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Final Frontier’s Intergalactic Battle Epic for Acer | 宏碁的史诗星战

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Final Frontier’s new collaboration with We Are Social Shanghai is an Intergalactic battle epic promoting Acer’s Predator range of gaming hardware, directed by Paulo Garcia and Zombie Studio.

Final Frontier终极先锋和上海We Are Social工作室最新合作一部星际战争史诗片,由Paulo Garcia和Zombie工作室执导,旨在推广宏碁的掠夺者Predator系列游戏硬件产品。

The concept needed to specifically sell the Predator range’s unique heat-battling technology, tackling a common problem for hardcore gamers. To that end, Final Frontier executive producer Gus Karam worked alongside We Are Social from the outset to shape the storyline.

为了解决所有硬核玩家面对的共同问题——散热之争,销售概念是突出掠夺者Predator系列独特的散热技术。为了达到这个目的,Final Frontier终极先锋监制Gus Karam从一开始就和We Are Social工作室一起从开端来框架故事情节。

 

Story | 故事

Amid the human race’s colonisation of the galaxy, in one of the darkest, most wretched recesses of the universe, planet ZB-02 has been ravaged and occupied by the vile alien race, the Go’Re. Made of fire and sustained by molten heat, the Go’Re travel from planet to planet, purging the land and drilling into the planet’s core to release the searing temperatures that nourish them, indiscriminately slaughtering anything they encounter along the way. After centuries of destruction, the humans decide to reclaim ZB-02 and cleanse it of the Go`re.

在人类对银河系的殖民地化过程中,在宇宙中最黑暗、最邪恶的角落之一,ZB-02星球被邪恶的外星种族Go’re蹂躏和占领。Go’Re由火组成,它们靠吸收热熔为生,从一个星球到另一个星球,它们毁灭土地,钻入行星的核心,释放出滋润它们的灼热的温度,肆意地屠杀它们在途中遇到的任何生命。经过几个世纪的破坏,人类决定收回ZB-02星球并将Go`re清除。

 

Development | 发展

Garcia and his team were behind the character and world design, the 3D modelling, animation, and the visual effects. He explains his passion for the project, “We relished the opportunity to create this world and be part of this fantastic narrative that we humans are reclaiming a colony planet.”

Garcia和他的团队负责角色和世界设计、3D建模、动画和视觉特效。他表述了对这个项目的热情,“我们很享受创造这个世界的机会,成为创作我们人类正在拯救一个殖民地星球这一超赞叙事的一份子。”

Animatic 动态分镜

The director adds, “The challenge was to bring the creatures and humans to the screen as realistically as possible, making sure they would all move in a believable way, developing fight choreography, understanding how each of the lava tribe characters would move, attack, and how each hero would join the battle in a collaborative way to ensure victory. ”

导演补充道:“我们面临的挑战是将荧幕上的生物和人类尽可能体现真实感,确保他们的运动是逼真可信的,发展武打设计,探究每个熔岩部落角色将如何移动、攻击、以及每个英雄将如何以合作的方式加入战斗以确保胜利。”

 

The Humans | 人类

The human tribe comprises five characters, each inspired by a specific ACER computer. Though the characters existed as 3D models prior to the campaign, Zombie upgraded their armour and model structures.

人类部落由五个角色组成,每个角色创造灵感都来源于特定的宏碁电脑主机。尽管这些人物在战役前仅以3D模型的形式存在,但Zombie工作室升级了他们的装甲和模型结构。

 

The Go’Re | Go’Re族

Zombie designed the initial Go’re monster designs as part of the pitch, and ultimately evolved them into fully rigged and shaded 3D models. They are split into three categories of warrior:

Zombie工作室最初设计了Go’re怪物作为报案书的一部分,并最终将其发展成完全骨骼绑定和阴影的3D模型。他们被分为三类战士:

Gun’Thar (the ‘Light Infantry’)(轻步兵)

These monsters are ferocious warriors, with deadly blades attached to their wrists and legs designed for speed, and a big mouth to decimate their prey. They are fast, strong and merciless creatures that fight to the death.

这些怪物是凶猛的战士,他们的手腕和腿上有致命的刀刃,为速度型,还有一张大嘴巴可以杀死猎物。他们是快速,强壮和残忍的生物,会不停战斗直至死亡。

Gorgun (the ‘Middle Infantry’)中型步兵

Lava runs through the veins of these massive, deadly creatures, maintaining a core temperature as hot as a volcano. His body is dense with skin that feels like heated stone, but reacts like an organic tissue. Unlike anything found on Earth.

熔岩流过这些巨大的、致命的生物的血脉,维持着像火山一样的核心温度。他的身体上致密的皮肤感觉像火烧的石头,但它们像有机生命组织一样运动,和地球上的任何生物都截然不同。

Hell itself. These creatures feed at the molten core of the planet, becoming gigantic in size. They live underground, carving lava rivers with their claws.

地狱本身!这些生物以熔化的地核为食,变得巨大无比。它们生活在地下,用爪子雕刻出一条条熔岩流。

Garcia says, “My favourite scene is the big monster revelation, when Gaomuth appears like a boss. When we see our heroes defeat him so easily, the message we’re sending about the Predators really hits home.”

Garcia 说:“我最喜欢的一场戏是“大怪兽启示录”,当Gaomuth无敌一般地登场,而我们的英雄如此轻易地击败了他,我们所传递的关于掠夺者Predator的信息就是切中要害。”

 

Production | 制片

From the outset, Gus worked closely with the agency and director to establish feasibility for the 3D design and production process. He explains,

从一开始,Gus就与代理公司和导演密切合作,以建立3D设计和生产流程的可实现性。他解释说,

“It was a fantastic experience working with the We Are Social team and Paulo while the concept was still in the embryonic phase. Working together at that stage, it was truly a partnership, in which our experience and insight could really help from both a creative and a production standpoint. It meant we could foresee the challenges ahead, ensured a really smooth process and, most importantly, led to a spectacular result.”

“在这个概念还处于萌芽阶段的时候,与Khlauss、Nathan以及整个We Are Social 团队合作是一件很愉快的事情。在那个合作阶段,我们真正实现了团队合作精神,我们的经验和见解可以从创造性和生产的角度提供真正的帮助。这意味着我们可以预见未来的挑战,确保一个真正顺利的过程,最重要的是,引导出辉煌的结果。

VFX Preview

The live action shoot took place over one day in the southern Brazilian city Curitiba, seeing Final Frontier leverage its South America network to assemble the production crew. Gus says:

实景拍摄在巴西南部城市库里奇巴只用了一天,体现了Final Frontier终级先锋利用其南美人脉资源聚集制作团队的实力。Gus说:

“There are so many benefits to shooting in Brazil and Latin America. Final Frontier is one of the few companies positioned in Asia to make such international production possible, in this case connecting, China and Taiwan with South America.”

All in, the production took 4-months from conception to delivery.

“在巴西和拉丁美洲拍摄有太多优势。Final Frontier终级先锋是亚洲为数不多的可以将中国大陆和台湾与南美洲连接起来的公司,使这种国际合作制片成为可能。”

从概念诞生到完全提交共用了4个月时间。

 

Outcome | 成果

Gus paid tribute to Garcia and the team at Zombie, saying, “Working with Paulo and Zombie was a great experience. Their impeccable direction and execution ensured the final piece was something special.”

Gus称赞Garcia和Zombie团队,他说:“与保罗和Zombie团队合作是一次极好的经历。他们无懈可击的指导和执行保证了最后作品的独具一格。”

 


 

CREDITS 制片团队

Agency 代理公司:We Are Social

Group Creative Director 创意群总监:Khlauss Feldhaus

Creative Director 创意总监:Jason Breen

Group Account Director 客户群总监:Nathan Baker

Account Manager 客户经理:Kristina Knut

Producer 制片人:William Yang

Client approval 客户审批:Wolfgang Hsu

Production Company 制片公司:Final Frontier终极先锋

Executive Producer 监制:Gustavo Karam, Julieta Zajaczkowski, Chris Colman

Producer 制片人:Marcio Lovato

Live Action Executive Producer 实拍监制 :- Felipe Claudino

Line Producer执行制片人 :Enzo Balbinot

Animation Studio 动画工作室:Zombie Studio

Director 导演:Paulo Garcia

Creative Director 创意总监:Daniel Salles

Studio Executive Producer 工作室监制:Natalia Gouvêa

Producer 制片人:Antonela Castro, Leticia Harumi

Production Director 制作总监:Nayla Kols

Concept Artist 原画设计师:Estevão Teuber, Feppa Rodrigues, Marcelo Garcia, Anna Caiado, Marcelo Fahd

Storyboard 故事版设计师:Saulo Brito, Marcelo Fahd

CG Supervisor CG总监:Yohann da Geb

Lead Compositor 合成组长:Yohann da Geb

Composition 作曲:Gustavo Rangel Adriana Cardozo Wallan Oliveira

Look Development / Lighting 视觉发展/灯光:Claudio Junior, Thiago Peyon, Mauricio Gomes, Mauricio Alvarenga, Gustavo Rangel

Editor 剪辑:Yohann da Geb

COLOR GRADING 调色:Psycho n’ Look

I.T. :Gabriel Paixão

Modelling 模型师:Mauricio Sampaio, Danilo Gerard, Steferson Rocha, Tiago Oliveira

Set Dressing 场景布置:Tiago Oliveira

Digital Matte Painting 数字绘景:Adriana Cardozo

Rigging 绑定:Kippcase Rigging Studio

Animation Director 动画导演:Bruno Monteiro

Animators 动画师:Conrado Testa, Francisco Catão, Michel Denis Da silva, Matheus Caetano, Rodrigo Dutra, Marcos Elias, Igor Copelli, Hanrry Pschera, Bruno Santos, Christian Weckl, Leonidas Maciel

Technical Supervisor CGI   CGI技术主管:Wallan Oliveira

ASSEMBLER ANIMATION 汇编程序动画:Lucas Mirkai

FX ARTIST 特效师:Guilherme Casagrande Marco Melantonio

CLOTH SIMULATION 布料模拟:Gustavo Rangel

CROWD SIMULATION 群体模拟:Wallan Oliveira

MOTION 动态师:jhony.tv

Music & Sound Production 音乐及音效制作:Cachorro Loco

Composer 作曲:Facundo Capece

Sound design 声音设计:Lola Richter

 

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