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#Mario Artist Talent Studio
sm64mario · 2 months
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mariomusicdaily · 3 months
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Mario Music of the Day: Show Time from Mario Artist: Talent Studio
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Mario Artist Talent Studio has a hidden video of the former Nintendo president Yamauchi talking about the 64DD and he even gets some details wrong and had to do "another take" xD I want to shake the hand of whoever made this, and also just ask why
Did yamauchi even know about this??
source: https://tcrf.net/Mario_Artist_Talent_Studio (warning, has naked barbie style 3D models on the page)
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grrl-operator · 1 year
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Po Pi Pa Pi - Mario Artist: Talent Studio Extended
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nat0rii · 2 months
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peach artist studio 🎨💖
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king-crawler · 4 months
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The Disney villain book i ordered 3 weeks ago finally came and the sleeve was oily and chafed but at least I get the fabled single paragraph of King Candy insight
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this is truly a game changer
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And ralf
[TEXT DESCRIPTION BELOW]
Page 166: Disney Villains: Delightfully Evil.
KING CANDY - WRECK-IT RALPH.
RELEASE DATE: November 2, 2012.
DIRECTOR: Rich Moore.
VOICE TALENT: Alan Tudyk.
ANIMATOR: Zach Parrish.
"Everyone should have known with a pass code like UP, UP, DOWN, DOWN, LEFT, RIGHT, LEFT, RIGHT, B, A, START that this sugary-sweet king was not on the up-and-up. Who in the gaming world doesn't know that cheat code?! King Candy is the ruler of Sugar Rush, a video game made of everything sweet to eat, or as a wise Wreck- It Ralph sees it, a "candy-coated heart of darkness.' " But Sugar Rush was not always such a dark place; it was once a happy kingdom where Princess Vanellope von Schweetz ruled until an evil racer from a game called Turbo Time messed with her code and took her game for his own. The biggest shock? King Candy and that villainous racer known as Turbo are one and the same. Alan Tudyk, the voice of King Candy, said he had imagined King Candy to be a much bigger character, size-wise, and found it really funny that he was actually such a small man."
“Portrait of King Candy. Artist: Clay Loftis. Medium: Digital."
“Final Frames of Turbo from Wreck-It Ralph (2012)”
"Concept art of Turbo. Artist: Jim Kim. Medium: digital."
Page 184: Disney Villains: Delightfully Evil.
WRECK-IT RALPH - Wreck-It Ralph.
RELEASE DATE: November 2, 2012.
DIRECTOR: Rich Moore.
VOICE TALENT: John C. Reilly
ANIMATOR: Nik Ranieri
“Wreck-It Ralph is a "bad guy" who has been forced to spend every day for the last thirty years trying to destroy the apartment building that took his home away and to thwart Fix-It Felix from fixing everything Ralph wrecks. After "wrecking" the thirtieth anniversary celebration of his game, Ralph decides to go on a quest to earn a medal and prove to everyone, including himself, that he can be a good guy and do good things. In an interview with the Los Angeles Times, director Rich Moore said that the idea for Wreck-It Ralph came when he was asked by Walt Disney Animation Studios to revamp an idea they had been working on for a while: a movie that takes place in a video game. "Video game characters do the same job every day," said Moore. "I don't know how you could tell a story about that, and then it kind of hits me. ... What if the main character did not like his job? If you had a character who is actually wondering: Is this all there is to life?" "
Concept Art of Vanellope and Ralph. Artist: Bill Schwab. Medium: digital.
Page 185: Disney Villains: Delightfully Evil.
Story sketches of Ralph. Artist: Jim Kim. Medium: Graphite
Final character pose of Ralph.
Final frame of ralph with the Bad-Anon support group from Wreck-It Ralph, 2012.
“Bad-Anon-One Game at a Time
"I'm bad, and that's good. I will never be good, and that's not bad. There's no one I'd rather be than me."
-The Bad Guy Affirmation
Evervone needs a little help from their friends, even if their friends are a group of "bad guys." Bad-Anon is a place where the who's who of gaming bad guys can meet and talk about their feelings and what it is like to always be the one everyone loves to beat. Here are some of the familiar faces from the video games of the 1980s and 1990s.”
Bowser--King Koopa from Super Mario Bros.
Clyde--Ghost from Pac-Man.
Dr. Robotnik- -as himself from Sonic the Hedgehog.
Kano--as himself from Mortal Kombat.
M. Bison--as himself from Street Fighter.
Neff-as himself from Altered Beast.
Zangief-Red Cyclone from the Street Fighter series.
[TEXT DESCRIPTION END]
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mrspockify · 8 months
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I feel like of the two of them Mario is actually the more artistically-inclined brother so here's some rambling headcanons about artsy Mario:
It started when he was in grade school. Art class was always his favorite, and he would come home covered in paint or have dried clay stuck in his hair—anything that made his mama's life difficult. She basically had to hose him down every day.
He struggled with emotional regulation a lot as a kid, getting into fights and getting in trouble with teachers, mostly because communicating was difficult for him. Art served as a good outlet, and he could use it to help people understand what he was feeling, so his teachers and parents tried to encourage it.
As they got older, Mario showed more and more interest in art (and showed a lot of skill), but it wasn't as easy to pursue as it was when he was younger, so he started to fall out of practice.
It was mostly a combination of money and expectations. Nice art supplies that will last are expensive, and he would go through sketchbooks like they were nothing, so his parents couldn't keep up. He'd still doodle in lined notebooks when he had the time, but that's about all he could do at home.
Expectation-wise, the discouragement mostly came from his father. Papa Mario is a practical man, and he knows that art is not a practical career. He didn't mind it as a little hobby, but he started to advise Mario to take more useful electives in school instead of art classes. Luigi was very STEM-oriented, which set a sort of precedent in the household, and Mario internalized the idea that pursuing art would somehow be letting his brother down (how could they grow a life together in the future if Mario was a starving artist?)
Into adulthood, he all but gave it up entirely. He was absolutely the one that designed the logo for their business, but that was just about the only art project he was able to do.
That is, until they got sucked into the Mushroom Kingdom. It took a while for the subject to come up, but eventually Peach found Mario admiring her paintings in the castle, and he mentioned offhand that he used to love art.
She is thrilled at this little piece of information! She immediately sets aside time for them each week to do art together. They take supplies out to different places in the Mushroom Kingdom and have picnics together, painting and drawing the landscapes they see.
Mario is just as messy as he was when he was a kid. Peach falls into a fit of giggles the first time she looks over to find globs of paint stuck in his moustache.
But he's also really good. He picks it all back up right away and improves quickly. Peach is impressed, and so tickled by how happy it seems to make him, so she sets him up with his own private studio in the castle, providing him with any and every art supply he could ever dream of. He's overwhelmed of course, but so, so grateful.
He'll draw and paint almost anything, but he especially loves to make portraits of the people he loves. In Superstar Saga, the bros' house has a big portrait of Peach, and I think he painted it himself.
It was never supposed to see the light of day honestly, just sitting in a corner in his studio gathering dust, but one day he walked in to find Peach holding it and admiring it.
He was wildly embarrassed, but she was just flattered and amazed at his talent. She had it professionally framed for him and never stops telling him how much she loves it every time she comes over.
It isn't until later on, when Mario visits her private wing of the castle for the first time, that he finds an awfully similar portrait of himself painted by Peach in a matching frame hanging on her wall.
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n64retro · 1 year
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64DD applications
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10 disks were released for 64DD, being 9 games and 1 dial-up utility disk:
Mario Artist: Paint Studio (1999) Doshin the Giant (1999) Randnet Disk (2000) Mario Artist: Talent Studio (2000) SimCity 64 (2000) F-Zero X Expansion Kit (2000) Japan Pro Golf Tour 64 (2000) Doshin the Giant: Tinking Toddler Liberation Front! Assemble! (2000) Mario Artist: Communication Kit (2000) Mario Artist: Polygon Studio (2000)
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birthclod · 30 days
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mario artist talent studio ost slaps
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Every Cancelled Zelda Game [YT Script]
INTRO
Ever wanted to learn about canceled games in the Legend of Zelda series?  Find out in this episode where we will discuss Every Canceled Zelda Game: Game Facts Special!
We’ve got info on 2 cancelled Wind Waker Sequels, a “terrifying” Tingle horror game, and a bunch of cancelled spin off titles. If you are looking for your cancelled Zelda fix, then we’ve got you covered in this episode!
Wind Waker Sequel for Gameboy Advance
To start us off, we were almost graced with a Windwaker remake for the Gameboy Advance. Two talented Ubisoft developers Davide Soliani (who was working as a game designer at the time) and game artist Fabio Pagetti both designed a working prototype of Wind Waker to pitch to Nintendo. A tweet by Soliani details that the videos of the demo were completed and ready to be pitched in 2003, but while ambitious, the pair’s plans were halted by their managing director. Although the GBA Wind Waker never came to fruition, fans were treated to some of the concept art that was made. David Soliani went on to direct ‘Mario + Rabbids Kingdom Battle’. 
The Wind Waker 2
Another Wind Waker project, this time coming from Nintendo itself! At the Game Developers Conference in 2004, the project manager of the Zelda series, Eiji Aonuma, included in his presentation, a tease for a new mainline Zelda game! With an expected release date, and a promise of more information to be expected at that year's E3 expo.
Not much was leaked about the canceled sequel, but it was said to have taken place on land with extensive horseback exploration and combat.
During E3 2004 fans were treated to a realistic trailer, with visuals far from those seen in the original Wind Waker. Eventually this game would be titled Twilight Princess and a proper console sequel to Wind Waker never materialized. The decision to replace Wind Waker 2 with Twilight Princess was influenced by the popularity of big budget fantasy at the box offices with productions such as The Lord of the Rings. Unfortunately the fact sales figures were not as high as the team hoped for the original Wind Waker, with Nintendo of America telling the Zelda team that the ‘cartoonish’ look alienated older players and led to low sales in America.
In many ways Twilight Princess carries the legacy of the Wind Waker 2 project. It also takes place on land and features extensive horseback riding and horse based combat.  It's easy to see how the company efficiently transformed Wind Waker 2 into Twilight Princess. 
Four Swords DS 
After the popularity of the previous Four Swords titles, the Nintendo DS was bound to get one, with its wireless connection, allowing for multiplayer. Game designers Hiromasa Shikata and Shiro Mouri were pushing hard to get a multiplayer title for the DS, however, these efforts were stifled by Shigeru Miyamoto as he said that the ideas ‘felt too stale’, perhaps feeling that the games had been done, wanting to move onto more original projects. They eventually made their multiplayer debut with Tri-Force Heroes on the 3DS! Which offered a totally new take on multiplayer Zelda.
Retro’s Sheik Spinoff
Did you know that Retro Studios almost made a game solely about the Sheikah tribe? Said to be a much darker iteration in the series, the game was to be based on the last male Sheik after the bad ending concluded in Ocarina of Time. What remains are some stunning pieces of concept art from artist Sammy Hall’s now deleted artstation. With themes of ethnic cleansing and genocide, it certainly would have expanded upon a darker side in the Zelda lore. The concept did not get very far in development and was canceled around the time many of Retro’s Leaders left the company in 2006.
Twilight Princess Side Story 
Twilight Princess was a staggering success, and it was a no brainer for the team to begin development on a sequel. For reference, it sold almost 15,000 copies during its first two days of release in Japan, and 240,000 copies in its opening weekend in Europe. It had critics gushing over the title in reviews, and after 9 million copies in worldwide sales, it definitely warranted another story with this iteration of Link. Development on such a game was originally to be similar to what Majora’s Mask was to Ocarina of Time. To many fans' disappointment, it was canned by Miyamoto early on, who began to complain that the scope of the game ended up become too wide. In the end the game was replaced by Link’s Crossbow Training, which utilized the Wii’s Zapper peripheral. 
A Sequel to Link’s Crossbow Training
Zelda producer Eiji Aonuma was so keen on the idea of utilizing the Wii zapper peripheral that he wanted to make another game based around this mechanic, this time, in multiplayer. It would have been a First Person Shooter (FPS) with a much stronger emphasis on multiplayer gameplay using the Wii’s built in Wifi. Eventually the game was rejected by Nintendo executives. 
Third Oracle Gameboy Color Game
The duo of the Oracle games on the Game Boy Color were originally intended as a trilogy, reflecting the 3 sections of the tri-force; power, wisdom, and courage. During planning, the developers found it difficult to link all three games using the password system. This led to the cancellation of the third game, due to be titled ‘Mystical Seed of Courage’, and subsequently renamed the Oracle games to what we know them to be today. Information is limited, but it would have involved the Oracle Farore, who was featured in both games.
The Adventure of Link SNES Remake 
The Nintendo Gigaleak gave fans a plethora of tidbits for unreleased games, and information about their productions. This included sprites for what could have been for a remake that was planned on the SNES for The Adventure of Link, the second game in the series. The sprites are characteristic of the SNES.
There were also 3D models designed to work with the FX Chip for the SNES. These models are confirmed to be from a potential Zelda 2 remake. Eventually the Zelda 2 Remake was canceled but it did inform the development of Ocarina of Time for the Nintendo 64.
Ura Zelda
This game was planned as an ‘additional content’ patch for a new piece of Nintendo hardware named the Nintendo 64 Dynamic Drive or Disk Drive, which would have held an additional disk, expanding the memory of the Nintendo 64, and altering the Ocarina of Time. The cartridge would have added new dungeons, altered existing ones, and even included new enemies. Ura Zelda is likely to have eventually been ported onto a bonus disc included with Wind Waker. This bonus was called ‘The Master Quest’, but likely didn’t include the full scope of the original expansion, and didn’t include any new enemies. 
Because of Nintendo Gigaleak we have even more information about the development of Ocarina of Time which included some work for Ura Zelda. You can see even more of that in our Zelda Gigaleak Episode! 
Zelda 3 Alternative
While not exactly canceled, we know that Zelda 3 could have turned out very differently.   Concept art from the planning stage of the third Zelda game shows Zelda in a futuristic style of armor, showing that a sci-fi Zelda game could have been a reality. The game would have had a futuristic backdrop and taken a different design by having a hub world, and a multiworld structure with time traveling elements in its gameplay and story, not dissimilar to the later Crash Bandicoot games. Early on Miyamoto wanted the game to have a Final Fantasy-like party structure with a magic user, and a fairy character. The game might have ended up more open ended like the original Legend of Zelda with multiple ways to complete the game.
Heroes of Hyrule
This spinoff was going to be similar to Final Fantasy Tactics, or Fire Emblem, but set in the Zelda universe. It would have featured Goron, Zora, and Rito as playable heroes set 100 years in the past. It would have also featured a boy in the present named Kori who was also playable. and the game would have involved our band of heroes adventuring to save Link from Ganon.
Being developed by Retro Studios the game had been fairly fleshed out in terms of narrative, but ended up being canceled in the concept design phase. In an interview with one of the Retro Studio Developers, we found out that the main game mechanics would involve exploration and puzzle solving. 
The existence of this game was revealed through the youtube channel Did You Know Gaming. Unfortunately that video is no longer available as it was taken down by Nintendo’s Copyright Ninjas allegedly.
3D Classics: The Legend of Zelda
This remake was teased at E3 in 2010 as part of Nintendo’s 3D Classics line by Shigeru Miyamoto. Unfortunately even with excitement from fans it never came out. 
Tingle Horror Game
Japanese development studio Vanpool, is best known to have developed Ripened Tingle's Balloon Trip of Love and Freshly-Picked Tingle's Rosy Rupeeland with the Majora’s Mask’s Tingle character.
They were also developing a horror game with the jovial, and let's face it, incredibly creepy guy. Nintendo producer Kensuke Tanabe dropped casually in an interview that the studio they had worked with on other games were developing a Tingle Horror game, but mentioned that they eventually canceled it for more than a few reasons.
A Rolling Game Starring A Goron 
Vanpool weren’t just working on Tingle’s debut horror experience, but also a rolling game for the Nintendo DS. Its gameplay would be similar to the Goron minigame from Ocarina of Time, but it would utilize the touch screen of the DS. Nintendo eventually rejected their pitch for this game, but the concept helped Nintendo develop their touch-screen rolling mechanic for a new IP called Dillon's Rolling Western. 
We could have also mentioned the Zelda Tech Demos for Game Cube or Wii U that never became games. But we’re saving those for an episode on Tech Demos that never became games.
Which of these Canceled Zelda games do you want to play the most? What canceled mechanics do you think made it to the latest Tears of the Kingdom? Let us know in the comments below.
Make sure to checkout our episodes on Zelda Gigaleak finds and Every Canceled Dragon Ball games!
Voice Actor Say Goodbye
Thanks for watching!
This has been a Game Facts Special [20 References Available on Request]
Content Link: https://www.youtube.com/watch?v=j-TE_36qtZs
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jaythelay · 2 years
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The trailer really didn't sell me on the Illumination Mario movie. As someone totally uknowledgable of Chris Pratt I feel there is a bit of an air of overblowing, but the sentiment is strongly true and thus understandably has that air.
We do not respect voice actors, consumer or industry. I wouldn't have gone to see the movie no matter who voiced Mario because that trailer was so copy-paste and story wise looks like it won't be about the cast of the Mario universe but mostly whoever is the most marketable. That and mario's design makes me sad. No strong feelings towards it, truly, but it makes me sad to finally see The corporate design of Mario for what feels like the first time.
Yes, Mario has always been corporate, but you at least saw a happy character who can show cartoonish but well crafted emotions. The artists behind it knew what they were doing. This is just the design I'd expect from the most corporate movie company out there.
Really, what the trailer and decisions behind voice actors showed me is we still haven't evolved past Uwe Boll video game movie standards and mentalities. No no, Mario isn't marketable enough, we need celebrities, and Minion Penguins.
Not one fucking soul wanted to see a Mario Movie for Jack god damn Black or whoever Chris Pratt is. They do not sell Mario, the obvious truth is it only pushed people away, not enough to matter of course, but it's just blatantly corporate and shows the rest of the mentality going on behind the work of the film. Why would anyone expect anything more than they've shown? Honestly?
No one wanted this movie. They wanted a Mario Brothers Movie. Not another corporate copy-paste with a Mario skin and generic casting that does nothing but push Voice Actors out of the industry for marketable line readers. At the very least share that ridiculous spotlight and money with people who's actual talent and experience is exactly what your industry is predicated upon.
Truth is, almost no one needed any lines what so ever. Mario does not need to speak. But no corporate ass animation studio has the balls to make something artistic and probably kind've difficult. The absolute bottom line is this: The fact every character that never spoke more than a sentence before, in the decades they have existed, now does because they can sell Chris Pratt and Jack Black. Not Mario.
Mario the character is Mario because of his design and voice work. When you can't even get past the corporate mentality that Mario needed some celebrity to sell him, you've shown you aren't making a Mario Movie. Just another money grab.
Look, it isn't out yet, I'm sure it will be a solid 6.8/10, but honestly, why bother at that point? What hole is it filling, what creative energy will it inspire in others, what about this will make people go "Oh yeah if you're a fan of Mario, you gotta see the Movie."
What I saw was "Oh, they played it unbelievably safe and not even correctly, again."
It's not just a lack of respect towards Voice Actors, it's lack of respect to the IP and universe, the character designers, he looks like a Gmod workshop model of Wreck It Ralph reskinned to Mario.
Feel however you want, the fact they're making the movie so corporately lazily is artistically frustrating to people educated on the topic. I'm not that invested nor have been, just annoyed that creativity is stifled by the creativeless. Seriously you can swap the names in this rant around with pretty much any Video Game Movie and it's just as accurate. We have not progressed since Uwe Boll mentalities. We just make them look prettier, just like gaming.
Incredible.
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sm64mario · 2 months
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timtellsstories · 1 year
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What It Means that HBO's The Last of Us Is Good
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Book-to-film adaptations can be hit or miss, but it seems like a rule that video-game-to-film adaptations are always bad. Good and bad in any artform are, of course, matters of taste, but there’s a persistent, nagging sentiment in popular media that, when filmmakers consider a video game adaptation, they take its success and built-in fan adoration for granted. Producers wield more power than actual talented filmmakers and writers, and the whole affair leans further into entertainment for entertainment’s sake, because the popular sentiment of video games is still driven by people who think Mario and Luigi saving Princess Peach from Bowser’s clutches is the standard in video game storytelling. 
(Relevant note: The plot of the forthcoming Mario adaptation is that Mario and Peach are trying to save Luigi from Bowser this time.)
I consider myself a little weird as a fiction writer with some academic decoration, because I am a life-long gamer. We’re not as weird as you’d think, it turns out, but in many literary circles, video games are still considered anathema to good storytelling. I think, considering some of the truly great writing and storytelling I’ve experienced through video games in my life, that’s tragic. The literary world is warming up to TV and films as legitimate mediums for good writing, but video games are still viewed as a medium for children despite the average age of a gamer being 33, and their artistic validity beyond their use of art as resources is still questioned. 
(Sure, this is an old post, and Ebert is a bit of a punching bag on the subject, but it’s illustrative of the argument, which I’d argue is flawed because the distinctions he made aren’t independently exclusive, but that’s not what this post is about.)
This year, HBO released a series adapting a video game called The Last of Us, which was developed by video game studio Naughty Dog. I played that game in 2013, and it not only redefined for me what good storytelling is in video games, but it also demonstrated a new potential for immersive storytelling experiences that only video games can provide: in this way, I felt The Last of Us offered new justification not only for the validity of video games as art but that we should consider video games a new artform in their own right.
I can’t overstate the profound effect this game had on me as a storyteller, and it isn’t a game that made me want to make games. It’s a game that made me want to tell better stories, and I think that’s important: the influence The Last of Us had on me transcends the medium.
I can’t think of a better definition for art.
Continue reading here: https://timothyjohnsonfiction.com/blog/what-it-means-that-hbos-the-last-of-us-is-good/
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Game: Mario Artist: Polygon Studio (Nintendo 64DD)
The Mario Artist games (Paint Studio, Talent Studio, Polygon Studio) featured delightful little creative programs that you and I will probably never get to try, considering that you’d need a working N64DD and a copy of the game which (having just checked ebay) you won’t find for less than $100. In addition to having a 3D modeling engine and little games for you to play with your models, Polygon Studio also featured the inception of what would later become the Warioware microgames!
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Audio
The Catwalk (Act 1)  |  Mario Artist: Talent Studio  |  Kazumi Totaka
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littlecritterzz · 2 months
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SALOMON - Tomorrow is yours (DIRCUT) from Gabriel Dugué on Vimeo.
A film by SALOMON
Advertisers' representatives: Franco Fogliato, Éric Pansier, Benjamin Aidan, Delphine Duhot
Created by DDB Paris Chief Creative Officer: Alexander Kalchev Art Director (Film): Nicolas Malcorps Art Directors (Print): Romane Nougaret-Fischer, Nicolas Malcorps Copywriters: Lucille Ortega, Nicolas Malcorps TV Producers: Pierre Boudin, Chloé Travaillard Strategic Planning: Claude-Henri Galbois Account Department: Xavier Mendiola, Olivier Guillerot, Romane Philippe, Tom Salvan
Produced by OCURENS Director: Gabriel Dugué Co-director: Valentin Petit Director Recycling Sequence: Nathan Almeras DOP: Téva Vasseur (Switzerland) & Olmo Sobrino (Spain) Executive Producers: Rémy Solomon & Germain Robin Line Producer: Ophélie Stavropoulos Production Coordinator: Chloé Goueilhé Production Assistant: Téa Chiffre 1st AD: Mathieu Pérez
SPAIN Service Production: Limon Service Producers: Alejandro Lopez & Albert Montero Production Manager: Josep Gali Production Coordinator: Ainhoa Ballabriga Talent Coordinator: Jordi Faura 2nd AD: Mateus Location Manager: Kiko Gonzalez Driver Director: Raul Carrasco Driver Agency & Client: Joan Miñana Crew Ocurens Van: Dani Ros Driver Crew: Miguel Michavila Driver Crew: David Ceballos Driver Crew: Pedro Crespo Driver Crew & Talents: Oscar Silvente Unit Manager: Francesc Puig DOP: Olmo Sobrino Focus Puller: Alfredo Suarez 2nd AC / Digital Assist: Raul Caso Video Assistant: Joan Brusés Camera Truck Driver: Juanjo Angosto Key Grip: Xavi Gordi Grip Assistant: As Per Xavi Movi: Grip Support Quad: Grip Support Drone: Skynamic (Alejandro) Art Director: Mario Serrano Art Director Asst: Marc Ferrer Props Buyer: Sonia Martin Art Assistant: Arturo Caipa Art Assistant: Pol Carrizo Art Assistant: Berta Negre Stylist: Isis Rodriguez Assistant Stylist: Isabel Domenech Make Up: Simona Avra Make Up Assistant: Margaryta Skomrova Wardrobe Van: Rafa Ruiz Motorhome: Modasa Gaffer: Rafa Ramirez Casting Director: Sonia Rivas
SWITZERLAND Service Production: Theus Productions Service Producers: Michaël Theus & Nicolaï Tchetchelachvili Driver: Marc Despont 2nd AC: Tamara Castagnoli Ski Camera Operator: Thibaud Maury Key Grip: Sébastien Biollaz Gaffer: Claudio Artieda Wardrobe Stylist: Yasmin Achache Assistant Stylist: Fernando Loaiza Hair Stylist & Make Up: Noelia De Jesus Filmmaker & Night Skiing Ambassador: Nicolas Vuignier Snowboard Ambassador: Tess Coady Japanese Ambassador (Tess Stunt Double): Kaito Hamada Little Boy: Wilhem Juillerat Little Boy’s Chaperon: Sandy Juillerat Slope Friend #1: Basile Lafrej Slope Friend #2: Joas Hättenschwiler Slope Friend #3: Alejandra Bayard Location Manager: Aurélie Steinberg Models Agency: Agence POP - People of Publicity Snowpark: Alaïa Parks Crans-Montana Domaine skiable de Crans-Montana - CMASA Office du Tourisme de Crans-Montana Rental Companies: Visuals Switzerland & Wondare
Post Production by MONUMENTAL Post Producers: Laïla Hamdaoui, Elisa Johanna Känd Editor: Jon Echeveste Color Grading Artist: Sylvain Canaux Music: MiM Sound Design: Lafayette Street Studio Sound Design & Mix: Emilien Bernaux
VFX by SQUARE VFX Supervisors: Mathieu Jussreandot / Colin Journée VFX Production Manager: Camille Sermet Supervisors On-Set: Mathieu Legros / Adrien « Palmito » Renay Scan 3D: Adrien Bavant Lead CG: Arthur Villiers-Moriamé Environment Artist: Irakli Kurashvilli Modeling & Texturing: Sébastien LeMoignet Lead FX: Adam Bachiri FX Artists: Maxime Delsart / Donghee Kim Rigging: Gregory Beccucci Animation: Nicolas Caillet Lighting: Adrien Salaun Compositing: Mathieu Legros / Romain Bedouet / Adrien « Palmito » Renay / Isabelle Tchoungang Motion Design: Martin Goldwasser / Antonin Grobost
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