Dragan Stiglic :: Professional Portfolio |
||
FEATURE FILMS | GAMES | INNOVATIONS | COMMERCIALS | MARKETING 4 HIGH-TECH | TELEVISION | MISCELLANEOUS |
||
|
"Video games are bad for you? That's what they said about rock and roll." - Shigeru Miyamoto |
|
VIDEO GAMES :: VIRTUAL WORLDS :: SERIOUS GAMES :: VIRTUAL SETS :: INTERACTIVE MULTIMEDIA |
||
| . |
COMPUTER GAMES / MASSIVE MULTIPLAYER ONLINE GAMES |
| . |
12| |
> 2009 :: PETROGRAD - Cinematic / Teaser-trailer :: SPACE COWBOYS, Israel, US, Ca
:: Creative consultant, titles, and re-mix editing. With Game Designer Roy Shapira and his Space Cowboys game development group - co-created this teaser for an upcoming game. With all footage rendered in real-time using Cry Engine 2 - this suspense X-files style teaser managed to collect impressive 40.000 views in only 2 days of exposure on hardcore gamers community sites and YouTube. |
|
||
| P R E V I E W |
11| |
> 2009 :: SPACE ROULETTE - Game Prototype :: 888, Israel
:: Authoring Game Prototype for UX testing. Created 2.5D beckgrounds, textures, 3D models, and designed and prototyped innovative gameplay for classic Roulette Game. Setting roulette in space - this classic casino game gets a new spin by involving gravity as additional parametar for gameplay, and enhanced entertainment value. |
![]() |
||
| P R E V I E W |
10| |
> 2009 :: EXPANDABLE - Teaser-trailer for FPS game/mod :: SPACE COWBOYS, Is/US/Ca
:: Cinematic consulting, editing and music composing for Expandable - game in development. Started as game modification for Crysis 2, this firt person shooter has been developed into a full game by Roy Shapira - one-man-band game designer. After this mocup teaser-trailer, Roy managed to assemble small crew of game asset creators, and under the name of Space Cowboys - move on to the next project - Petrograd. |
|
||
| P R E V I E W |
09| |
> 2008 :: JOURNEYS - Metaverse / MMOG :: JOURNEYS, Israel
:: User-experience and game production consulting, game previs. Created game's first interactive animated prototype using Anark Studio. Established principles for synchronising camera parametars in character's 3D environment with camera parametars originating from background photographs. Established production procedures and suggested several solutions for creation of in-game characters and matte-painting-style multi-layered location backgrounds. Proposed creative suggestions regarding gameplay and look&feel. |
![]() |
||
| P R E V I E W |
08| |
> 2007 :: MOONDO - Massive Multiplayer Online Game :: Funtactix, Israel
:: Art directing/producing, game previs. Created project structure and designed/organized creative workflow for art department. Co-designed 3 game levels/arenas. Co-created storyboards and concept art for 4 environments. Co-designed and prototyped gameplay, visual effects, and camera positioning - using Anark Studio. Conducted and supervised all game art assets creation. Served as communication bridge between art and programming departments. Roughly tripled production efficiency and elevated art output to AAA level. |
![]() |
||
| P R E V I E W |
07| |
> 2007 :: RELATIVITY VOYAGE - Edutainment :: COSMOGON CREATIONS, Israel
:: 3D Multimedia Authoring. With Israel's young experts in the field of quantum physics - Bel Golan, and Chen Shalem, co-wrote and authored Anark-based interactive 3D multimedia that explains Einstein's special theory of relativity. Since Einstein's concepts are very hard to comprehend, complexity of turning the scientific theories into action script and then into previs (pre-vis, previsualization) was a challenge with difficulties way beyond any film script. |
![]() |
||
| P R E V I E W |
06| |
> 2006 :: SAMURAI STAR - Mocup Trailer Cinematics :: KINETIC IMPULSE :: UK
:: Directing, camera animation, editing, scratch sound editing. Objective was to create fighting action sequence demo that would serve both as martial arts film mocup trailer and game cinematic. Camera coverage during fight had to be directed in way which will allow later live action film shoot using normal crane/dolly equipment with minimal intervention in post. Source Motion Data originates from Centroid 3D Studio, and was edited/prepared by Richard Widgery of Kinetic Impulse. |
![]() |
||
| P R E V I E W |
05| |
> 2006 :: ACCELERATOR -Edutainment :: WEITZMANN ISTITUTE OF SCIENCE , Israel
:: Storyboarding, texturing, 3D multimedia authoring. In association with Quantum Physics expert Bel Golan - created game-like presentation of nuclear accelerator and the process of nuclear fission. Using Anark Studio interactive 3D multimedia package, authoring of this science-game was both fast and fun to do. It was an unusual award to watch school-kids enjoying the game, while 'getting the idea' about the physical processes behind it. |
![]() |
||
| P R E V I E W |
04| |
> 2005 :: SUBCOSMIC :: COSMOGON CREATIONS , Israel
:: Created prototype for weird underwater FPS game. Game's cinematography and motion are designed around weightlessness / low gravity. Artistic target was to create eclectix mix of space and underwater look&feel. This game prototype served as the first game-like experiment featuring Depth Illusio Digital Imaging technology. Based on use of special CG lenses and equations that control all motion inside the game - this technology provides an enhanced illusion of depth. It's a bit like Dolby Stereo for Human Eyes. |
![]() |
||
| P R E V I E W |
03| |
> 2005 :: LITTLE BRAVE KNIGHT :: HUMAN EYES , Israel
:: Created game concept and art. Using counter-intuitive principles in animating characters and layers, advanced CG lens, and non-linear 3D space - this technique creates intense illusion of depth. Little Brave Knight was designed to look just like any casual Flash-based multilayer platform game, while making a difference in it's high degree of immersion achieved via extreme depth sensation. |
![]() |
||
| P R E V I E W |
02| |
> 1996 :: OG'S BONES :: TILTAN Technologies , Israel
:: Scriptwriting, storyboarding, directing, and VFX. Created animated presentation / cinematics for game based around Og's Bones construction elements. Cinematics had objective to showcase potential of both plastic construction toy and it's soft-toy version. Slightly ahead of LEGO, this was probably world's first attempt to create construction toy that will be fun in both reality and in the computer. Presentation showcased toy concept's potentials assisting negotiations for Tiltan's acquisition by Acclaim Entertainment. |
|
||
| P R E V I E W |
01| |
> 1995 :: AVIATOR :: PIXEL GAMES, Israel
:: Scriptwriting, storyboarding, previs directing and VFX . Wrote original script for SF flight combat game. Created concept art using 3D CG and digital painting. Original script and concept works were accepted by SONY's playstation game division that granted PIXEL Games license to use SONY's authoring suite for PLAYSTATION ONE. Game was imagined as Massive Multiplayer Online Game, where all players would participate in "grand mission" as single players, but with team-based assignements and ratings. |
![]() |
||
| P R E V I E W |
| . |
VIRTUAL SETS / VIRTUAL STUDIOS |
| . |
05| |
> 2002 :: INDIGO DOME SPECTACULAR :: INDIGO, Israel
:: Storyboarded and directed SF-style animated promotion for complete palette of Indigo's Digital Printing Machines. After nearly seven years in use, main award-winning animation and promotion video for Indigo was this year re-freshed with new an impressive animation of all Indigo machines placed iside futuristic dome. Dubbed "Indigo Dome Spectacular" - this animation was wowing audiences at DRUPA 2002 (World's largest printing exhibition) in specially designed projection booth. Same year - Indigo was acquired by HP. |
|
||
| P R E V I E W |
04| |
> 2001 :: QUANTUM SHOP-ME! - Shoping Channel Set :: VIRTUAL ONE, Israel
:: Scriptwriting, storyboarding, and concept art. Objective was to design high-class Virtual-Set based show for real-time televized presentation of commercial products. Show featured virtual set with presenters, special pedestal for product presentation, and several scripts that covered various paths of action - depending on type of the product presented. |
|
||
| P R E V I E W |
03| |
> 1997 :: HALALIT - WORLD'S FIRST VIRTUAL-SET SITCOM :: JCS, Israel
:: Virtual set concept art, storyboarding, and creating textures designed for real-time performance. Storyboarding and directing animation and VFX. Tel-Ad Broadcast, JCS, RT-Set, and Sher Productions joined forces to create this TV pilot as worlds first Virtual Studio based sitcom. To my best knowledge - this was world's first attempt to create feature film TV series with actors performing against real-time 3D virtual set environment. |
|
||
| P R E V I E W |
02| |
> 1996 :: TECHNION INSIDE - Virtual Set Presentation :: TECHNION, Israel
:: Virtual set concept art and texturing. Storyboarding, VFX directing and compositing. Using synchronized triple-screen video projection- this animation and visual effects driven presentation highlighted advanced areas of research at Israel's famous TECHNION University. SF-style virtual set was representing supercomputer's memory - hosted by Technion's professors introducing videos from various Technion Laboratories. |
|
||
| P R E V I E W |
01| |
> 1996 :: CYCLO-TUNNEL - VIRTUAL STUDIO :: ORAD HIGH-TECH SYSTEMS, Israel
:: Created Concept art for Orad's first Kinetic Virtual Set. Storyboarded, designed, and conducted live Virtual Studio presentation that showcased content creation potentials of Orad's technology. Presentation was custom-made for For-A's chairman Mr. Kenzo Kitahara and his delegation. After successful presentation resulted with an entire Japanese delegation laughing out loud - Orad closed long-term distribution and technology licensing deal with For-A, and sold 5% of it's shares for undisclosed seven-digits sum. |
|
||
| P R E V I E W |
| . |
INTERACTIVE 3D MULTIMEDIA / SERIOUS GAMES |
| . |
03| |
> 2003 :: BRUSH'N'ROLL :: COLGATE/PALMOLIVE, US
:: Wrote and designed presentation for innovative freshly-patented tooth-brushing concept. After giving product an original name - Brush'N'Roll - designed and authored Anark Studio interactive 3D multimedia presentation featuring virtual 3D brush. This interactive presentation clearly discribed advantages of the patented teeth-cleaning principle, helping record-fast response that won for it's inventors six figure deal with Colgate/Palmolive. Presentation inspired "Guide To Brushing" Colgate presentations. |
![]() |
||
| P R E V I E W |
02| |
> 1994 :: INFO-RESCUE :: PIXEL MULTIMEDIA , Israel
:: Directed game cinematic and cut-scenes. Storyboarded and directed game levels that combined live action and CG. Directed and edited promotion video in movie-trailer style that assisted Pixel Multimedia strike it's first big multimedia deal with GT Interactive. Created one of the world's first sprite-based in-game animations using live actors. |
|
||
| P R E V I E W |
01| |
> 1993 :: SPORTS ILLUSTRATED :: PIXEL MULTIMEDIA , Israel
:: User experience consultant. Directed and edited promotion video. Assisted interactive multimedia development providing comments and suggestions regarding User Experience and Graphical User Interface. Created promotion video in movie-trailer style - as combination of software-package screenshots and live action footage. |
![]() |
||
| P R E V I E W |