
Case Study - Rome
"3 Dreams of Black"
ROME: The Genesis of a Web-Based Art Form
In late February 2011, Mirada was called upon to provide the conceptual design, animation & technology development for Chris Milk's newest interactive music video experience with Danger Mouse. Mirada gathered with teams from Google Creative Labs and North¬ Kingdom around a conference table in Mirada's Marina del Rey studio to hear @radical.media's Chris Milk describe his vision for a groundbreaking new project. The Director envisioned an interactive music video experience called "3 Dreams of Black" for the team of Danger Mouse and composer Daniele Luppi's Spaghetti Western-inspired concept album ROME featuring Jack White and Norah Jones.
The fact that Mirada was entrusted to drive the look, feel and behavior of all the 3D assets in this innovative project was incredibly exciting, and spoke to our core values and passions. The scope of the project was ambitious. Far beyond any traditional music video, this was to be a real time experience built entirely in WebGL, a technology so new it was only certified for release by Google one week prior.
The schedule would be tight, the technical hurdles daunting and the creative demands high, but it was obvious to every person in the room that this project would establish a new understanding of what is possible with this next-generation web technology, and also continue to evolve the traditional music video format.
Harnessing Chris Milk's vision would require a diverse team working in very close coordination. Mirada was tasked with setting the look and feel for the overall experience, as well as creating all of the animals and other assets that would populate its different environments, and developing the technical approach to their behaviors in this very new platform and world. The design and technical development teams would have to work in parallel through this project's numerous hurdles; the creative informed the technical decisions, the technical requirements re-informed the design process. This process embodied artistic creativity cross-pollinating with technical ingenuity. Here is a peek 'behind the curtains' at Mirada's process on "3 Dreams of Black."
Early conceptual design for Black Soup
Design Approach
Early in the pre-production phase, Mirada's design team led by Art Director Ram Bhat collaborated with Director Chris Milk to flesh out a style that would accentuate the storyline and his overall vision for the look and feel of the experience. Emerging from these explorations was a commitment to a painterly-yet-digital style for the dream worlds and animals of Rome. The biggest challenge was to find a look that was beautiful and interesting, while remaining within a strict set of low polygon count restrictions, ultimately assuring that the 3D assets would all function in real time "even on your mom's computer."
The intention was to stay away from anything cartoonish, but embrace the restrictions while remaining as true as possible to the real life form of each creature.
Following the anatomy of each animal, the polygons were tailored to this aesthetic so no animal was misrepresented. Finally, all of the polygons were digitally hand-painted in the concept phase of production, giving everything a handmade quality. We worked diligently to leverage the limitations as an asset and not a liability.
Attention quickly turned to designing the 50 'good' and 'evil' creatures that composed the different "soups" of animals, and applying the rules established earlier in the design phase. Concurrently, the designers started working closely with the 3D team to create and model the elements simultaneously while consistently striving to attain the desired look with the mandate for real time user control over their animation.
Early conceptual design for Animal Metamorphosis
Quick Black Soup form studies
Taruffalo transformation and design exploration
While Mirada's artists were immersed in bringing designs to life, a splinter team from North Kingdom arrived to collaborate with Mirada to refine the look for the 3D environments. Using the established visual style of 'polygon meets paintbrush' used for the animals, Mirada created a series of concepts to help shape the different landscapes. The design process was constantly evolving, whereby the technique of painting the concept art over 3D renders was an essential part of the feedback loop to assess what was attainable in the real time engine. In addition to look frames, Mirada also created matte paintings for the backgrounds and skies, and textures for the surfaces in the worlds.
The design team was also heavily involved in the creative decisions that drove the extremely technical behaviors of the 'animal soups' that follow the viewer's mouse through the experience. Chris Milk and the Mirada designers had a specific visual language for each soup; the 'Life Soup' was meant to be more graceful and fluid as it infuses the city with bright color, whereas 'the Black Soup' was meant to be aggressive and attack everything that it came in contact with. The concept art included multiple explorations of how these soups would look and move through the world, and how they would morph and change into each other. This artwork not only provided a visual goal for the 3D artists to aim for, it also helped to generate ideas for additional soup elements.
Life Soup animal transformation experiment
Right up to final delivery, the project involved the technical cooperation of partnering companies spread across the globe. With so many moving parts and technical hurdles to overcome, it was necessary to continue to create key art that established a target for the coders and artists working tirelessly to create the final results. From the very beginning until the last moments of the project, Mirada was heavily establishing the look
for the animals and environments, creating assets to attain the correct feel and constantly revising concepts to help the 3D and code teams solve technical limitations and maintain visual continuity. From painting on top of screen captures of 'work in progress' 3D assets to advising coders on the most ideal shader settings, the design team remained hands-on to bring Chris Milk's ambitious vision to life.
Animation development for Life Soup growth and herding behaviors
Technical Process
"3 Dreams of Black" was as much a technical as it was a creative challenge for the team at Mirada. Over 100 assets were generated for the experience, including animated animals, general as well as user-activated greenery and destroyed buildings and vehicles. The 3D team, led by Technical Supervisor Andy Cochrane, worked in tandem with Ram Bhat's team of designers, constantly feeding work back and forth to tweak and refine each piece so that it not only matched the concept art but also moved correctly and worked within the technical restrictions of a real time environment. There were countless revisions to the processes used to create, animate, color and manage all of the digital assets on this project.
At the onset of the project, the first task that Mirada's technicians tackled was the modeling, rigging and animation of 50 low-poly animals in Maya. Due to the requirement that everything created by the team fit into a 40,000 polygon total, each animal was carefully modeled and run cycles were kept as short as possible.
Despite their stylized polygonal design, each one was animated to have as close to a realistic gait as possible. CG Supervisor Danny Zobrist pushed the modeling, rigging and animation teams to attain movements that were smooth and had the correct amount of weight and personality to capture the essence of each animal despite the extremely low-resolution geometry. Many of the final animations required multiple revisions of geometry and rigging to remove any artifacts created by the low poly count of each animal.
To complicate the challenges inherent to real time computer graphics, one of the creative requests for the animals was that they be able to morph into one another as much as possible. In order to do this, each animal had to be created from the same basic topology, requiring the same number of vertices arranged in the same order for each one. In order to avoid creating unnecessarily dense small animals, they were grouped into 'families' that would remain 'inter-morphable.'
Color mapping for shader concepts
Once established, these families had to be maintained, and simple changes to one required identical changes to ripple across to the rest of the animals. The adjustment of eyes and hoofs on one animal would often require identical adjustments on as many as 20 other animals. While such changes were kept to a minimum, they were an inevitable part of the process that triggered multiple model, rig and animation changes.
In order to get the animations into the Rome WebGL engine, the data pipeline was constantly being fine-tuned right up until the very end. Mirada's 3D assets were converted into point cache files for the engine, embedded with base colors for the OGL shaders.
Using these point caches allowed the rigging to be more complex, since the rigs did not need to be exported,
only the final animations. This freed the Mirada team to use special tweaks to remove undesirable movements caused by the low resolution of the animal geometry, and it enabled complex morphs between animals in the real time environment. In order to determine the base colors for an animal, the modeling team selected groups of polygons and assigned them materials with colors derived from the concept art that were painted for them. In this manner the average color for each body part was established, over which ambient occlusion, environment and interactive lighting, shader properties such as reflectivity, and OGL post-processing effects were layered to achieve a final effect close to the concept art.
Animation of shadow figures for Black Soup
In parallel to the animal creation and animation, a separate team worked in Houdini to prototype the herding/flocking behaviors of these animals in the life and Black Soups. Houdini was selected for the task due to its procedural, data-centric structure; everything created by this team would be easily translatable into a programmatic approach for the WebGL programmers. While it is in no way a good benchmark for final performance of a real time WebGL engine, Houdini provides a rapid-development sandbox for testing behaviors and approaches.
As the soup development progressed, there was a heavy focus on using simple, easily replicable techniques so that the behaviors being developed in Houdini could accurately be replicated in the final WebGL engine. This use of Houdini provided pre-visualization of the final behaviors while simultaneously proving out the techniques required to accomplish them.
Animation development for Black Soup growth and herding behaviors
As the animation and soup teams worked to bring the animals to life, a third group focused on creating the vegetation and destruction 'triggers' left behind the life and Black Soups respectively. These triggers consist of geometry that is revealed as the user-directed soups travel within a certain proximity of them. The vegetation for the Life Soup was laid out on the buildings and rubble of the city environment based on references provided by the design team, and went through multiple revisions to create a lush, almost magical appearance for each one.
Once each trigger was approved, its geometry had to be collapsed and hidden in the piece of the environment that it was designed to grow out of, like hidden jack-in-the-boxes for the viewer to release. The Black Soup triggers involved taking existing assets in the countryside environment and creating a 'destroyed' version that could be activated when that soup comes in contact with them. In order to properly visualize these triggers, and the manner in which they would animate, a trigger viewer was created in Houdini. Using this tool, it was possible to evaluate and refine the placement of the hidden state of each trigger to maximize the effect each one would have as it is activated.
Conceptual design for city Life Soup triggers
The last major contribution that the Mirada technicians made to the final Rome experience was in assisting to develop and implement several shader techniques to achieve the final real time rendered appearance. Eskil Steenberg and Mirada lighting development artists worked directly with Chris Milk to explore which post-processing effects were the most successful, from blurs and color corrections to subtle warps and other image manipulations. The trigger animations were actually controlled by one of the shader functions developed at this stage, with a proximity-based morph from one state to another driven by shader functions at render time rather than geometric manipulation in the CPU.
This shader development stage also provided a technique for creating a grass trail behind the Life Soup and a lava/charred earth texture behind the Black Soup, which further adds to the complexity of the final experience.
In Conclusion
'3 Dreams of Black' was a tremendous experience and opportunity to express storytelling in a new emerging medium. This engaging project crosses boundaries whereby conceptual design meets interactivity head-on while embracing a groundbreaking new playground in WebGL. Mirada's team of designers, CG artists, technicians and programmers discovered intelligent solutions through collaboration and creative brainstorming that culminated in a playful, immersive new experience.
Press Release
ro.me
"3 Dreams of Black"
ROME: The Genesis of a Web-Based Art Form
In late February 2011, Mirada was called upon to provide the conceptual design, animation & technology development for Chris Milk's newest interactive music video experience with Danger Mouse. Mirada gathered with teams from Google Creative Labs and North¬ Kingdom around a conference table in Mirada's Marina del Rey studio to hear @radical.media's Chris Milk describe his vision for a groundbreaking new project. The Director envisioned an interactive music video experience called "3 Dreams of Black" for the team of Danger Mouse and composer Daniele Luppi's Spaghetti Western-inspired concept album ROME featuring Jack White and Norah Jones.
The fact that Mirada was entrusted to drive the look, feel and behavior of all the 3D assets in this innovative project was incredibly exciting, and spoke to our core values and passions. The scope of the project was ambitious. Far beyond any traditional music video, this was to be a real time experience built entirely in WebGL, a technology so new it was only certified for release by Google one week prior.
In late February 2011, Mirada was called upon to provide the conceptual design, animation & technology development for Chris Milk's newest interactive music video experience with Danger Mouse. Mirada gathered with teams from Google Creative Labs and North¬ Kingdom around a conference table in Mirada's Marina del Rey studio to hear @radical.media's Chris Milk describe his vision for a groundbreaking new project. The Director envisioned an interactive music video experience called "3 Dreams of Black" for the team of Danger Mouse and composer Daniele Luppi's Spaghetti Western-inspired concept album ROME featuring Jack White and Norah Jones.
The fact that Mirada was entrusted to drive the look, feel and behavior of all the 3D assets in this innovative project was incredibly exciting, and spoke to our core values and passions. The scope of the project was ambitious. Far beyond any traditional music video, this was to be a real time experience built entirely in WebGL, a technology so new it was only certified for release by Google one week prior.
The schedule would be tight, the technical hurdles daunting and the creative demands high, but it was obvious to every person in the room that this project would establish a new understanding of what is possible with this next-generation web technology, and also continue to evolve the traditional music video format.
Harnessing Chris Milk's vision would require a diverse team working in very close coordination. Mirada was tasked with setting the look and feel for the overall experience, as well as creating all of the animals and other assets that would populate its different environments, and developing the technical approach to their behaviors in this very new platform and world. The design and technical development teams would have to work in parallel through this project's numerous hurdles; the creative informed the technical decisions, the technical requirements re-informed the design process. This process embodied artistic creativity cross-pollinating with technical ingenuity. Here is a peek 'behind the curtains' at Mirada's process on "3 Dreams of Black."
Harnessing Chris Milk's vision would require a diverse team working in very close coordination. Mirada was tasked with setting the look and feel for the overall experience, as well as creating all of the animals and other assets that would populate its different environments, and developing the technical approach to their behaviors in this very new platform and world. The design and technical development teams would have to work in parallel through this project's numerous hurdles; the creative informed the technical decisions, the technical requirements re-informed the design process. This process embodied artistic creativity cross-pollinating with technical ingenuity. Here is a peek 'behind the curtains' at Mirada's process on "3 Dreams of Black."
Early conceptual design for Black Soup
Design Approach
Early in the pre-production phase, Mirada's design team led by Art Director Ram Bhat collaborated with Director Chris Milk to flesh out a style that would accentuate the storyline and his overall vision for the look and feel of the experience. Emerging from these explorations was a commitment to a painterly-yet-digital style for the dream worlds and animals of Rome. The biggest challenge was to find a look that was beautiful and interesting, while remaining within a strict set of low polygon count restrictions, ultimately assuring that the 3D assets would all function in real time "even on your mom's computer."
The intention was to stay away from anything cartoonish, but embrace the restrictions while remaining as true as possible to the real life form of each creature.
Early in the pre-production phase, Mirada's design team led by Art Director Ram Bhat collaborated with Director Chris Milk to flesh out a style that would accentuate the storyline and his overall vision for the look and feel of the experience. Emerging from these explorations was a commitment to a painterly-yet-digital style for the dream worlds and animals of Rome. The biggest challenge was to find a look that was beautiful and interesting, while remaining within a strict set of low polygon count restrictions, ultimately assuring that the 3D assets would all function in real time "even on your mom's computer."
The intention was to stay away from anything cartoonish, but embrace the restrictions while remaining as true as possible to the real life form of each creature.
Following the anatomy of each animal, the polygons were tailored to this aesthetic so no animal was misrepresented. Finally, all of the polygons were digitally hand-painted in the concept phase of production, giving everything a handmade quality. We worked diligently to leverage the limitations as an asset and not a liability.
Attention quickly turned to designing the 50 'good' and 'evil' creatures that composed the different "soups" of animals, and applying the rules established earlier in the design phase. Concurrently, the designers started working closely with the 3D team to create and model the elements simultaneously while consistently striving to attain the desired look with the mandate for real time user control over their animation.
Attention quickly turned to designing the 50 'good' and 'evil' creatures that composed the different "soups" of animals, and applying the rules established earlier in the design phase. Concurrently, the designers started working closely with the 3D team to create and model the elements simultaneously while consistently striving to attain the desired look with the mandate for real time user control over their animation.
Early conceptual design for Animal Metamorphosis
Quick Black Soup form studies
Taruffalo transformation and design exploration
While Mirada's artists were immersed in bringing designs to life, a splinter team from North Kingdom arrived to collaborate with Mirada to refine the look for the 3D environments. Using the established visual style of 'polygon meets paintbrush' used for the animals, Mirada created a series of concepts to help shape the different landscapes. The design process was constantly evolving, whereby the technique of painting the concept art over 3D renders was an essential part of the feedback loop to assess what was attainable in the real time engine. In addition to look frames, Mirada also created matte paintings for the backgrounds and skies, and textures for the surfaces in the worlds.
The design team was also heavily involved in the creative decisions that drove the extremely technical behaviors of the 'animal soups' that follow the viewer's mouse through the experience. Chris Milk and the Mirada designers had a specific visual language for each soup; the 'Life Soup' was meant to be more graceful and fluid as it infuses the city with bright color, whereas 'the Black Soup' was meant to be aggressive and attack everything that it came in contact with. The concept art included multiple explorations of how these soups would look and move through the world, and how they would morph and change into each other. This artwork not only provided a visual goal for the 3D artists to aim for, it also helped to generate ideas for additional soup elements.
Life Soup animal transformation experiment
Right up to final delivery, the project involved the technical cooperation of partnering companies spread across the globe. With so many moving parts and technical hurdles to overcome, it was necessary to continue to create key art that established a target for the coders and artists working tirelessly to create the final results. From the very beginning until the last moments of the project, Mirada was heavily establishing the look
for the animals and environments, creating assets to attain the correct feel and constantly revising concepts to help the 3D and code teams solve technical limitations and maintain visual continuity. From painting on top of screen captures of 'work in progress' 3D assets to advising coders on the most ideal shader settings, the design team remained hands-on to bring Chris Milk's ambitious vision to life.
Animation development for Life Soup growth and herding behaviors
Technical Process
"3 Dreams of Black" was as much a technical as it was a creative challenge for the team at Mirada. Over 100 assets were generated for the experience, including animated animals, general as well as user-activated greenery and destroyed buildings and vehicles. The 3D team, led by Technical Supervisor Andy Cochrane, worked in tandem with Ram Bhat's team of designers, constantly feeding work back and forth to tweak and refine each piece so that it not only matched the concept art but also moved correctly and worked within the technical restrictions of a real time environment. There were countless revisions to the processes used to create, animate, color and manage all of the digital assets on this project.
At the onset of the project, the first task that Mirada's technicians tackled was the modeling, rigging and animation of 50 low-poly animals in Maya. Due to the requirement that everything created by the team fit into a 40,000 polygon total, each animal was carefully modeled and run cycles were kept as short as possible.
"3 Dreams of Black" was as much a technical as it was a creative challenge for the team at Mirada. Over 100 assets were generated for the experience, including animated animals, general as well as user-activated greenery and destroyed buildings and vehicles. The 3D team, led by Technical Supervisor Andy Cochrane, worked in tandem with Ram Bhat's team of designers, constantly feeding work back and forth to tweak and refine each piece so that it not only matched the concept art but also moved correctly and worked within the technical restrictions of a real time environment. There were countless revisions to the processes used to create, animate, color and manage all of the digital assets on this project.
At the onset of the project, the first task that Mirada's technicians tackled was the modeling, rigging and animation of 50 low-poly animals in Maya. Due to the requirement that everything created by the team fit into a 40,000 polygon total, each animal was carefully modeled and run cycles were kept as short as possible.
Despite their stylized polygonal design, each one was animated to have as close to a realistic gait as possible. CG Supervisor Danny Zobrist pushed the modeling, rigging and animation teams to attain movements that were smooth and had the correct amount of weight and personality to capture the essence of each animal despite the extremely low-resolution geometry. Many of the final animations required multiple revisions of geometry and rigging to remove any artifacts created by the low poly count of each animal.
To complicate the challenges inherent to real time computer graphics, one of the creative requests for the animals was that they be able to morph into one another as much as possible. In order to do this, each animal had to be created from the same basic topology, requiring the same number of vertices arranged in the same order for each one. In order to avoid creating unnecessarily dense small animals, they were grouped into 'families' that would remain 'inter-morphable.'
To complicate the challenges inherent to real time computer graphics, one of the creative requests for the animals was that they be able to morph into one another as much as possible. In order to do this, each animal had to be created from the same basic topology, requiring the same number of vertices arranged in the same order for each one. In order to avoid creating unnecessarily dense small animals, they were grouped into 'families' that would remain 'inter-morphable.'
Color mapping for shader concepts
Once established, these families had to be maintained, and simple changes to one required identical changes to ripple across to the rest of the animals. The adjustment of eyes and hoofs on one animal would often require identical adjustments on as many as 20 other animals. While such changes were kept to a minimum, they were an inevitable part of the process that triggered multiple model, rig and animation changes.
In order to get the animations into the Rome WebGL engine, the data pipeline was constantly being fine-tuned right up until the very end. Mirada's 3D assets were converted into point cache files for the engine, embedded with base colors for the OGL shaders.
In order to get the animations into the Rome WebGL engine, the data pipeline was constantly being fine-tuned right up until the very end. Mirada's 3D assets were converted into point cache files for the engine, embedded with base colors for the OGL shaders.
Using these point caches allowed the rigging to be more complex, since the rigs did not need to be exported,
only the final animations. This freed the Mirada team to use special tweaks to remove undesirable movements caused by the low resolution of the animal geometry, and it enabled complex morphs between animals in the real time environment. In order to determine the base colors for an animal, the modeling team selected groups of polygons and assigned them materials with colors derived from the concept art that were painted for them. In this manner the average color for each body part was established, over which ambient occlusion, environment and interactive lighting, shader properties such as reflectivity, and OGL post-processing effects were layered to achieve a final effect close to the concept art.
Animation of shadow figures for Black Soup
In parallel to the animal creation and animation, a separate team worked in Houdini to prototype the herding/flocking behaviors of these animals in the life and Black Soups. Houdini was selected for the task due to its procedural, data-centric structure; everything created by this team would be easily translatable into a programmatic approach for the WebGL programmers. While it is in no way a good benchmark for final performance of a real time WebGL engine, Houdini provides a rapid-development sandbox for testing behaviors and approaches.
As the soup development progressed, there was a heavy focus on using simple, easily replicable techniques so that the behaviors being developed in Houdini could accurately be replicated in the final WebGL engine. This use of Houdini provided pre-visualization of the final behaviors while simultaneously proving out the techniques required to accomplish them.
Animation development for Black Soup growth and herding behaviors
As the animation and soup teams worked to bring the animals to life, a third group focused on creating the vegetation and destruction 'triggers' left behind the life and Black Soups respectively. These triggers consist of geometry that is revealed as the user-directed soups travel within a certain proximity of them. The vegetation for the Life Soup was laid out on the buildings and rubble of the city environment based on references provided by the design team, and went through multiple revisions to create a lush, almost magical appearance for each one.
Once each trigger was approved, its geometry had to be collapsed and hidden in the piece of the environment that it was designed to grow out of, like hidden jack-in-the-boxes for the viewer to release. The Black Soup triggers involved taking existing assets in the countryside environment and creating a 'destroyed' version that could be activated when that soup comes in contact with them. In order to properly visualize these triggers, and the manner in which they would animate, a trigger viewer was created in Houdini. Using this tool, it was possible to evaluate and refine the placement of the hidden state of each trigger to maximize the effect each one would have as it is activated.
Conceptual design for city Life Soup triggers
The last major contribution that the Mirada technicians made to the final Rome experience was in assisting to develop and implement several shader techniques to achieve the final real time rendered appearance. Eskil Steenberg and Mirada lighting development artists worked directly with Chris Milk to explore which post-processing effects were the most successful, from blurs and color corrections to subtle warps and other image manipulations. The trigger animations were actually controlled by one of the shader functions developed at this stage, with a proximity-based morph from one state to another driven by shader functions at render time rather than geometric manipulation in the CPU.
This shader development stage also provided a technique for creating a grass trail behind the Life Soup and a lava/charred earth texture behind the Black Soup, which further adds to the complexity of the final experience.
This shader development stage also provided a technique for creating a grass trail behind the Life Soup and a lava/charred earth texture behind the Black Soup, which further adds to the complexity of the final experience.
In Conclusion
'3 Dreams of Black' was a tremendous experience and opportunity to express storytelling in a new emerging medium. This engaging project crosses boundaries whereby conceptual design meets interactivity head-on while embracing a groundbreaking new playground in WebGL. Mirada's team of designers, CG artists, technicians and programmers discovered intelligent solutions through collaboration and creative brainstorming that culminated in a playful, immersive new experience.
'3 Dreams of Black' was a tremendous experience and opportunity to express storytelling in a new emerging medium. This engaging project crosses boundaries whereby conceptual design meets interactivity head-on while embracing a groundbreaking new playground in WebGL. Mirada's team of designers, CG artists, technicians and programmers discovered intelligent solutions through collaboration and creative brainstorming that culminated in a playful, immersive new experience.
ro.me