“Our (Projector) client Samsung is a leading developer and distributor of 3D LED-TV’s. As a branding campaign for these 3D-TV’s we created the 3D Challenge with the purpose of getting the visitors to, in an interactive and entertaining way, see things from a 3D perspective. In the campaign, the visitors can create their own 3-dimensional artworks and compete for their own 3D LED-TV.”
If you read my blog, I have probably noticed my cube experiment which is used in this campaign. While being a stay-at-home-dad I was glad to contribute with something so that they didn’t completely forgot about me. Some features where added, for example to export and import the model and save it to server, both as data and various images for previews and sharing.
I had some trouble with memory leaks within Away3D but I managed to sort it out. Learned some new stuff along the way, such as object pooling (read more about that over at polygonal labs).
So far thousands of cube models has been crafted by people all over Scandinavia. It’s great fun to see the all the creativity, especially when you made the tool. The rest is made by these lovely people:
Project manager: Martin Gustavsson
Production manager: Cissi Nelin
Creative Director: Lars Steiner
Art Director: Peter Grundström
Copywriter: Staffan Bane
Flash/Motion: David Andersson
Back-end: Johan Norberg
“This fall, love is checking in at Scandic, make your own movie and invite your darling to a staycaytion at a hotel near you.”
I want to mention some details about the technique behind the scenes. This time I got the opportunity to learn about motion tracking. We had 23 live shots, 35 different solutions to track, so I needed a solid workflow. I’m started of by learning pftrack, one of the tracking software out there. The data was then exported to 3d Studio Max. I added the mask-models to the scene and linked them to the tracking-data. Some adjustments had to be done because the world-space was different in every shot. Now with maskes that matches the video I can use translations and rotations in flash with Away3D. To get the data from 3dmax to flash I made a little Maxscript that traced a string with the position- and rotation-values. Some shots was not possible to solve, so I had to animate the masks manually in 3d studio. I think you recognize which ones, there is a big difference when the tracking-data is correctly solved.
To make the masks blend better with the video, I also set blur, alpha mask, and color-transform in each frame. I just animate some bars directly on the timeline and read the scaleY-values. Easy and fast to edit. A phong-shading material was added to the mask and the light could be adjusted in each clip so that reflections where more visible.
If you connected with facebook and let one of the characters be you, we saved some data from your profile ( I know, little to much warnings in the facebook authorization popup). The data is then used in the billboard-scene.
The video was produced by hobbyfilm.
Launch site (swedish)
This is the first in a series of photo-competitions that we did for Samsung. We also skinned it with different themes like “Boost your love” and “Frame that bumps”.
I used Papervision3D for the coverflow and as3mod for the bend-effect when you view a photo in grid mode. Check out the seamless transition in the product tour by clicking the camera. Replace the photo in the camera display with one from your webcam.
This game was a part of the campaign “It’s nice to point” on the nordic market. We only got a couple of weeks to pull this of, so it’s quite limited and simple game-play. The goal was to engage a younger target group by making a spoof of a first-person-shooter where you have to point your enemies to death. During the campaign period the game had around 300.000 visitors.
This was the first time I had the opportunity to use the 3d engine Away3D. The environment was built in 3D Studio Max and then imported in Away3D. Another software debut for me was Poser8 which was used to create and animate the enemies. Due to my lack of experience and limited time-schedule I used the default-character. The different types of enemies is just different layers of props, exported from poser and layered in flash (like jacket or glasses).
It was really fun and creative to make a game again, it was to many years since last time. I’m hoping for more opportunities like this in the future.
“Social Hub is a service included in some of Samsungs new mobile phones. It collects all of your contacts and their social networks in one place and make it possible for you to reach them, anywhere and anytime. In the first phase of the campaign we introduced the name and concept Social hub. A sphere of contacts, always there to guide you. To explain the magic of having your friends close we’ve made a game. You ask the hub your life questions, and the hub, with all your friends, will guide you right on to the path of wisdom.”
The logic behind the answers is pretty simple with slightly controlled random answers. But sometimes you got that funny answer, and then you share it with the world…
For the graphical stuff: I used a lot of shared sources in this project. To mention some of them, the mosaic in the beginning is based on FlickrMosaic by @inspirit. The source-image is your current profile-photo on facebook. And the tiles is your friends profile-images. The transition that shows when you waiting for an answer is a old school tunnel-effect written by Petri Leskinen’s (pixelero). Great blog by the way. Particles and the galaxy-plane is Away3D. The spherical effect applied to the orb is a pixelbender filter that I found over at swingpant’s flash lab. Thanks for sharing guys!
Launch site (swedish)
This is a microsite for the Samsung 8-series TVs. With fullscreen video we highlight the details in an elegant way. The initial idea was to let the user unlock the subpages by puzzling the two tiles together. But in the end there was a menu in the bottom as well.
This site describes one of the services from Svensk Fastighetsförmedling.
Nadja and the game behind the scenes
Nummer.se is an independent newspaper for the performing arts. The intention with this little game was to reach new subscribers.