Toros Kose

I'm Toros Kose, 24 year old graduated Motion Graphics student from Hyper Island.
Previously a motion designer at Tronic Studio NY, as well as SEHSUCHT, Hamburg, I'm currently based in New York with the wonderful team at Superfad.

Here is my site + showreel: www.toroskose.com

On this blog I will post self created content like photos and videos, and things that inspire me.

Peace.

& from KORB on Vimeo.

Ampersand is a visual collective interpretation of creativity process - vitally growing and evolving crystals represent bursting ideas, the engine of all arts. To achieve growing crystals look visual artist Susi Sie used sodium acetate, also known as “hot ice”. Short film is a combination of live shot crystals and 3D.

Ampersand starts section of Books & Arts of 99 year old “The New Republic” magazine (NY, USA).

Credits:
Client: The New Republic
Directed & Produced: Korb & Susi Sie
DOP: Susi Sie
Compositing & 3D: Karolina Sereikatė
Music & Sound Design: Andrea Damiano
Producer: Lina Paškevičiūtė
Year of completion: 2013

Ping from Dos Rios on Vimeo.

Ping is a garment that connects to your Facebook account wirelessly and from anywhere. It allows you to stay connected to your friends and groups of friends simply by performing natural gestures that are built into the mechanics of the garments we wear. Lift up a hood, tie a bow, zip, button, and simply move, bend and swing to ping your friends naturally and automatically. No phone, no laptop, no hardware. Simply go about your day, look good and stay connected.

Ping exists as a fully functional prototype and this project is a narrative video collaboration between Electric Foxy, and Dos Rios.

electricfoxy.com/ping/

Credits

Director, Concept/Script, Interaction design, Producer, Art Director, Graphics, Editor: Jennifer Darmour
Director of Photography, Producer, Graphics & Animation, Editor: Issara Willenskomer

Music: Music written, recorded, and produced by James Key
cargocollective.com/jameskey

AARON GAPONOFF
Animation and Compositing

PRODUCTION NOTES
We shot this project on a Canon 7D with the L-Series 35mm 1.4 lens at 60fps. We used Mocha to track the shots, and brought the data into After Effects where we set up 3D particle systems and linked the camera and lights to the Mocha data. All the graphics use Trapcode Particular to generate the systems from custom particles, and we used Yanobox Nodes to complete the hero data graphics. -Issara

FOX MLB Kinetic Theory pitch from GMUNK on Vimeo.

INFO

While freelancing at SF’s finest Autofuss, Munkowitz conceived and directed this pitch for the mighty Fox Sports MLB package. The concept, dubbed Kinetic Theory, explores the motion and dynamics of baseball, using imagery inspired by Time Manipulation, the Science of Optics, and Data Imaging Techniques including Projections and Prismatic Aberrations. The execution was a blend of these imaging techniques while being supplemented by delicate, modern design elements…

B-ROLL STYLEFRAMES

Info: Perhaps the most important aspect of the package was the B-Roll delivered to FOX Sports to allow them to make promotional edits on their own within their usual small production timeframes.. The plan was to have Autofuss prepare an easily executable toolkit that could simulate the visual of baseball footage being projected onto surfaces that exist in the baseball family, ie leathers, woods, concrete, and a few organic screen textures… The execution of the technique would be split between the two studios, where Autofuss would do the specialized hero shots and FOX would produce their own sets using supplied textures and simple 3d camera pitches with simulated lens optics…

MOTION RESEARCH

Info: To make things even more delicious, the team provided an edit of all the motion research they conducted during the pitch timeframe, utilizing the in-house Phantom Miro for high-speed shots and also including a series of projection and refraction techniques.. The ultra-talented Devon Whetstone and Ian Colon were a dream to collaborate with for the live-action assets and certainly provided Munko with an optimistic glimmer for future collaborations…

FOX MLB Credit List:

Production Company: Autofuss
Executive Creative Director: Randall Stowell
Executive Producer: Julia Gottlieb
Head of Production: Micah Gendron
Pitch Concept: Bradley G Munkowitz
Design Director: Bradley G Munkowitz
Lead Designer: Bradley G Munkowitz
Editor: Ian Colon
Director of Photography: Devon Whetstone
Additional Photography: Ian Colon, Danny Koenig

The Vein / Magma from Dvein on Vimeo.

‘Magma’ is the very first Dvein’s music video for The Vein’s new single.

Direction & Art Direction: Dvein
Client: Adobe

Post-production & VFX: Dvein
ZBrush Artist: Luis Gómez Guzmán

Live Action Crew
D.O.P.: Alejandro Oset
Production assistant: Anna Carretero
Camera operator: Toni Rodríguez
Grip: David Felices
Make-up Artist: Salònica Rodríguez
Actors: Ramón Pin, Antonio Izquierdo

Sound mixing & mastering: Gerardo Vicente Martínez
Microphone recording: Alex Félez (Heptagon)

Special thanks to Pamplona89, Anders Hattne, Agosto & Sergi Roda.

LIFE from Sebas and Clim on Vimeo.

We launched Life to celebrate our first studio anniversary. Something to have fun with and to explore a new style in design, edition and animation.

Idea, Direction & Production: Sebas and Clim
Music: Aimar Molero

Channel 5 / 5 Star “Magnet” Ident from Fernando Lazzari on Vimeo.

The nice chaps at Channel 5 Creative invited me to participate in 5 Star’s rebrand. We spent some time working together on a series of idents and I had the pleasure to develop this one.

Design + Animation: Fernando Lazzari
Channel 5 Creative: Shirley Sarker / Alessia Alciator / James Wignall

OBLIVION GFX Montage from GMUNK on Vimeo.

The mighty Joseph Kosinski invited Munkowitz to the GFX party once again, this time for his spring blockbuster feature film OBLIVION™… Predictably, the list of graphic assets to be created was obscene, so munko assembled and led another super team of GFX mercenaries and descended into the lovely confines of Crater Lake Productions to generate the aforementioned fuckload of graphic content… Working with Joseph always brings out the best in Munk and Company, and this time around was certainly no exception… OBLIVION © Universal Pictures, Inc. All Rights Reserved.

GFX METHODOLOGY

The briefing for the Graphic Language stressed functionality and minimalism while utilizing a bright, unified color palette that would appear equally well on both a dark or bright backdrop… The function was to reflect the modernized sensibilities of the TET Mainframe computer and would assist the characters with the key components of their duties on earth; be it the monitoring of all Vitals on the ground using Vika’s Light Table, or the various diagnostics in the air using the Jack’s Bubbleship… For good measure, the team also designed and animated all of the HUD UI for the various machines and weaponry in the film cuz they could, establishing a consistent graphic language that rendered all the interfaces with a loverly cohesion rarely seen in them massive-budget Sci-Fi productions…

OBLIVION LIGHT TABLE UI

One of the most widely seen Graphic elements was Vika’s Light Table, which allowed her to guide Jack Harper through his tasks as a Drone repair man in the field of duty… The table itself was built practically, so most of the visuals were captured in-camera, lending a beautiful optical touch to the design ( thx Joe & Claudio )… The table consisted of four screens: A main map that Vika used to monitor the Bubbleship, Drone, and Scav positioning, a Drone Monitor which tracked all their key vitals and fuel status, A Hydro Rig monitor that displayed the collection progress for the large resource gatherers over the ocean, and finally a Weather Screen which showed the Tet’s online status and also key vitals of the ever-changing weather systems… A couple extra tasks had the team designing another Map Diagnostic screen on a milky-white breakfast table top and a few key standalone windows that were analyzing Rogue Signal feeds that were key story points in the film…

OBLIVION BUBBLESHIP UI

Jack’s helicopter, a remarkable Daniel Simon creation called the Bubbleship, was Jack’s paramount vehicle in the film… The UI appeared as a hologram embedded within the spherical glass cockpit, done to perfection by the lovely folks at Pixomondo, and functioned to assist Jack in his flight and combat duties throughout the film… The team researched a grip of Flight simulator and Helicopter Combat interfaces and sought to modernize the aesthetic while still delivering key functionality that would mimic real-world flight tools… And of course the team didn’t want to fuck up Simon’s baby with ugly UI, the German wrath was implanted deep within and ultimately, the Bubbleship UI was by far the most researched and pampered graphic task…

OBLIVION HUD GFX

The team also designed all of the Machinery HUDs and various Gauges in the film, be it the Drone Machine Vision, Jack’s Gun HUD, all the Scav equipment and some of Jack’s smaller vehicles… The interfaces again stressed functionality over excess, keeping the Greeble under control and communicating key story points throughout the film.. All of these graphic elements were ingested by the VFX Vendors and ultimately integrated seamlessly into the live-action plates; many thanks mighty peoples…

OBLVN Light Table UI Credit list

Production Facility: Crater Lake Productions
Oblivion Director: Joseph Kosinski
Oblivion Producer: Steve Gaubs
Oblivion Assistant Producer: David Feinblserbr

Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Bradley G Munkowitz, Jake Sargeant
Graphic Designers: Joseph Chanimal, Alexander Perry
Lead Graphics Animators: David Lewandowski, Joseph Chanimal
Graphics Animator: Alexander Perry

OBLVN Bubbleship UI Credit list

Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Bradley G Munkowitz, Joseph Chanimal
Lead Graphics Animator: Navarro Parker
Graphics Animator: Joseph Chanimal

OBLVN HUD GFX Credit list

Graphics Design Director: Bradley G Munkowitz
Lead Graphic Designers: Joseph Chanimal, Bradley G Munkowitz
Graphic Designer: Alexander Perry
Lead Graphics Animators: Navarro Parker, Alexander Perry
Graphics Animator: Joseph Chanimal

OBLVN Process Montage Credit list

Production Facility: Autofuss
Design Director: Bradley G Munkowitz
Lead Editor: Ian Colon
Director of Photography: Ian Colon