Title | VAUXHALL INSIGNIA |
Brand | VAUXHALL |
Product / Service | INSIGNIA |
Category | A10. Animation |
Entrant | AIRBAG PRODUCTIONS Melbourne, AUSTRALIA |
Entrant Company | AIRBAG PRODUCTIONS Melbourne, AUSTRALIA |
Advertising Agency | MCCANN Birmingham, UNITED KINGDOM |
Production Company | AIRBAG PRODUCTIONS Melbourne, AUSTRALIA |
Name | Company | Position |
---|---|---|
Travis Hogg | Airbag Productions | Director |
Nicholas Wright | Airbag Productions | Director |
Victoria Conners Bell | Airbag Productions | Executive Producer |
Tanya Stankovic | Direct | Producer |
Adrian Oostergetel | Canopy VFX | Lead Vfx Supervisor |
Kate Forrest | Direct | Animation |
Dan Armstrong | Direct | Animation |
Ken Stewart | Direct | Animation |
Ben Weller | Direct | Animation |
James Barnes | Direct | Animation |
Octavio De Lellis | Direct | Animation |
Adam Mcgowan | Direct | Animation |
Luke Davies | Direct | Animation |
Vince Mcsweeney | Mccann Birmingham | Executive Creative Director |
Tim Jarvis | Mccann Birmingham | Copywriter |
Barrie Robinson | Mccann Birmingham | Art Director |
This epic commercial for Vauxhall, sees the team, create a myriad of metallic creatures, all born from the soul of the Vauxhall Insignia. With the exception of sound design and music composition by Rafael May, the spot was designed and created completely at Airbag and Canopy, over a fantastically frenetic five weeks.
The team used a broad range of tools to create the commercial. Lifelike camera work is all important in full animation projects, and the director had access to a Virtual Camera System at the Canopy studio. This allows the director to engage with the 3D action as if it's in real the real world, giving the camera work a real life feel. The process to create such an animated piece relies on a very tight and well managed pipeline. Beginning with storyboards, concepts and 3D animatics, artists begin the process of building every element that resides in the world, piece by piece, and working to create something that looks truly real. Everything that is seen on the screen has to be created by hand. There isn't a single item or moment which hasn't been thought about or designed for a reason. The team consisted of concept and character artists, 3D modellers, animators, lighting and shader artists, physics and particle artists, a talented group of compositors and a very enthusiastic production and post production team.