西郡 勲

ISAO NISHIGORI

CONTACT
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SMALT
Category
Director CG Director
Profile
1975年生まれ。1992年頃よりVJを始める。 95’MTV station-IDコンテストグランプリ受賞をきっかけに MTV japan入社。P.I.C.S.を経てフリーランスへ。2009年、(株)SMALTを設立。 CGを軸にCM,MVの他、特殊大型映像、プロジェクションマッピング、全天周映像(プラネタリウム)などの演出と自らCGを手掛ける。 近年では映像を使ったコンサートの演出、映像を使った公園のイルミネーションのデザイン、ウォータースクリーンと ボートを使った演出など四角い枠を超え、音楽と映像を駆使し大小様々な空間への演出を得意とする。
Biography
1995年 MTV Station-IDコンテスト グランプリ1997年 New York Filmfestival ファイナリスト 1997年 ANIMEXPO'97:ソウル 招待作品1997年 Anima Mundi (Animation Festival)ブラジル 招待作品 1997年 Siggraph エレクトリックシアター 入選 2001年 PROMAX&BDA Total Package Design, Topical On-Air 銅賞 2002年 PROMAX&BDA JAPAN ベスト番組オープニング・ロゴ賞 金賞 2002年 PROMAX & BDA USA In-House Image Promo 銅賞2003年 ロンドン国際広告賞ファイナリス2004年 文化庁メディア芸術祭 アニメーション部門 優秀賞受賞2004年 Resfest Japan tour〈- Resmix shorts〉Awdience Choice Awards 受賞 2004年 onedotzero招待作品〈Japan tourのみ〉2004年 エジンバラ国際映画祭 ACIDMAN「彩-SAI-」 招待作品 2005年 SICAF2005 TV&Commisioned Film 審査員特別賞受賞2005年 Villa Do Condo(ポルトガル映画祭)コンペ部門ノミネート2005年 THE JAPANESE FILM SEASON(JFS2005) 招待作品 2005年 クレモンフェラン ショートフィルムフェスティバル 招待作品 2005年 NIPPON CONNECTION(ドイツ) 招待作品2005年 SPACE SHOWER MUSIC VIDEO AWARDS 05 「BEST ROCK VIDEO」受賞 2005年 日韓文化交流展 招待作品2005年 SHORT SHORTS FILM FESTIVAL in OSAKA 招待作品 2005年 onedotzero09 招待作品 2006年 Anifest2006(チェコ) 審査員特別賞受賞 2007年 エジンバラ国際映画祭ミラーボール(イギリス) MV 招待作品 2016年 国際フルドームフェスティバルIPS(チェコ)にてFLOWER UNIVERSE上映 2016年 イエナ国際フルドームフェスティバルにて「FLOWER UNIVERSE」特別賞受賞 2016年 Fulldome UK2016にて「FLOWER UNIVERSE」Best Experimental賞 2016年 第20回文化庁メディア芸術祭エンターテイメント部門審査員会推薦作品 「FLOWER UNIVERSE」選出。

Work

web-CHISO 2022FW “Flowers and Birds” - 映像作家: isaonishigori
2D animation3DCGAdvertisementAnimationArt workBrand movieCMFashion filmMotion graphicsWeb CMWeb movie

web-CHISO 2022FW “Flowers and Birds”

2022
Only Image
This is a concept movie for a kimono brand founded in Kyoto in 1555. Using traditional Japanese kimono as its subject, we created “grown-up cuteness” together with creators from Japan and abroad. The overall illustrations were done by Swedish illustrator Peter Gehrman, and the animation was handled by Hideki Inaba, a Blue Carpet member, along with a stellar team. The first challenge was how to translate Peter’s uniquely distinctive illustrated world into direction and animation without compromising it. If a 2D illustration is simply animated as is, it ends up looking little more than a picture-book sequence. We wanted to dive into the world of kimono and create a sense of depth in 2D that would draw viewers inward, so it was necessary to ask Peter to illustrate on the premise that the images could be arranged in 3D. We then detailed how each shot would move, turned it into a storyboard, and asked Peter to create the illustrations. Communicating with an overseas creator naturally made us a little nervous at first, but he delivered the best illustrations possible! Next, in order to infuse Inaba’s one-of-a-kind animation essence, we needed to firmly establish the division between 2D and 3D, as well as the overall progression of the animation, so we created the video storyboard very carefully. Normally, in my workflow, the storyboard and animation are directly connected in a one-stop process, but when working with Inaba, I needed to create a more precise video storyboard so that there would be no ambiguity in the animation. As a result, it became a wonderful animation. Above all, I’ve always thought Inaba’s sense of animation was incredible, the kind you’d admire deeply. I’m grateful to Inaba for collaborating with us and giving us such a major source of inspiration. My favorite scene in this piece is the one where the kimono floats up into the air. I think it beautifully and fantastically expresses the joy of encountering such a lovely kimono. This is an outstanding work brought to life through a wide range of collaborations centered on traditional Japanese kimono, including creators from abroad!
Seibuen Amusement Park "Memory of Light" - 映像作家: isaonishigori
3DCGArt workEventGenerative ArtInstallationInteractiveLive actionMotion graphicsProjection mapping

Seibuen Amusement Park "Memory of Light"

2022
Only Image
Seibu-en Amusement Park “Memory of Light” In keeping with the park’s retro Showa-era concept, we devised an original story and created a fantastical night-walk style work in which guests become the protagonist of the story, progressing through the park in search of the legendary “Tree of Wishes” while encountering five gods, and we were responsible for the overall direction as well as the mapping visuals throughout the park. Using shadow-puppet and ball visuals that are familiar to every Japanese person, we established the overall world view and translated it into mapping and interactive direction. For the mapping, in addition to the floor and walls, we also experimented with mapping onto tree bark for the first time. Mapping onto plants creates a magical experience, and it is one of the expressions I would like to develop on a larger scale in the future. Furthermore, in the interactive part, where shadow-puppet creatures created by the guests leap out, we turned it into a short show format and addressed the guests with spoken lines to encourage participation. By speaking directly to them, communication with the guests was created and the experience was enhanced; although it is a simple mechanism, I believe the combination with an outdoor experience produced a good effect. The final “Tree of Wishes” itself was inspired by a winter Tanabata. In bringing it to life, based on five months of durability requirements and various conditions, and with the help of our outstanding art staff, we were able to recreate it as closely as possible to the original image. To create this image, so that we could check the size and details whenever necessary, we used a simple 3D scan during the location scouting to scan the tree and simulate it on a computer, and had a spatial model created based on the data to help with the mapping simulation. A world and objects that existed only inside a monitor appeared before our eyes as tangible reality, and being able to share them with guests is the true appeal of these experiential shows and mapping works. Moreover, while using technology, it became an interesting work that outputs into the real world with a world view that somehow feels nostalgic. An experiential night walk requires comprehensive artistic elements, including concept development, story design, spatial design, lighting direction, and video direction including mapping. When I approach such works, the first thing I think about is the relationship and dialogue with the people who will watch them. Going forward, I will continue to make every effort and share my work so that I can create more pieces that allow for dialogue and experience, where images and reality intersect.