These you do not want to catch them all

For pharmaceutical company Verfora we adapted the most common ailments and discomforts into a family of cute monsters. Each of them have their own unique personality, one that fits their disease/ailment perfectly.

CLIENT
AGENCY
PRODUCTION
CGI / ANIMATION

The Job

A huge campaign for the pharmaceutical company Verfora, in which a number of common ailments come to life as an ensemble of cute but annoying monsters, in tv spots, print key-visuals, AR game, web site assets, and even 3D print were made. It's a huge project that has been ongoing for the full 4 years I have been at Colorbleed.

My Role (2018)

When I took over the project in 2018, the tv-spots and key-visuals were already 50% done,
so I only took care of...

— Managing client feedback, approvals, and deliveries

My Role (2019-2021)

All the Verfora projects after the first tv-spots and key-visuals...

— All client communication, negotiation

— Scoping, budgeting, planning

— Booking freelancers/resources

— Managing team during all the phases

— Managing client reviews, approvals, and deliveries

— Collecting final graded deliverables and approved credit list for portfolio

The Process

First a long style exploration phase to get the look of all the monsters just right.

Then design, build and rig of all the monster characters (12x), of which 6x of these were chosen for the VFX tv-spots. Characters with fur coats got special grooming care using Yeti shampoo.

For the shoots we arranged for our VFX supervisor to be on-set to take care of business. (tracking markers, HDRIs, reference photos, measurements, all that shizzle)

Many great animators took care of all the posing and animation. All shots and stills rendered in redshift and composited on the cleaned up backplates in Fusion and/or Photoshop.

The following years countless new packshot adaptations were made with new packs or adjusted animations.

For the AR game we had to make lightweight versions of the monsters with lightweight rigs so we could make animated loops compattible with the Unity realtime environment. The furry creatures were not a success for obvious reasons.

On special request of Verfora, a myterious 13th character concept, named "Papabug" was designed and built. This new creature had a full-body fur coat. Still renders were made of this one.

A 3D print version of one of the monsters was adapted by hand in Z-brush.

CLIENT SIDE VIPS

DIRECTOR

Mike Huber

EXECUTIVE PRODUCER

Chantal Gugger

SUPERVISING PRODUCER

Marco Fischer

PROJECT DETAILS

LIVE DATE

October 2018

DELIVERABLES

— 12x Monster characters design and build
— 1x New monster concept character
— VFX for 6x TV spots
— Many extra pack-shots for different campaigns
— 1x Ensemble animation with all the monsters
— 12x Key-visuals / print campaign (see more)
— Realtime animation assets for AR game (see more)
— Assets for Verfora web site
— One character model for 3D printing

TIMINGS

— Most of the work was during 2018
— Many many many more projects during 2018-2022 and possibly still ongoing

TEAM

— Core: 12x
— Freelancers: 4x
— Interns: 2x

All the Verfora TV spots (5x)

The making of Verfora

Verfora AR Game case video

GALLERY

TEAM CREDITS

CREATIVE PRODUCER

★ Hert Zollner
★ Daniel Visscher
★ Robbin Schoonheijt

ART DIRECTOR

★ Tom Hankins

ANIMATION DIRECTOR

★ Roy Nieterau

VFX SUPERVISION

★ Giso Spijkerman

TECHNICAL DIRECTOR

★ Roy Nieterau
★ Wijnand Korenman

MODEL / LOOKDEV

☆ Auke van der Slooten
☆ Derk Elshof
★ Tashina van Zwam
★ Tom Hankins
★ Alex van der Aa
★ Patrick Blankenzee

RIGGING

☆ Rijah Kazuo Maegaki

ANIMATION

★ Danny Vos
★ Bjorn Sjoberg
★ Max van der Plas
★ Lucia Sancho

GROOM / FX

★ Sander Bultman

LIGHT / RENDER / COMP

★ Tashina van Zwam
★ Tom Hankins
★ Giso Spijkerman
★ Alex van der Aa
★ Patrick Blankenzee