A Tree Grows in Old Mexico

September 20th, 2007

The metaphor of a single seed from which grows the mighty oak, symbolizes the humble beginnings and 100 year rise to prominence of the international business conglomerate in a recently completed :30 for Mexico City.

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Director Manuel Bierjerman envisioned a time-lapse progression from a vintage, undeveloped landscape, to a fully formed modern Mexican city park spanning 100 years of history. With an ethereal feel and a palette inspired by the famous Mexican artist , the spot is set in motion by a young girl nurturing a seedling. The sapling grows and a city develops… Driven by the economic opportunity created by the young company, then known as Salinas y Rocha. As the evolution brings us to the present day, the girl again appears at the site of the now towering oak, this time as the elderly matriarch. Along with her, generations of offspring symbolize the growing family of companies under the Grupo Salinas brand.

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Principle photography of the little girl, the family and actors portraying company employees, was filmed in Mexico City in green screen under the supervision of our Animation Director Troy Davis. Aside from these few live-action elements, the entire spot was realized by Geomedia artists completely in CG. As if the prospect of animating a growing tree weren’t daunting enough, our animators also had to create and choreograph thousands of CG characters, animate a city evolving over 100 years, create a CG landscape with mountains and sky… and ultimately have all the CG elements come together to match the live-action footage, in one continuous shot… All in 30 seconds!

During pre-pro meetings I suggested we investigate a specialized software package for the creation of our tree. I’d heard of a tool with the curious name “” from German software developer Greenworks in Berlin. The software was originally developed for the platform and it’s name is an acronym which stands for X-windows based Finite Recursive Object Generator. We tested the software and consulted with the original developer in Duisburg, . The software is available as a stand-alone but was also available as a plugin to one of our workhorse 3D packages . Early tests were encouraging. The tool had extensive control, including such esoteric parameters as “branch deviation, and “… What fun! We decided to proceed with Xfrog for the design and animation of our tree. As I had gone and opened my big mouth to suggest it, I was given the task!

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It’s projects like this that have made me pre-maturely gray! Animation parameters that seemed perfectly capable during early testing, quickly fell apart when pushed to the extent required to grow a tree from sapling to full maturity. The interrelatedness of control parameters was particularly frustrating. Just when we were having success with one parameter, another would be wrecked or cause anomalies in the motion or the generation of subsequent branching. It all went around in a seemingly of madness for nearly a month! Finally after lots of brute force keyframing, I wrangled the thing into submission and we had our hero tree. In spite of the difficulties with Xfrog, it is brilliant software and I shudder to think of having to pull off such a complex task in a conventional 3D package. Camera data, exported from in .fbx format, was imported into C4D to match final camera animation. Beauty, shadow and ground passes were rendered for later compositing into the final scene underway in XSI.

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All the while I was trying to avert insanity over the tree animation, Troy had his hands full trying to fit over 2500 3D characters through the pipeline! The director called for crowds of “employees” to encircle the tree while the (virtual) camera cranes overhead. In the final shot the employees turn over cards forming the logos of the various companies under the Grupo Salinas corporate umbrella. In a final card flip the Grupo Salinas logo is formed.

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To accomplish the effect, a library of digital characters were modeled and in XSI. Walk cycles and a card lift sequence were animated for each character. Troy then wrote a custom which would arbitrarily select from this library and place the characters in a radiating position around the tree. Random seed values were incorporated into the script in order to position characters in natural distances and angles relative to one another. Scripting also controlled the timing of the characters as they walked and lifted their cards overhead. The animation of the cards and the parsing of the shared texture map of logos was also choreographed via custom scripts. The complexity of executing the scripts (not to mention writing them!) as well as the shear volume of geometry involved, made for extremely slow going during this phase. Extensive optimization of the scene as well as delicate settings within XSI to optimize the renderer, were required before the scene would render without choking!

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The time-lapse evolution of the city skyline was also modeled, animated and rendered within XSI. The client supplied photo references of period architecture and descriptions of the early Salinas y Rocha building and it’s various incarnations to the present day. Geomedia 3D whiz kid extraordinaire, Jeremy Kenisky, painstakingly modeled and animated each building as it is “built” from the ground up. Jeremy also created the sequence of the original SyR store as it undergoes a dramatic transformation between its intermediate forms and it’s familiar current day modern architecture and signage.

Another complex piece of the puzzle involved the natural environment in which the entire spot takes place. The director wanted to see an empty stretching to a horizon defined by foothills and distant mountains. As the city evolves the natural landscape transforms into a manicured city park. He imagined clouds passing rapidly overhead to further enhance the stylized passage of time. Early in the project we considered stock photography and time-lapse cloud video but we could not find the perfect combination of perspective or point of view. The single camera pull out and overhead move also presented problems with this approach. We would have to somehow do the environment in 3D.

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Like a dumb ass I once again stuck my foot in my mouth and suggested we consider yet another unfamiliar software package to get the job done. from e-on software turned out to be just the ticket. The software has amazing tools for creating natural landscapes and photo-realistic atmospheres but it’s unorthodox user interface and approach took some getting used to. The biggest problem (besides the horrendous render times) was getting camera data from XSI into our Vue scene. The beta version of Vue we were using had no native XSI support. We finally discovered a circuitous route through various 3D packages to convert the data into something Vue would recognize. The final rendered landscape matched seamlessly.

The live action plates and final rendered CG output from the disparate software packages, were composited in . Keying, color correction and extensive FX work were also performed to blend all the elements and impart the soft atmospheric feel and painterly palette the director called for.

The spot was an enormous technical and artistic challenge for the Geomedia team and I’m humbled by their show of skill and tenacity over the long hours required to see the project to completion… Having the director declare that the finished spot surpassed the vision even he had in his own minds eye, makes it all worth it.

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San Antonio Video Production

August 28th, 2007

San Antonio has long been the home of media titans and , energy conglomerates and and financial services leader . Recently other high profile companies have discovered there’s a lot to like about building your business in this part of Texas as well. The new manufacturing facility for , a call center, up to a from and a data center are a couple examples of that trend in action.

If you’re a media professional who’s relocated to San Antonio to join one of these companies, or one of the city’s entrepreneurial new , or one of the many public and private sector organizations in between, we wanted to take a moment to welcome you to the neighborhood.

Corporate transfers can present many challenges – finding a new house, getting the kids in a new school, learning how to get around a new city, not to mention the time it can take to develop new relationships and rebuild your professional network. Geomedia can’t help you much with the house or the school, but we might be able to offer you a little something that can help you build your list of media contacts more quickly.

In that spirit, here’s an overview of some of the media related companies that we’ve gotten to know over our 12+ years of doing video production, post production and visual effects in San Antonio. You might think of it as a Guide to the San Antonio Video Production Market.

The proverbial light bulb.

One common element we’ve found in all our projects that were later determined to be successful is that they all started with a great idea. You no doubt know this part of the process by its industry term, creative. Maybe creative is your strong suit, and if so, congratulations. That’s a special talent and the city can sure use you. But if that isn’t where your gifts are, and you aren’t blessed with someone like that in house, then you’re going to need some help. Geomedia provides creative support services, but much of the work we do is with advertising agencies who specialize in exactly that – developing innovative strategies for communicating your message. Agencies bring us an idea, and we help them build it.

If you’re searching for an advertising agency in San Antonio, the is a good place to start. Over the years Geomedia has delivered successful projects for San Antonio based ad agencies of all shapes and sizes, like , , , Rudd Creative, , , Parker Creative, , and the to name a few.

We cherish the many friends we’ve made at these San Antonio agencies. And now as , we find ourselves working with more and more agencies from all over the world. So whether your needs are local, national or international, please don’t hesitate to give us a shout and we’ll be happy to help you with your search in any way we can.

Now, how the *$#&@ do we build this thing?!?

Turning that great idea from a sketch on a napkin into something that’s ready to distribute to a large audience is the part of the journey where Geomedia really shines. In our San Antonio post production house you’ll find a full time team of award winning editors, animators and designers who are passionate about their jobs. But we’ve learned along the way that paying attention to all the fine details is another trait of successful projects, so we sometimes bring in ultra specialized talent to help your project achieve it’s full potential.

For example – where are you going to shoot?

Some projects are shot outdoors on location, but other projects require the controlled environment that only a high quality indoor studio and soundstage can provide. We designed the Geomedia facility to be the best choice in the city for pre production, post production and creating visual effects. You’ll find comfortable suites constructed around tools of our trade like , , , and more. But when we need a location for a large indoor studio shoot in San Antonio, we often turn to Maverick Studios.

Geomedia’s booked Maverick studios to capture everything from live action footage for a traditional 30 second spot to footage for a complex project destined for international film distribution, and those experiences have always been positive. In fact, some of the footage for one of our editor’s recent winning entry in the was shot at Maverick as well. (way to go Smiley!)

In the interest of full disclosure, we should mention here that some members of the Maverick team are also part of our regular Thursday night pickup basketball game. And though there’s little doubt that their jump shots may be lacking, we’ve found their desire to provide the physical space where you can shoot your project is not.

I’m ready for my closeup now.

Ok, so now that you’ve found a place to shoot, where are you going to find the talent to star in your San Antonio commercial, industrial video or film project? Though some members of the Geomedia team have been cajoled into making a cameo appearance over the years, our professional life is better spent behind the camera, so we turn to specialists in the area of finding actors and talent. , , and the are the San Antonio talent agencies we rely on for help in finding just the right face for a project. For another recent project, we suggested a client may want to try out the services of to help them find their pitch person for a national campaign and they reported back good results. Austin based is also very good at what they do.

Or if you prefer to turn your whole search for talent over to a San Antonio Casting Agent, is a name you should know.

Lights, _________, Action.

Being a media type, it probably took only a split second for your mind to find the word to fill in that blank with – camera. Matching the right video or film camera for a project is an important decision. Unfortunately, you can’t always find what you need in San Antonio so we often turn to in Austin when we need something like a Panasonic AJ-HDX900 or a for a shoot. at has really delivered for us in this area on occasion as well.

Just as important as finding the right camera though, is finding the right person that can make that camera sing. Someone who can capture every ounce of emotion and subtle nuance a scene has to offer, and make it look great. That is often the job of the and one of our new favorite DP’s to work with is . In addition to helping us capture some beautiful footage for several recent ad campaigns, you may have seen some of Zach’s camera work on projects like on , and from .

Another DP we’ve enjoyed working with is . With credits like and to his name, we’re always glad when Peter is available for a project.

And is a versatile and talented DP we’ve only recently started working with. The pleasure has been all ours so far as Vance has really come through for us. If you’re looking for someone with experience in aerial photography, you may want to talk to Vance.

Can you hear me now?

Here at Geomedia we provide a full service audio suite, including such everyday necessities as a dedicated mic booth, a full library and a based workstation. But sometimes an audio project requires more horsepower than that. When that happens, some places you can turn to for San Antonio audio production services are and .

I need 2000 copies of that DVD tomorrow…please.

Your project is in the can, ready for release. Sometimes delivering your content means uploading a digital file to for distribution to broadcast stations, or on to our own server so that those who require access to the project can easily retrieve it. But many times a project still requires the need to deliver a large number of physical media, like DVD’s or video tapes, via . For large scale dubbing and duplication, Geomedia is set up to do runs up to about 500 units or so. For projects with duplication needs beyond that, we’ve turned to here in San Antonio and in Austin and have had good results.

Extra! Extra! Read all about it!

OK, your project is out there now and it’s time to let the know all about it so they can help tell your story. We get the chance to work with a number of companies who specialize in doing just that. From international heavyweights like , to local veterans like , to specialists like who we only recently crossed paths with on our , San Antonio has many choices to offer you in this area.

The next generation.

When you need to add some in house talent to your team, one of the first places companies often look are local colleges and universities. And San Antonio is no different. We’ve found the (CGA@UIW) to be a great place to look. Jeremy Kenisky, who does 3D modeling and more for Geomedia, is a product of that program and is turning out to be a bright young star. has also been the source of some great talent finds in the past, and the continues to turn out a steady stream of people with the training to hit the ground running.

A rising tide lifts all boats.

Someone asked us why we regularly devote part of our web site to mentioning and highlighting other companies, even sometimes offering links to our direct competition. That’s a fair question, and has been the topic of some internal debate. Our answer speaks to the underlying philosophy here at Geomedia. It can sometimes sounds a bit cliché these days, but delivering the most value to the client is really what we’re all about, and continues to be at the core of the Geomedia foundation.

It takes collaboration with all kinds of talent to keep delivering success. Letting you share in the knowledge that we learn along the way and letting others share in the credit they’ve earned is a way that we, like the city we call home, can continue to grow, together.

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related item: The , a part of the , offers an that is a great resource for information on film, television, and commercial industries in San Antonio.

related links: ; ; ; ; ; ; ; ; ; ; .

tags: ; ; ; ;

Pinball Wizards

August 22nd, 2007

Be the ball… In this final installment of a trifecta of visual FX spots for Mexico theater chain , we take the viewer on a journey through the machine. Completing a huge re-branding campaign, this exciting, fast-paced theatrical policy trailer reinforces the company’s brand partners and touts the theater’s numerous amenities while encouraging behavior from it’s patrons. This project is the culmination of our efforts through agency SOS Publicidad for client MM Cinemas, in what has been a very successful transition for the company.

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Given only the general concept, it was up to us to design the look, direct the action and move the story. In addition to reiterating the typical policy message i.e. turn off cell phones, no smoking… We also had to highlight features such as digital surround sound, the food court, wide aisles and comfortable seating… among others.

Conveying these messages with only a few , flags and drop targets proved to be quite a challenge. For some of the trickier concepts we departed from traditional pinball mechanisms and scale. A good example of solutions for some of the more difficult to convey messages are the scenes describing stadium seating and digital audio.

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With most of the story-line and visuals figured out we began constructing the pinball machine. 3D modeling was carried out in practically single-handedly by our own Jeremy Kenisky. It was like modeling a small city! There were hundreds of individual elements to construct and numerous of the model were presented before reaching it’s final form. The model had to literally function yet be consistent and visually interesting. Design modifications and additions occurred right up to final delivery as we made sure were getting the best use of available real estate to tell our story.

As the model neared completion, references of it’s geometry were sent to the graphics department to begin the arduous task of . Geomedia artist Rudy Martinez handled the bulk of the 2D design of the table and prepared most the texture maps. A blackbelt in both Adobe Illustrator and Photoshop, He crafted a beautiful theme and palette based on the re-branded motif of the theaters. Additionally, hundreds of functional design elements i.e. arrows, pathways, logos, lights… would need to be designed and consistently integrated. All textures received careful attention to insure sufficient resolution in close-up shots. It was an enormous undertaking given the huge number of geometric elements in the model, all requiring individual textures. Rudy also designed and animated 2D motion textures which appeared on the backglass and pathways. The finished spot would not have turned out as special without such terrific design and artwork… Kudo’s Rudy!

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While modeling and texturing continued, scene blocking, animation and lighting were being developed. Animation Director Troy Davis was responsible for lighting and the overall look of the spot. Troy also oversaw animation and camera work as well as render wrangling and technical direction. The scene had well over 100 lights. High dynamic range arcade environment maps were used to great effect on the highly reflective pinball and metallic surfaces of the machine. , shadow and motion vector passes were rendered separately to be incorporated later in compositing. A particularly challenging aspect to the lighting was the sequencing of lights illuminating the playfield during specific moments of game play. The pinball table had around 75 embedded playfield lights. Manually keying believable and interesting sequences would be a bit tedious… Scripting to the rescue! Geomedia artists developed a small animated image map which corresponded with the placement of the 3D playfield lights in XSI. Troy wrote a script in which a light is triggered to be on or off based on the animated image map. Utilizing this method quick changes could be made to the lighting sequences simply by editing the animation of the 2D image map in . We tweaked the image map animation until we had something we liked and then plugged it into our XSI script to trigger all the lights automatically…

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Rendered image passes of the film-resolution frames were composited in After Effects. Ambient occlusion and shadow levels were dialed in. Motion vector data files output from XSI were utilized in the composite to generate as a post effect. This greatly reduced the already substantial rendering burden of processing the 2K files. Color correction tweaks and subtle glow effects were added on a shot-by-shot basis as needed. Fireworks effects were created via 2D particle system and tracked to match the camera move in the climactic final crescendo as the player scores the ultimate point. Audio was scored and posted in Mexico. Final frames were delivered as digital files for film-out and duplication in Mexico City.

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Once again, I’m thrilled by the creativity, talent and teamwork exhibited by the entire Geomedia crew in pulling off such a large and complex project. We’re told that the spot looks awesome on the big screen. We’ve received effusive compliments from the MM Cinemas client and the spot has become very popular with the audiences.

ENJOY THE SHOW!!

CLIENT: MM Cinemas

AGENCY: SOS Publicidad

ANIMATION/FX: Geomedia, Inc.
Troy Davis, Animation Director
Martin Jaeger, Compositing/FX
Jeremy Kenisky, 3D Modeling/Animation
Rudy Martinez, Graphics/2D Animation

Build your own Mini Dolly 4

July 17th, 2007

Note: This is part four in a series. In case you missed them, be sure and visit Build your own Mini Dolly 1, Build your own Mini Dolly 2 & Build your own Mini Dolly 3.

It took me a couple of months but I finally gathered all the receipts from our Mini Dolly project. I was shocked to find out that it actually wasn’t as pricey as I thought it was going to be. Well, mostly because we had most of the tools already, but more importantly we had the . The head would have been an additional $150, even more if you wanted to purchase a different head. Also I did not have a time clock where I could punch in my hours of time I spent drawing, working and driving, so man hours are just a . But nevertheless, here it is broken up into categories.

COST:

Misc Parts/Paint $94.00
Additional Misc Tools $106.00
Wood $48.00
Skate Wheels $30.00
______________________________

Total: $278.00

Man Hours: 30
Trips to Lowe’s: 17
Splinters: 3

TOOLS REQUIRED:

Drill
Sander
Jig Saw
Screw Driver
Pliers
Clamps
Glue

Oh and by the way for the platform I purchased a 2 foot by 4 foot piece of again at and it was $8. You will need some to level it out on different surfaces. If you want to bring it off the ground a little bit I found work get. If you really want to get it off the ground use two and 2 , mount the MDF and the sky is the limit.

Here are links to the blueprint and wheel stickers that I used:

Related Links: , ,

Snow Patrol

June 4th, 2007

Who’d of thought an innocent little powdered donut could wreak so much hilarious havoc! In this updated spinoff of our popular 2004 “Avalanche” spot for client , a runaway donut careens down the snowy slopes of a ski resort, amassing an interesting menagerie of “wildlife” as it goes. Culminating in a powdery collision with a tree, the characters are eager to go again on this unlikely thrill ride with Bimbo “Donitas”!

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Geomedia reunited with production company and Director Walter Luis Brunialti on this :30 for agency Foote, Cone & Belding, S.A. de C.V. Principle photography was conducted in through Lemonade films, Inc. Animatiion Director Troy Davis flew to Canada to supervise FX shots as well as green-screen setups. Of course the weather was beautiful for the pre-pro days and steadily deteriorated for the scheduled shoot days, resulting in several missed shots which would need to be entirely recreated in CG. Geomedia to the rescue!

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The spot follows a powder donut, inadvertently dropped by a . As it rolls down a ski run it picks up snow and grows to enormous proportion. The increasingly massive donut also picks up an imaginative array of winter characters on its course, carrying them along for the ride. Beginning with a hapless trio of fellow snow-boarders, the cast includes a family of and a bewildered sea lion.

Actors in costumes portrayed the (abominable snowman) family. In action scenes with the donut, they were filmed reacting to the approach and impending collision with the giant pastry. The actors were then removed from the scenes and film was rolled to create the clean plates for the CG effects. The yeti shots all required extensive rotoscoping, paint and color correction in order to hide seams in their costumes and soften telltale fabric folds.

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Traveling camera shots of the approaching donut or following POV shots were accomplished via from a moving snowmobile. These shots would later be ramped in post production and in order to match the animated donut’s movement to the scene as we follow it along it’s course. 3D animation of the donut was accomplished in as was all particle animation of snow being kicked up by the rolling donut. Troy devised a clever trick to create the trough left in the snow by the passing donut. A separate would create a trail of particles which would accumulate on a 3D ground plane as the donut rolled through the scene. This trail of particles was rendered in a separate pass as a matte. During compositing a deformation of the background plate could be modulated by this matte to create the look of a depression in the snow. Erosion and fractal distortions of the edge of the matte enhance realism and lend an quality of the effect.

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Troy also improvised an ingenious solution to create the climactic snow explosion when the donut finally hits a tree ending it’s downhill juggernaut. The technique involved a dynamic simulation to create the chunks of snow and subsequent smaller pieces of snow and particles ejected from the disintegrating donut upon impact. It’s a little tricky to describe and even trickier to set up. First, objects resembling fragmented chunks of snow were modeled. These chunks were tagged as rigid bodies meaning they would obey physical properties like gravity, friction, mass… They would also react in a physically accurate manner when colliding with other objects in the scene as well as with each other. Next a polygonal torus the size of the donut was created and designated as a containing volume for the rigid body objects. A single polygon was removed from this torus through which it would be “filled” with the rigid body snow chunk objects. A preliminary dynamic simulation was run whereby a long tall column of the rigid body objects was “poured” into the torus object filling the volume. The previously removed polygon was then replaced and voilá, a perfect “pre-fractured” donut was ready for the tree impact.

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The primary dynamic simulation was now run with our “snow-filled donut” rolling down an inclined plane in 3D space toward a cylindrical “collision object”. At the moment of impact the influence of the bounding torus was turned off. No longer contained by the torus object and with the velocity inherited from rolling down the hill, the snow objects collide with the “tree” object and explode, scatter and bounce as the simulation is computed. The primary snow chunk objects are also programmed to emit a second complex of particles to simulate the disintegration process. This second group of particles, in turn, spawns a third complex of light fluffy snow flake particles. Each particle system is endowed with physical properties which govern it’s interaction with the atmosphere such as turbulence, air friction and wind. The final composited effect with shadows, camera shake and makes for a spectacular finale.

Now we know that are not indigenous to Canadian ski slopes but hey, if you’ve already got a family of yeti’s, a fur seal is not such a stretch of the imagination! This little piece of character animation was no trivial undertaking. Seals are not known for their emotive facial expression so striking a balance between realism and the ability to convey surprise without looking too cartoony was a tough get. Modeling, texturing and rigging of the seal character was handled by Geomedia animator Jeremy Kenisky. Early iterations of the seal had a more furry look, similar the endearing little baby seals seen in propaganda. Final versions incorporated a more wet, circus-type seal hybrid type of look.

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In addition to some of the animation chores, I handled the bulk of the compositing and FX work. 3D animation sequences were rendered out to separate pass channels. Ambient occlusion, shadow, lighting and beauty passes were combined in After Effects. Color correction, rotoscoping and final sweetening were also handled in AE. As is becoming more and more common, final frames were delivered to the client on disc (in lieu of tape) for ingest, finishing and dubbing at the agency’s facilities in Mexico City.

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As always, it was a pleasure to work with our friends at Sevilla and we look forward to the next adventure with Bimbo Donitas!

CLIENT: Bimbo, S.A.
Raul Vargas, Director of Marketing

AGENCY: Foote cone & Belding, S.A. de C.V.
Samuel Beltran, Creative

PRODUCTION HOUSE: Sevilla Cineproducciones, S.A.
Walter Luis brunialti, Director
Carlos Sevilla Ortiz, Executive Producer
Barbara Chavarria, G., Producer

ANIMATION/FX: Geomedia, Inc.
Troy Davis, Animation Director
Martin Jaeger, Compositing
Jeremy Kenisky, Animator

PRODUCTION HOUSE: Lemonade Films, Inc.
Ted Herman, Producer
Al Cooper, Production Manager
Carmen Ruiz y Laza, Coordinator/Translation
Gerry Higgins, Coordinator

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