Stop-motion music video by Rafael Bonilla for Glass Animals’ single Exxus

Dezeen Music Project: surreal animated creatures made out of plasticine inhabit this music video by Rafael Bonilla for upcoming British band Glass Animals. 

Exxus music video by Rafael Bonilla for Glass Animals

Bonilla sculpted the basic shapes of the creatures’ bodies using wire and epoxy, onto which he applied layers of plasticine to create their final forms.

Exxus music video by Rafael Bonilla for Glass Animals

“The band wanted to make sure that the whole video was stop-motion,” he told Dezeen. “I shot the animation one frame at a time. There’s something like 6,500 individual photographs that make up the final product.”

Exxus music video by Rafael Bonilla for Glass Animals

The video features a range of weird and wonderful shape-shifting creatures, including a fox that transforms into a mushroom, which Bonilla envisioned as a kind of surreal documentary.

Exxus music video by Rafael Bonilla for Glass Animals

“I had this story in my head about a dark, undiscovered forest somewhere that has all kinds of strange animals that inhabit it,” he said. “I wanted to structure it like a nature documentary, where you catch glimpses of the different animals to get a sense of the environment as a whole.”

Exxus music video by Rafael Bonilla for Glass Animals

Glass Animals are a quartet from Oxfordshire, England, signed to a new record label called Wolf Tone set up by producer Paul Epworth, who has worked with a diverse range of artists including Adele, Bloc Party and Azealia Banks.

They released their debut AA-side single Black Mambo / Exxus in 2013 and are set to release an EP in 2014.

Exxus music video by Rafael Bonilla for Glass Animals

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Nick Cobby visualises sounds with billowing rings and angular shapes

Dezeen Music Project: in this music video by animation designer Nick Cobby, billowing forms are used to visualise a gentle piano solo and spiky geometric shapes appear when electronic sounds are played over the top.

Max Cooper Fragments of Self music video by Nick Cobby

Nick Cobby created contrasting visuals for the different styles heard in the track Fragments of Self, created by musician Max Cooper and featuring pianist Tom Hodge.

Max Cooper Fragments of Self music video by Nick Cobby

Circular forms expand one after another in time with the piano keys and disperse into alien-like tentacles, lines and dots as the notes resonate.

Max Cooper Fragments of Self music video by Nick Cobby

When the electronic glitches kick in, the visuals dramatically change into sharp, spiky shapes that pulse and distort with the beat.

Max Cooper Fragments of Self music video by Nick Cobby

“The track hit me as having two very different styles to it, so I wanted to create two polar opposite visuals – one that followed the piano and one that came in with the glitch effects,” Cobby told Dezeen.

Max Cooper Fragments of Self music video by Nick Cobby

“The piano was more of a free-flowing sound so I wanted some kind of natural or organic element, while the harsh glitch needed to be mechanical, sharper and more defined.”

Max Cooper Fragments of Self music video by Nick Cobby

The movie is purely black and white until muted colours appear as the piano is reintroduced on its own. The colour flickers off again towards the end of the track.

Max Cooper Fragments of Self music video by Nick Cobby

“It didn’t strike me as a video that should have lush colour,” Cobby said, “except for the middle part of the track when the piano comes back in after all the glitch. It sounds so peaceful and I wanted some colour to subtly come in to help signify that.”

Max Cooper Fragments of Self music video by Nick Cobby

Cobby used Adobe After Effects and Trapcode Particular software to create the visuals in time with the music.

Max Cooper Fragments of Self music video by Nick Cobby

“I used a plugin [for visualisation software Particular] called Sound Keys to monitor the waveform of the piano to create the pulses – but with a lot of manual keyframing as well to tweak it,” he said. “I’m a big fan of just using one or two methods to create a whole video, as I think the restriction helps me to be more creative.”

Max Cooper Fragments of Self music video by Nick Cobby

“I wanted the viewer to feel very calm at one point then really on edge the next,” Cobby added. “That’s how I felt when I heard the track and what I really liked about it, so hopefully that comes across.”

Max Cooper Fragments of Self music video by Nick Cobby

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Digital flower animation by Daniel Brown based on exhibits at Dundee museum

British digital designer Daniel Brown has created a new series of his animated flowers that “grow” according to computer algorithms (+ slideshow). 

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

Daniel Brown‘s Darwin animation is derived from the shapes and textures of exhibits at the D’Arcy Thompson Zoology Museum in Dundee.

It shows a three-dimensional image of flowers that appear to grow in a generative pattern, creating unique blooms derived from colours, patterns and forms found in the museum’s collection of historical taxidermy and plant samples.

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

“The shape of the stems and flowers are generated using splines and 3D surfaces that follow mathematical equations,” Brown told Dezeen. “A second formula generates petal surfaces by taking segments of images of the museum exhibits, and arranges these to create seamless larger textures.”

He added that the two-stage process means every bloom will be unique: “The combination of the two [formulas] ensures that no two generated flowers will ever look quite the same.”

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

Various plants and animals from the museum’s collection informed the shape the digital plants grow into, while the surfaces of petals and leaves are decorated with patterns influenced by textures taken from the same sources. “For example, the colourful bulbous stamens that appear on some plants take their form from birds in the collection, and their rich texture comes from their plumage,” Brown explained.

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

Brown employed techniques similar to those used in the production of computer games and cinematic special effects to develop an animation specially for the museum that pans around the flowers as they evolve.

The visuals are designed to be suitable for vertical or horizontal projection so the installation can be presented in a variety of different spaces throughout the museum, or even tour other galleries.

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

Over the past ten years, Brown has been developing algorithms based on mathematical principles which can generate realistic-looking flowers that never repeat the same characteristics.

The original flower series called On Growth and Form was named after a book written in 1917 by Sir D’Arcy Wentworth Thompson, the biologist and professor after whom the museum at the University of Dundee is named.

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

Brown said the processes explored by Thompson in the book influenced his investigations into the relationship between nature and mathematics. “My work essentially uses the same thinking but in a practical context rather than theoretical: using seemingly ‘cold’ mathematical equations to create hyper-real organic behaviour,” he explained.

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

The museum commissioned the installation as part of a collection of new works it is compiling called the Renew Project, which is inspired by D’Arcy Thompson’s legacy and influence on the artistic world.

Brown has previously produced animations for installations at the Design Museum and Victoria & Albert museum in London, as well as working on interactive interfaces, websites and projects for architecture and fashion. His website for fashion brand Mulberry generated unique flowers that users could send to their loved one on Valentine’s Day.

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

The designer sent us the following project description:


Darwin – a new artwork by Daniel Brown for the D’Arcy Thompson Zoology Museum

“The harmony of the world is made manifest in Form and Number and the heart and soul and all the poetry of Natural Philosophy are embodied in the concept of mathematical beauty” – Sir D’Arcy Wentworth Thompson, from On Growth and Form.

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

London-based designer and digital artist Daniel Brown is pleased to announce the recent completion of a specially created artwork for the D’Arcy Thompson Zoology Museum.

Commissioned by the University of Dundee Museum Services with grant funding from the Art Fund, the work uses shapes and textures taken from and inspired by exhibits in the museum. The work is part of the museum’s ‘Renew’ programme

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

Over the past ten years Brown has become known for creating his ‘Flowers’ series – ornate artworks that use complex mathematics to generate never repeating floral animations. The series was originally entitled ‘On Growth and Form’ in homage to D’Arcy Thompson’s pioneering book and Brown states ‘it was an honour and the ultimate privilege to create an artwork for the museum given the huge influence Thompson’s book has had on my work’.

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

The piece is the first in a new phase of the series, utilising cutting edge 3D technology that is more commonly used for computer games and cinema features, creating realistic-looking flowers that grow on screen like time-lapse documentary photography. It is designed to work both in portrait and landscape arrangement to allow for large format projection and flat-screen presentation in different spaces.

Digital flower animation by Daniel Brown based on exhibits at Dundee museum

Previous pieces from the series have been exhibited at the London Design Museum and a three-story-high projected version was commissioned by the Victoria & Albert as the entrance feature for their Decode – Digital Art Sensations blockbuster show that took place from December 2009 to April 2010.

Brown was voted Designer of the Year in 2004 – the year after Apple design guru Jonathan Ive was also awarded this major national accolade. Ive commented that… “Daniel Brown’s work changes the way we look at and engage with digital imagery. It is technically innovative and emotionally engaging, but also gives us an extraordinary amount of freedom in the way we experience it”.

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Animation shows completion of Antoni Gaudí’s Sagrada Família

News: the completion of Art Nouveau architect Antoni Gaudí’s Sagrada Família basilica in Barcelona is simulated in this movie released to show the final stages of construction anticipated before 2026, 100 years after the death of the architect (+ movie).

The one-minute video published on the Sagrada Familia Foundation’s Youtube channel shows each of the stages left and how the basilica will look when completed.

It combines helicopter footage of the current building with computer-animated renders to show spires, a central cupola and other remaining structures rise from nothing.

2026 completion of Gaudi's Sagrada Familia

The Sagrada Familia Foundation has also published six one-minute movies showing 3D animations of the completion dates for each phase, including the Sagristia in 2015, Torre de Maria in 2018 and Torre de Jesus in 2020.

When the basilica is finished it will have 18 towers dedicated to different religious figures, of various heights to reflect their hierarchy. There are eight towers completed so far.

2026 completion of Gaudi's Sagrada Familia

Work began on Sagrada Familia in 1882 and Catalan architect Antoni Gaudi took over the direction in 1914. The completed basilica is due to open in 2026, 144 years after it began, to coincide with the centennial anniversary of Gaudí’s death in 1926.

Since the mid 1980s, the build has been overseen by Catalan architect Jordi Bonet, whose father previously worked on the project with Gaudí.

2026 completion of Gaudi's Sagrada Familia

In June, Google celebrated Gaudi’s 161 birthday with a google doodle that depicted stylised versions of some of the architects most famous works, including Park Guell and Casa Mila in Barcelona.

See more design and architecture in Barcelona »
See more religious architecture »
See more churches »

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Chupan Chupai by Factory Fifteen at Future Perfect

Lisbon Architecture Triennale 2013: this teaser movie by architectural film studio Factory Fifteen offers a vision of a future city controlled by a supercomputer, where architectural structures can be hacked and insect-like drones police the streets.

Chupan Chupai by Factory Fifteen

Factory Fifteen produced a 12-minute version of the film for the Future Perfect exhibition at the Lisbon Architecture Triennale, which presents a vision of how cities could become transformed by technology.

Chupan Chupai by Factory Fifteen

In the movie, a group of children play a game of hide and seek around the city. “Through their play the children discover how to hack the city, opening up a cavernous network of hidden and forgotten spaces, behind the scenes of everyday streets,” explained Factory Fifteen’s Jonathan Gales and Paul Nicholls.

Chupan Chupai by Factory Fifteen

One child uses gestures to create a staircase by extruding a wall, while another is able manipulate surroundings to find camouflage.

Chupan Chupai by Factory Fifteen

Two children venture into a woodland area, where they are chased by a swarm of drones until they find their way back to their friends.

Chupan Chupai by Factory Fifteen

Factory Fifteen filmed the movie on location in India using a group of local children as actors, then used animation to exaggerate and manipulate the imagery.

Inspired by science fiction, the Future Perfect exhibition was curated by architect Liam Young. It is made of of five “districts”, including a place where sculptural dresses are made by dunking people into wax and a woodland designed to accommodate genetically modified plants.

Chupan Chupai by Factory Fifteen

The Lisbon Architecture Triennale continues until 15 December. Follow Dezeen’s coverage of the The Lisbon Architecture Triennale or read our interview with curator Beatrice Galilee.

Here’s some text from the exhibition organisers:


Chupan Chupai

From a clearing in the mist we scan across the city in luminous detail. A film is projected from the lookout that follows a group of children as they play a game of “hide and seek” in Future Perfect.

Shot on location in India we see through their eyes a near future heavily influenced by the imminent boom of the Indian subcontinent, an emerging technology and economic superpower. The control systems that now run traffic systems, power grids and financial networks sit in the shadows, out of sight but silently organising our lives.

Deep in the substrate of Future Perfect is a supercomputer that regulates the city and everyone within it. Reminiscent of an exaggerated silent film, everyone interacts with their digital city through intricate signs and gesture control. As the children play they learn to hack the augmented streets evading their friends but getting lost in the hidden spaces they have unlocked. They must escape from a sentient city that no longer recognises them.

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Rubix by Chris Kelly

This conceptual technology by architecture graduate Chris Kelly would allow individuals to project digital imagery over their perception of reality and then manipulate it like the layers of a Rubik’s Cube (+ movie).

Rubix by Chris Kelly

Chris Kelly developed the concept for his graduation project at the University of Greenwich, exploring how flaws in human perception can cause contradictions with reality and how virtual environments can be used to reveal more about a person’s surroundings.

Rubix by Chris Kelly

“Our understanding of space is not always a direct function of the sensory input but a perceptual undertaking in the brain where we are constantly making subconscious judgements that accept or reject possibilities supplied to us from our sensory receptors,” he says. “This process can lead to illusions or manipulations of space that the brain perceives to be reality.”

Rubix by Chris Kelly

The idea is based around the science that the senses gather various streams of data every second, which are then selected or rejected by the human brain. Kelly proposes a digital device that could compile all of these pieces of information and relay them back to the individual within the limits of their physical space.

Rubix by Chris Kelly

“The redirection techniques and the use of overlapping architecture allow the same physical space to hold a much larger virtual space,” he told Dezeen.

Rubix by Chris Kelly

Referencing existing virtual reality technologies such as bionic contact lenses and the voice-controlled Google Glass headset, Kelly explains that the technology could be used in endless scenarios.

Rubix by Chris Kelly

“One of the more obvious uses is in the gaming industry. Another possible use is in the architectural design process, where rather than creating fly throughs or models that can be viewed on a screen it would be possible to actually move through a virtual mock up of a design or even work from inside a virtual model whilst editing it in real time,” he says.

Rubix by Chris Kelly

Chris Kelly completed the project for Unit 15 of the architecture diploma course at the University of Greenwich, now led by the Bartlett School of Architecture‘s former Vice Dean Neil Spiller. The unit is a reincarnation of the Bartlett’s successful film and animation module, which boasts Kibwe Tavares’ award-winning Robots of Brixton project as one of its products.

See more of this year’s graduation projects, including a series of towering seaside structures and a shape-shifting ballet school.

Here’s a short description from Chris Kelly:


Rubix

The project was conceived as a complementary exercise to the written architectural thesis Time and Relative Dimensions in Space: The Possibilities of Utilising Virtual[ly Impossible] Environments in Architecture that explores the way in which virtual environments could be deployed within the physical world to expand or compress space. The thesis investigated existing research in neuroscience, psychology and philosophy, which was added to with empirical primary tests, to identify gaps in our perception that lead to a contradiction between our perception and reality. It was found that when moving with natural locomotion, such as walking in a physical space our perception of distance and orientation is incredibly malleable and can be manipulated by replacing the visual sense with a virtual stimulus that differs from what we would experience in reality. This manipulation can take the form of redirection techniques, such as rotation and translation gains and overlapping architecture which result in a stretching or compressing of distances in the virtual environment we see whilst moving through a physical space. This effect creates a TARDIS space which allows vast expanses of virtual worlds to be explored within a small physical space without ever reaching the limits of that space.

The aim of the rubix project was to develop an animation that described a conceptual tool for deploying these malleable virtual environments that could be used by their creators to shift space around us. The rubix concept stemmed from the need for an algorithmic formula for controlling the use of redirection techniques; it allows for many different spatial combinations whilst a level of control is constantly maintained. In the animation the initial Escher-esque space is a representation of our perceptual system where huge amounts of information arrive in the brain from multiple streams. The process of perception involves the brain selecting and rejecting contradicting pieces of information leading to a perception of reality that only gives us glimpses into the world we are in.

The animation represents a journey through the chosen site that was explored during an earlier project which was a stretch of the Docklands Light Railway between Beckton and East India stations. The virtual journey is compressed into 5 minutes using transitional spaces that enclose the explorer whilst the environment shifts around them. The redirection techniques deployed in the film have been exaggerated in some parts to make them more identifiable but as explored in the thesis it is also possible to deploy them subtly so the shifts in the environment would not be perceived. The development of products such as Google Glass and bionic contact lenses at the University of Washington mean it is becoming increasingly possible to overlay virtual information on the physical world. In the future this information could be overlaid so subtly and convincingly that it is possible that distance and space will become increasingly malleable and cavernous virtual spaces could exist within a small physical space, with Doctor Who’s TARDIS becoming a perceived reality.

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Chicago – Five Great Buildings by Al Boardman

Motion graphics designer Al Boardman celebrates five Chicago skyscrapers in this short animation.

Chicago - Five Great Buildings by Al Boardman

Al Boardman is a British designer, but he lives and works in Chicago and wanted to pay homage to the city’s architecture. “Chicago has many truly great buildings. It sits firmly on the map of global architecture and is the birthplace of the skyscraper,” he explains.

Chicago - Five Great Buildings by Al Boardman

The movie presents each tower as a colourful cartoon made from bold blocks of colour and clean geometric lines.

Chicago - Five Great Buildings by Al Boardman

First up are two projects from US firm Skidmore Owings & Merrill: the 442-metre Willis Tower – more commonly known as the Sears Tower and until recently the tallest building in the US – and the 344-metre John Hancock Observatory.

Chicago - Five Great Buildings by Al Boardman

Also featured are the diamond-shaped Crain Communications Building, the corncob-like Marina City towers and Trump Tower, a hotel and apartment block owned by billionaire real estate developer Donald Trump.

Chicago - Five Great Buildings by Al Boardman

Another architectural illustration on Dezeen recently was The ABC of Architects, an animation depicting a famous building for every letter of the alphabet.

See more animations »

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The History of Typography by Ben Barrett-Forrest

Hundreds of cut-out paper letters tell the history of typefaces in this stop-motion animation by Canadian graphic designer Ben Barrett-Forrest.

The History of Typography by Ben Barrett-Forrest

Starting in the fifteenth century with Johannes Gutenberg’s Blackletter font, The History of Typography charts the major innovations in font design up to the present day.

The History of Typography by Ben Barrett-Forrest

Barrett-Forrest explains the variations between early serif fonts such as Caslon and Baskerville and how they evolved into modern sans serif fonts such as Futura and Helvetica.

The History of Typography by Ben Barrett-Forrest

Cutting out and animating the letters took Barrett-Forrest around 140 hours over a period of two months, on top of dozens of hours of research and post-production.

The History of Typography by Ben Barrett-Forrest

“It was fairly tedious cutting out almost 300 paper letters, especially the serif typefaces with their tiny spikes, but it soon became almost meditative,” says Barrett-Forrest.

The History of Typography by Ben Barrett-Forrest

“I feel that I have a much closer connection with each of the typefaces that I addressed, now that I have laboured to create each one.”

The History of Typography by Ben Barrett-Forrest

Originally from Whitehorse in the northern Canadian territory of Yukon, Barrett-Forrest is currently studying multimedia at McMaster University in Hamilton, Ontario. He also runs Forrest Media, a graphic design and media production company.

The History of Typography by Ben Barrett-Forrest

Other fonts on Dezeen include a typeface of impossible shapes inspired by artist M.C. Escher and graphic designer Neville Brody’s reworking of the Royal College of Art’s house font – see all fonts.

The History of Typography by Ben Barrett-Forrest

We recently featured an animation of the best-known buildings of 26 architects, one for each letter of the alphabet – see all animations.

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Made by Humans by Universal Everything

UK studio Universal Everything motion-captured a dancer to make this animation, which is projected onto the world’s highest-resolution screen (+ movie).

“We choreographed a contemporary dancer in a motion capture studio,” Universal Everything founder Matt Pyke told Dezeen. “We then transformed the motion capture data into a digital sculpture, formed from the trails of human movement.”

Made by Humans by Universal Everything

The hundreds of white light points that form the dancing figure become strands that glow yellow, then red, before solidifying into blue as the dancer moves across the screen.

Universal Everything produced animations at a highly detailed 16K resolution for the 25-metre-wide by four-metre-high screen in the Hyundai Vision Hall, located at the South Korean motor group’s Seoul campus.

Made by Humans by Universal Everything

“The film was produced at such a high resolution to achieve a life-sized dancer moving through the space,” said Pyke.

The studio and various collaborators created 18 short films for the hall to turn it into “a space that inspires leaders, engineers, scientists, workers and designers to learn, rethink, and collaborate.”

Made by Humans by Universal Everything

More digital installations on Dezeen include Arik Levy’s interactive screen that uses visitors’ movements to mutate computer-generated crystals and a wall of digital animals that distract children on their way to surgery.

See all our stories about installations »

Universal Everything sent us the following information:


Hyundai Vision Hall

Euisun Chung, Vice Chairman of the Hyundai Motor Group (HMG), has a vision for the company that he leads. His aim is to align HMG with the best contemporary art, sculpture and digital design in the world. Artistic invention and innovation will be at the heart of both Hyundai and Kia’s future vision.

“The Vision Hall at Hyundai Motor Group’s Mabuk Campus is a symbolic space for presenting employees with Hyundai Motor Group’s values, providing them with a sense of pride, and sharing with them its dreams. The media wall, the central focus of the Hall, screens three video artworks that convey the vision and core values of the group.

An interactive artwork ‘Who Am We’ by world-renowned artist Do-Ho Suh was designed to develop pride and solidarity among the group’s employees and was produced through the participation of employees throughout the world. A metaphorical film series ‘Mobius Loop’ by Universal Everything expresses the group’s vision, management philosophy and core values. The third film, ‘Documentary’ depicts the last 10 years of Hyundai Motor Group’s history.

The Vision Hall – through continuous development of diverse creative content in collaboration with the group’s employees is a digital media archive that conveys and communicates the vision of Hyundai Motor Group” – Euisun Chung

To date HMG have collaborated with leading exponent and practitioner of Korean art Do Ho Suh, architect Elho Suh, and Peter Schreyer – Chief Design Officer for KIA, one of the world’s leading automotive designers (and a fine artist in his own right). The latest talent to be invited on-board are Universal Everything (UE) – an internationally acclaimed, UK based multidisciplinary studio working at the crossover of digital art and design.

The HMG Vision Hall

The Vision Hall is the first physical manifestation of E.S. Chung’s thinking. A contemplative and Zen like space at the entrance to Hyundai’s Mabuk University Campus – Elho Suh’s minimalist masterpiece that sits high in the verdant hills outside Seoul. Measuring around 900sqm the Hall is stripped of superfluous decoration, allowing visitors to appreciate its rich palette of materials and more importantly to concentrate the eye on its focal point and crowning glory – a 25m wide, 4m tall, 44k resolution screen seamlessly constructed from 720 micro tiles.

This is a space that will greet the majority of HMG’s 80,000 worldwide employees over the coming months – a space that will allow leaders, engineers, scientists, workers and designers alike to learn, rethink, collaborate and be inspired.

Universal Everything’s brief

Universal Everything were commissioned to fill the world’s highest resolution screen with content that would simply ‘inspire’. Such creative freedom is indeed rare. Matt Pyke, UE’s founder and Creative Director, was specifically asked not to include any brand related slogans or logos – furthermore he was requested not to feature Hyundai or Kia cars currently in production.

The sole ‘commercial’ request was to nod at the ‘mobius loop’ concept that underpins HMG’s whole ethos and production process. This loop symbolizes the infinite cycle of resource circulation and serves to connect all the innovative, creative activities and events of the Group into an organic whole. As an illustration HMG make steel to make cars, and then the cars are recycled to make more steel.

“The sheer scale of the vision hall, and the freedom that the HMG granted us gave us the power to create powerful, immersive audio-visual experiences which had never been seen or heard before. The commission allowed us to push our ambitions, transforming familiar subjects and materials into hyper real beautiful abstract expressions” – Matt Pyke

The intention is to allow Hyundai and KIA’s staff to digest the work openly and personally – to allow a deeper connection and to arrive at their own interpretations of the artworks – possibly seeing the familiar in the unfamiliar. The shear scale and resolution of the onscreen content combined with an immersive sound system would instill HMG’s staff with a sense of shared pride and solidarity – making them realize that they are indeed an integral part of the ‘bigger picture’.

Why ask UE?

UE were asked on board at the inception of the Vision Hall project as HMG’s ‘digital artists in residence’. The invitation came on the back of artistically pioneering and challenging work created for (amongst others) La Gaite Lyrique – Paris’ brand new Digital Art Museum, Deutsche Bank’s Hong Kong HQ and Coldplay’s sell out world tour of 2012.

UE’s response

The project has been the studio’s most ambitious project to date – requiring the core staff of 4 to swell to over 30 for the duration of the project. Matt Pyke and long term collaborator, director Dylan Griffith’s response to the challenging brief has yielded 18 films in total, ranging in duration from 00’40” to 02’45”. Created exclusively for their architectural context, the films allow the giant screen to become a ‘stage’ – a performance space that is often filled with life size humans and abstracted production processes.

The films mix a myriad of animation styles and live action – building upon UE’s trademark ethos of ‘maximum innovation’. Abstraction is pitted against familiarity to engage all types of viewer – whilst themes such as nature, technology and mans relationship with them feature heavily. All areas of HMG’s activity are explored with hyper real vision and audio – from steel creation to architecture, construction, future technologies, the corporation’s diverse multi-talented workforce to car design and production.

GGI studios in London, sound engineers in Germany and the UK, Korean programmers, an Italian Director of Photography and Film Directors from Amsterdam and Hong Kong were choreographed from UE’s home base of Sheffield, UK.

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The Wool Parade by Doshi Levien for Kvadrat

This animation of dancing wool characters has been created to coincide with an installation by London designers Doshi Levien for textile company Kvadrat at Stockholm Design Week this week.

The Wool Parade by Doshi Levien for Kvadrat

“We wanted to created a ensemble of characters that celebrate the sartorial and spacial qualities of wool,” Jonathan Levien told Dezeen.

The Wool Parade by Doshi Levien for Kvadrat

Designed to showcase all the wool fabrics in Kvadrat‘s collection, Doshi Levien‘s characters formed from geometric shapes and volumes fly, bounce and spin around each other in the short animation.

The Wool Parade by Doshi Levien for Kvadrat

The 12 colourful characters in the parade were inspired by theatre costumes from the early Bauhaus period.

The Wool Parade by Doshi Levien for Kvadrat

The film was directed and produced by Studio AKA, with music by David Kamp.

The Wool Parade by Doshi Levien for Kvadrat

The installation will be displayed at Kvadrat’s showroom from 5-8 February during Stockholm Design Week, which begins on 4 February.

The Wool Parade by Doshi Levien for Kvadrat

Our recent posts about the designer’s work include an ice cream cake shaped like a moon and furniture inspired by the Indian city of Chandigarh.

The Wool Parade by Doshi Levien for Kvadrat

See all our stories about design by Doshi Levien »

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