Q. Were you given much freedom by Ubisoft, or was it a case of sticking to a very specific brief?ĭavid: We were given an unusual amount of freedom with this spot. It being so brief and fast, we decided to just make it action-packed as there just not enough time for subtlety. We wanted the characters to fall into shadow firstly, to convey the sense of camoflauge and the way they blend into their environment, but secondly to make the climax point of the action in frame much more dynamic when the lights and machine guns go off. We wanted to show in such a short amount of time that they were soldiers with super cool tech gear. We also used a lot of rim lighting to accentuate the surface and contours of the characters. Through the lighting, we were able to get the characters to stand apart from the darker tones and pull the eye around the frame to see the various shapes of the figures and details of what each shot is conveying. Lane: Being that it’s a short and very fast-paced commercial, we needed something to grab the viewer’s attention right from the start. One of the appeals of the film is its dark, stylistic approach.
![ghost recon future soldier logo ghost recon future soldier logo](http://pictures.4ever.eu/data/download/pc-games/ghost-recon-future-soldier,-soldiers-191512.jpg)
This interview is for anyone who’s interested in animation, used to read Tom Clancy and everyone else in-between. However it all seems to be in a day’s work for those at Psyop (the same guys behind the Twining’s Tea Advert).Ĭreating an animation as visually stunning as the one for Tom Clancy’s Ghost Recon Future Soldier provokes its own questions (HOW did they do that? Should I just give up now?) Fear not, because Skwigly recently had the opportunity to take a fascinating insight into their methods, and how they managed to portray such a strong message in such little time.
![ghost recon future soldier logo ghost recon future soldier logo](https://i.pinimg.com/originals/65/a7/78/65a7783bca0e492a821c849912f7260d.jpg)
For those working in the animation industry, working for a client such as Ubisoft must be a daunting experience.