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Amiwo Une - 映像作家: isshin
2D animationAnimationArt workMotion graphicsOriginal

Amiwo Une

2025
00:00:23
In this work as well, I carried over from my previous works the principle of rigorously applying sound sync, faithfully reflecting even the smallest traces of the music in the visuals, while using no intentionally symbolic shapes or imagery at all; instead, I composed it as simple motion graphics centered on primitive circles and squares. Compared with my previous independent productions, this work explores the limits of motion—moving even faster while remaining intact. In terms of its look, I aimed for a vivid, tactile appearance that, despite not being a 3DCG work, would still feel materially present, by compositing a 3D-like look inspired by Apple’s Liquid Glass—something absent from my previous works—onto flat 2D graphics. Although the work runs at 24 fps, which is visually disadvantageous for fast motion, I aimed for a crisp visual experience with no sense of afterimage, without relying at all on motion blur or similar techniques. I established certain rules for the luminance and hue differences between adjacent frames, as well as for the amount of change in the shapes themselves, though the latter is a subjective evaluation, and this led to an examination of how impressions differ depending on those threshold values. Personally, I also have the impression that in recent years there have been many examples of relying on camera movement to enhance the overall impact and “amount of information” in a video. In this work, I kept camera movement to a minimum based on the principle of not moving along two or more of the xyz axes simultaneously whenever possible, and instead focused on appealing graphic transitions through morphing of the shapes themselves. Especially with fast motion at 24 fps, I was keenly reminded of how long one second is, and how few frames there are to draw the necessary images for the progression of the piece, and I would like to continue exploring the possibilities at the limits of such constraints.
Pre: A - 映像作家: isshin
2D animationMotion graphicsOriginal

Pre: A

2024
00:00:10
I am currently producing a work tentatively titled “A,” and this piece was created as a prelude and foreshadowing for it. Within a short runtime of about 10 seconds, it is filled to the brim with elegant motions evoked by the music. Unlike my usual self-initiated works, this piece and the next one (“A”) aim primarily to express, as purely and directly as possible, the simple emotions that the music calls to mind, setting aside detailed intentions and lines of thought. As a result, while introducing vivid colors with bright yellow-green as the main tone—something I had tended to avoid until now—the rest is largely kept in monochrome, emphasizing that one color even more strongly. Although it is a modern motion graphic grounded in a flat, pop-oriented style, I made heavy use of post-processing such as color shifts and noise, pursuing rich textural expression and aiming for a gap that leaves even this fleeting runtime feeling somehow warm. Around the 3-second mark, I attempted an illusion-like expression in which an X (the bowling strike symbol) encountered after passing through a tunnel transitions into a three-dimensional rotation. Incidentally, in my self-initiated work “Glancent,” released last February, I also created a similar connection in the latter half, where 2D graphics seamlessly transitioned into a three-dimensional structure. Since these kinds of “illusion” effects are not often seen in the realm of 2D shape motion, I would like to actively devise more of them going forward. Now that commercials and visual works making heavy use of motion graphics interwoven with text, images, and video—while incorporating short-form shape motion—have increased dramatically compared with a while ago, is there still room for what pure【shape-only】 or【2D-only】 motion can do? At a time when creators are becoming saturated and are also being threatened by the presence of AI, what more can I do as someone who continues to pursue handmade shape motion in the most literal sense? I want to explore the potential of a short, one-shot shape motion that can be seen as a return to origins. In the end credits, the conventional 【Music】 credit becomes 【つかったおんがく】, and 【Video】 becomes 【今見とる映像を作った人】, flexibly departing even from the format I had maintained as a template up to now, and suggesting prospects for a new style of work in the future.
SINN PURETÉ – Shinjuku Cross Vision 3DOOH - 映像作家: sunjunjie
3DCGAdvertisement

SINN PURETÉ – Shinjuku Cross Vision 3DOOH

2024
00:00:15
”Exploration 1: Studies for Naked-Eye 3D Vision” is the first installment of an in-house research project by SUNJUNJIE focused on the media characteristics of naked-eye 3D vision. In this work, we explored what kinds of video-based advertising expressions are possible by making use of the medium’s characteristics, such as creating a sense of depth through optical illusions, movements that catch the attention of passersby, visual composition, and sound design. As smartphones have become more widespread, advertising expression has increasingly taken on the aspect of a medium closely integrated into everyday life. In advertising expression, we believe it is always important to pursue a balance between people’s everyday world and the fictional stories being presented. To make this project feel more realistic, we felt it necessary to express its world not through a fictitious client but through an actual brand product, so we approached the fragrance brand “SINN PURETE” with a collaboration proposal. We discussed the video planning with the collaborator and decided to create two 15-second movies, each based on a different theme, in order to explore the greatest possible range of expression on a low budget. The first film expresses the world of SINN PURETE through its three product lines. The second film merges SINN PURETE’s mascot character with the world of SUNJUNJIE, aiming for a pop and humorous expression that feels distinctly Tokyo. The creative elements we challenged ourselves to include were how to create a striking 3D pop-out effect, and the selection of objects and movements that would be interesting when they emerge from the screen. Since not everyone watches a video from the beginning, we aimed to capture attention from any point of entry, while creating a sense of controlled busyness rather than mere chaos. In particular, we paid close attention to the design of the framing structure, the imagined depth, the actual size of the billboard, and the relationship between viewing distance and scale.

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