I made a new image yesterday for our front on North Kingdom. Only because we have been really bad the last years to update our site with new cases. Yeah, you know how it is… However, here are some of the cases we have done lately.
n°1 — Vodafone Netguys, Vodafone Germany, November 2011. (Robert Lindström)
n°2 — The 5 Experience, Tribal DDB South Africa, May 2011. (Jakob Nylund)
n°3 — Daybreak, AT&T / BBDO, May 2012. (Jakob Nylund)
n°4 — Google ROME & 3 Dreams of Black, Google Creatve Lab, June 2011. (Robert Lindström)
n°5 — Build with Chrome, Google / Mark, June 2012. (Robert Lindström)
n°6 — ONLY - The Liberation, ONLY / UncleGrey Copenhagen, April 2012. (Jakob Nylund)
n°7 — Vodafone BufferBusters, Vodafone Germany, September 2011. (Jakob Nylund)
n°8 — Daybreak, Jack Boxers, AT&T / BBDO, May 2012. (Robert Lindström)
n°9 — Weetakid, BBH London, September 2011. (Robert Lindström)
In brackets I have mentioned who was Art Director from North Kingdom.
North Kingdom project — This spring I was involved in a really fun project for a Google Maps and LEGO® as a Art/Design director with focus on the build section. The whole concept is about you building LEGO creations on a map of Australia (LEGO turns 50 years in Australia this year), where you claim your own spot on the map. It´s called “Build with Chrome”. I have always been a huge LEGO fan so it was a great project to be involved in! The result was pretty OK, specially the “builder” that rocks big time with an amazing programming solution, but the limitations of how we could use/hack the Google map pulled down the result a little, I think.
A rough mock up by Alfredo Aponte, our User Experience Designer. He was the guy solving the seemingly impossible.
LEGO Digital Designer is a program you can download for free to build complex LEGO models. A program that became a close reference about what we was going to build. However, this program was in our eyes to complicated and to hard to use, so our focus was to make our “builder” much more easy and playful to use.
Klas Kroon, our programmer and the brain behind the builder, made lot of different prototypes and developments. These prototypes helped us to early see what we could do and not. The client described his work as ‘like Christmas morning waking up to see what North Kingdom had delivered next’.
“Having recently worked with particles, my mindset was set to that.. So my initial idea was to treat the LEGO bricks as particles or several particles makes up a brick, etc.. The idea is to use a sprite/particle of the smallest brick and so on. 1 vertex = 1 sprite. So this is not “real” 3d, but more isometric/ortographic, no perpective. Here´s the first test, so you can see what I mean:
One of the early ideas was to have some sort of terrain variation, here´s a test of that:
(Mousedown and drag left/right to rotate, arrowkeys to pan) Isometric 5 (flipped)
… So I tried with the more classical approach, that is more on par with the LEGO Digitial Designer, which is really nice, but it’s more advanced and more “cad” than what we were aiming for here. Builder 2
One that tested autosaving with local storage. Builder 4
Above are my first mock ups on the same screen. We all wanted a very simple solution regarding “the builder”, therefor I thought a clean open design would match that idea when we also had Google to think about. Some big juicy LEGO bricks would make it more playful and interesting, we still want it to feel LEGO right?
Final interface design by Jonas Eriksson.
We also did a LEGO version on the Google mnemonic; a 3 seconds 3D animation. Conceptually; very simply idea with a Google logotype explode into LEGO bricks that would go around its core, but it was for sure little tricky to get correct. Above you see my rough direction of how I saw it would work.
Mathias Lindgren, our 3D artist, put it alive in 3D Studio Max.
North Kingdom project — An online 3d game utilizing the hardware acceleration introduced in Adobe Flash 11.
The ATL developed by Jung von Matt focus on visualizing the possibilities and power of the Vodafone network through four main characters – The Netguys. These Netguys can be seen in TVC, Print, Out of Home and also in an interactive experience. In the interactive channel Vodafone wanted to give their customer a fun, casual and engaging game experience centered around the Netguys characters in the browser.
In the interactive channel Vodafone wanted to give their customer a fun, casual and engaging game experience centered around the Netguys characters in the browser. The decision was made to evaluate the all new Adobe Flash 11 platform that allows for creating rich dynamic 3D content in a browser.
Our idea to communicate was that Vodafone customers have access to the Network of Tomorrow (im Netz von Morgen) but it is really up to them to make use of all the possibilities with Vodafone as a mobile provider.
For a couple of month ago I worked on this project as Art Director and designer. Netguys was a big challenge for us when we where working with the new 3d engine in Flash 11 with a very small team and a very tight time limit. However, this kind of projects can be really fun to do!
What is really cool in this project is that the 3D blocks in the city appears randomly so you never know what’s coming up, you never know how the city will look like. More about this later at our Behind the Scene section.
These 3d images have I done in Cinema 4D, just to make the screenshots from the game little more interesting. I bought the display model at TurboSquid.
A poster I did most for fun, but later on become the splash page you can see below.
NORTH KINGDOM PROJECT — Weetakid, an intergalactic mobile gameplay for kids, is a concept made by BBH London for Weetabix, which is a popular whole grain wheat breakfast cereal in England. The assignment for North Kingdom was to create a mobile game with an AR solutution connected to the cereal package.
I myself wasn’t so much involved as I use to be in this kind of projects when BBH London was in charge of the overall feeling, Yum Yum (London) made the characters and 3d, and Zoink Games (Gothenburg) took care of the games, including game bible.
My role was pretty much to take care of the first look and feel, concept designs, covers and some interface design/ mock ups. The final production was so so in my eyes… but it has some cool visuals so I thought it could be fun to keep it here on the blog for the future. The image above, with the three iPhones, have I done in Cinema 4D.
This spring we at North Kingdom did a small web project including both an iPhone app and five movies with Forsman & Bodenfors for Volvo. We created an online guide with the 25 most spectacular winter adventures in Scandinavia, a project called Volvo Cross Country Travels. With the app you can receive special designed badges from each location. Forsman & Bodenfors made the concept idea, my role was Interactive Art Director.
To mock up the first design (B) I received some rough sketches (A) from Forsman & Bodenfors, who wanted a clean magazine so it could run on an iPad. Therefor we chose HTML5 as a platform.
Some screenshoots of the final result (small changes have been done since launch).
We created some cool badges for each location which you could get digital if you checked in at chosen location. Our idea was also make them physical so people could receive them by post so people could put it on their cars. Illustrations by Anton Eriksson, directed by Jakob Nylund.
We also sent two guys for 3 weeks of filming. Jakob Nylund and Riccardo Tagliabue made five beautiful spots (above). I sold in the idea and really wanted to go with them, but the time issue made me to stay at the base.
The total result turned out so so I think except for the badges and the videos that had higher level. Some annoying tech problems with external partner cut down almost all love. Instead of doing the whole thing with HTML5 we ended up with a hybrid solution (Flash) the last two weeks of the project.
However, it was great to work with my old friend Staffan Lamm at Forsman & Bodenfors again. They are doing such excellent work these guys! Mathias Lindgren (North Kingdom 3D) and I was working inhouse at their Gothenburg office the last week. On the picture you can see Mathias at their total orange place, 8.45 PM, Friday night. We where the last one leaving. (Photo taken by iPhone)
Concept art by North Kingdom (Robert Lindström & Mathias Lindgren). Deer by Mirada.
Three screenshots from the final work and the landingpage of ROME, everything made with webGL.
Read more about the projecthere and check out the huge making of article at our North Kingdom blog here. This post on Designchapel only concerns my involvement and my personal notes.
A couple of weeks ago we launched a little different project from North Kingdom called ROME, an interactive music video made in webGL from Google Chrome. To learn more about the technique you can read more at ROME technology site.
I wasn’t so super involved myself unfortunately when it was the music director who was in charge of all the visual stuff. I only did some early concept drawings together with our 3D artist Mathias Lindgren and some design directions on the website. These pictures will I show here below.
The beautifully Norah Jones, one of my favorites, is singing “3 Dreams of Black” in this interactive music video with Jack White from Danger Mouse & Daniele Luppi’s album ROME.
Some really early concept drawings. I had an idea of a mirror world underneath the surface, a more twisted version of the dream world.
“A dark world is found under the surface, as if you would look under the water’s edge. This dark, odd, bizarre world contains a mirror image of the “real” world but within another shape. Here will you find the dark soup. A soup that could have same style in all three dark worlds.”
A first rough body tracking test from out little lab project Woodbot Pilots. We have used a 82-inch display from Samsung, Unity 3 technology and a camera from a local Skellefteå company called Fotonic, who manufactures 3D cameras, based on time-of-flight (TOF) technology.
The difference between Xbox Kinect and our camera is that we are using TOF when Kinect is using a structured light and can maintain tracking through a range up to 3.6 meters when Fotonic have a max range of 7 meters. The Kinect sensor is built for use in living rooms and our camera has been optimised for industrial and demanding environments. Both cameras are using imaging CMOS sensors
The huge display was sent to Skellefteå today where we will finish the work within the next two weeks. More stuff will be posted soon.
NORTH KINGDOM, WORK IN PROGRESS — For the moment I’m working as a Creative Director/ Art Diretctor / Designer with a little different project then I am used to. It’s an interactive installation that will be placed at Skellefteå Airport this winter. An installation where we will use a very interesting 3D camera technique and a huge 82 inch one-touch screen. If you have seen Microsoft’s Project Natal you maybe know what I’m talking about, it’s a 3D technique that can be used both in games and installation like ours, but also for instore installations, interactive shop windows and much more.
The 3D camera is developed and made by Optronic in Skellefteå and it’s using Time-of-flight (TOF) technology (can be explained as radar operating with light). More information about the camera at Fotonic.
“With the technology, the time it takes for a very short laser pulse to travel to a certain object is measured, allowing distance to be calculated with great accuracy. Using a unique sensor chip, the distance to each individual pixel in the scene can be measured, creating a complete three-dimensional image.”
The basic idea behind the concept was to make something pretty simple (orders from the 3D cam tech guys) and focus on the visual, because we don’t want any bugs when it will be a public installation. That gave us directions to use as few joints in the bodies as possible. Therefore I had to figure out how to make them so simple as possible but still interesting. The first sketches I did were these fluffy things, which was made for one of our first ideas around an interactive mirror. From the beginning our ideas were mostly to make something arty, focusing on something we called Flight DNA (when every flight trip is unique), and digital mirrors with avatars (which is still on the track in another shape). However, it felt little lame, so we ended up with a game instead that anyone could easily understand. During this period I was working a lot with Per-Mattias Nordkvist, Improove (who I worked together with at Paregos in Skellefteå, way back).
(These fluffy characters are now moved to another ongoing project).
When we moved over to the game idea I wanted characters with more attitude and possibilities to fly. When Skellefteå is famous for its wood culture, what would be more right to do the characters in wood? And what would be cooler to make these wooden characters into robots? Above is the first concept sketches I made in Illustrator, showing the different bodies, heads, etc. It is also showing some first ideas of how the environment will look like.
Here are we working with the texture, colors and placement of the fabricated logotypes (which will give the characters a racer attitude). Pawel Wilkos from Ars Thanea is helping me out with the 3D when Mathias Lindgren, our 3D master, went on paternity leave. So big thanks to our old friends at Ars Thanea! We are own you one!
When I came up with the idea of these wooden robots/pilots it felt like we could do something more around them. Could we make them like a brand, could we take them further to other platforms? It’s some ideas we now are looking at, so I really hope we will see them in other platforms soon. Right now we are actually doing some first tests on iPhone (something I have been dreaming about over three years now). My intention is also to make a shop so people can order them as 15-20 cm high design wooden characters, limited edition. I hope to connect our local wood companies together to make it happen. If not, let me know if you have any ideas how to sponsor the project.
Project: Website by North Kingdom. My work: Lead Art Director & Designer. Client: Adidas Germany. Information: On November 13th 2009 the new fed kit for the German national football team for the World Cup in South Africa 2010 was officially launched and presented to public. This jersey is of national interest, with huge PR activities behind it. Having centred the DFB communication campaign in classical ATL channels over the last years, adidas Germany were now looking for a cutting edge approach with a web based centrepiece. The main objective was to create hype around the team and its new jersey and in the long run anchor adidas as the leading football brand in Germany. The campaign targeted towards German football fans, is driven by the idea of team spirit, the fun of the game and the design of the new DFB jersey.
We at North Kingdom created a web based centerpiece called adidas Teamgeist. An unique online graphic novel game where the fans can discover and learn more about the story behind the jersey while competing for the ultimate prize of flying together with the German football team over to South Africa next June. The story is centred on the jersey and the importance it has to the team, the players and the fans. To find out, the users have to go back in time and replay the three German World Cup gold matches of -54-74 and -90 in a real time football strategy game.
Except the advergame the campaign consist of a set of viral video that was launched as teasers, an augmented reality novel, a blog, a twitter feed and a facebook fan page.
Project: Website by North Kingdom. My work: Interactive Art Director. Client: DDB Stockholm. Information: This site is the major part of a recruit campaign for the Swedish Armed Forces (Försvarsmakten) by DDB Stockholm. We worked very closed with both DDB and Jesper Kouthoofd (Teenage Engineering) who was Film Director and in charge of the scenography. Stopp did the Post Production and 3D. The web experience and the eight commercials were shot on a 330 feet set inside a secret naval base outside of Stockholm. The website consists of a 15 minute interactive film that was shot in one take.
To build my portfolio part I have used Cargo Collective, which is a web publishing (CMS) and community-building platform (currently in development). Here is the content that counts, not the design, which sometimes can be very good for us designers who usually struggling to make as cool portfolio as possible.
Finally, DCHPL-2 is live! These three picture is my first of a series I will continue work on during 2009 and probably 2010. They are found at my Cover Art selection if you have not seen them.
I have had these illustrations almost ready for over a year now but I have never had time to finish my website so therefore I have kept them in my drawer. I’m sure you know how it is… there are thousands other things to do then finish your portfolio. However, I came up with a pretty easy solution in the end but still very open creative with the cover solution. The base of this WordPress blog and my portfolio on Cargo. Thank you Andreas Philström and PM for helping me out with the WordPress programming. I really like this solution where it will be more focus on creating stuff for my portfolio instead of recreate my website.
I have actually been working on the content for the site during several years. The main idea for the site was to try out new techniques and medias that I never have been working with earlier. For example fashion drawing, learning Painter and concept drawing, creating a font, learn more about After Effect and so on.
My goal was also to make everything myself but as I said, the time issue is pretty big in this branch, so instead of making the photoshoot myself I worked close with a photographer, Håkan Moberg, and Mathias Lindgren (North Kingdom) helped me out with making the robots from my concept drawings.
Project: Website by North Kingdom. My work: Interactive Art Director & Designer. Client: Forsman & Bodenfors. Information:This autumn we did a small work together with Forsman & Bodenfors for Tele2. They come to us with a rough concept and a very short deadline. It wasn’t the biggest challenge when we talk creative freedom, but we did I good teamwork and put together a pretty cool campaign in the end.
Project: Website by North Kingdom. My work: Art Director & Lead Designer. Client: Coca Cola Zero Germany. Information: We developed the online concept in near collaboration with Coca-Cola Germany. North Kingdom was responsible from concept thru filming, production and delivery, collaborating with many of our favourite partners and subcontractors.
Results: 1 400 000 visitors (completed games). Avarage time spent on site: 9,5 min. Awards: FWA Site of the day and Site of the Month, Bronze at Clio Awards 2008, Silver at Cannes Cyber Lion 2008.
Some of the screens from the four games you have to go through to complete the mission. The scenography is built and filmed in a studio in Skellefteå. Check out the Making of “Coca Cola Zero” here if you want to see how we did it.
To get a stronger game feeling I wanted an illustrated manner between the games and to the tutorials. This was done by Anton Eriksson.
Andreas Philström(AD, North Kingdom) and I have just launched a design inspiration blog called Reform & Revolution with authors like Rob Ford (FWA), Chris Hewitt (dstrukt), Peter Jaworowski (The Hejz) among others. Here we will post and discuss stuff that inspire us!
Project: Website from North Kingdom. My work: Art Director & Lead Designer. Client: Goodby, Silverstein & Partner. Information: A new “Got Milk?” campaign together with GSP. This time we did a boardgame where we actually built a real board as a ground for the site. The model was around 2,5 x 3 meters. Art Director from GSP was Jorge Calleja.
Project: Website from North Kingdom. My work: Art Director. Client: BRIO. Information: BRIO is a piece of Swedish history. BRIO, who is making toys by wood, have changed their profile and therefor wanted a new face on the web.
Project: Website from North Kingdom. My work: Art Director & Lead Designer, Creative. Client: Vodafone Group, London. Information: A presentation of who Vodafone really are. We made a long movie where the visitor can interrupt the film and interact with the content in different layers.
Project: Website from North Kingdom. My work: Art Director & Lead Designer. Client: Goodby, Silverstein & Partners. Information: Got Milk? is a milk campaign for the American market from Californa Milk Dep. Art Director from GSP was Will McGinness.
Project: Website from North Kingdom. My work: Art Direction (w. Bjarne Melin) / Graphic Designer/ Flash Animator. Client: Armchair Media/ Coca Cola. Information: A showcase site for five special designed bottles for Coca Cola. The bottles where designed by Designed Republic, MK12 among others.
Project: Website by North Kingdom. My work: Art Director & Lead Designer. Client: Otto Stockholm & Nicorette. Information: An independent international newschannel named Smokeweek wants to save the worlds smokers from a fresh and mintsmelling future.
Result: BBDO Oscar, Silver Lion at Cannes Cyber Lions 2005 and Finalist at the biggest competition in Sweden; Guldägget.
Project: Website / E-shop. My work: Art & Creative Director / Graphic Designer. Client: Blaugallery & Designchapel. Information: Blaugallery offers high quality frameworks with motive printed on canvas with artists from all over the world.
Project: Website by North Kingdom. My work: Art Director & Lead Designer. Client: Qi, Amsterdam. Information: A new site for Philips Home Entertainment. The site includes both a product presentation and an experience area.
Result: EPICA bronze, FWA Favorite Website Award of the month, Macromedia Site of the Day.
Project: Website by North Kingdom. My work: Art & Creative Director & Lead Designer. Client: Vodafone Group, London. Information: A website for Vodafone showing how we might experience and interact with the future mobile services in 5-10 years.
Result: Most honored internet production in the world 2004 including 2 gold Lions at Cannes Lion 2004, 2 gold at One Show 2004, 2004 People’s Choise at FWA