1. In late 2012 I joined forces with Cantina Creative to help deliver over 100 shots for IRON MAN 3.

    Marvel tasked us with designing all the elaborate 3D head-up displays (HUDs) – a virtual graphical interface that Iron Man sees from within the helmet environment of his armored suits that communicate essential data and statistics ranging from his physical condition to weapon and navigational diagnostics – While putting strong emphasis on the new ultra-high-tech Mark 42 suit, we also delivered upgraded HUDs to match the new suits seen in the film. It was great fun.

    All of the 3D elements, including a miniature version of the suit and the holographic helmet, were generated and rendered from CINEMA 4D. These graphics had true 3D depth, which heightened the stereo viewing experience as well as the interactive light qualities that are both photo-real and immersive.

    This is a process montage that was created to give some insight into the development and design thinking stages of the work I was specifically involved with on the film.

    Credits:
    Cantina Creative
    VFX Supervisor: Venti Hristova
    VFX Producer: Sean Cushing
    Digital Producer: Lily Shapiro
    VFX Artists: Aaron Eaton, Matt Eaton, Jonathan Ficcadenti, Jayse Hansen, Stephen Lawes, John Likens, Leon Nowlin Jr., Alan Torres, Lukas Weyandt

    For more extensive breakdowns see these articles:
    fxguide.com/featured/iron-man-3-more-suits-to-play-with/
    maxon.net/en/news/singleview-default/article/cantina-creative-gives-iron-man-3-a-heads-up-with-maxon-cinema-4d.html
    johnlikens.com/ironman3.html

    © 2013 Marvel Studios, Walt Disney Studios Motion Pictures, Paramount Pictures.

    Music by Gesaffelstein.

    # vimeo.com/66944464 Uploaded 266K Plays 63 Comments
  2. # vimeo.com/59374379 Uploaded 1,797 Plays 0 Comments
  3. # vimeo.com/76531992 Uploaded 19.6K Plays 9 Comments
  4. This is my personal edit of some of the things I have been involved in the project as part of a team of ninjas!

    I was invited to join the Electronic Arts, Ghost team in house on their UK, EA headquarters to work on their new stunning Need For Speed: Rivals

    My role on this project involved Creative Direction, Art Direction, 3D animation, 2D animation, look development, creating and managing 3D and 2D assets, compositing, design and R&D.

    I had the pleasure of Art Directing and Lead Motion Design all the sequences of the game as a COP and Co-Direct the sequences of the RACER. It was one of the most challenging projects that I have ever worked on but the end result is all thanks to the super small team of black ninjas that worked with me over different stages of the process. Without them nothing would had been possible!

    Was great to be involved in such high end project.
    But nothing would have been possible without everyone that put their life and their health into this project!

    Client: Electronic Arts, Ghost

    Cinematics/Load Movies:

    Movie Directors: Kieran Crimmins, Miguel Rato
    Art Direction (COP Movies): Miguel Rato
    Art Direction (RACER Movies): Abdul Gamiet
    Executive Producer: Johal Gow
    Motion Designers: Abdul Gamiet, Ernesto Porto, Martin Aggerholm, Mantas Gritis, Miguel Rato, Kieran Crimmins
    3D Artists:Tom Mortimer, Neil Manners, Kam Wan

    --

    In Game:

    Creative Director: Craig Sullivan
    Art Director: David Taylor

    Year of completion: 2013
    All Rights Reserved to Electronic Arts, Ghost Studio

    # vimeo.com/80194355 Uploaded 12.1K Plays 11 Comments
  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 349K Plays 124 Comments

gfx

Manuel

huds

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.