William Thorup

Illustrator, Motion Graphics Designer, Animator, and VFX Artist

Category: All

  • Workman Nydegger | Silocon Slopes

    Workman Nydegger | Silocon Slopes

    The motion graphics work for Thor Media continues. This time, a complete 3D piece (done in Blender) with some minor character design and animation, with allot of motion graphics design. Join me on the “silicon slopes” and lets talk about the thorough process this piece went through.

    Before I get deep into this one, I must credit Brek Bulton with the initial concept of the video, and for bringing the job to Thor Media. He wanted to show a skier progressing through a day trip on the slopes. This was to be the backdrop of the for the heavy legal verbiage used for the voice of the video, while highlighting the contemporary nature of the client’s service with the idea of the “silicon slopes”.

    With the scripting we were fortunate that Brek was handling that as well. After a few meetings hashing out the details, and pulling back to fit in the client’s budget, we got a near final script. I say near because the script was technically not locked down until the near finish of the project.

    After the a final version of the script was in place, we had to make a bit of extra effort to convince the client of the concept, and present a visual motif that they would be happy with. This is where motif and character design came in. Because of the budget, I had to come up with a simple but attractive character design to minimize animation work. Inspired by allot of current motion graphics character animation (see Kurzgesagt), South Park, and Google’s paper design, I found a solution. I decided to stick to a 2.5 dimension paper cutout feel, which created a great sense of depth and interest in the image, while minimizing animation work (primarily 2 axis to animate instead of 3).

    With a start on the visual design, I put together two shots to show how the video could look along with a temporary voice over. A long story short, the visual concept was accepted, and now it was time to approach the rest of the video.

    At this point, problems began to crop up when it came to finalizing the script. So, in an effort to keep the good momentum on the project, while accommodating an indecisive client, I decided that an animated storyboard would be needed to check the changing script against planned visuals to help the client to make final decisions in the script. This decision turned out to save everyone allot of time and allowed for flexibility in the visuals, almost right up to the end of production.

    After some minor back and forth on some of the text and visuals in the video, and putting together a small vanity logo for the client to use in another video content, the final video was finished. Even though the project went a bit longer than expected, the final product came out well, and the client was very happy with the final result.

  • Chalk Trees | Certified Conference 2017 Intro Video

    Chalk Trees | Certified Conference 2017 Intro Video

    Finally! A project that got me into Krita’s new 2D animation tool set. What an incredibly valuable tool have in the bag. Lets talk about growing trees made of chalk.

    This is the 3rd year I have done the Certified Conference introduction video, and it is always a joy to work on them. First, credit where credit is due. Neil Bryce is the man who got us this work. He has been a could colleague and friend over the last few years, and through him, Thor Media and myself have had the opportunity to work on a bunch of great projects.

    With these conference videos we have taken the “hand drawn” approach for certain elements before. What makes the approach different in this on is that this is the first time where we didn’t use masks or other automated methods to simulate hand drawn effects. With Krita’s new 2D animation tools, I was able to approach the animating of elements that would naturally be hand drawn from a more traditional approach.

    I have always had a keen interest in traditional 2D animation, I even took a class in college to help satisfy my interest in the subject. Since that class, I have had a few opportunities pop their heads above the water a few times, but the opportunity to develop those 2D animation skills further have always seemed to allude me. Usually due to budget constraints. 2D animation is a very time consuming thing, and to invest in someone like me who doesn’t have allot of experience, or, the project skill-wise is a bit out of my skill set, it has been a hard thing for me to approach on a serious project. Till now…

    Because of the simple concept (Neil Bryce’s concept) I felt that this could be the project to dust some of those old skills off, and give them a go. I am glad I decided to take the risk. Everything, except the obviously 3D elements (rendered and composited in Blender), were hand drawn 2D animated elements. This includes all the text transitions, leaf transitions, along with the introduction of the seed being blown in by the wind with the growing tree.

    I am really proud of this piece, and the client really loved the way it turned out, and came back with only some minor revisions to the animation and colors. Nailed it! I also discovered that animating text this way, as opposed to using a mask, feels much more natural, and ends up taking about the same amount of time as other masking methods. The only issue is, is if the text needs to change. In this case, you have to start from frame 1 with the traditionally animated method. I just have to make sure the project script is locked down before working on these elements in the future.

  • War in 1989? | Art & Voice In 30 Minute Diabolical Podcast

    War in 1989? | Art & Voice In 30 Minute Diabolical Podcast

    A fellow Atari Lynx fan and pod-caster Cujo (twitter @86Cujo) of the 30 Minute Diabolical Podcast invited me to stand with him. Lone 80’s saints, surrounded by the sheep demons of Nintendo. (A bit exaggerated, I know…)

    Cujo contacted me a few weeks back and requested a sound byte featuring the Lynx. Be sure to take time to listen to the podcast, it really is a good listen. My sound byte is near the end. I was also fortunate enough, and deeply grateful to the podcast, for featuring some of my artwork on the blog post page. This was a fun thing to be part of.

    For the record, I am not a Gameboy hater. In fact, one of my favorite games is on the original console. The Legend of Zelda: Links Awakening. Something I would like to make note about “The War of 1989” is something that I truly believe. That is, the “war” hasn’t really ended. With the current retro video game hype of recent years, this is even more true. I don’t argue the size of the camps, or the merits of each console as they compared in 1989, but instead I argue the more contemporary response of what many would deem as “outsiders” or the average person.

    When sharing my retro gaming obsession with others, particularly the Gameboy and the Atari Lynx, there is a noticeable difference reaction. When showing both side-by-side people talk about the nostalgia of the Gameboy, but as the party moves on, and exploration of the Lynx begins, the Atari attraction becomes irresistible for most. A true testament to the longevity that the Lynx, it’s power, it’s games has for the modern gamer. I believe that when compared over time, hardware to hardware, the Lynx didn’t win the battle, but it is winning the war. Just check out this awesome demo that just came out, and this Final Fantasy style game coming out soon.

  • Krita 2016 Kickstarter | T-Shirt & Art Book

    Krita 2016 Kickstarter | T-Shirt & Art Book

    2016 was an incredibly hard, but and incredibly rewarding year. With our business going through tons of changes, along with the release of Flappy McFur and my Inktober Atari Propaganda book, I have never been so anxious, tired, and worn out in my entire life. It is things like this that make it worth it though.

    For their 2016 Kickstarter, the Krita Foundation had a t-shirt artwork contest to determine what artwork would be included on the t-shirt Kickstarter reward tier. With the support of those who voted for my artwork, my piece was chosen for this honor. The t-shirt unfortunately won’t last too long since the artwork was applied as an iron on, but it is still great to know that there are quite a few people around around the world wearing this t-shirt. You can read more about that in my previous post.

    Another reward the Krita Foundation put together was the Made With Krita art book. Featuring the artwork of individuals that use Krita. This was an open submission with limited space in the book. I didn’t miss out on this, and I submitted my “Books and Machines” piece. Just a month ago, I received the book, and it is awesome to see my work next to so many other talented artists who create their work with such an awesome piece of software.

    This is a hallmark for me and my work, and is what I consider my first published work in a large organization. I am hoping that they continue to put these books together in the future, and I planning on my continued involvement in the community that surrounds Krita.

  • RETROKOMP |  Cover Art, Inktober 2016 & Flappy McFur Articles

    RETROKOMP | Cover Art, Inktober 2016 & Flappy McFur Articles

    I reached one of my 2016 goals! Get my artwork published in a third party publication of some sort. That publication is RETROKOMP, a quarterly printed retro gaming/computing magazine out of Poland.

    A good fellow named Piotr contacted me and requested to use a piece from my 2016 Inktober Atari Propaganda collection for the cover of their Q2 issue. Eager to make the piece they requested look as good as possible, I made some slight alterations and polishes to the original piece, and then submitted my artwork, along with any other images they need for their articles.

    Their articles featured my Inktober 2016 Atari Propaganda artwork, Flappy McFur, and some of BitJag’s on-going projects. Below are some images of the publication along with the articles. Too bad I can’t read Polish, I hope they aren’t ripping into my work. Either way, I am incredibly thankful for the opportunity, and can’t wait to see where this publication goes.

  • Zombies! Run! | VFX for AFCU Commercial

    Zombies! Run! | VFX for AFCU Commercial

    A small job, but a fun one nonetheless. Another video production studio here in the valley, called Mighty Clever, needed some help for a commercial they were doing for America First Credit Union (AFCU). I believe they have been doing commercials for AFCU for the last couple years at least, and they have this fun zombie theme going on. They just needed help for one shot, here it is below.

    You may not even notice what was done on the shot, and if so, that means I did my job right?

    There are two things done for this shot. The first is the large sign above the store entrance. In the original shot, the sign didn’t have anything on it. This required a planar track with a simple composite. The last element added to the shot is the fire in the barrel. This was a fire simulation was done in Blender, and then composited into the shot, along with the sign, in Blender. The light emitting from the fire required some reconstruction of the set, and this was composited onto the original shot to make the additions a bit more convincing.

    Since we finished this shot, we have had the opportunity to help out with a few more internal AFCU videos that required more planar tracking, but this video covers the way I approached those videos, and it would be a bit unnecessary to show them here.

  • Family Gaming with Atari | Traditional Art Commission

    Family Gaming with Atari | Traditional Art Commission

    Traditional art commissions are always memorable, growing experiences. With the bit of extra attention that my Inktober 2016 | Atari Propaganda artwork has been bringing, I have had several people reach out about art commissions. This one in particular is one that I would like to write about because it was such a positive experience for both me and the client.

    Subject Matter

    First, the Atari theme has been such an amazing experience for me this year. Taking time to think about these consoles that I have quite a bit of nastolgia for, putting them to abstract and realistic situations, with only female subjects is incredibly gratifying. It has provided me with an opportunity to stretch myself with the ink medium, composition, drawing people, research (80’s and early 90′ clothing specifically) and applying that research. But I have to admit, this year for Inktober was much harder than last, and with commissions on top of that, I really got a feel for how hard I can push myself at this point in time.

    …the process of drawing, mounting, framing, and shipping the final work was a great experience.

    Being Willing to Start Over

    I actually lost money on this commission. This is definitely something that happens from time to time. In this case, I didn’t do enough in the planning and thumbnail stage of the piece. So, when I approached the first version, I felt my technique was good, and the overall composition was good as well, I didn’t get the likenesses of the subjects to a point that I was comfortable with. Because this is ink we’re talking about, that means starting from scratch. So I started over, essentially doubling my time on the piece.

    Making sure you have enough time to work (2 weeks minimum) on a piece like this, along with studying your subjects thoroughly, will help ensure that this doesn’t happen again. Regardless, even with the do-over, the process of drawing, mounting, framing, and shipping the final work was a great experience.

    …this project will feel like a head stone for it all.

    Schedule Affects Everything

    This is my main takeaway from this experience. Because I am still working at Thor Media, finding time to actually sit down for a solid block of time is difficult. With this one, I ended up telling Thor Media I wasn’t going to come in for a couple of days, and then I turned off my phone. In the future I would like to avoid this, and, like what I mentioned before, two weeks should be a minimum for a project like this. I am certainly going to stick with this requirement.

    A Landmark

    With all the Atari stuff that I have involved myself with lately, like Inktober and releasing/selling Flappy McFur, this project will feel like a head stone for it all. I have other projects coming up, but this one was so positive and memorable, I will always consider it a hallmark for this period of my career. The client was happy about the final result as well. Here is what he said in the STatariART group on Facebook:

    Friends,
    For Christmas, my wife commissioned William Thorup to do a custom drawing of my family: he did a brilliant job and captured my daughter and me playing 2600! Absolutely lovely piece, perfect in detail, and totally captures the 80s feel. Mr. Thorup definitely gets it.
    Atari Never Die!
    -The Last Atarian

  • Tales of a Jaguar Head | Flappy McFur Atari Jaguar Homebrew

    Tales of a Jaguar Head | Flappy McFur Atari Jaguar Homebrew

    Three years of learning. Three years of programming. Three years of drawing. And it all should have taken three weeks. Flappy McFur is finally in the hands of the masses, or at least the 80 or so individuals that were actually interested.

    The beginning

    Atari Jaguar programming has been something that my brother and I have been interested for years, and ever since returning from my church mission from Taiwan, I have made it a primary goal.

    With the formation, branding, and online presence establishment, all that was left was for me to learn a bit of programming, and start making games. To help facilitate the programming learning curve, we took on a request from Paul Westphal to put together a demo specifically for his booth at the Portland Retro Gaming Convention.

    Programming at this time wasn’t completely foreign to me, but C programming was. So this little demo was a great opportunity to start my C coding adventure, and it led well into Flappy McFur.

    Development

    Version 0.3 was the first fruit of my efforts, and the fruits were bearable. The gameplay was there, but it was far from enjoyable. McFur moved around more like a horizontally locked fly than a disembodied Jaguar head falling in style. But, the core gameplay was there, and this little demo was well received by those out there who look out for anything new for the Jag.

    After the demo though, there was polish. I planned out menu systems, with a simple achievement system. Worked out four different play modes that changed the speed of the game and how the pipes behaved. With Bryce’s help, a simple text engine was implemented to facilitate menus, and he also implemented the save code system. All of this along with an end game made Flappy McFur a much more noticeable product and a more enjoyable experience overall, with a bit of depth to the gameplay.

    Development also included some play testing. Usually I would setup our Jag-In-A-Box at family parties, Draw Nights with friends, or just let all the nieces and nephews have a go at it. It was interesting to see how some people caught into the gameplay really well, while others found it impossible. It made balancing the difficulty a bit of a challenge, this is one reason why the additional play modes were added. To try and accommodate a wide spectrum if players.

    Even though the game overall is fairly simple, there was a massive learning curve for me to overcome. Overcoming that learning curve has had its payoff though, and I feel much more prepared to takle our next project.

    Art

    Sprites and Palettes

    Though few, painting sprites for this game was a highlight if the whole experience. Working with reduced color palettes and putting together simple animations like rotations of objects and the achievements, to more complicated animations like Cutter’s run cycle, all were a joy and remind me how much I love animation in general.

    We used the Gimp primarily for sprite work. I have been using the Gimp for nearly two decades now, and it is great support for paletted graphics with a more than adequate tool set. I did use Krita for Cutter’s run cycle animation because they had recently implemented a basic 2D animation tool set in Krita, but with the lack of palettes graphics support, I still needed ti pump those graphics through Gimp to prep them for Jag. Krita is supposed to have palettes graphics support in the near future, and I am looking forward to using Krita exclusively in my pipeline.

    With all that in mind, when I actually started putting together Flappy McFur, I was a bit lazy in figuring out how to do 8-bit paletted graphics. So, for a long time, I was dealing with performance issues, especially when music was implemented. It wasn’t until late in development that most of the graphics were converted to 8-bit paletted sprites for 16-bit sprites. This was a good switch though as it allowed us to do fade transitions easily.

    Box and Manual Art

    I initially wanted to do more artwork for the game, but the 3 primary illustrations ended up working really well for our needs.

    The first illustration was used to establish the character relationship and heavily influenced the game in both tone and narrative. The colored pencil and crayon look of the artwork was intentional as well. It gave it an elementary, non serious feeling throughout, inviting everyone to come and pick up the controller and play.

    Video Content

    I tried to keep any video advertisement minimal since the beginning. Primarily because if how time consume it is, but also because of the uncertainty of actually releasing the game.

    When we decided to actually finish up the game and release, effort was spent to get a good video for advertising the game, and a good gameplay video. At the end of the day, I am not too sure how much these videos helped at the end if the day, but they were nice to have, and will be good to have for history’s sake.

    The release and marketing

    Newsletter

    In and effort to reward our mailing list subscribers, we made sure that everyone that had signed up knew about the game first, we also provided a small discount for them as well. The discount was taken advantage of by a handful of our subscribers, and is something that we will definitely do in the future.

    Press Release

    It was fun to actually learn how to put a press release together for news websites. I distributed to a handful of people, with little response. Again, this was good to get familiar with, and it serves a good historical purpose. You can read the press release here.

    AtariAge post

    We had a great response from the AtariAge community. With part of the press release and other details about the project, including videos, we began selling the moment the announcement hit the forum. AtariAge Forum Thread – http://atariage.com/forums/topic/258180-flappy-mcfur-homebrew-now-available-to-order/

    Before people actually had the game in their hands, many of the comments were about the pixel art, and general support for the release. Responses to gameplay have been… mixed, maybe. Its hard to tell if people don’t want to say anything bad about it, or they are just a bit frustrated about its’ difficulty. Either way, below are a few reactions for the AtariAge forum thread.

    Hyper_Eye

    My wife and I enjoyed spending the evening playing Flappy McFur a couple nights ago. It’s certainly addictive. I found myself getting the controller back less and less. My wife and I probably haven’t played Jaguar together in 10+ years. She buys me Jaguar games as gifts and watches me open them. Maybe she’ll watch me play a bit. It was nice to actually play together. Thanks for the effort you put in to it!

    Swansea_Mariner

    Wow this game is hard, I just can’t get past pipe no. 9! I really like the dogger mode.

    Saturn

    Thank you (all) for this wonderful addition to the Jaguar library. Hope to see more.

    Reviews

    By way of reviews, we did have one website review and one YouTube review. Both favored the game. Thank you for the reviews! Links below.

    A small mention on the Retro New Roundup – https://youtu.be/FfeYMKsktFM?t=3m22s

    A more full written review on a more official news website – http://thegg.net/retro/atari-jaguar-gets-a-brand-new-homebrew-game-called-flappy-mcfur/

    A fairly thorough video review done by crusherbad64 – https://www.youtube.com/watch?v=5lo5AHXrhCU

    A nice little mention of Flappy McFur on a French Jaguar fan blog – http://jagfan.canalblog.com/archives/2016/11/03/34517203.html

    Other Social Media Posts

    Links

    Flappy McFur BitJag Project Page – http://bitjag.com/project_5.html

  • Red Stone and Light | 3D Floor Projection for University of Utah

    Red Stone and Light | 3D Floor Projection for University of Utah

    Through a few chance connections and some fun back and forth, I have a little bit of projection mapping VFX under my belt now. Th University of Utah’s athletic department a few years back invested in a floor projection solution for the Huntsman center, and they like to use it as much as they can. With the 2016 basketball season, I was able to add some of my work to the roster.

    A little bit of credit needs to go around though. First my brother Jacob, for the awesome networking he does for Thor Media. Without him, we wouldn’t even have these opportunities to work on these high visibility projects. Next, Kory Mortensen. He is one of the excellent video guys on staff at the U, and through him we were able to get this job. Thanks Kory!

    I don’t have allot to say about the project except that we were given quite a bit of freedom on the creative. This was in part due to the previous content that another company was producing for the court was now becoming a bit too repetitive fore the marketing direction. Another part was this turned out to be kind of a tryout for future work with the U.

    After some great collaboration with the U’s marketing director we knocked this one out of the park. I am looking forward to working on more content for U, and it always feels great to get this amount of exposure for Thor Media and myself.

  • Inktober 2016 | Atari Propaganda

    Inktober 2016 | Atari Propaganda

    Another month of Ink. With the theme of “Atari Propaganda”, I am focusing on creating ads featuring Atari video games, and young people (particularly young women) enjoying those video games. I will post each piece as I finish them here. Further down the page are also links to time lapse videos for each piece.

    Goals

    • First, the nostalgia factor. I want to create work that any Atari fan can relate to. Featuring product from the 80’s and 90’s, with ad design reminiscent of the era as well.
    • Design each illustration with women in mind. Explore the question, “What if video game ads of the late 80’s, early 90’s, focused on both the male and female demographics, as opposed to just the male?”.
    • Produce a piece of artwork for each day of the month of October.
    • Compile Inktober’s work into a published book, available for sale. This book will include the final artwork along with process images, and will be between 60-80 pages.
    • I want to incorporate the artistic principle of negative space into my work.

    Gallery & Time Lapse Videos


    Project Wrap up

    Book Announcement