell into place very easily. None of the footage was specifically shot for the titles, so I spent a day sitting through all their helicopter footage that they had filmed for the series, looking for shots where I might be able to add giant letters. I then did a very rough edit and tracked the footage adding a simple ‘Arial’ font as an example of where each letter would go. They really liked what they saw and didn’t want me to change anything, including the font! (Although I have nothing against Arial either).

ATS: What equipment (hardware/software) did you use?

GE: I created the 3D letters in 3ds Max. My 3D skills back then were pretty average, so I just modeled and textured as best I could. I used Photoshop for textures (taken from other buildings found in the rushes). Everything was comped in After Effects, which didn’t require much work other than grading, rotoscoping, etc. The 3D was tracked using Boujou (just the version where you push a button, as I’m no expert tracker either).

ATS: What was the most difficult aspect of this piece?

GE: I guess the tracking was hardest. Some of the elements do slide around in some of the shots and I had to go in by hand and squash and stretch elements to make it less noticeable. What’s funny is that I think when people know something can’t be real, they are much better at spotting it. But there is a shot in there where I replaced and added an entire mountain range (the first car POV of the ‘I’) to help it cut with the following shot. The tracking on that isn’t great either, but because you assume it’s real, nobody ever notices.

ATS: What did you learn on this design?

GE: That it’s good to be open minded and listen to your producers (sometimes). They know their project much better than you ever will. I think if I had gone with any of my original designs, I might have created something that I would have liked, but would not have been as good for the show. I also learned that some people care more a lot more about fonts than me!

ATS: What recent work has taken you by surprise?

GE: I haven’t really been following motion graphics as much as I used to. I can’t help feeling that what we went through a few years back with the birth of digital animation/graphic design, was a bit like in the sixties with the birth of rock n’ roll. There was suddenly this new frontier that everyone dived into and came up with lots of really cool work. I think it’s such a fast moving, incestuous industry, that it is very hard to create anything timeless. As a result, I don’t really find myself sitting and watching any of my old favourite graphic design DVDs, but I’m always sitting and watching my old favourite films, which I think says a lot – that a great story will stay with you much longer than a great design. But on very rare occasions something comes along that manages to combine both, and it is those pieces of work that will outlive us all.

ATS: So what’s next for you?

GE: I’m just finishing the post production on my first film ‘Monsters,’ which I need to get much better at explaining in just one sentence. It’s kind of a monster movie, but set years after most monster movies end, when people aren’t running and screaming anymore, but life just goes on as normal with these ‘things’ in part of the world. We shot it all very guerrilla style in Central America. Apart from our two main characters, everyone else in it are real people just going about their real lives, with all the sci-fi elements being added in digitally afterwards. As a result I think we’ve created a very believable world with some really subtle performances. I can’t wait for it to be finished and start showing people… and not an Arial font in sight! Actually, maybe a few on some road signs here and there, but just for realism!

UK | 2007 | Color | 1.78:1 | English

CREDITS

Title Design: Gareth Edwards

Bored to Death (+ Tom Barham Q&A)

Bored to Death contact sheet
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The titular tome spreads its pages to typography set illustrative; the text embroiders the imagery as shapes and labels. With what sounds like the jingle of loose change, the type scatters and lays as lovely a refuse as turned tree leaves. It is Curious Pictures’ title design for HBO’s “Bored to Death” by Creator/Protagonist/Writer/Executive Producer Jonathan Ames.

INTERVIEW

A Q&A with title sequence director Tom Barham for Curious Pictures.

Art of the Title: How did you become involved with the project? How did the idea of animating the type come about?

Tom Barham: We were approached by HBO to pitch the series titles. I was familiar with Jonathan Ames’ work. When I found out that the series was semi-autobiographical — the story about a writer who hires himself out as a PI – it made sense that the entire world should be a fictional one created from the text of his imagination. We used the original copy from the short story in McSweeney’s for the characters as well as all of the backgrounds.

ATS: Including elements of noir or neo-noir seems an obvious choice. What lead you away from that?

TB: Exactly that — it was too easy. We did include a few noir-esque touches like the book cover and general lighting of the pages.

ATS: What was your approach to directing the opening credit sequence?

TB: I wanted to do a combination character and flip-book animation to move the Jonathan character from location to location in a book format. Additionally, since the characters were made from text contained within the book where they exist they needed to move and interact with each other as if they were emitting or leaking letter forms and words.

ATS: What were the first questions you had and how were the answers arrived at?

TB: What’s the idea here? How can we create a sequence that is organic to the subject matter and that communicates both the intent of the show and the intent of the author?

ATS: What was the process for working with the artist Dean Haspiel?

TB: Dean had worked with Jonathan on his novel “The Alcoholic” and done some drawings for the show.

ATS: Do you have any interesting stories related the development of this sequence?

TB: What was most unique was working with Jonathan Ames. It’s unusual for the author of the story to be so intimately involved with the production of the title sequence. He provided a great deal of insight about the characters.

ATS: Can you give us an example of something you took away from this collaborative project? Which gives you a greater satisfaction, collaboration or a project that is entirely your own?

C&A: Both have their merits. For the most part though, I think collaborations provide the greatest opportunity for personal growth. The challenges are more numerous and involve a greater levels of understanding of people and their points of view versus your own personal take on things. The best ventures are usually those that tap into other people’s talents as well as your own.

USA | 2009 | Color | 1.78:1 | English

CREDITS

Director: Tom Barham
Production Company: Curious Pictures, New York
Executive Producer: Mary Knox
Head of Production: John Cline
Producer: Paul Schneider
Animation: Anthony Santoro, Marci Ichimura, Mark Rubo, Mark Pecoraro
Pre Visualization: Mark Corotan
Executive Producers: Sarah Condon, Troy Miller, Stephanie Davis, Dave Becky, Jonathan Ames
Producers: Anna Dokoza, Brad Carpenter
Client: HBO/Dakota Films

Météo+

Météo+ contact sheet
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In close up and in errata, the forecast, up next.

With splendid texture and a sense of humor Jay Bond’s (Director/Editor, Oily Film Company) opening sequence for the Canadian sitcom Météo+ features the sensual scrutiny of the weather, the worn and the worn out.

The clever combination of minimal motion-tracked graphics with the everyday blend nicely with a retrofit titillation; a throbbing jugular secretes sleepless sweat while a suggestively-shaped fan pushes the heat.

Director Jay Bond of Ottawa-based Oily Film Company:

“For this opening title sequence, we decided to use a literal element from the show to reflect one of its strong underlying themes…things aren’t always the way they seem and rarely go as planned. The series, Météo+, is a French, comedic drama about a staff of eccentric characters operating an independent weather network.

With that notion in mind, our idea was to build mini sequences of weather mishaps then connect it all with a series of botched forecasts. We felt viewers could relate to planning something based on a weather forecast then having to deal with a completely different set of weather elements. To enhance this, we wanted the difference between the forecast and the resulting weather to be in some cases really over the top.

Visually, the show has a unique colour palette resulting in a retro‐like feel, so we added connecting elements to that using the vintage fans and radio. Shooting Super 16mm film, we also decided to use reversal stock for certain sequences then processed it normally for a Kodachrome 1950’s vibe.

And stylistically, we wanted to keep the feel pretty organic and not use a lot of effecting or compositing. The graphic device of the floating forecasts seemed to be a great subtle touch – both clean and slick at the same time.”

Canada | 2007 | Color | 1.78:1 | French

CREDITS

Producer/Director: Oily Film Company Inc.
DOP: James Ransom
Editor: Jay Bond
Motion Design: Jay Bond & Garry Tutte
Production Company (titles): Oily Film Company Inc.

Nel Nome Del Male + Boris 2

Nel Nome Del Male contact sheet
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The operatic, intimate opening of SKY TV’s “Nel Nome Del Male” seems to breathe in the moans of ghosts, some inexorable damnation. The soft-shoe horrors found in the masterfully crafted elements of type and soundscape are striking.

Producer Andrius Dementavicius at CREATOR, Lithuania:

“We did the sequence together with art director Marina Grandi and project manager Monica Masciocchi from FBF (Frame by Frame Italy).

The miniseries, which aired in two episodes, recounts the story of a father who, upon the disappearance of his son, is forced to confront the terrible world of the seven deadly sins. We did some testing to see how good can we could make the 3D falling man and the stained glass movements. Everything needed to be HD so it took some serious research to create the macro shots of the stained glass. First we had an idea to shoot the falling man, but after talking it over with Marina and Monica we decided to make it 3D like the rest of the sequence.

It took about 6 weeks to finish. The lead artist, Alexandras Polevojus, who also did the Boris 2 sequence, is one of the pioneers of 3D compositing in the Baltic States and one of a handful of pioneers of motion graphics after the Soviet Union collapse.”

Italy | 2009 | Color | 1.78:1 | Italian

CREDITS

Post Producer: Andrius Dementavicius
Project Leader: Piero Desopo
Agency Producer: Monica Masciocchi
Art Director: Marina Grandi
Lead 3D VFX Artist: Alexandras Polevojus
3D VFX Artists: Romanas Zdanevicius, Tomas Spokauskas, Paulius Biesevicius, Valdemaras Dzengo, Vytas Auksciunas
Music: Roberto Vallicelli
Post Production: CREATOR
Agency: Frame by Frame
Client: SKY TV

Boris2 contact sheet
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There is something inherently enjoyable watching the cast of “Boris 2″ in the fish-out-of-water opening to the show. Boris the fish also seems to find the floating and singing an amusing affair even with the big splash finale.

Producer Andrius Dementavicius at CREATOR, Lithuania:

“Boris was a very popular TV series in Italy after its first season. When the producers decided to make a second season, Piero, a project manager from Fox Channels Italy and Juan Pablo, the art director, invited CREATOR to test how we would imagine the actors underwater. The series takes place in a film studio, and the director always asks for advice from his best friend BORIS the fish. Fox liked what they saw and we got the job. It was impossible to schedule a shoot with all the actors together so they were shot against green screen. Keying the actors took some time. After we got the footage it took about 6 weeks to reach the final result. We just won the silver at Promax|BDA in New York.”

Italy | 2009 | Color | 1.78:1 | Italian

CREDITS

Post Producer: Andrius Dementavicius
Project Leader: Piero Desopo
Second Producer: Jurga Radziuviene
Art Director: Juan Pablo Kessler
Lead 3D VFX Artist: Alexandras Polevojus
3D VFX Artists: Romanas Zdanevicius, Tomas Špokauskas, Linas Makauskas, Vytas Auksciunas, Andj Selistrovski
Post Production: CREATOR
Client: FOX Channels Italy

Durham County

Durham County contact sheet
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Smokestack pollution and imposing power lines loom in counterpoint or collusion with skeletal trees and a dark wood in the opening sequence for the Canadian series “Durham County.”

Creative Director Kevin Chandoo at Technicolor Creative Services:

“An intuitive editorial approach and the fantastic manipulation of reality led the way to a montage that hints at the disturbing truth about the people of Durham County.”

Canada | 2007 | Color | 1.78:1 | English

Direct Link: 480p (QuickTime, 865×368, 42 MB, 02:27) + 720p (QuickTime, 1280×544, 62 MB, 02:27)

CREDITS

Creative Director: Kevin Chandoo
Producer: Sam Komaromi
Designer: Breck Campbell
VFX Artists: Brent Whitmore, Darren Achim
Editor: Kevin Chandoo
Matte Painters: Jason Snea, Kevin Chandoo
Colorist: Andrew Exworth
Studio: Technicolor | Toronto

Fish + Mutual Friends

Fish contact sheet
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The visual concoction of ink intermingling with water brings boot heels, cigarette smoke and countless classifications of clouds in this title sequence for the dramatic BBC drama series Fish where “an idealistic lawyer specializes in industrial tribunals.”

From Craig Purkis at Liquid TV:

“This title sequence, to a BBC 1 prime time drama based in a law firm and centred around it’s main character Fish, played by Paul McCann, was specially shot 16mm and uses film of ink spiralling into water which was then composited against animating typography of the cast to create a simple, sophisticated and classic filmic sequence.”

It was made using pure undiluted ink in water. The movement comes from simply stirring the water in a cylindrical tank. It was shot on a fixed 16mm Bolex camera and telecined to digital format for grading and editing. The frame rate was a mixture – between 25 and 60 frames a second. It’s the luck of the draw which way the ink is going to go and how it spreads, but that’s the beauty. Simple and no need for fluid fx!

UK | 2000 | Color | 1.78:1 | English

Direct Link: 480p (QuickTime, 848×840, 16 MB, 00:48)

Mutal Friends contact sheet
Click to Watch SD
| Click to Watch HD | iPod/iPhone

From Craig Purkis at Liquid TV:

“A group of old friends whose lives are thrown into chaos when one of their group commits suicide.

Representing the characters of this BBC drama, playful orange and white dots dance about a stark black background interacting with each other and giving us a clue as to how these two spar their way through each others lives.

Despite it’s 2D appearance the sequence was animated in Maya not only to give the animator greater control of the characters and environment, but also to add fluidity and personality to the spheres. As the turn around time for the sequence was just a little longer than it takes to make a cup of tea, an added benefit of animating in Maya was that we could quickly render in HD.”

UK | 2008 | Color | 1.78:1 | English

Direct Link: 480p (QuickTime, 848×480, 3 MB, 00:37) + 720p (QuickTime, 1280×720, 5 MB, 00:37)

CREDITS

Creative Director: Asra Alikhan
Head of Design: Tim Varlow
Art Director: Victor Martinez
Head of Animation: Gabriel Edwards
Head of Marketing: Craig Purkis
Production Company: Liquid TV

United States of Tara

United States of Tara contact sheet
Click to Watch SD
| Click to Watch HD

Jamie Caliri’s opening titles for “United States of Tara” feature a host of frighteningly good characters mostly hosted by the brilliant Toni Collette’s Tara, herself a Kansasian mother and artist suffering from dissociative identity disorder and related memory suppression.

Tara’s alters; “T,” a temperamental teenage tart, Alice, a strong (and strongly repressed?) 50’s housewife, and Buck, the brawling, chain smoking, self-proclaimed war vet all pop up for reasons unknown. At the end of the sequence Tara emerges in ascension as it is she who shelters her alters. And she is derailed. And she is saved.

US | 2009 | Color | 1.78:1 | English

Direct Link: 480p (QuickTime, 848×480, 15 MB, 00:53) + 720p (QuickTime, 1280×720, 27 MB, 00:53)

Interview

A Q&A with Jamie Caliri, title sequence director for Tara and Lemony Snicket’s A Series of Unfortunate Events.

Art of the Title: Tell us a little bit about how you were approached to do this sequence; what were some of the early conversations?

Jamie Caliri: I first met with the writers and producers of the show. They had a pretty clear idea of what they wanted. Dave Finkle had sketched out a loose story board that showed the camera moving through a series of paper pop-up environments. Each environment represented a different Tara personality. Over the course of sending story boards back and forth, we decided to add actual characters into the pop-ups. We would keep her face hidden until the end.

ATS: How much of a character sketch did you have for each of Tara’s alters?

JC: They showed me the first few episodes, this helped a lot.

ATS: It seems like the sequence combines real-time action as well as stop-motion action? Is this the case?

JC: The piece is stop motion from start to finish. Some shots had minimal animation and others more. We attempted to build as many actual working pop-ups as possible

ATS: How did you work with the musical element? (Did you have it beforehand?)

JC: The music came in about half way through. We started cutting and shifting things a bit, but not much. It all just worked out. I did shift the music at one point to land a big boom sound over the falling foot. I thought this was Tim’s intention. It turned out to be a happy accident.

temp

ATS: What equipment did you use?

JC: We shot with both the Canon 40D and the Nikon D300. We used Dragon Stop Motion to capture our 3K files. We did a bit of multi pass and multi exposure shooting. We composited in After Effects.

ATS: What is the most important thing you learned while creating this sequence?

JC: That building pop-up books is an art and a science. I understand why they call those folks paper engineers.

ATS: What recent work has taken you by surprise?

JC: I loved Raf Wathion’s Electrabel spot with all of the tea lights – amazing!

Extras

Weblink Extra icon Dragon Stop Motion blog – Animating on “United States of Tara.”

Weblink Extra iconSubmarine Channel’s “Forget the Film, Watch the Titles” coverage and interview.

Credits

Title Director: Jamie Caliri
Animation: Anthony Scott
Illustration: Alex Juhasz
Art Department Lead: Morgan Hay
Art Department Assistant: Yoriko Murakami
Executive Producer: Mark Medernach
Line Producer: Daniel Ridgers
Production Assistants: Amanda Belden Scharnberg, Ashley Calhoun, Richie McCord
Production Company (titles): DUCK
Client: Showtime

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