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January 16th, 2012

Winner of FWA People’s Choice Award 2011!

FWA_PCA2011
For the third time we are part of winning FWA People’s Choice Award – one of the finest acknowledgements in the interactive industry.

Working with 3 Dreams of Black was an amazing team effort and a result of true collaboration. So many great minds worked hard together cross borders of both expertise and disciplines; spread across the globe we formed a rare creative joint venture that brought Chris and Aarons wonderful visions to life.

Part of the goal was to move and inspire the creative community. Therefor it feels extra good to receive the FWA PCA 2011.

A big thanks to everyone involved making this happen: Chris, Aaron, Doob, Sandra, Thomas for giving us the opportunity. Special thanks to Branislav, Eskil, Bartek, Micke, Klaus and the rest of the guys involved pushing the limits. Full credits here – each and everyone on that list deserve a shout out for being so dedicated.

Also a huge thanks to all the people who voted.

We are all super happy and amazingly proud.

Read more about the project here and about the award at The FWA here.

December 22nd, 2011

Certificate design: FWA Mobile Of The Day

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Earlier this year we got the honor to design four FWA awards certificates. FWA has also a Mobile Of The Day (MOTD) award which we now have designed and delivered to FWA.

(Vodafone BufferBusters is our first MOTD by the way.)

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Test prints on the earlier certificates; SOTM (Site Of the Month, SOTY (Sity Of The Year), PC (People’s Choice) and SOTD (Site Of The Day). FWA have a gallery on their website where people can upload and show their awards.

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The famous FWA digital award ribbons are vectorized and placed in the lower right corner of the prints.

The basic idea was to make something that would look good on your wall, and even better, if you would have a collection of several certificates. The typeface and the design are taken from the FWA digital award ribbons, which made me start thinking of knitting, which also looks like pixel art in a way. Both knitting and pixel-art is handcrafting, which matched the idea perfect since the winners of FWA awards are filled with both love and care for the craft.

December 16th, 2011

Typography workshop with Hyper Island students

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I had the pleasure of holding a lecture + workshop about typography with the IAD students over at Hyper Island Stockholm earlier this week. We talked about the history of type and some basics when it comes to creating a typeface – what to think about, what tools to use and so on. The task they were given in the end was to create a typeface in 24 hours. I’ve included some of the creations in this post, but make sure to look at them all at http://hypertypography.tumblr.com/!

North Kingdom is very involved in the eduction over at Hyper Island. We love to share our knowledge and help the next generation of creatives. Our creative director Daniel Ilic helps Hyper Island to tailor each years educational programme and earlier this month our IA Alfredo Aponte held a lecture about interactive interfaces and how animation can be used to create a better experience. (the presentation can be seen a bit further down on this blog.) Robert Linström, our Senior Art Director and co-founder, did an inspirational talk about the work we do and how we do it. In January our technical director Daniel Isaksson will do a talk and hold a workshop about technology. Apart from lectures we are also mentoring the students. We meet up with them in smaller groups discussing the work they are doing and giving them feedback and how they should move on.

You can read more about Hyper Island here, http://www.hyperisland.com/

Versaler

Niklaz Lönnqvist- Pumps and skinny jeans

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Feeling Horny Alphabet

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Luis Carlos Marques

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Reidun Solvik

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Antonio Ceballos

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Sara Frank

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Pauline Säll

December 5th, 2011

An evening with North Kingdom

Last month we were invited by Autodesk in London to come and speak about who we are, what we do and how we do it. From Autodesk’s perspective it was of course interesting to show how we use their software 3ds Max and Maya in creating rich and engaging content for mobile, the web and installations.

3D and motion graphic has been one of our five core competences since the start and is an important tool for us in our work in creating immersive storytelling for our clients.

You can see the whole presentation here in two parts:

An Evening with North Kingdom (Part 1)

An Evening with North Kingdom (Part 2)

November 18th, 2011

UX Talk // Enhancing Experiences with Animation

Last week I was invited by Henrik Wrangel from Doberman to give a lecture about interactive interfaces and how animation can be used to create a better experience for his Interaction Design class at Hyper Island. In return, I was happy to accept the invite and was eager to explore the idea further because I wanted to challenge the reasons why animation is even needed.

So, I spent a few days breaking down the topic and quickly landed on some fundamental elements about design, cognitive behavior, and natural human characteristics. Before I knew it, I found myself flipping through old notes from Donald Norman’s book, Emotional Design. In the end, everything began coming together as I knew I wanted to address the topic from the product’s personality perspective and how we as humans naturally behave.

As you can and may see… I had a lot of fun with the topic. I just wish their was an easier way to capture all my thoughts and discussion points outside the deck for you to follow because I use the visual slides as supporting content to what I was discussing, acting out, or improvising with the audience. So, I tried to add a “closed caption” aspect on some pages to help explain a few points. Furthermore, some pages have small titles at the top that point to hyperlinks if you wish to see the full video reference.

November 9th, 2011

British Heart Foundation – The Hope Tank

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We recently helped our friends over at Glue Isobar London to produce a charity site for the British Heart Foundation. A zebrafish can repair damaged pieces of their own heart if it gets damaged, and scientist believe that if we study them they could make that possible for humans too, which would save thousands of lives. So support this great cause and add your own zebra fish to the fish tank and spread the message of hope!

Add your own zebrafish

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Some behind the scenes:

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storyboard

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October 26th, 2011

Weetakid – an intergalactic mobile gameplay for kids

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We helped BBH London to develop a iPhone based game app for Weetabix called “Weetakid.”

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The game sees users take control of Weetakid, a happy and lovable yellow creature whose magical world has been robbed of all its energy by the Evil Eater, the galaxy’s villain. Weetakid and his sidekick Nibbles must then go on a quest to retrieve the items stolen by the Evil Eater.

gameplay 2

An AR marker printed on the back of Weetabix will enable kids to fuel their Weetakid character for game play by feeding it a bowl of Weetabix every morning. At a certain point in the game, players are prompted to point their device’s camera at the back of the Weetabix Yellow Box. The game then launches into an augmented reality sequence whereby Weetakid appears.

Download the app and try for yourself here!

September 12th, 2011

Vodafone BufferBusters

Vodafone wants to position itself as the fastest network in Germany against its competitors. So we created a fun and engaging location based AR mobile gameplay that helps Vodafone manifest this.

The story revolves around so-called Buffer Monsters that represents everything slow in your everyday surroundings; the goal is to capture these monsters by using a smart phone and dumping them in Vodafone Stores or online.

The best hunters will win a lifetime plan of free data and phone calls and every week smart phones are given to the ones with the highest score.

Let the hunt begin!

http://www.vodafone-bufferbusters.de/index_en.html#index

Partners: Hello Future, DinahMoe, Monterosa, Agigen, EOL Intermedia

QR_info-EN

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July 4th, 2011

Speaking at D&AD President’s Lecture

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Last month Marcus Ivarsson and I got the honor to be invited to London by the D&AD President Sanky. He asked us to speak at one of their D&AD President’s Lecture, which is an event they hold six times a year. Earlier speakers have been Neville Brody, Shane Walter and Kyle Cooper for example and it’s just one speaker at each event. The arrangement was very professional done, so we had a great time both on stage, with the great audience (over 700 people!!), and at the dinner and the clubs afterwards.

On stage we talked about North Kingdom and how we are are making our projects. We talked about “finding and follow your butterflies” and how to “be one big brain”. This is how we were presented on D&AD’s website;

D&AD Black Pencil-winning North Kingdom is a world leading digital creative agency. Their spiritual home is Skellefteå, a small town next to the polar circle in Sweden. Depending on the season, the team enjoys 23 hours of sunshine or darkness a day.

It was also great to see the following week how people from the audience wrote review articles about our presentation;

Review — Higher Ground Creative (Picture)
Review — Young Creative Council
Review — Tom Cornfoot

June 20th, 2011

Making of “3 Dreams of Black” / Part 3: Team

Part 1 — Process
Part 2 — Exploration
Part 3 — Team

We gathered some of the team members involved in this project and asked them about their thoughts and reflections about WebGL among other things.

KLAS KROON, DEVELOPER

Can you shortly say something about your background?
Have been doing flash-development for over 10 years, working for NK since 2004. Started playing with js/canvas/WebGL just a few months before this project started. I enjoy coding visual, arty things. Have a long experience working with interactivity.

Can you describe your role in this project?
I was responsible for the “soup” or the interactive 3d parts. Like how you “paint” the animals, the grass, etc. How you move through the environments. Worked closely with Chris to try and make it as close to his vision as we could. Did a lot of mockups/sketchcoding early on to try out different directions.

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Klas and director Chris Milk working on the soup.

I also did some research about the 2d parts early on for a few different approaches. For example to triangulate the animations and render them with WebGL.

What do you think was the biggest challenge?
For me personally it was being a bit new to javascript, don´t have that extensive experience working with 3d either. That was definitely a threshold. The other big challenge was to try and make Chris, the director, happy and get close to his vision. That was a constant tweaking, testing, changing and revising all the way until the day before launch.

Another challenge was that the engine was and is constantly being developed while you try and produce something that should just work.

What is the most impressive thing you experienced in the process?
The most impressive thing to me, is the fact of how far the modern browsers have come in the last few years when it comes to javascript performance. And then WebGL takes it even further. Having been a bit inside the flash-bubble for many years that was kind of an eye-opener. It´s also very fun, easy and accessible to play with.

Klas + Branislav

Klas and Branislav Ulicny optimizing the experience.

What do you think the future of WebGL will be?
It may very well become the “standard” for 3d on the web, it´s still way to early to say though. I guess it will be decided partly by were the most active community is and where it becomes most easily accessible for the “average” developer. And partly by which direction the big players(like gamedev companies) move, they tend to move quite slowly though.

But I can imagine that there will be a co-existence between WebGL and molehill (flash 3d), where one uses the other as a fallback. We are already seeing companies like Mandreel (http://www.mandreel.com/) who´s setting up pipelines that output equal results in both WebGL and molehill, some examples: http://www.mandreel.com/?page_id=850

There is no question that realtime 3d will be the “next big thing” when it comes to the web, though.

Any other reflections or insights you want to share?
I really like that companies like Google invest and dares to try things like this.

Klas on Twitter: @oosmoxiecode

— BRANISLAV ULICNY, DEVELOPER

What is your background?
I come from academia, computer science and have a PhD (EPFL).

Can you describe your role in this project?
I focused on the three.js engine, tools/asset pipeline, code and asset integration. I was “the gatekeeper” and final outpost before anything got deployed.

Chris + Branislav

Chris and Branislav reviewing.

What do you think was the biggest challenge?
Sheer complexity of the thing: there are about 41 thousand lines of JavaScript code, hundreds of megabytes of source assets, thousands of files.

What is the most impressing and cool thing you experienced in the process?
Playing with 3d worlds in the browser: interactive tweaking of the look, flying around. And monster cows.

What do you think the future of WebGL will be?
WebGL is very powerful; we are just starting to explore what’s possible. While still being a very young technology with some growing pains, it’s already “good enough” for many use cases that before could have been done only as desktop applications.

CHRIS + DOUBLE C + BRANISLAV

Branislav working with Chris and Double C.

Any other reflections or insights you want to share?
Progress in browsers is astonishing, just one year ago ro.me wouldn’t be possible. If you want to see the future, don’t look at the current state, look at the rate of change.

See more of Branislavs work here.

Twitter: @alteredq

— BARTEK DROZDZ, DEVELOPER

Can you shortly say something about your background?
I used to be a Flash Developer for more than 10 years. Always interested in 3d graphics, about 2 years ago I started to look around at other technologies that offered better performance when it comes to realtime rendering. First I moved on to Unity3d and, beginning this year, I started my adventure with WebGL. Next stop? Who knows, maybe some 3d on mobile devices…

Can you describe your role in this project?
I was part of the team of developers responsible for the core experience of 2d and 3d animations. The project was pretty long – almost 5 months, so my role changed a few times. I started by doing many prototypes to capture the vision of our director, then worked on the pipeline to get models from 3d editors into WebGL, then moved over to code some parts of the underlying engine. Towards the end I focused on how to render the 2d animations.

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Bartek, next to Chris, walking through 2D.

What do you think was the biggest challenge?
Everything :) From the first day to the last, most of what I was doing was a challenge. I did program with Javascript before but never on such scale, and WebGL is a much lower level API than Papervision or Unity3d which I was used to. Because of that I had so catch up on some serious math. At some point I even took a few days to write my own 3d engine, just to learn and understand the technology. Last but not least, it was my first project where we used Git to manage the source code.

What is the most interesting thing you experienced in the process?
The most fascinating thing was WebGL itself. By offering low level access to the GPU, it gives the developers more power and flexibility to do creative coding. Once you are past the first, a bit intimidating, phase of getting to know the API you immediately feel a great creative energy. Even though the project is now over, I do new WebGL experiments everyday, just because it’s so fun!

What do you think the future of WebGL will be?
It has a great future, and more companies should now decide to create experiences similar to RO.ME. I hope that soon realtime 3d will no longer be associated only with games, but will start being applied for many other domains of interactive storytelling.

See more of Barteks work here

Twitter: @bartekd

— MIKAEL EMTINGER, TECHNICAL DIRECTOR

Can you shortly say something about your background?
I worked 13 years in the computer games industry before switching to the web four years ago.

Can you describe your role in this project?
I was the technical director (for North Kingdom) focusing on framework development and pipeline challenges. For example, we added new functionality to Three.js – shadows, object hierarchies, skinning, sound, level of detail, morphing and a lot more. Not all of this was used in the final experience, but will hopefully help others in future projects.

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Mikael and producer Marcus Ivarsson in LA discussing the overall experience.

What do you think was the biggest challenge?
To get all different parts – video, animation, 3d-worlds and interactivity, to works smoothly together technically and as a consistent narrative.

What is the most impressing thing you experienced in the process?
The power of WebGL and shaders, at such an early stage – it’s only been around officially for about three months.

What do you think the future of WebGL will be?
I really hope Microsoft either quits doing browsers or joins the bandwagon. WebGL has the potential to fundamentally change the way we think about the web, but all players have to get behind it to make it fly.

Twitter: @mikaelemtinger

KLAUS LYNGELED, 3D ARTIST

Can you shortly say something about your background?

I come from a game background, but have also worked on animated commercials, short movies and music videos. Previous game projects, Enter The Matrix, Sacrifice, Ignition, Wild9 and lately Weewaa. Today I run small creative game/animation studio called Zoink Games. We do anything, as long as it’s fun and creative :)

IMG_1571_c-2

Can you describe your role in this project?
My main role was to help out setting a style that was actually possible to make in WebGl. Once the style was designed on “paper” my job was to build the worlds with Martin and Jonas. Having worked with all sorts of 3D engines from the game space, we have learned a few tricks that was applicable to WebGl.

What do you think was the biggest challenge?
Trying create a unique style that did NOT feel like a video game. As soon as something is build in 3D and has that kind-of poly textured look it tends to look like video game. Trying to come up with a totally new look from scratch and still make it run real-time was a real challenge. Working with a totally new 3D engine was also quite hard, as the tool chains are not developed.

What is the most impressing/cool/interesting/fun thing you experienced in the process?
Having a team compiled from so many different parts of the world is really interesting. Working with a guy from Slovenia in more than 3 months and finally get to meet him face to face was really fun :)
I also thought it was really impressive how much candy there was at the North Kingdom office! Insane amounts.

What do you think the future of WebGL will be?
It will be glorious and very shiny!

More from Klaus www.zoinkgames.com