
Before the holidays I added a pitch project I worked on in 2009 for Gemalto, one of the world’s leading security chip manufacturers. The RFP Gemalto presented to Springbox asked for fresh ad campaign ideas, which we developed and presented to them. You can read more about my concept and how the ad builds out on it’s project page in my work section.
What I want to focus on in this article is the process I took from concept to comps. Being a pitch project the turnaround was tight and assets from the client were extremely limited. I’ve become used to this to a degree, but this project proved a fairly large challenge due to what the concept demanded. Basically the idea focuses on how Gemalto’s “touchless” technology empowers it’s user to move effortlessly through life almost to the degree that their life’s movements become a dance. I decided that this user’s movements would spell out the name of my concept because the word “go” neatly summed up everything we were wanting to communicate to the viewer. Plus the lines of the “g” and “o” would provide fluid curves that went hand in hand with the graceful movements I was wanting to illustrate.
To pull this concept off properly I knew a top-down orientation was necessary and that a variety of locations would have to be built to illustrate various interactive points along a user’s daily work commute. The first thing I had to do was decide on the look of the “go” since it would drive the path and placement of everything in the comps. I had almost the entire agency handwrite the word “go” for me on sheets of paper so I could have a varied collection to choose from. I ended up placing these sheets of paper on my Wacom tablet and traced the lines which allowed me to maintain the uniqueness of the various “go’s”.
Next up, collect assets needed for the four environments: subway station, park, coffee shop, and office building exterior. Ideally I would have staged a photoshoot or used a 3D application to build everything, but time and budget didn’t allow for that. Stock sites turned up mostly empty on “top down view” images (not surprised, but there’s a money-making opportunity there I think) so I had to swallow the fact that I was going to have to build practically everything from scratch.

This is a collection of images I used for reference or textures. I took photos of people walking on the street below our office balcony one morning (perfect cloudy weather which gave me the soft lighting I needed) and thankfully got a wide range of characters I could use. Not all of the angles were the same and some were a little blurry, but when reduced to the small size they’d end up at I was able to mask most of those imperfections.
Building the environments and compositing in these people was an absolute blast! This was the first project on which I used my Wacom and it was a perfect fit since the comps required a lot of masking and brush work.
The key to making these scenes look realistic is how well you render the lighting in the environments. You can scale, shift, and position elements into their logical locations but until you add in the light and shadows cast by those elements your scenes will look flat. I spent a fair amount of time working the shadows, adjusting their softness and falloff, and figuring out ways to illustrate lit surfaces. I ended up using adjustment layers for lit areas (mostly Levels and Curves), set them to how I wanted them to look, completely masked them out and then slowly brought them back in with brushes. The level of customization this method gave me was significant and I think the end results turned out nicely. I would have liked to have spent more time on the vending machines as well as continued to add in more elements to truly flesh out the scenes, but time didn’t allow for that degree of detail. If we had won the project I would have absolutely pushed the scenes as far as they could go.