1. Asylum VFX brought me in to help develop the graphic language for the Skynet sequences in the feature film Terminator Salvation.

    I was brought on towards the end of post-production, so there was little time for design/animation versions. This provided good motivation to nail the designs the first time around and animate them in a smart, efficient way. The project was extremely fast-paced with a high amount of deliverables despite a small, but incredibly talented team. I worked in the penthouse suite alongside creative director Justin Blampied, vfx supervisor/lead flame artist Tim Davies and lead 3d artist Michael Shelton for about 2 months. It was an awesome experience to work on a feature film and see the other visual effects sequences come together right before the movie released.

    Skynet Graphics Sequence Credits:
    Concept + Creative Direction - Justin Blampied
    Concept + Design + Animation - Jake Sargeant
    VFX Supervisor - Tim Davies
    3D Animation - Michael Shelton
    VFX House - Asylum VFX, Santa Monica

    Full Production Credits at:
    http://movies.nytimes.com/movie/398155/Terminator-Salvation/credits

    # vimeo.com/62664233 Uploaded 30.7K Plays 6 Comments
  2. TRON Legacy's disc game sequence needed a floating scoreboard and tablet interface to help keep track of the action. This was the first of nearly a years worth of animated graphics assignments working deep inside visual effects powerhouse Digital Domain.

    I worked with Gmunk on one project before TRON in the commercials division of DD where he quickly assimilated the evolution of custom built apps whose development and evolution I continued to push over the years since my time working at Motion Theory with Josh Nimoy and various other code artists.

    Gmunk and I directed the creation of two custom apps for the disc game sequence with Josh Nimoy at the coding helm. Once the initial design and animation direction had been settled on, we experimented and integrated image sequences based on custom sliders that controlled a host of different parameters to nail the desired effect. Gmunk saw the scoreboard through to completion while I focused on finishing the tablet interface used by Jarvis, Clu's intelligence officer. The disc game sequence also introduced us to the 3d pipeline and associated workflow at Digital Domain. Well worth the extra process when the 3d glasses went on in the screening room.

    TRON: Legacy - Disc Games GFX Credit List:

    Director: Joseph Kosinski
    VFX Facility: Digital Domain
    VFX Supervisor: Eric Barba
    Lead Animated Graphics Artists: Bradley G Munkowitz, Jake Sargeant
    Graphics Code Artist: Josh Nimoy

    # vimeo.com/62731007 Uploaded 31.8K Plays 4 Comments
  3. When you've authored the vast TRON universe, it only takes a couple deft code maneuvers for the likes of Kevin Flynn to avoid certain disaster.

    The graphic interfaces that Flynn summons in the following two scenes help him hijack a lightjet and avoid certain doom on a runaway elevator.

    I led the animated graphics portion of both sequences with the masterful animation finesse of David Lewandowski on the elevator interface and solid animation support from Joseph Chan for the guard's back and kiosk interfaces.

    Director: Joseph Kosinski
    VFX Facility: Digital Domain
    VFX Supervisor: Eric Barba
    Lead Animated Graphics Artist: Jake Sargeant
    Animator: Joseph Chan

    TRON: Legacy - Elevator Hacking GFX Credit List:

    Director: Joseph Kosinski
    VFX Facility: Digital Domain
    VFX Supervisor: Eric Barba
    Lead Animated Graphics Artist: Jake Sargeant
    Lead Animator: David Lewandowski

    # vimeo.com/62722561 Uploaded 7,028 Plays 3 Comments
  4. What is interaction design? As technology advances, the way we communicate evolves. But it’s important not to lose ourselves and focus on enabling natural interactions.

    # vimeo.com/52861634 Uploaded
  5. 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 347K Plays 124 Comments

UI/UX

Oscar Nevarez Leal

Browse This Channel

Shout Box

Heads up: the shoutbox will be retiring soon. It’s tired of working, and can’t wait to relax. You can still send a message to the channel owner, though!

Channels are a simple, beautiful way to showcase and watch videos. Browse more Channels.