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One of our recent projects is a Global Key Visual crafted for Rubin Postaer & Associates and Discovery Channel. ‘Life’ is 10 Episode series created by producers of very well known ‘Planet Earth’. Narrated by Oprah Winfrey. Production process took about 4 weeks to complete.
RPA:
Scott McDonald - Creative Director
Laura Hauseman - Art Director
Ginnie Assenza - Art Manager
Ars Thanea:
Peter Jaworowski - Art Director, Digital Artist
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Recently we’ve created a global key visual together with TBWA\Chiat\Day Los Angeles for Visa. Image done as a part of campaign - ‘More people go with Visa’. Production time took us for about 4 weeks to complete.
Be sure to check out detailed project process on Behance.
Hope you like it!
Credits:
Art Directors: Dana Markee, Jonathan Granewich
Digital Illustration: Peter Jaworowski
Copywriter: Jenn Hertzig
Art Producer: Anna Willman
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This is my personal artwork that I finished just yesterday. However I started doing it about a year ago. It took me so long because I had to learn ZBrush a little bit just to be able to create this model. Also I could do it only in the evenings and on weekends. So it was the most difficult part for me that took me most of this time. Playing around with Photoshop begun merely few weeks ago.
I started with retouching the model. I painted some lights and shadows.Than I did some basic color correction and merged the lights that I rendered from Zbrush. After that I started adding some skin details and drawing the hole in the chest. I copied some parts of the skin to make the small door and did heavy retouching to fit the color and shading with the rest of the model. When all of this was done, I begun adding some skin details, and painting the hair on the chest, arms and the head. Last thing to do was to add the halo, color correction and the background.
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We were asked by TBWA\Paris to create a huge campaign for Nissan and series of outdoor events under the name ‘Prove It’. Events will take place in 9 European countries: Switzerland, Austria, France, Italy, Germany, Spain, Norway, Finland and Russia. Our role was to produce whole event ID - logos, main visuals (7), other visuals (7) and loads of various display formats of those images (around 40).
TBWA\Paris:
Douglas Rocha - Art Director
Dorothee Dupont - Art Producer
Raphael Bouquillon - Account Manager
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Some time back we were asked by Ubisoft (San Francisco, US) to create a Global Key Art of James Cameron’s Avatar - The Game. In print as a limited edition game cover and promotional game materials. Also, a lot of our assets were used by Ubisoft to create Key Art for normal version of the game - for this we’ve additionally created a hi-res version of Navi (slide 4) which was drawn by our concept artist Grzegorz Domaradzki. Whole project was a massive collaboration among members of our team: Karol Kolodzinski, Bartek Rozbicki, Pawel Nolbert and Peter Jaworowski. This was our 3rd project done together with Ubisoft and as usual big props, it’s always fun while working with them!
For few steps of production process please visit Behance.
Few months ago Ubisoft (San Francisco, US) asked us (and another 5 companies) to make a research on packaging for their newest game: Assassin’s Creed II. Whole team was very exited because we had the opportunity to access early assets and previews of the game. As we are all gamers we were curious with what guys from Ubisoft came this time. We’ve read mini scenario of the game and it all sounded great. Interesting story, improved gameplay, italian architecture, many new quests for players and finally two blades! ;) Who wouldn’t be happy?
The guidelines from Ubisoft were to create dynamic cover where main character is in the center of attention, exposed in confident pose. We had to stick to the style of previous part of the game AC 1 but client also wanted to make some more explorations on different fields (like backgrounds, poses etc.) as well. Also important notice was to expose 2 blades of the assassin. The chosen Key Art was meant to be produced by Ubisoft’s development team.
First we did a lot of research about the time where main plot took place and checked many photos, drawings and inspirations from that time. We didn’t realized at first that there are so many rules for making the proper packaging. It’s not just a simple illustration, you need to have in mind many different, game key art regulations - for example in many countries there are restrictions which forbid to show blood or attacking the viewer directly.
Round one: After brainstorm we did rough sketches of our ideas. Then we picked 3 of them that explored different directions: 1. the one where assassin is approaching his victim (slide 1-3), 2. the one with assassin in action showing the viewer his blade (slide 4-7), 3. and one more static where he’s watching surroundings from the height (slide 8-11). Our first goal was to draw assassin silhouette. We received some drafts from Ubisoft and based on them we were able to recreate basic look of the main figure. Of course we didn’t know how his outfit should look in detail so we made them to fit in overall color scheme and feeling.
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Round two: After round one we decided to go with more dynamic directions, where assassin is jumping into the group of people like wolf between sheeps. We wanted to create more dynamic and “badass” look of the assassin in the urban theme, with more people.
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After few rounds guys from Ubisoft decided to stay with the most clean version that was produced for Game Informer Magazine as a cover by 3D artists from their development team (slide 7). But they liked the sitting pose so much that we were asked to make more research in this direction for Assassin’s Creed Bloodlines(PSP) cover. We explored further this pose and background behind it. After some work was done we agreed to clean up the background a little bit to make the pose more standing out. Final Key Art for Assassins Creed Bloodlines - slide 8.
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Final Covers (finally produced by Ubisoft):
Working with Ubisoft on Assassin’s Creed concepts was for us interesting experience. We’ve learned a lot and we are eager to buy this great game and test it as a players.
Many thanks for Grzegorz Domaradzki (our lead concept illustrator) and Marcin Gibowski& Pawel Swierczynski for taking part of the team developing concepts.
Right now we are running some more projects for Ubisoft. More to come soon.
In the meantime see you around in Italy! ;)
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Recently we teamed up with our friends over The Mushroom Company to create set of images for Cosentino and one of their brands - Eco. Run as 2009/2010 campaign. Eco produces hi-quality kitchen worktops made from recycling. Layout design and photography by Ipsum Planet.
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In cooperation with Platige Image, we prepared complete Key Visual for new nFilmHD and nFilmHD2 premium movie channels. We were responsible for concept, design, art direction and Platige Image took care of production & animation.
We were tasked to create seven 10 seconds short spots, one 35 seconds plus whole new identification (main key visual, lineups, premiere screen etc). Everything had to fit the N channels family. The main goal was to achieve smooth motion based on popular movie motives.After research we wrote the mini scenario for 35 sec spot. Then we did a lot of storyboards and moodboards to define visual line, and after that we went for more detailed HD resolution stills. We did a couple proposals for every scene of an animation and worked closely with PI on final effect. Whole project took about 7 weeks to complete. We’ll post some behind the scenes photos in a couple of days.
From the beginning of September you can see everything live - enjoy.
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Elite Private Banking is our latest interactive project created for Deutsche Bank PBC. It’s an on-line multimedia presentation where user can find information about private banking and wide range of services offered by Deutsche Bank. Crafting the visuals and animations we were inspired by paintings and sculptures made by abstractionists (mainly Hans Arp). Hope you like it ;-)