1. We shot this video to demonstrate the capabilities of our OMCOPTER drone. It showcases its ability to fly into buildings, close to actors and into high altitudes. Our thanks go out to Christian Pfeil and Ralf Haeger! Notice: The clip only has two cuts!

    DoP: Frederic Doss
    Pilot: Stefan Müller

    # vimeo.com/36341233 Uploaded 334K Plays 111 Comments
  2. The Martian tells the story of stranded astronaut Mark Watney and NASA’s efforts to bring him home. Based on Andy Weir’s novel, the story is set circa 20 years in the future, during NASA’s third manned mission to Mars. Predicated on real science, director Ridley Scott and production designer Arthur Max drew on the expertise of specialists at NASA and the European Space Agency, and asked Territory to craft the screen graphics and UI that would be needed.

    As a story that is mediated by technology, hundreds of screens are employed across eight key sets, forming the lens through which the drama unfolds.

    Working closely with NASA, Territory developed a series of deft and elegant concepts that combine factual integrity and filmic narrative, yet are forward looking and pushing NASA’s current UI conventions as much as possible.

    Territory’s plot-based graphics includes identities and visual languages for each set, and include images, text, code, engineering schematics, 3D visualisations based on authentic satellite images showing Martian terrain, weather, and mission equipment served across consoles, navigation and communication systems, laptops, mobiles, tablets, and arm screens throughout.

    In all Territory delivered around 400 screens for on-set playback, most of them featuring interactive elements. With 85 screens on the NASA Mission Control set alone, a number of which were 6mx18m wall screens, there are many moments in which the graphics become a dynamic bridge between Earth and Mars, narrative and action, audience and characters.

    20th Century Fox Credits
    Director: Ridley Scott
    Production Designer: Arthur Max
    Motion Graphics Art Director: Felicity Hickson

    Territory Credits
    Creative Director: David Sheldon-Hicks
    Producer: Sam Hart
    Art Direction: Marti Romances
    Lead CGI: Peter Eszenyi
    Design and Animation: Daniel Højlund, Marti Romances and Sam Keehan.

    NASA Headquarters
    Director, Planetary Science Division: Dr. Jim Green
    Program Executive for Solar System Exploration: Dave Lavery
    Manager, Multi-Media Programs: Bert Ulrich

    Playback Credits
    Compuhire

    Showreel
    Edit: Marti Romances
    Audio: Zelig Sound

    © 2015 Twentieth Century Fox, The Martian

    # vimeo.com/142143279 Uploaded
  3. The mighty Joseph Kosinski invited Munkowitz to the GFX party once again, this time for his spring blockbuster feature film OBLIVION™… Predictably, the list of graphic assets to be created was obscene, so munko assembled and led another super team of GFX mercenaries and descended into the lovely confines of Crater Lake Productions to generate the aforementioned fuckload of graphic content… Working with Joseph always brings out the best in Munk and Company, and this time around was certainly no exception… OBLIVION © Universal Pictures, Inc. All Rights Reserved.

    A more thorough GFX Breakdown at: work.gmunk.com/OBLIVION-GFX

    GFX METHODOLOGY

    The briefing for the Graphic Language stressed functionality and minimalism while utilizing a bright, unified color palette that would appear equally well on both a dark or bright backdrop… The function was to reflect the modernized sensibilities of the TET Mainframe computer and would assist the characters with the key components of their duties on earth; be it the monitoring of all Vitals on the ground using Vika's Light Table, or the various diagnostics in the air using the Jack's Bubbleship… For good measure, the team also designed and animated all of the HUD UI for the various machines and weaponry in the film cuz they could, establishing a consistent graphic language that rendered all the interfaces with a loverly cohesion rarely seen in them massive-budget Sci-Fi productions...

    OBLIVION LIGHT TABLE UI

    One of the most widely seen Graphic elements was Vika's Light Table, which allowed her to guide Jack Harper through his tasks as a Drone repair man in the field of duty… The table itself was built practically, so most of the visuals were captured in-camera, lending a beautiful optical touch to the design ( thx Joe & Claudio )… The table consisted of four screens: A main map that Vika used to monitor the Bubbleship, Drone, and Scav positioning, a Drone Monitor which tracked all their key vitals and fuel status, A Hydro Rig monitor that displayed the collection progress for the large resource gatherers over the ocean, and finally a Weather Screen which showed the Tet's online status and also key vitals of the ever-changing weather systems… A couple extra tasks had the team designing another Map Diagnostic screen on a milky-white breakfast table top and a few key standalone windows that were analyzing Rogue Signal feeds that were key story points in the film...

    OBLIVION BUBBLESHIP UI

    Jack's helicopter, a remarkable Daniel Simon creation called the Bubbleship, was Jack's paramount vehicle in the film… The UI appeared as a hologram embedded within the spherical glass cockpit, done to perfection by the lovely folks at Pixomondo, and functioned to assist Jack in his flight and combat duties throughout the film… The team researched a grip of Flight simulator and Helicopter Combat interfaces and sought to modernize the aesthetic while still delivering key functionality that would mimic real-world flight tools... And of course the team didn't want to fuck up Simon's baby with ugly UI, the German wrath was implanted deep within and ultimately, the Bubbleship UI was by far the most researched and pampered graphic task...

    OBLIVION HUD GFX

    The team also designed all of the Machinery HUDs and various Gauges in the film, be it the Drone Machine Vision, Jack's Gun HUD, all the Scav equipment and some of Jack's smaller vehicles... The interfaces again stressed functionality over excess, keeping the Greeble under control and communicating key story points throughout the film.. All of these graphic elements were ingested by the VFX Vendors and ultimately integrated seamlessly into the live-action plates; many thanks mighty peoples...

    OBLVN Light Table UI Credit list

    Production Facility: Crater Lake Productions
    Oblivion Director: Joseph Kosinski
    Oblivion Producer: Steve Gaubs
    Oblivion Assistant Producer: David Feinblserbr

    Graphics Design Director: Bradley G Munkowitz
    Lead Graphic Designers: Bradley G Munkowitz, Jake Sargeant
    Graphic Designers: Joseph Chanimal, Alexander Perry
    Lead Graphics Animators: David Lewandowski, Joseph Chanimal
    Graphics Animator: Alexander Perry

    OBLVN Bubbleship UI Credit list

    Graphics Design Director: Bradley G Munkowitz
    Lead Graphic Designers: Bradley G Munkowitz, Joseph Chanimal
    Lead Graphics Animator: Navarro Parker
    Graphics Animator: Joseph Chanimal

    OBLVN HUD GFX Credit list

    Graphics Design Director: Bradley G Munkowitz
    Lead Graphic Designers: Joseph Chanimal, Bradley G Munkowitz
    Graphic Designer: Alexander Perry
    Lead Graphics Animators: Navarro Parker, Alexander Perry
    Graphics Animator: Joseph Chanimal

    OBLVN Process Montage Credit list

    Production Facility: Autofuss
    Design Director: Bradley G Munkowitz
    Lead Editor: Ian Colon
    Director of Photography: Ian Colon

    # vimeo.com/64377100 Uploaded 345K Plays 124 Comments
  4. A FILM BY ETIENNE AURELIUS

    # vimeo.com/174619296 Uploaded 60K Plays 12 Comments

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