![]() Internally, Axis discussed everything from live action to 2-D motion-comic approaches or more graphic solutions. Engine room concept art.Īxis was initially approached to come up with ideas to deliver 10 episodic stories, but the style of how that would appear was wide open. The company has close, professional, working relationships with other key UK companies recently featured here at fxguide, Ten24 and Di3D, both of whom have worked with Axis on recent projects, such as Dead Island and Spartan Ops. As such, Spartan Ops has been a huge success.Īxis was founded in 2000 by a small group of artists and animators to create world-class animation. Currently, the company has about 70 people working in the Glasgow studio, located in the center of the city. The linear storytelling still renders at a very different level from the game, but one picks up from the other, rather than cutting across audience expectations. With Spartan Ops the two elements blend thematically better. While that piece was a huge, massive success in one sense, if there was a criticism it’s that the trailer did not reflect the game and there was, “a difference between the trailer and what the game turned out to be,” notes Aitken. This was actually something missing, in Dead Island. With Spartan Ops, the linear storytelling element informs the gameplay as the linear story of one leads into the game extension of the other. Spartan Ops is more than a trailer, and more than cut scenes. It was always story focused from the first briefing. Yes, there are some great set pieces but the aim was always more than that it was to show the audience the relationships and backstory of the characters, and to then dovetail in with a more meaningful multiplayer experience. When the Axis team was first approached it was not to just produce something cool. ![]() While the company had already been talking to Microsoft and 343 Industries, the Dead Island work “definitely helped keep us on their radar,” says Aitken. Interestingly we have clients now coming to us asking, how can we make this trailer more interesting, and it is a challenge as we also need to represent something about the game whilst looking for a unique edge.” It is getting to the point that we are saturated with that, that it has lost some of its impact. That constant focus on showing your characters just doing some cool move. – Above: watch a behind the scenes look at Axis’ work for Halo 4: Spartan Ops.Īxis Co-Founder and Spartan Ops Director Stuart Aitken points out, in relation to game trailers, that “there are amazingly executed trailers out there but some – not all, but some – leave me a bit cold, because the emotion isn’t there. Both engaging and disturbing, the trailer was a remarkable piece of communication. The trailer worked on many levels, but fundamentally was a very good storytelling device that connected with its target audience. AxisĪxis is known, to many people, for the amazing animation they completed a year or so ago on the Dead Island trailer, work that broke through to the popular press (LA Times and Variety). fxguide goes behind the scenes of the Halo episodic adventures. ![]() Other studios to contribute included BlackGinger and Realise Studio. Axis was the lead production house behind Spartan Ops, in collaboration with 343 Industries. The series followed the plight of the UNSC Infinity after the events of Halo 4. ![]() With the announcement this week that Oscar winning filmmaker, director and producer, Steven Spielberg will executive produce an original “Halo” live-action television series with exclusive interactive Xbox One content, created in partnership with 343 Industries, – fxguide looks at the recent ultra-successful, CG animated series, Halo 4: Spartan Ops, which finished session one, not long ago, after 10 episodes. ![]()
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