Rons Gone Wrong

Lead Motion Graphics Designer | DNEG Animation

As Lead Motion Graphics Designer on this animated feature, I oversaw the design and technical execution of various motion graphics assets throughout the project. My contributions included, but were not limited to, the Bot Skins, Projections, Bubblestore, and Cloud Control Room.

In addition to crafting these visuals, I was technically responsible for the setup and integration of every motion graphics asset and environment featured in the production.

Role

I led the creative and technical development of the motion graphics for the robot’s video screen surfaces, designing and implementing a robust pipeline that supported over 150 unique designs.

These designs were categorized into 12 hero skins, 20 loopable skins, and 100 flat designs,

Robot Skins

I developed the motion graphics for four hero robots, from left to right:

  • Ava's Bot: Features a looping fluid molecular structure that accelerates with the bot's movement. The eyes and nose could be positioned by animators.

  • Noah's Bot: Includes multiple facial expressions and neon green pulsing power lines running throughout its body.

  • Rich's Bot: Designed with animated equalizers that could be driven by music tracks. Additionally, I managed the two other hero music bots not shown here.

  • Savannah's Bot: Displays a looping glitterball effect that speeds up as the bot moves and shifts color as she gains followers. The bot's facial expressions were created in Illustrator, in motion graphics, and then passed to Rigging to add controllers for animation.

Hero Bots

In addition to designing the bot skins, I was responsible for setting up a motion graphics pipeline to facilitate texture overlays, including power-ups and picture-in-picture videos. This pipeline also enabled the bots to project textures onto surrounding surfaces.

Power-ups & Projections

I also served as Lead Technical Artist for Motion Graphics on the show, where I developed a UV/UDIM pipeline for all the bots’ video screen textures, accommodating both standing and racer positions.

Technical Setup

The bots' motion graphics overlays were designed to be used independently for each robot, enabling a complex series of graphical animations as messages were exchanged between them.

Additionally, each bot had the ability to project holographic icons above their heads.

Social Media & Messages

Design, animation, and technical setup of the vibrant interior surface of the Bubblestore.

A multicoloured gradient featured an animated dot pattern that slowly undulated, adding a dynamic and vibrant feel to the technology store’s atmosphere.

Bubblestore

Another display featured within the Bubble server stacks.

This semi circular screen displayed analysis of users mental states, playing a key role in the film’s finale.

Cloud Interface Screen

The Bubble Control Room was a massive undertaking for Motion Graphics, featuring a 360-degree main screen that borders the room, 16 superwide desk screens, a table screen, and a ceiling hemisphere screen.

I was responsible for the technical setup, ensuring all motion graphics assets were correctly applied, including textures with transparencies across a large set of UDIMs.

The room had multiple modes that drastically altered the visuals, including social media tracking, night mode, and CCTV mode.

The desk screens played a key role in the storytelling, highlighted at several points throughout the film.

Control Room

Additional Work

Bubblestore Exterior

Music Bots with Equalisers

Projected Friend Request

Racer Bots with Picture in Picture

Tablets

Retro Ron Textures

Bubble HQ Exterior Signage

Bubble HQ Interior Signage

Gamer Bot Projection

Music Bot with Picture in Picture

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