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Oneiro – virtual reality animated film by Miloš Tasić

“Oneiro” is an animated movie in virtual reality by Serbian director Miloš Tasić, primarily designed for VR devices, which places the viewer directly in the 360-degree environment, providing a complete sense of immersion that is not present in traditional 2D films.

The film’s narrative satirically portrays the interaction of artificial intelligence programs with the average user, from the perspective of the program, offering insights into how it perceives humans.

The film is made in English in order to be universally understood by as many users as possible, for the reason that the VR scene is still very small but spread all over the globe, while currently there are only a few dozen VR films in the world.

Virtual reality currently allows only short formats, in order to eliminate the risk of causing dizziness and nausea which can occur when the VR device is used for more than half an hour. The film “Oneiro” is created with a duration of seven and a half minutes, which has proven to be the most suitable length for this type of content.

Although it is an animated film, it is important to emphasize that it is not intended for children because virtual reality devices are prohibited for children under the age of 12. For the same reason, the subject of the film is more geared toward adults, exploring human nature through dark humor.

Since for the last couple of years, one of the bigest news is the development of artificial intelligence and its impact on our society, I wanted to develop a narrative in which I would look at the topic from the opposite angle. If such a program were to become conscious in any way, what would its world look like and what would it actually think about humans? While I was researching this topic, I came across many similarities in how these programs learn and how the function of human dreams is explained in some articles, so I built the main part of the story around these parallels.

Virtual reality proved to be the perfect medium for this theme, because it allowed me to place the viewer directly in the perspective of the AI program where I could symbolically depict the processes which take place behind the screen while it’s interacting with humans. With the aim of presenting it as a kind of mirror to our species, where I could jokingly emphasize some of our flaws, in the hope that we will be encouraged to work on them so that we can be better towards ourselves, others and nature.

In the visual approach, I wanted to achieve an association with video games, with bright colors and a retro look of 3D objects to emphasize that the action takes place within a digital world which is very different from ours. The scenes themselves are heavily inspired by surrealism, which stems from the assumption that if an artificial intelligence program was conscious, it would not view the world visually, as we do, but in the form of abstract digital environments that create surreal worlds from data, much like our subconscious often creates abstract worlds in our dreams.

INTERESTING FACTS ABOUT THE PROJECT:

Certain segments of the film “Oneiro” will be featured in a music video for the Australian band “Echo Adore” for their song “Immunity Amulet.” Since I have been collaborating with their frontman, Damian Diggs, for several years, he lent me his computer for rendering scenes over the internet, and in return, I provided parts of the film for usage in their music video. What’s interesting is that the central part of the film is synchronized with the the voice of the main character, while also this part in the music video is synchronized with the lyrics and arrangement of their song.

The voice of artificial intelligence in the film was actually created using artificial intelligence program. Although in the last few years the voices generated by the programs are often identical to the recorded ones, in some parts, I emphasized its digital nature with sound effects to better fit the spirit of the story.
The entire film was made with a micro budget, while, apart from the use of certain 3D stock models and stock sound elements, I made it completely myself. Mostly out of a desire to show other creators that they don’t need expensive schools or courses to start working with this technology. All the knowledge is available on the internet, where I learned from, while there is also free software and loads of stock material that can be modified for one’s own needs. And yet again, the biggest problem with the VR scene in the world is scarcity of content in this technology.

ON VIRTUAL REALITY TECHNOLOGY:

VR technology is based on the fact that the device displays in front of the eyes on two small screens the vision from the left and right eye, where the projection follows the direction of gaze in 360 degrees. In addition to the visual display, it has also ambisonic sound that follows the movement of objects in 3D space, giving the impression of complete presence in the digital environment.

While most of the VR video content, including this film, can be viewed on mobile phones through apps like YouTube, where the whole environment can be viwed by tilting the phone, as well as on an ordinary monitors or laptops, where viewers can use the mouse cursor or “WASD” keyboard keys to observe around. It’s important to emphasize that the experience cannot compare to the one when using a VR headset, which provides a complete sense of immersion that’s hard to explain to those who haven’t tried these devices before.

VR is currently the youngest art form, although the technology itself has been worked on since the 1960s, it only became widespread among the general population in 2015 due to the emergence of small consumer devices, and the industry has been steadily growing since. (In 2022, nearly 20 million VR headsets were sold, compared to less than 4 million in 2017. Source:
https://thesmallbusinessblog.net/vr-headset-sales-and-market-share/).

Currently it has the greatest popularity in the realm of video games, while the field of video and animated virtual reality is still dominated by content representing rollercoaster rides, flights through spaces, walks through tourist destinations and the like… Just like when at the beginning of of cinema, content primarily featured everyday scenes, where the main attraction was novelty being the act of viewing it on the big screen. Today most VR content consists of things that rely exclusively on the very sensation of experiencing virtual reality. It is for this reason that I believe that it is necessary to work on the creation of narrative content so that this type of art can grow and develop further.

Additionally, I have noticed that there is a concern among people that VR can become a form of addiction, which is potentially one of the reasons that slows its spread. This is exactly why I believe that we, as VR creators, need to ensure that our works convey positive messages to counterbalance the dominance of low-quality addictive video games and explicit sensationalistic content in this technology.
Virtual reality can provide relaxing, positive experiences that can improve people’s moods, and according to many studies, it can have a positive impact on mental health, particularly in preventing anxiety and depression (Source: https://www.makeuseof.com/vr-technology-mental-health/). We live in a world where there are too many substances that people reach for in those situations, so perhaps virtual reality can represent a healthier method of relaxation, even though I’m aware of how optimistic that may sound.

ABOUT AUTHOR

Miloš Tasić
Owner of the production company “Grof Industries”
Artistic Profile: Director and Animator
Education: Master in Film and Television production and Bachelor with Honours in Graphic Design
Born in 1988 in Niš, Serbia
Web-site: http://grof.industries
Facebook page: https://www.facebook.com/GrofIndustries/

 

 

 

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Jobs News

Mad Head Games – Seeking a VFX Artist

Mad Head Games is hiring

Are you well-versed in all the nuances of computer-generated special effects, especially in video games? Have you got skills and know-how to use all the necessary tools to create amazing VFXs worthy of AAA game development? Mad Head Games has a position that can suit your abilities perfectly!

What will you be doing as a Mad Head?

  • Design and develop eye-catching visual effects for characters and levels in Unreal Engine
  • Create particles, materials, sprite sheets, and textures to add atmosphere and depth to the gameplay
  • Create visual effects for the needs of in-game cinematics
  • Optimize effects to make them game-ready
  • Set materials with special properties
  • Collaborate with cross-discipline teams

What do we expect from our ideal candidate?

  • 2 years of experience as a VFX artist in the film, marketing or game industry
  • Knowledge of engines (primarily Unreal, possibly Unity) and their particle editors
  • Ability to work independently, or with minimal supervision
  • Understanding the technical limits of VFX in the gaming industry
  • Strong feel for gameplay aesthetics and the overall impression of how a good game should be created

It would be a plus if you have:

  • Knowledge of 3D software (3DS Max, Maya, Blender)
  • Knowledge of 2D animation programs (After Effects, Nuke)
  • Knowledge of programs and plug-in elements for simulations (Houdini, FumeFX)
  • The possibility of independent creation of textures used in visual effects
  • Previous experience in working on AA / AAA games

In return, here is what we can give:

  • A dynamic and extremely upbeat workplace like you have never seen before
  • Flexible working hours: sleep in or run errands before work – we trust you with your time
  • Chance to work with senior professionals and teams from the field
  • Ongoing education and training: Self-improvement is a priority so conferences, classes, workshops, courses (external and internal) are all part of the package!
  • Community events: we are heavily involved in developing startup, tech and gaming ecosystems – and will include you into it!

Apply to this position by sending an email to jobs@madheadgames.com with subject “Application for VFX artist”

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Jobs

Digitalkraft looking for Lighter

Looking for a job? Get in touch, because maybe – YOU are exactly what we need!

Send us an email to office@digitalkraft.rs we are excited to meet you!

Categories
Interview

Laurence Cymet – CG Supervisor @ Folks VFX / Educator

0O7C0219_small - Laurence CymetLaurence is passionate about connecting creators with technology. He has 20 years of experience in the Computer Animation and VFX industry, and is currently the CG supervisor at Folks VFX in Toronto, Canada. Laurence spent nine years at Autodesk working on Maya product team and is a college professor of Visual Effects and Animation at Centennial College, where he has developed courses and enjoyed teaching for over a decade.

 


What is the connection between CG Supervision and teaching as you’ve been doing both for a long time?

For me this a beautiful cycle. I was lucky enough to run into people working in the industry who inspired me to get into this business. I was taught by teachers who were CG supervisors themselves. Then I was encouraged to teach by my CG supervisor at the time and went on to hire some of my students. Many of whom have gone into supervision themselves! Some have even gotten into teaching to help inspire others. It’s great to watch this cycle multiply and grow. 

Do you think teachers should still be involved in the production while working as a professor at the Uni?

I absolutely do, but this can happen in many ways. It’s a great opportunity to be able to be in production and teach at the same time, but this is not possible for everyone. Engaging with industry pros on an on-going basis is a great option.To me, it’s the discussions and contact with industry that really helps teachers focus on creating great students that will succeed. 

What are the alternative ways to traditional university teaching? 

I think that to answer this question you have to know the student and what they need. Many students want to take an academic approach, or focus on a specific area to push research and Universities are ideal for this. For other students, they may want to focus on career skills and getting into the studio quickly. For these types of students, a shorter more focused program is great and the options are numerous – colleges, vocational schools, finishing schools, online courses – it’s never been a better time to learn new skills. 

At the CG industry beginnings, most of the CG artists have been self-thought and knowledge was kept in small circles, like San Francisco or LA. Today, the whole knowledge lives online. Are there advantages of structured learning to self learning?

The diversity of online learning options has been a huge opportunity for students and pros alike to learn more and to spread best practice. It can be challenging though to separate the good content from content that is misinformed or presenting older techniques. I will often encourage my students to answer their questions by looking online, but I take the time to show how to separate the good content from the not so good. You need to do your research and try for yourself to determine the best approach, and not take everything online as established techniques.     

Do you have any “secret well” where you go to or would recommend others to get their thirst for knowledge?

Other teachers! Seriously though, finding other people in your industry through events and online communities and discussing shared ideas and problems is a great way to be inspired. I find Reddit to be a good place learn and be inspired. I am always reading FX Guide as well to see what’s new and cool. 

What is the idea behind the CG Connect Toronto? Can you tell us more about the event?

CG Connect Toronto was invented together with Nikola Milosevic to help showcase talent in our home city of Toronto and to instill a culture of sharing techniques and ideas. Also an opportunity to share a beer with co-workers and friends.  We were inspired by great events like Beergraph in the UK and saw the opportunity in sharing knowledge in a fun and relaxed environment. It’s a tough event to put together, but so rewarding to see artists who have never seen themselves as speakers discover that they have something great to offer.  I look forward to our next event.

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The importance of attending conferences?

Conferences are a great opportunity to learn something new. Even more it’s an opportunity to block off your schedule and focus on your industry and the great people in it. I’m always fascinated by how many friends I run into from my own home town at Siggraph – as it’s the time we have to really connect and spend together learning without everyday life getting in the way. 

You will wear a number of hats during CGA Belgrade – from education and mentoring to implementing agile strategies in VFX and gaming studios. What is your favourite hat to wear during your first visit to Belgrade?

I hear there’s some great restaurants I should be wearing my eating hat in.  🙂 Actually, I’m most excited to connect with some of the passionate artists and entrepreneurs I’ve run into from Serbia in my travels. I am also excited to understand what’s happening in education and the studios here. I’ve been so impressed by the passion I’ve seen so far and I’m keen to know more. 

 Thank you Laurence, see you at the CGA2019

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Categories
Interview News

Sava Zivkovic, Director and CG Artist – CGA2019 Interview

Sava Zivkovic is a Director and CG artist based in Belgrade, Serbia. Born in 1989, he graduated from the Belgrade University of Arts in the department of Interior and Furniture design in 2012. Having developed a strong passion for film and animation, he decides to take on this career path and focuses on motion graphics, architectural animation and all things CG. He has a strong belief in devoting time to personal projects, has received several awards and recognitions from the CG industry and has also given back to the industry by publishing some of his personal tutorials.

In late 2017 he started his directing career at Axis Animation and continues the collaboration with Glasgow based studio, working on AAA game cinematics as well as never ending development of personal IP’s.

Sava will be on CGA2019 stage sharing his insight in his talk AAA projects vs personal projects – pros and cons


Can’t wait to see you back on CGA2019 stage this year. What are your impressions from the CGA2018

Thanks for having me, pleasure to be back! I absolutely loved the last year’s event, I think it’s incredibly valuable that things like these are starting to happen more often, it all helps to broaden the awareness of this industry and to inspire up and coming creatives. 

Your fame (and fortune? 🙂 ) are coming from your, greatly recognized, personal projects. Like, IFCC, Playgrounds, Twitch. What are you working on now and how big is your team this time?

We’ve just recently wrapped our latest project, Main Titles for Playgrounds Berlin, so a short break is in order:) We have a bit of a long term project that’s been in development for quite some time and that is what we’ll be focusing on next, but I can’t say more at this point.

Freight has got a great attention from the CG community. How do you find spare time for side projects like this beside your regular daily work and how do you organize your time around it? 

I’ve gotten this question a lot of times, and the answer is that I’m very lucky to be in a position where I can take a lot of free time in between client projects and devote it to personal work. Working remotely and on a per project basis means I get to organize my own time, and because I choose which projects to work on sometimes I have a lot of down time in between client work, which allows for personal work. This could be seen as a risky move, devoting multiple months on a personal project and saying no to client work, but a lot of the time it’s a risk worth taking in my opinion because it will create new opportunities. I’ve done things in parallel as well, when I was working on Destiny cinematics by day, I was working on my short Bounty Hunt by night, so you can definitely do both, but these days I like to separate client vs personal work and completely devote my time to either one. It creates this nice seesaw kind of balance, where I’m constantly changing from one to another.

Trailer for Outriders is looking amazing. Is this still ongoing project? How is your regular working day looking with Axis Animation and working on such demanding project remotely? 

Thank you! No we’ve wrapped this project last year, the game is still in development, but our trailer work is done. Turns out, after some getting used to, remote work is not that difficult at all. Typically my engagement is pretty heavy early on, the first couple of weeks are crucial, and I would typically travel to the Glasgow office for one or two weeks at the beginning of the production. That time is usually spent working with a storyboard artist and the layout team in producing a 2d animatic and a 3d previz. After that I would visit one more time for the MoCap shoot and maybe one more time towards the end of production, when most of the lighting and comp work is done. Everything else that happens in between is easily supervised remotely, through daily Skype meetings and review sessions utilizing management tools like Shotgun.  

We can see you on the page as director at Braw Production website, can you tell more about your collaboration?

Of course! Technically I’m a freelance director which means I can work with multiple studios, and I’ve been lucky to have worked with Debbie in the past, so when I heard she launched Braw I was thrilled to join the team! The talent that’s been amassing at Braw is incredible and I’m genuinely thrilled to be a part of it!

Where is inspiration taking you these days? What are you and what would you like to explore more? 

Recently I’ve been influenced by a bit more darker themes, which you can probably spot in some of my latest work. It has been my state of mind as well, but infusing that in your work can be quite therapeutic and cathartic, and I’m glad I was open to exploring that side of my psyche. On the technical side I really want to dive into real-time, and live action as well, those two have been on my mind for awhile and the timing just feels right now.

 

Can you recommend us some work that took your attention recently? 

 There’s been so much amazing stuff happening lately, but I also feel like I’ve been missing out on things. Everyone probably saw Chernobyl at this point, I loved every second of it, captivating on every level! Two artists, Eugene Pylinsky and Eugene Lekh created an amazing title sequence for OFFF Kyiv, I absolutely adored what they did and how they were able to utilize very popular astronaut imagery in a completely new way! And also I’ve had the chance of visiting E3 in LA and was just blown away by all the incredible CGI work done for game trailers. Still have a lot of film catching up to do, as of this moment I still haven’t seen Once Upon a Time in Hollywood…yeah, need to work on my priorities in life:) 

You held several art conferences talks this year so far and your next talk is on Playgrounds. What is the value of attending conferences as a speaker and what guests can get from it?

Well the difference is that most conference attendees get to familiarize themselves with your work ahead of time, which makes networking and introductions much easier. Obviously networking is the big one, you’ll meet all the other speakers and that can often times lead to work opportunities, but I’ve had a chance to do some portfolio reviews for people of varying backgrounds and I’ve found that experience to be incredibly satisfying. I know it sounds like a cliché, especially since I’m still learning, but there is something incredible in giving back to the community and helping out young artists. It’s like all of those questions that I didn’t know who to ask when I was starting out are repeating, only I’m on the receiving end now and can actually do something good.

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Even the best artists start with very precious but ugly artwork. Share with us some of your worst early work?

 Oh wow, yeah there’s a ton of those!:) I don’t think I can share actual images, eerrmmm my hard drive burned out? Yeah, I’m going with that excuse. But there’s been a time when I’ve worked on a lot of pointless product renders, or logo animations. It’s all been very valuable in terms of learning, and don’t get me wrong, some of it was decent, but it didn’t have a deeper meaning. And of course you can’t really infuse a deeper meaning into a pilates board ad, but that’s why I look at that early work as being ugly, it’s all a technically decent collection of polygons that ultimately has nothing to say. 

What can our readers expect from your talk at CGA2019?

A lot of on stage awkwardness, hopefully a couple of good insights, and maybe some cool projects:)

Find out more about Sava on our CGA2018 interview    
Sava will be presenting his talk AAA projects vs personal projects – pros and cons  on CGA2019 stage on 1. November.

Register by clicking on the link below to secure your seat.

Categories
Breakdown Short films Showcase

OUTRIDERS Reveal Trailer – Director’s Cut and Making of process video

OUTRIDERS Reveal Trailer – Director’s Cut
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Directed by Sava Zivkovic
Produced at Axis Animation
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Executive Producer – Debbie Ross
Producer – Christian Illingworth
Art Director – Gareth Hector
CGI Supervisor – Paul Rowley
Original Score – Iz Svemira
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Client – Square Enix

Complete project on Behance – behance.net/gallery/83351103/OUTRIDERS-Directors-Cut