andrekrat FIRST Member Star(s) Indication of membership status - One star is a FIRST member, two stars is Double Gold Live Action VFX/Motion

29 years old
Not Specified
from Austin, TX

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    • RT15 & Why We're Here Motion Design Breakdown

      4 months ago

      andrekrat Live Action VFX/Motion

      Hi! It’s been a while since my last post so I suppose I should introduce myself again? I’m André and I am the VFX and Motion Graphics designer for the Live Action department.

      I’ve worked on Million Dollars, But... , Immersion, RT Docs, Achievement Haunter, Blood Fest, RT Shorts, Eleven Little Roosters, and plenty more that I’m forgetting at the moment. I’ve also done work in the past for the Games department, Marketing and Animation.   

      This journal is hopefully the start of something a little more regular that I’ve been wanting to do for a while. The idea is to break down some of the thought processes behind what I design and create for the Live Action department at Rooster Teeth, and give you a little behind-the-scenes look at some things that may have been cut from the final projects or evolved significantly from their initial concepts.

      I’m very often jumping immediately from one finished project to the next, or even hopping between different projects simultaneously, so these breakdowns and recaps are also helpful for me to keep track of useful things I’ve learned and review how to better approach my process.

      So with all that said, let’s look at something I made with “retrospective” specifically in mind: the RT15 Live Action Bumpers, and the trailer titles for the RT Doc Why We’re Here.



      It was a great pleasure to be able to work on the new video assets for the 15th Anniversary of Rooster Teeth. We met with marketing early in the process and they explained the general look and feel for the channel moving forward, a lot of cool anaglyph style superimposed images and the new logotype lockup specifically for the 15 years.



      Marketing's super sexy style guide designs

      When considering how we should animate these assets, and the tagline “Fifteen Friggin’ Years” there were two aspects I felt we should be highlighting. First was the traced line element of the “15”, immediately it jumped out as something that would look great being drawn on. The second was the anaglyph style separation of elements, which looks great with still images but makes type more difficult to read, and that’s compounded further if it’s in motion.


      Not great for legibility

      Ultimately what worked best was a middle-ground between the animation and the split anaglyph style. In separating the elements during the animation, as echoes and smearing in the motion blur, we can communicate that design style but retain the legibility we get when it resolves more clearly.




      Some fun type iterations

      Why We’re Here Trailer


      In making the title animation for the trailer, one of the important design requirements was to closely match the work being done for the general RT15 branding. It didn’t have to be identical, but it had to feel like it belonged in the same world. We already had the logotype in place that marketing designed, so it was a matter of figuring out how to animate it in a way that felt logical and maintained readability. It also needed to transition or reveal the air-date somehow. This awful doodle is how that motion first came to mind.


      Awful sketch, but the first pass of how I pictured it animating

      Taking the lessons I learned while developing the RT15 animations, I was able to very quickly arrive at something close to the final animation in the trailer.


      First animation export, very close to the final

      It’s specifically influenced by the motion and design of the core RT15 branding, but also has a bit of its own flair. And here’s the final version that appears in the trailer.


      Final, spot the differences!

      This ended up being a much faster process because of all the rules, style limitations, and trial and error we had developed for the RT15 animations to begin with.

      So I hope this write-up was insightful, and that I didn’t ramble excessively. If there’s anything specific you’d like me to elaborate on, I’d love to hear it! And I’m also curious what you guys might want to see moving forward, I’m happy to explore different topics, get more detailed with technical aspects, just post a montage of failed process, you name it.

    • "I'll see what I can do"

      8 months ago

      andrekrat Live Action VFX/Motion

      Hi there! I guess I should introduce myself properly, my name is André Ouellette and I'm the VFX and Motion Graphics Designer for the Live Action department.

      I've been with RT for almost two years now, and I have had the pleasure of working on, at least in some capacity, almost everything that the Live Action department releases. It's a lot of ridiculous, stupid, awesome fun and every week is totally different.

      One thing I wanted to talk about is a mantra that I've really learned to embrace while working on Blood Fest these past few months. (Also something I'm very excited to talk more about soon). That mantra is "I'll see what I can do."

      It can be tempting, particularly when you're thrown a curve-ball of a shot request, to say "I can't do that" or "We don't have the time". But more often than not I find that once you sit down and unpack what needs to be done you'll be surprised at the kinds of solutions you come up with. VFX and Design are about problem-solving more than anything else. Whatever cheats and shortcuts you can get away with to make a shot work are fair game, as long as it looks good nobody cares how you got there.

      When you say "I'll see what I can do" you're refusing to admit defeat from the onset, you're immediately opening your mind to weird solutions and quite often those weird solutions will get you damn close, if not all the way there. And the best part is that you can file away that knowledge and use it in the future. The more you say "I'll see what I can do", the more you build a library of dumb tricks and cheats that you can rely on for the next shot.

      It's important to be realistic and honest in what you think you can accomplish, but it never hurts to dive into things and see what you get. I can't count the number of times I initially told myself that something was too dumb to work, or would look too fake, and found that I was totally wrong. My favorite moments of the work day are when I laugh at how wrong I am about impossible shots.

    • 2 years ago

      andrekrat Live Action VFX/Motion
    • 2 years ago

      andrekrat Live Action VFX/Motion
    • Let's Play GTA V - Intro

      in Forums > Let's Play GTA V - Intro | Follow this topic

      andrekrat Live Action VFX/Motion

      Another week, and here's another intro!

      I'm actually really excited about this one. I had a ton of concepts for the GTA V intro sequence, and I'll probably play around with a couple that I still really like, but this one was a TON of fun to do. I'm a big fan of Rockstar's intro for the game so I truly enjoyed trying to imitate it and put a bit of an Achievement Hunter spin on it.

      The voice bits are from the two GTA V LPs they've released, as well as GTA IV Cops and Crooks part 1.

      I hope you guys enjoy it!

      13 replies

    • Let's Play Payday 2 - Intro

      in Forums > Let's Play Payday 2 - Intro | Follow this topic

      andrekrat Live Action VFX/Motion

      Man, it feels like it's been forever since I've done one of these!

      That being said, I'll keep it short and simple this week. Podcast crew plays Payday 2. Joel loves gold. What more is there to say?

      As always, I'd love to hear what you guys think!

      9 replies

    • Let's Play Splinter Cell: Blacklist - In

      in Forums > Let's Play Splinter Cell: Blacklist - In | Follow this topic

      andrekrat Live Action VFX/Motion

      (Edit: Well, now I feel silly. Title should read Blacklist - Intro. Just go with it.)

      Back to doing Let's Play intros this week!

      All in 2D once again, and I was trying to mimic the style of the main menu from the game.

      See if you can spot some of the choice quotes I lifted from the episode, and I'd love to know what you think!

      Post edited 9/11/13 11:11AM

      3 replies

    • Anatomy of a Fight Scene - RvB S8 E10

      in Forums > Anatomy of a Fight Scene - RvB S8 E10 | Follow this topic

      andrekrat Live Action VFX/Motion

      Hey everyone!

      I took a break from making short intros and instead chose to wildly overcompensate and make something over 3 and a half minutes in length.

      I had the idea while re-watching RvB, namely to break down the awesome fight sequences into little humorous segments with highlighted elements. Think of it as a sort of cross between a Roadrunner cartoon and pop-up videos. If anyone remembers either of those. And what better sequence to start with than the first big animated fight Monty did?

      So please click through and give it a look!

      I'd love to hear what people think, and if you guys like it I'll definitely consider making more in the future!

      8 replies

    • Intro for Let's Play Loadout

      in Forums > Intro for Let's Play Loadout | Follow this topic

      andrekrat Live Action VFX/Motion

      Another week and here's another intro!

      This time around I'm back mostly in 2D and I was really trying to capture the best element of Loadout, the gun creation and customization. The gun that's created and named is actually Ray's from their Let's Play. I really hope they do more of these because it was a lot of fun to watch!

      Of course, feedback is always welcome!

      6 replies

    • Intro for Let's Build!

      in Forums > Intro for Let's Build! | Follow this topic

      andrekrat Live Action VFX/Motion

      More 3D!

      I had a ton of fun making this one. It was my first attempt at character animation and I'm pretty pleased with how it turned out. I hope I captured the silliness and character of the let's build guys.

      Always happy to hear feedback!

      12 replies

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