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Cinema Opener STUDIO37
Cinema Opener Studio 37 realisation : Foret-Bleue special effects
The Atomic Cannon
Grable 25 May, 1953 The Atomic Cannon (15 Kilotons)
Behind the Scenes of PS3 'Mural'
studio : The Mill Behind the Scenes of PS3 'Mural'
Armies Of Exigo : Intro
Studio : digicpictures After the success of the Intro film for Armies of Exigo, Digic created four additional short films for the game, totaling almost 10 minutes of rendered cinematics. Three short films (Human, Beast, Fallen) introduce the leaders of each participating race in a typical situation. The Outro explains the unfolding conflict toward the end of the game. While the purpose of the Intro was to set up the game’s beginning, all others were created to explain the story and relate to it. The implementation of all short films exhibits a meticulous effort for quality, while keeping a constant atmosphere. Mainly used software: Alias Maya, Syflex, Pixar Renderman, Eyeon Digital Fusion, D2 Nuke, Adobe After Effects, Adobe Photoshop, Maxon BodyPaint
Armies Of Exigo : Outro
Studio : digicpictures After the success of the Intro film for Armies of Exigo, Digic created four additional short films for the game, totaling almost 10 minutes of rendered cinematics. Three short films (Human, Beast, Fallen) introduce the leaders of each participating race in a typical situation. The Outro explains the unfolding conflict toward the end of the game. While the purpose of the Intro was to set up the game’s beginning, all others were created to explain the story and relate to it. The implementation of all short films exhibits a meticulous effort for quality, while keeping a constant atmosphere. Mainly used software: Alias Maya, Syflex, Pixar Renderman, Eyeon Digital Fusion, D2 Nuke, Adobe After Effects, Adobe Photoshop, Maxon BodyPaint
Armies Of Exigo : Human
Studio : digicpictures After the success of the Intro film for Armies of Exigo, Digic created four additional short films for the game, totaling almost 10 minutes of rendered cinematics. Three short films (Human, Beast, Fallen) introduce the leaders of each participating race in a typical situation. The Outro explains the unfolding conflict toward the end of the game. While the purpose of the Intro was to set up the game’s beginning, all others were created to explain the story and relate to it. The implementation of all short films exhibits a meticulous effort for quality, while keeping a constant atmosphere. Mainly used software: Alias Maya, Syflex, Pixar Renderman, Eyeon Digital Fusion, D2 Nuke, Adobe After Effects, Adobe Photoshop, Maxon BodyPaint
Armies Of Exigo : Fallen
Studio : digicpictures After the success of the Intro film for Armies of Exigo, Digic created four additional short films for the game, totaling almost 10 minutes of rendered cinematics. Three short films (Human, Beast, Fallen) introduce the leaders of each participating race in a typical situation. The Outro explains the unfolding conflict toward the end of the game. While the purpose of the Intro was to set up the game’s beginning, all others were created to explain the story and relate to it. The implementation of all short films exhibits a meticulous effort for quality, while keeping a constant atmosphere. Mainly used software: Alias Maya, Syflex, Pixar Renderman, Eyeon Digital Fusion, D2 Nuke, Adobe After Effects, Adobe Photoshop, Maxon BodyPaint
Armies Of Exigo : Beast
Studio : digicpictures After the success of the Intro film for Armies of Exigo, Digic created four additional short films for the game, totaling almost 10 minutes of rendered cinematics. Three short films (Human, Beast, Fallen) introduce the leaders of each participating race in a typical situation. The Outro explains the unfolding conflict toward the end of the game. While the purpose of the Intro was to set up the game’s beginning, all others were created to explain the story and relate to it. The implementation of all short films exhibits a meticulous effort for quality, while keeping a constant atmosphere. Mainly used software: Alias Maya, Syflex, Pixar Renderman, Eyeon Digital Fusion, D2 Nuke, Adobe After Effects, Adobe Photoshop, Maxon BodyPaint
Behind the Scenes of Mitsubishi 'Rob
Studio : The MillBehind the Scenes of Mitsubishi 'Robot Factory'
PUMA : Until Then
Studio : The Mill This is ‘Until Then’, the new commercial for the Puma V1 08 Speedboot. Directed by Nicolai Fuglsig for agency Robert/Boisen & Like-Minded - the idea for the futuristic ad was by 2070 players will be able to don legs that could give them super athletic powers; but until then the Speedboot is the closest thing. 'Until Then' is a fully all CG-generated commercial with a single camera move throughout the game, in keeping with the vision of a photoreal future. A Mill team of 18 worked over six months on the development and design of the Puma commercial.