We are happy to announce that we received some very fine international recognition recently. A great start to the award season and huge congrats to the teams and clients involved. We are always really proud when hard teamwork is recognized.
What started 10 years ago in the land far far away is now expanding to the U.S. In the spring of 2013 North Kingdom is opening an office in Los Angeles. North Kingdom has always been an international company with its client base in the U.S. and with team members from all over the world. Working from Skellefteå and Stockholm offices has not been an obstacle – team culture and competence beats geographical location, especially in this connected day and age. However, when we got the opportunity to send some of our team members over seas we felt the time was right. With our new L.A. office we are looking forward to spend more time with clients, such as Google, Disney and Netflix. We are also happy to strengthen up the team with some local talent. More information to come.
We’re looking for an experienced executive producer to take a leading role in our L.A. team. You need to be a very driven individual and have a deep understanding how quality and creativity makes a difference in our media, and most of all – be a great teamleader.
- 5+ years experience in high level interactive project management.
- Proven client and team management expertise.
- Client management and account management experience.
- We like it if you have experience from agency work, and strategy experience is a bonus.
Skill, curiosity, and passion for the digital media is obviously crucial, but your person, approach to work and teamwork capabilities will be very important for getting the work. If you engage every idea with the question “How would we make this happen?” you are perfect for the job!
As our Head of Production you will manage and lead the producer team on a daily basis. You will be the engine assuring that our producer team is world-class.
In short you will be responsible for our entire production machine making sure that we have a good production process in place and that the right people are working on the right project (or pitches). This means you will get a lot of responsibility in making us a better and more efficient creative digital agency.
We’re looking for an experienced producer to join our team. You need to be a very driven producer/project manager, have a deep understanding how quality and creativity makes a difference in our media, and most of all – be a great teamleader.
- 3+ years experience in high level interactive project management.
- Proven client and team management expertise.
- Client management and account management experience.
- We like it if you have experience from agency work, and strategy experience is a bonus.
Skill, curiosity, and passion for the digital media is obviously crucial, but your person, approach to work and teamwork capabilities will be very important for getting the work. If you engage every idea with the question “How would we make this happen?” you are perfect for the job!
With the rapidly increased demand for mobile applications and web apps, we want to add a new technical team member. If you can combine expertise skills in the latest web and mobile technologies with innovative ideas you are the right person for this role. We expect you to have at least 1 years experience, a strong portfolio and a passion and hunger to assure North Kingdom can stay in the forefront of mobile development for many different technical platforms.
The success story continues for our ONLY-project made in collaboration with UncleGrey. This past weekend it picked up 1 Gold, 2 Silvers and 1 bronze at Eurobest.
As part of the digital campaign for the animated film “ParaNorman” from Laika Entertainment, the zombie lab is all about the arts of stop-motion, bringing together an entertainment and engaging experience for the audience to create their own clips and share out of sheer joy and pride.
Real stop-motion animation is tedious and time-consuming but the online version that we envision here is totally the opposite – simple and fun for all ages from 5+, regardless if you are a novelty or an experienced animator! Already a FWA Site of the Day. Enjoy: http://paranorman.com/open/stop-motion-zombie-lab
The weather may have been cold and dark in February for us Swedes, but our Creative Director, David Eriksson, woke us up with a lively email that contained just one message embodied in it.
“We f#&£ing got it! Feels so great!”
From that moment on, the weather didn’t matter anymore in Sweden and we began building and recreating everything we could imagine with LEGO® bricks. As you can see, it wasn’t difficult to excite or challenge our team to begin imagining what worlds we could create with LEGO bricks together with Google Maps because it felt so natural once we heard about the idea. Technically, we have been creating imaginative places with LEGO bricks for years in our own bedrooms, living rooms, parent’s offices, and even classrooms to say the least; which is why the idea of integrating LEGO with Google Maps felt too good to be true.
So we were more then happy to take on the challenge of integrating the two when M&C Saatchi/Mark from Sydney Australia approached us with an idea that one can build with LEGO bricks on Google Maps.
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BUILDING BLOCKS
Before we kicked off the project, we knew we wanted to capture the enthusiasm and physical joy of building with LEGO bricks in a digital experience with Chrome. This challenge was especially important to us because it felt imperative to respect the LEGO building experience in order to exemplify that “the web is what you make of it”.
Through the Discovery Phase we split up to explore the various options, paths, and representations that we felt would capture the essence of the LEGO experience. Additionally, we spent a lot of this time visualizing how these builds would be represented onto Google Maps. >
Then time came for us to come together to evaluate what we had discovered and where we could go. The array of ideas that we returned was mind-boggling towards the end of this discovery phase. We had discussions that ranged from the laws of physics, to the sound of LEGO bricks being snapped together, to the topography of the 3D world map itself. We didn’t even breach onto the topic of what type of bricks we should include because we didn’t want it to put limitations on our technical discoveries. >
In return, our Technical Director, Klas Kroon, began exploring a particle approach with the idea on how each single brick (1×1) could extend infinitely, while Mikael Emtinger began exploring how we could adopt a more classical real 3D approach but with an optimized code that could render a variety of geometry shapes. If you’re more keen on the technical details and the lessons behind rgb-channel mixing, how sprites equal vertexes, and camera mapping, then you should definitely read Klas’ technical process on OOS.Moxiecode.
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CONCEPT DEVELOPMENT
Now as we began to move into Definition, We always believe it’s vital to continue our open collaborating with our partners, M&C Saatchi/Mark and Google. In doing so, we hung out twice a week and sometimes more in the run up to the launch of the project. Every Hangout involved us discussing the overall projects progress, learnings, and current tasks.
Like all projects at North Kingdom, we often collaborate with different stakeholders from any geographic location and we have become quite comfortable in doing so because of tools such as Google Hangouts. Surprisingly, as some may believe, the ability to visually see all members and talk with them has proven to increase our team’s productivity and collaboration… we have even taken to wearing masks during these sessions, a North Kingdom internal requirement! Today, we see it as one our key tools that support our “One Big Brain” methodology.
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Internally, we held daily 15-minute meetings with the core team to ensure that our development learnings follow the overall creative direction. These meetings acted as “nice” reminders that Build was technically demanding; they raised a number of questions when we began getting into details with the Google Maps API, scale, WebGL “polygon count”, and hardware latency. Fortunately, some of these items began to come together when we decided to pursue the real 3D approach with an optimized render-pipeline that would primary be representing one item, a LEGO brick. >
As for the Google Maps API, we learned a lot of things about what you cannot do. So sad too because we had many ideas about the potential data we could extract and apply to the 3D world for Build. For example, we literally began defining “Build Rules” that would distinguish land plots, roads, parks, and water. However, all those thoughts could not be achieved due to logistic framework. Our partners Agigen, who helped us out immensely, even tried to hack the Google API and color extract the underlying vector data. In the end, we learned that these methods became too taxing for the overall experience that resulted with us defining one universal baseplate. However, this may even had been a blessing in disguise because the universal baseplate allowed us to build a consistent experience for all states of Build.
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LEVELS OF INTERACTION
Now, as you know from the beginning, our goal for Build was to capture the enthusiasm and physical joy of building with LEGO bricks in a digital experience with Chrome. This was definitely easier said then done, which is why we spent just as much time exploring multiple different ways one could digitally interact and build with LEGO bricks as we did exploring the technical side of Build.
Naturally the first step of course is to begin building with LEGO bricks, and this time we invited everyone to spend ten minutes building with them because we were curious to see how people began building, what they created, and how much could they accomplish in that time. The results definitely varied, yet we did find some behavior patterns on how they organize their bricks.
Then we even did a small, quick test with some already created builds in a scene and invited people to check it out. Again, it was interesting to see how everyone had a similar approach of adjusting his or her stance to get a better perspective.
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In the end, these findings helped shape and define the two types of modes of experience that Build would contain; explore and build. Additionally, it helped us to understand how we could replicate these characteristics within the current Google Maps because we wanted to take advantage of some familiar design cues, which would help strengthen Google’s position in the projects relationship.
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EXPLORE MODE
One aspect that made Build so exciting was Google Maps. It literally gave us a world and a platform that everyone has grown to be familiar with since it was launched in 2005.
Additionally, we learned that what made Google Maps feel “Googley” wasn’t any single aspect or combination of design features. It was its general experience of feeling friendly, clear, and intuitive while maintaining a simple focus.
Which is why the Explore Mode was setup as the initial visual experience that would introduce all types of users to the Build world, where the user will be able to pan, zoom, search, and view items just as they do in the real Google Maps.
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BUILDER MODE
The other aspect of Build that we of course were excited about was the builder tool, even if others referred to it as impossible. Some people even laughed at us when we described it as,
“Its going to be a 3D tool for all types of users and age groups.”
Fortunately, we had a little experience building a 3D tool in the past with the Google Rome project, which we re-evaluated before we began Build because we knew that the Builder tool would elevate the overall experience and dictate the rate of completion. We even evaluated many bad examples of 3D tools that have been launched to ensure that we did not repeat any previous failures.
After a rigorous definition phase, we concluded that the Builder had to focus on some primary and expected features that will allow the user to select LEGO bricks, add bricks on top of each other, remove bricks, paint bricks, rotate, zoom, and publish their personal creation. >
Additionally, in an attempt to simplify the building process for all types of users, we believed the builder had to borrow characteristics from LEGO to enhance the interactive experience because it universally represents a fundamental understanding of how bricks can be assembled and connected due to its rich history and international appeal. >
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HERE COMES EVERYBODY
As we moved closer to launch, we were beginning to wonder what everyone would create in Build. We spent a lot of time debating if the whole experience should be pre-moderated or post-moderated, and we are not going to lie… we were advocates of the post-moderated approach.
From our experience, we recommended post-moderation because it helped exemplify the power of the web and the web can very much be what you make of it. However, there were a few members that continued to push for pre-moderation because they were concerns that anyone and everyone could literally publish anything* at anytime.
In result, we prepared for the worse by setting up an intensive test period that would help settle this debate. Our test structure for Build was evolved to follow our “F.U.C.K. Rule”. We first began with a round of test that focused only on functional features (the ‘F’ in F.U.C.K.) and then we moved forward more into usability test (‘U’). Once our usability test was complete, we began to tighten the user flows with cosmetic touches (‘C’) and animation tweaks which help test the systems responsiveness and overall feedback.
Then we moved into our Kärlek test (‘K’, käklek means ‘love’ in Swedish), which actually produced some great builds from our internal team. In fact, an unofficial build competition emerged among some of our designers and LEGO’s Master Builders. It felt like things were going well until the designated “problem child” tester began building one afternoon. Our “problem child” found a way to produce builds at an incredible rate that outpaced our moderators.
To make an even longer story short, pre-moderation was the final decision on how moderation was going to be handled for Build. Even though we were sad about the decision, we did some extra work to propose multiple new options on how we can ensure the user can immediately see their creation within Build’s Explore Mode while still awaiting the moderator’s decision.
As you can understand now, we are very proud to have been given the opportunity to work with M&C Saatchi/Mark, Google Australia, and LEGO. Build became an amazing project through an incredible amount of teamwork, open collaboration and passion from all members. Yet the best part has been the overwhelming enthusiasm that everyone has been producing and sharing in Build today.
It is simply proof that the web is truly what you make it!
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*When we say anything in context with open public submissions, we are referring to penises, Swastikas, etc.
This years Cannes Festival brought us as many as six cyber Cannes Lions for our work with Google and ONLY. This is an all-time-high for us, and make us very proud. Google ROME got 1 Gold, 1 Silver and 1 Bronze, while ONLY Liberation project won 1 Gold and 2 Silvers.
As always, there were loads of fantastic clients and partners that made this happen in close collaboration with us. Thanks and congrats to all of you for making this happen!
Throughout history, people have used great stories to attract and engage, and the world of advertising is no different. But this month, a partnership between BBDO, North Kingdom and Monterosa expanded on the history of storytelling in advertising with a campaign for AT&T.
In Daybreak – a project integrating the storytelling of a webisode series with a mobile game – the border between storyteller and listener is blurred, as is the line between fiction and reality. The story involves multiple platforms and transforms over time, ensuring the viewer will not sit back and watch, but rather will join the experience.
The centerpiece of the campaign is a drama in 5 episodes presented online, an extension of Tim Kring’s Touch series. The story invites viewers to actively participate in a struggle to overthrow evil. As a member of the Jack Boxers organization,viewers of the show are pulled into a mobile game where they use technology to solve puzzles and fight their adversaries. As a member of this underground movement, viewers will soon find themselves deeply involved in a new level of the the Daybreak story.
Daybreak plays out over owned media – two dedicated web sites and a mobile application – as well as on social media sites, where game players discuss the mysteries of Daybreak and the Jack Boxers.
The story began in spring 2012, when BBDO New York reached out to North Kingdom for assistance in creating a digital campaign for AT&Ts new phase of the Rethink Possible platform, highlighting AT&T’s 4G network and product innovations. The result is Daybreak – an immersive, transmedia brand experience.
Big thanks to BBDO NY for involving North Kingdom in this challenging, groundbreaking project, to Monterosa for your passion and dedication, to Dinamhoe for delicate sound production, and to Earthpeople for a solid back end system supporting the whole game experience.
Last weekend I was invited to speak in Cancun, Mexico at a design conference called “The End” along with guys like Hydro74, 123Klan and Adhemas Batista. The event lasted for two days where I got the chance to meet some amazing designers and illustrators. The whole week was amazing, everything from arrangement to the beautiful weather!
Photo cred: Stage photos by Mauricio Hialdeg Mastache Orivio and Raúl Terán.
Except talking about our F.U.C.K. rule and our “recipe” with stuff like “find and follow the butterflies in your stomach” and “being one big brain” my speech was based on seven North Kingdom projects from the last five years, where I from an Art Directors point of view presented some behind the scene stuff.
I also talked a little bit about my background as Art Director and what I did for 10-15 years ago; when I didn’t had any interactive education, it was ideal to start working in a branch that both was immature and new. It was all about learning by exploring, and it still is. Above is a slide from my keynote, showing two sites that meant a lot for North Kingdom in the beginning; Designchapel, which is my personal site from 2002 with over 1 million visitors the first year, and Vodafone Future, from 2003, that become the world´s most awarded site 2004.
The only project I hadn’t been involved in was just our ONLY “The Liberation” project where Jakob Nylund was the Art Director. I wanted to talk about this project cause I loved how he had worked with the film structure, the design and the logotypes. Really great stuff!
Day two, a couple of hours before my speech. On stage; Golpeavisa, the digital design who created this amazing event. The event was placed in a local club with around 300 in the audience.