Making a Winter Woodland
Our Winter Tidings woodland scene consisted of the following elements which we’ll be diving into within this article:
We experimented with a few different methods to create our skybox. Initially we implemented a cube shader and also an open ended cylinder which had the image textures projected onto it. As our scene was restricted in terms of where a user could look (we defined exactly where the camera pointed at all times), there was a lot of the…
This write-up is part of a wider series of articles talking about the how’s and why’s of our Winter Tidings mobile-only, WebGL experience. You can read the first article in the series here (Article 1).
Winter Tidings: Generating a Unique Snowflake
Generating a unique, one-of-a-kind snowflake from code is no mean feat. The challenge; taking something made naturally with such organic structure and trying to replicate this using formulae or a set of rules.
To begin we created a 3D model of a snowflake in Blender as an initial guide and point of reference…
A Technical Case Study
We wanted to talk a little bit about the structure of our Winter Tidings project, the technologies we used and how we managed the web application. Winter Tidings was to be mobile-only immersive experience which would push our skills throughout the studio on all aspects of the project, while ultimately focusing on WebGL.
You can read about the journey and challenges we faced throughout this series of articles, each identifying a key area in the project development. We’ll be releasing these articles episodically over the next couple of weeks so stay tuned, pull up a pew…
Despite being a primarily digital-led studio here at Staak, we have a huge amount of love and respect for the craft of print. During a recent update of our in-house branding, we decided to expand our stationary to include letterpress business cards. It doesn’t matter that more output is being designed for screens, when it comes to building a rapport with a new client or organisation, the challenges are the same they have ever been. How do you stay in the mind of a prospective collaborator? …
This week our studio creative crush is Simon Stålenhag. The annoyingly talented artist and game developer from Sweden creates beautiful and bizarre landscapes “sprinkled with robots and dinosaurs”.
His works illustrate (in exquisite painterly detail) a dystopian future, jam-packed with pop-culture references and a sense of foreboding. It’s probably not surprising there is a strong 1980's cinematic quality (Stalenberg is 33) and with a recent appetite for that particular brand of nostalgia reminiscent of Netflix’s Stranger Things and SUPER 8, it’s no wonder he is becoming an internet phenomenon. …
This week our studio creative crush is artist Mat Collishaw.
Recognised as central to the Young British Artists movement with peers such as Damien Hirst and Tracey Emin, Collishaw belongs to that generation which is not loyal to any one medium and refuses to be pigeon-holed beyond his reputation of a dealer of darkness, an explorer of the grotesque and the morbid. A modern day Gothic artist.
He can be described as a true mixed media artist. …
This week our studio creative crush is the master of negative space - Noma Bar.
The Israeli born graphic artist trained as a typographer and has harboured a love of story telling from a young age. Moving to London in 2000, the artist found it easier to spin narratives through pictograms than words but when asked what he would have done in his home country, “novelist” would have been the response.
His works exist as not only striking and playful illustrations but also visual puns. They often have a ‘magic-eye’ quality as one distinctive image bleeds into another.
We love Stan Chow. There’s nothing weird about that. If you see his work you will too.
The Manchester based illustrator has had the most recognisable style in the game for over a decade. His geometric portraits encapsulate well-known faces and garner both commercial attention and art-world respect. He’s also refreshingly a ‘no bullshit’ artist and a thoroughly nice guy.
Growing up above a chip-shop Stan filled a lot of his childhood evenings drawing comic strips on chip paper with bookies’ pens. Honing his skills, he quickly realised capturing likenesses was his industry super-power and decided to concentrate…
Our Creative Crush of the week is none other than renowned British sculptor Antony Gormley. Idolised for the Angel of the North by critics and public alike, the theme of his artworks being accessible and not exclusive to gallery spaces continues today. We like that! His works pop-up in unexpected locations, whether it’s waist deep in British seaside beaches, or high above city buildings in New York. They interact with landscapes and rub-shoulders with populations across the globe.
His latest pieces are described as a journey through “geometric cubism” and are a step away from his earlier works…
This week we have been mostly loving…Beeple.
Actually, that’s not true as we’ve been fans of his work for quite some time but he seemed a fitting recipient of our first #StudioCrush feature.
Artist Beeple a.k.a. Mike Winkelmann has been producing daily digital renderings for a decade with his ‘Everydays’ project. Whilst mainly working in 3D software such as Cinema 4D and Octane Render, Beeple only used good old-fashioned sketching during his first year of the exercise. Daily uploads force his skills to develop and creativity to sprout in a multitude of styles.
We love that experimentation is the heart…