For ‘We Campaign Because They Can’t’, we are proud to collaborate with B Corp-certified GOOD Agency to create a series of campaign videos featuring animals struggling to campaign for their environment.
The goal was to entertain the audience while also calling them to action on environmental issues. We optimised our workflow by designing everything to frame, creating fast 3D blockouts of the scenes followed by paintover designs that the CG team closely matched. We aimed for a tactile, miniature set aesthetic inspired by Wes Anderson, carrying it through to the cinematography.
Director Dane Winn adds, "Our goal was to create an emotional connection with the audience; making them laugh, reflect, and act. The charismatic characters we've introduced carry the weight of their message with a hopeful note, encouraging viewers to support the RSPB’s mission."
For ‘We Campaign Because They Can’t’, we are proud to collaborate with B Corp-certified GOOD Agency to create a series of campaign videos featuring animals struggling to campaign for their environment.
The goal was to entertain the audience while also calling them to action on environmental issues. We optimised our workflow by designing everything to frame, creating fast 3D blockouts of the scenes followed by paintover designs that the CG team closely matched. We aimed for a tactile, miniature set aesthetic inspired by Wes Anderson, carrying it through to the cinematography.
Director Dane Winn adds, "Our goal was to create an emotional connection with the audience; making them laugh, reflect, and act. The charismatic characters we've introduced carry the weight of their message with a hopeful note, encouraging viewers to support the RSPB’s mission."
The characters were designed for efficient modelling, rigging, and precise performance without overcomplicating the assets. This project marked our first use of Blender rigging by our in-house team as we continue integrating Blender into our pipeline.
We utilised various techniques to achieve specific effects. Blender's geometry nodes system created the grooming for furry elements. The plastic bag hitting the hedgehog combined a cloth simulation with shape keys for the comedic nose poke effect. Unable to simulate the rubbish falling timing perfectly, we keyframed each piece manually. The sewage splash involved a Blender liquid simulation with additional dripping geometry for the animation resolve.