ceiga issue 13
DESCRIPTION
Everywhere you go you are bound to see an advert or two dotted around the place; on the television, on pages of your favourite magazine or even in some of the games you play. They are almost everywhere, however most of the adverts you come accross are either ignored or forgotten within moments of seeing them.TRANSCRIPT
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ISSUE 13 / NOV-DEC 2012
CreativeAdvertising
£3.50 / €4.50
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M A G A Z I N E
sketchfab.com
Maison d’artiste by klaasnienhuis (top). Bob by Zafia (bottom).
EDITOR
Richard Bray
LAYOUT ARTIST
Chris Miller
RESEARCHER
Ashlee Lenton
WEBSITE EDITORRichard Bray
ADVERSITING
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SPECIAL THANKS
Sam Bathe, 125 Creative, Jan Rambousek
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Insert Coin ad_216x273.pdf 27/6/12 11:48:43
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contentsNOVEMBER - DECEMBER 2012
On the front 08MDI - Digital
Agent Bob 36Taylor James 22
Playground 58
12
Shadowplay 46
The Operators 68
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29
43
55
63
75
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ZBrush has quickly become an integral part of the 3D modeling industry. ZBrush Character Sculpting: Volume 1 examines the tools on offer in this ground-breaking software, as well as presenting complete
projects and discussing how ZSpheres make a great starting point for modeling.
Aaron Sims
ISBN – 978-0-9551530-8-2 | Softback / Slipcase – 220mm x 297mm | 240 full color premium paper pages | £29.99 / $49.99
Get 20% off this book when you enter the promo code: ceiga20This offer is subject to terms and conditions and can be withdrawn at anytime.
available now from: www.3dtotal.com/shop
This book offers a great gallery of work from today’s best artists and an insightful look into the creature and character design process. It provides a helpful breakdown written
by various artists, explaining the steps they took to create truly unique andeye-catching designs.
7ceiga.co.uk
“
R.BrayRichard BrayEditor
“
Everywhere you go you are bound to see an advert or two dotted around the place; on the television, on pages of your favourite magazine or even in some of the games you play. They are almost everywhere, however most of the adverts you come across are either ignored or forgotten within moments of seeing them.
There are those that stick with you; those that you can’t get out of your head, those that are worth taking a pictire of, searching the internet for and plastering all over your numerous social network profiles. What makes
these so special? The way their message was conveyed? Their clever use of images and colours? All this and much more is down to the creativity of the advert.
This issue contains work from six incredibly talented creative production studios as well as a few intervews and for the first time, a tutorial. We are also doing something a little different in this issue and replacing the write up for the cover image with some very insightful images of how it was made.
I hope this issue makes you aware of the effort and attention to detail that goes into creating the print adverts you see here and all the others you see in the future. Enjoy.
Creative without strategy is called ‘art.’ Creative with strategy is
called ‘advertising.’
- Jef I. Richards
EDITOR’S LETTER
ZBrush has quickly become an integral part of the 3D modeling industry. ZBrush Character Sculpting: Volume 1 examines the tools on offer in this ground-breaking software, as well as presenting complete
projects and discussing how ZSpheres make a great starting point for modeling.
Aaron Sims
ISBN – 978-0-9551530-8-2 | Softback / Slipcase – 220mm x 297mm | 240 full color premium paper pages | £29.99 / $49.99
Get 20% off this book when you enter the promo code: ceiga20This offer is subject to terms and conditions and can be withdrawn at anytime.
available now from: www.3dtotal.com/shop
This book offers a great gallery of work from today’s best artists and an insightful look into the creature and character design process. It provides a helpful breakdown written
by various artists, explaining the steps they took to create truly unique andeye-catching designs.
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On The Front
Client - Mercedes Benz CGI & Post - Playground.Project - Silver Arrows .
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TheMaking
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MDI Digital is a CGI production studio based in the UK.They have over 20 years experience producing high end, large format artwork and animation for the entertainment and advertising industries, from characters & products to typography & retouching.MMDI Digital
mdi-digital.com
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Alternative OscarsClient - Esquire CGI & Post - MDI-Digital.
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Fruity Drinks & Lunchtime DreamsClient - Oasis/Coca-Cola Company . Agency - Mother London CGI & Post - MDI-Digital.
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Ice ButlerAgency - Mother NYC Additional Post - Rondell Meeks.Client - Stella Artois . CGI & Post - MDI-Digital.
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Race Days Christmas CampaignAgency - MosaicClient - Silverstone . CGI & Post - MDI-Digital.
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Golden DuckAgency - VCCPClient - O2 . CGI & Post - MDI-Digital.
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VegetablesAgency - EuroRSCGClient - Ristorante Cantina Zurich . CGI & Post - MDI-Digital.
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Go Audio - Made Up StoriesDesign - Zip DesignClient - Epic Records . CGI & Post - MDI-Digital.
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Taylor James
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Taylor James is a high-end Creative Production Studio, renowned for photographic realism & attention to detail. The studio delivers content for leading agencies and brands worldwide across print, interactive & broadcast media campaigns. With CGI, photography, live-action & post-production under one roof, the studios in London and NYC tailor productions to realise the full potential of campaigns.
taylorjames.com
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PegasusAgency - MWorksClient - Huawei . CGI & Post - Taylor James.
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Liberty Mutual ‘Paper’Agency - Hill HollidayClient - Liberty Mutual . CGI & Post - Taylor James.
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Polar BearProduction Company - Taylor James
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Water TrailPhotography - Simon ThorpeAgency - GSW Worldwide . CGI & Post - Taylor James.
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SimponiAgency - DDB RemedyClient - Simponi . CGI & Post - Taylor James.
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Russian Standard VodkaClient - Russian Standard Vodka CGI & Post - Taylor James.
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StatoilAgency - McCann, OsloClient - Statoil . CGI & Post - Taylor James. Photography - Andy Glass.
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Lemon SlashWhen I was putting myself to work on “Lemon slash” I was working on commercial visualizations and because of that I didn’t have too much free time. One evening I decided to make something else to relax. The idea was to make something small, but very detailed and unusual in just one evening. A slashed fruit was a good idea.
Gathering References
First of all I had to gather some references. The main objective here is to find an image with the main shape of a lemon, the cross section and some images showing various parts of it. Always try to select a good reference to get a realistic, but “catchy” shape of the upcoming model.
1 Reference Modelling
After putting on a plane my image of the main shape of a lemon, I started to draw a smooth line along the border so the shape resembles the one from the reference. There’s no need to draw along the whole border – simply just draw half of it and use lathe modification to turn it around obtaining that lemon shape. Now it’s very important to focus on the shape. For my taste, the obtained shape was very stumpy, so I needed to scale it a little.
2 Deformation
After obtaining an interesting shape, I needed to get rid of the regularity so the look is more natural. For this I used Paint deformation on my polygon shape making both ends of the lemon, and some wavy irregularities along the surface. Have in mind that at one end we need to make the stem.
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The Stem
After modelling the bulge of the lemon, I began with a sphere to make the stem. I also used the paint deformation tool and some noise modification to obtain a stem-like object which I would paste to the end of the lemon.
4 Shading
I wanted to make the material of a lemon through shading without the need to use textures. For this I tried to focus on every part of the shading. For the diffuse color I used a falloff material of Distance Blend type in which I found fresh lemon colors.
Tip: If you have a problem finding a color, you can always import an image to 3ds max and take it through “sample Screen Color”.
As for the reflections I used only fresnel reflections like in the picture.Now the main “attraction” of the lemon is the lemon peel. For this I used Bump and Displacement. Bump with noise material for noisy/irregular surface, and Displacement with cellular material for the peel.
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T U T O R I A L B Y C H R I S J O H N D E B S K I
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Shading pt.2 Now that I had the lemon peel ready and steady, to keep it natural I needed to make some parts turned green – mainly at the bottom where the stem is. To obtain that kind of effect I used VrayBlendMtl where the base was my material from above and a coat material (same as lemon peel, but without bump or displace, and with a green falloff in the diffuse) with VrayDirt in the blend amount. This time doubled for a better effect of the green part. Having in mind, that the stem interacts a little with the lemon – there will be more green color there than in the rest of the lemon. Same goes for the other end, where the wire is focused. For a better effect of the lemon peel – I used again the base material as coat material with a darker diffuse and the displacement cellular map as blend amount. This gives us a darker porous surface.VERY IMPORTANT – the diffuse color should be just a bit darker, not too different of the one from base material.
6 Shading pt.3
The Shading is almost done. Just need the stem material. For this one I used a Gradient map with green/brown colors in the diffuse and reflection channel. Reflection glossiness changed to 0.7. Seems it worked fine for me. Also used a little bump with a noise material to get more irregularities on the stem.
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Lights, Camera, Action The scene setup is pretty simple. I made a sheet-like object (similar to the ones used in real studios). with a spline which I extruded after. Applied a very basic material with just a little gradient on the diffuse channel. The light setup need to express the lemon peel and make it catchy. For that I used 2 lights from behind the lemon (one above, one below) and one from behind the camera to light up a little the front. This way I could show the consistency and reflectivity of the lemon peel. The camera is really basic. I just increased the focal length to 70mm and zoomed the image to flat a bit the lemon. F-number changed to 1.8 and unchecked Vignetting. Voila!
8 Render Settings9
Slash it
For this I converted to poly once again the whole lemon, and selected half of it (face selection). After detaching it, I placed both parts (with the stem!) in a “commercial pose” to show the interior of the lemon. I needed to close the hole after slashing it, so I just selected the border – extruded by 0 units and scaled it down then cap it. Selected the border once again and chamfered it with a few segments (4-7) for better results.
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I don’t use gamma correction, so the Gamma/LUT setup is unchecked (Rendering -> Gamma/LUT setup…). For the rest… I will let the images below speak for themselves.
Slash it pt.211
Now I just had a dilemma – how would I create the inner part of the lemon. I could model it, or make it through a texture. Keeping the basic idea of making it fast – I went with the texture. For this I had to find a really good photo of a lemon interior and make it through Photoshop to get it out and make other masks for a good render result (keeping in mind all the time, that it will be the main part of the visualization!).After the process of making the texture, I selected the faces of the slashed part of the lemon and applied the new material (watch out for the borders! Apply it that way so the displacement map doesn’t go beyond the edges too much).
For higher resltuion images and a more detailed tutorial visit, ceiga.co.uk/blog/lemon-slash-tutorial-3ds-max-vray/i
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Last Details
To make the slash scene look more realistic – I made some water drops in the air by using the Super Spray particle system as shown and placed it so there were drops near the camera and far beyond the lemon. I then doubled the Super Spray object and made a bit more drops in the middle of two halves so it gains a bit more expression. It will look very cool with blurred and focused drops in the air!
12 Last Details pt.2
I also did some drops on the lemon interior, so it looks juicier. For that I made some spheres which I deformed using Soft Selection on the vertices. The water drops have a simple material of water witch a bit more reflection to gain some more detail.
13 Render and Post Process
For the final retouch I used all the vray passes to adjust color and light correction. I also added some gradient maps and individual curves, exposure and color balance correction.
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Render and Post Process pt.216
Final Image17
I hope you enjoyed the making of this simple but detailed scene as I did making it. The idea was to make it fast and show how an evening is long enough to make something unusual. If you have any doubts or comments you would like to share – feel free to contact me.
Be creative!
Facebook page: http://www.facebook.com/ChrisJohnCGPortfolio: http://chrisjohn.cgsociety.orgTel.: +48 695 042 797Mail: [email protected]
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RESELLCloud Backupwith unlimited storageto all of your customers
For just £39.95 a month for UNLIMITED customers30 day money back White label everything Instant online setup
10%DISCOUNT
†
USE CODE: CE0912B
www.livedrive.com/resellers Questions? Call 020 3137 6446
O� er valid for 3 months from publication date. Discount will be applied to all costs at checkout (set up fee, branding fees, annual fee and/or � rst month fee).†
don’t forget your
Ceiga voucher code
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Agent Bob
Agent BOB is an illustration studio and CGi artist agency based in London, specialising in CG imaging, animation and VFX
for the global entertainment and advertising industries. For 20 years the Agent BOB team have been producing high quality
commercial CG illustrations, motion graphics and character design and regularly work with some of the largest advertising
agencies and brands in the world.
agentbob.co.uk
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FlyknitClient - Nike CGI & Post - Agent Bob.
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Paper PantherClient - Intel CGI & Post - Agent Bob.
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Absolute VodkaCGI & Post - Agent Bob
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02 - BubblesCGI & Post - Agent Bob
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Living TVCGI & Post - Agent Bob
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Sourpatch CharacterCGI & Post - Agent Bob
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MillerCGI & Post - Agent Bob
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3D CarsCGI & Post - Agent Bob
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Digital District on Peugeot Onyx ‘Alchemy’
Once Peugeot decided tounveil the prototype for their stylish new concept car, they chose none other than French studio to create a phenomenal promotional film for it. We talk to Vincent Guttmann (Lead 2D) and
Benoit Revilliod (Lead 3D) to find out how the project was taken on.
1) What was your role in the creation of the Peugeot Onyx piece and how did you develop an interest for what you do?
Vincent Guttmann: Our role in this creation is to listen to the director and give him the ability to do what he wants. We have to create the best team for his purpose. Then we have to act like a consultant. As supervisors we bring ideas and technology to make this movie possible. This kind of creation is why we are so passionate about our work because it is a post production movie. Everything is decided in post production by the edit and then by the effect we can do. The ability to create and work directly with the director is what we are deeply interested in.
Benoit Revilliod: At Digital District, we always try to work as much as possible on ambitious projects with artistic and technical challenges. So, obviously, when we received this commercial’s storyboard we couldn’t be anything else but thrilled to start this
big adventure. Having the possibility to do macro materials in CGI is an exciting challenge for any graphic artist who loves the rendering.
2) How many artists were involved in it’s overall creation and how did it feel working with them?
VG: There were about 20 graphic artists working on the feature. We try as much as we can to work with the same artists on every features. So I would say that it was, as usual, pretty cool. But this time we had a real powerful 3D FX team. This was a big part of the movie. Then we had the usually composting team who like to melt 3D fx with stock shots.
BR: There were about twenty artists involved in this project, a dozen designers, many specialists in 3D vfx techniques like fluids, clothes, rendering and composting. But one of the most important things to keep in mind when you work on those kind of movies is
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to have a good team spirit. In order to achieve complex and tricky vfx you have to get along with the people you work with. I think this way of thinking is one of the strength of our studio.
3) There seems to be a lot of realistic particle effect, fluid simulations and car shots in the advert. Was all of it computer generated?
VG: As I said before we worked a lot on 3d particles, and then we had a few stock shots. I think this bring the accident you can find in the real life. But all the paper shots for example were done in full CG. And for the lava shots, we had stock shots for and the little explosions, but everything else was CG.
BR: In this movie the vfx are very managed because during the preparation of the film, we talked and thought a lot about what would be shot and what would be CGI. We decided at the early stage of the production which techniques will assure us to have the most perfect images at the end. The main goal for us was people not be able to tell what was real and what wasn’t. For
example, the copper macro is completely shot, but the lava and the smokes are in full 3d. In order to achieve all the effects, we used several simulation techniques: materials and fabric for the paper, we used Maya for the final shots of the movie and Nayad for the lava. We also use Vray as a renderer. The composting was done on flame flare.
4) Lastly could you share with us what projects you are working on in the future either personally or with Digital District?
VG: We have a lot of ambitious projects to come at Digital District but you will have to wait and see. We promise to not disappoint !
Just in case you haven’t yet seen Peugeot Onyx Alchemy I’ve placed it above this paragraph. Many thanks to Vincent Guttmann and Benoit Revilliod from Digital District for taking time out of their busy schedules to answer these questions, and thanks to Celia Rocher for making sure the questions got answered.
“ The main goal for us was people not be able to tell what was real and what wasn’t. ”
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SHADOWPLAYA creative studio specialising in high-end still and moving image production. With a background in Advertising Photography and Moving Image spanning two decades we create visual stories for print, web and broadcast media. With
full service production in Photography, Film, Post Production and CGI from our central studios, our team will guide you from initial idea to finished
campaign.
shadowplay.co.uk
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SeeCGI & Post - Shadowplay
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MitshibishiASXClient - Oasis Post CGI & Post - Shadowplay.
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PhilipsNurelcoAgency - Stink DigitalClient - Philips . CGI & Post - Shadowplay.
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Shell Brand AdvertArt Direction - Gyro CGI & Post - Shadowplay.
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Volkswagon SciroccoCGI & Post - Shadowplay
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Bosch Home ProfessionalAgency - ADV.PLClient - Bosch . CGI & Post - Shadowplay.
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Bosch SensixxAgency - ADV.PLClient - Bosch . CGI & Post - Shadowplay.
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Syrena SportCGI & Post - Shadowplay
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playground
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Playground studio offers creative retouching, illustrations, CGI and CGI animations under the one roof. We are based in the heart of Europe in Prague. We help develop exclusive design concepts and layouts. Our team consists of experienced retouchers, CGI artists, architects, illustrators and designers which together, build a strong team for your projects. We will be more than happy to welcome you to our new office with lovely garden in the center of Prague, whether you have an exciting project or simply wish to say hello.
plgr.cz
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TzechinnoClient - TzechinnoAgency - Publicis Prague . CGI & Post - Playground.
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VodafoneClient - VodafoneAgency - Red Team . CGI & Post - Playground.
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KBClient - KBAgency - Euro RSCG . CGI & Post - Playground.
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Porsche 911 GT3Client - Ramp Magazine CGI & Post - Playground.
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GeneralliClient - GeneralliAgency - Hullabaloo . CGI & Post - Playground.
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CoopClient - CoopAgency - Jandl . CGI & Post - Playground.
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1) Could you tell me a little bit about Neon studio and
how it came together?
We’re a creative studio formed in London in 2010, helmed
by Tom Bridges, Roland Woolner and Charlie Cassidy,
(previously, Tom and Roland had co-founded UNIT Post).
The guys set out to create a boutique company with a
hands-on approach, so that clients are able to collaborate
directly with our team of creative directors and artists.
We lend a personal touch to a wide range of production
services for commercials, animation, film and print.
2) How did you approach the Sky - Rainforest advert in
terms of brief and storyboard?
We were briefed in by Brothers & Sisters, one of Sky's
agencies. Sky were keen to advertise their Rainforest
Rescue scheme, and their partnership with WWF. Our
brief was to bring the rainforest, (and its awesome
creatures) into a family kitchen, in order to explain how
Sky match their customers' donations.
The line in the script read ‘The rainforest comes to life’,
so we were responsible for translating this into reality:
designing and implementing all the visual effects in
A Rainforest in a KitchenLondon studio Neon have put together quite an
impressive advert for Sky. Mixing 3D ‘cardboard
like’ objects with live action. We interview Teddy
Powell Creative Producer to find out how it was
done.
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the spot. Of course this included the 3D cardboard
environment and creatures, but also required replacing the
external environment outside the kitchen – as well as the
usual roto and cleanup.
3) What technologies/software did you use to produce
the advert?
We used Cinema 4D, 3D Studio Max, PFMatchit, and made
full use of Nuke's 3D toolset. 3DS Max enabled us to get
the jaguar animation looking good, while PFMatchit was
essential for camera tracking. The environment and other
characters were built and lit in C4D and all compositing
was carried out in Nuke.
We also wrote some of our own custom scripts to export
Cinema 4D's geometry, cameras and lights into Nuke,
which was hugely useful when it came to compositing.
4) I am really impressed by the cardboard cut-out effect
of the advert. How and why did you do it?
It’s part of a wider family of ‘Better Effect’ commercials
that we’ve made with Brothers & Sisters. Sky were looking
for a way of showing how the broadcaster enhances
customers’ lives: Sky believes in better, and so these
cardboard cut-outs are a manifestation of the ‘Better Effect‘.
Every ad in the series has presented its own opportunities
- and in this case we're really proud of the jaguar character.
It's the first quadruped we've tackled, and it required a lot
of design time to get a cardboard jaguar moving like the
real thing. We exported from Max to Cinema 4D via FBX.
The toucan was simpler, and was rigged and animated in
Cinema 4D.
5) What is the future of Neon? Do you have any
interesting projects lined up?
It’s a really good time for us. We have a great mix of
projects in the studio including a live action/CG spot,
another series of Sky commercials and some photo-real
CGI work for a jewellery brand. We’ve also got some cool
R&D concepts on the go which we’re hoping to reveal
before Christmas.
We’re excited about what the future holds. Our existing
relationships are more like partnerships, and we want
to work with more people in this way, whether it be
individuals with great vision, or clients who demand
technically adventurous, high-grade artwork and
filmmaking.
We just want to make lovely work, with lovely people.
World domination would be an unexpected bonus.
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THE OPERATORSThe Operators create exceptional content across print and digital media, for global advertising agencies, leading commercial
photographers/directors and brands.
The Operators are committed to producing innovative work that is creatively led – immortalising ideas into campaigns. Our services
extend to delivering full media solutions, including, CGI, IMAGEmotion™, Post Production and Motion, plus an expertise that covers,
creative direction, technical proficiency and production management.
theoperators.net
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SharksCGI & Post - The Operators
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Hugo BossClient - P & GAgency - Grey London . CGI & Post - The Operators.
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Castrol CamShaftClient - CastrolAgency - 20:20 Agency . CGI & Post - The Operators.
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AsteroidPhotograper - Rob Payne CGI & Post - The Operators.
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White PointClient - South African WinesAgency - Publicis QMP . CGI & Post - The Operators.
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Snot SwingClient - MolaAgency - McCann Erickson Polska . CGI & Post - The Operators.
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Audi Seasons – RainingCGI & Post - The Operators
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Final Print – WomanClient - AstraZenecaAgency - Saatchi & Saatchi Health . CGI & Post - The Operators.
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STUDIO LISTAardmanwww.aardman.com
Absolute Postwww.absolutepost.com
Absolutely Cuckoowww.absolutelycuckoo.com
Air CGIwww.air-cgi.com
AKQAwww.akqa.com
Animatic Mediaanimaticmedia.com
Annix Studioswww.annix.com
Artillery www.artillery.tv
Atticus Digitalwww.atticusdigital.com
Atticus Finchwww.atticusfinch.tv
Axis Animationwww.axisanimation.com
Barefoot VFXbarefootvfx.com
Base Blackbaseblack.com
BE Animationbeanimation.com
Blink Productionswww.blinkprods.com
Blitz Game Studioswww.blitzgamesstudios.com
Blue Boltwww.blue-bolt.com
Blue Zoowww.blue-zoo.co.uk
Brandt Animationwww.brandtanim.co.uk
Bravo Gamesbravogames.com
BreakThru Filmswww.breakthrufilms.co.uk
Burrows Nvisagewww.burrows.info
Busty Kelpwww.bustykelp.com
Cinesitewww.cinesite.com
Climax Groupwww.climaxgroup.com
Codemasterswww.facebook.com/codemasters
Colonel Blimpwww.colonelblimp.com
Criterion Gamesblog.criteriongames.com
Darkhorse VFXwww.darkhorsefx.com
Darkside Animationwww.dsanim.com
Dinamo Productionswww.dinamo.co.uk
Distant Future Animation Studioswww.distantfuture.co.uk
Double G Studioswww.doublegstudios.com
Double Negativewww.dneg.com
Drive CGIwww.drivecgi.co.uk
Eggbox Studioswww.eggboxstudios.co.uk
Envywww.envypost.co.uk
Eurocomwww.eurocom.co.uk
Fluid Pictureswww.fluid-pictures.com
Foundation CGIwww.foundationcgi.com
Framestorewww.framestore.com
Full Moon Studiosfullmoongamestudios.com
Gameloftwww.gameloft.co.uk
Glassworkswww.glassworks.co.uk
Glowfrog Studiosglowfrog.com
Golden Squarewww.goldensq.com
Hot Knife Digital Mediawww.hotknife.co.uk
ICubewww.icube3d.co.uk
Ignition Entertainmentwww.utvignition.com
I love Dustwww.ilovedust.com
Image Metricswww.image-metrics.com
Infinite Realititeswww.ir-ltd.net
Ink Digitalwww.inkdigital.co.uk
Jagexwww.jagex.com
Jellyfish Pictureswww.jellyfishpictures.co.uk
Jump Designwww.jumpdesign.co.uk
Kazoo Creativewww.kazoo-creative.com
Kettle Studioswww.kettlestudio.co.uk
Keframe Studioskeyframestudios.co.uk
Kuro Dragonwww.kurodragon.com
(UK only)
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Lab 10 Studioswww.lab10.com
Lionhead Studioslionhead.com
LipSync Postwww.lipsyncpost.co.uk
Locomotionlocomotionpost.wordpress.com
Lolawww.lola-post.co.uk
Loose Moosewww.loosemoose.net
Mainframewww.mainframe.co.uk
Man Vs Machinewww.manvsmachine.co.uk
Masquerade Digitalwww.masquerade-digital.com
Matinaiwww.matinai.com
MDI Digitalwww.mdi-digital.com
Method Studioswww.methodstudios.com
Molinarewww.molinare.co.uk
Motion Imagingwearemi.com
Monumental Gameswww.monumentalgames.com
MPCwww.moving-picture.com
Munkywww.munky.uk.comNeonwww.neon.tv
Neoscapewww.neoscape.com
Nexus Productionswww.nexusproductions.com
Ninja Theorywww.ninjatheory.com
Not to Scalewww.nottoscale.tv
NSC Creativewww.nsccreative.com
Nvisiblenvizible.com
OG Internationalwww.og-international.net
Passion Pictureswww.passion-pictures.com
Peanut FXwww.peanutfx.com
Peerlesswww.peerless.co.uk
Pitbull Studiowww.pitbullstudio.co.uk
Plowman Cravenwww.plowmancraven.co.uk
Prime Focuswww.primefocusworld.com
Quay Studioswww.quaystudios.com
Qurioswww.qurios.com
Realtime UKwww.realtimeuk.com
Realisewww.realisestudio.com
Relentless Softwarewww.relentless.co.uk
Rockstar Northwww.rockstarnorth.com
Realtime Technologywww.realtime-technology.comRumble Studioswww.rumblestudios.com
Rusheswww.rushes.co.uk
Saddington Bayneswww.saddingtonbaynes.com
Slideslidelondon.com
Smoke & Mirrorswww.smoke-mirrors.com
Speed Shapewww.speedshape.com/
Studio AKAwww.studioaka.co.uk
Sumo Digitalwww.sumo-digital.com
Supergluewww.wearesuperglue.com
Taylor Jameswww.taylorjames.com
Ten 24www.ten24.info
Territory Studiowww.territorystudio.com
The Creative Assemblycreative-assembly.com
The Foundrywww.thefoundry.co.uk
The Millwww.themill.com
The Senatewww.senatevfx.com
The Workswww.worksltd.co.uk
Tigrexwww.tigerx.co.uk
TT Gameswww.ttgames.com
We Are Seventeenwww.weareseventeen.com
Zoozoovfx.com
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