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Art Directors Club
Kinect Beach Soccer
San Francisco Airport
Lincoln Envisioning
Ford In Vehicle Interface
Merck Envisioning
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Art Directors Club
Animated category titles, created for the Art Directors Club 93rd Annual Awards of Art + Craft, in Miami, FL.
Conceived by Razorfish, illustrated by I Love Dust, and animated by Dubko, these stylized category titles were created to play on the giant, 37' projection screen on stage at the Art Directors Club 93rd Annual Awards of Art + Craft, in Miami, FL. The idea was to take the aesthetics seen in the Art Directors Club Award’s announcement poster, and repurpose them to create an exciting series of visuals to accompany each award category.
The timeline for this project was extremely tight. In order to meet the deadline, I had to come up with a means of dynamically mimicking the very laborious, and time intensive method utilized in the original poster illustration. After creating nearly the entire alphabet, I arranged and sequenced the appropriate characters and gave each category a series of dynamic camera moves. The result is an abstract array of animation, culminating in the full reveal of each phrase.
Game Design
The attract loop for a Kinect controlled, dual screen, beach soccer game. The participant's level of effort becomes currency as products are automatically vended based on measured calorie burn.
This Kinect controlled, dual screen game experience was designed and created under the umbrella of Razorfish’s pseudo brand, RZRSHOP. First unveiled at NRF 2014 in NYC’s Javits Center, the game was housed in a modified shipping container, which was built and branded to be a portable, pop-up beach apparel and surf shop.

The primary goal of the game is to get consumers interacting with the brand. Participants are rewarded based on their level of effort, earning larger sports drinks for larger efforts. The kinect sensor measures movement to gauge calorie loss, and an appropriate product is automatically vended to compensate, and replenish the energy expended during game play.
Character and environment design, as well as rigging was all done in Cinema4D, and ported over to Unity3D to be integrated into actual game play.

The attract loop seen above was animated using Cinema4D’s motion system, in tandem with mocap data, which was ported over by way of Autodesk’s MotionBuilder. The combination makes for an interesting paradox of hyper stylized, low poly characters moving in a very realistic fashion.

Player uniforms were created in BodyPaint 3D, UV mapped, and baked in Cinema for a seamless handoff to the developers working in Unity3D.

More images here
San Francisco Airport
A floating, bezelless screen that can be viewed from nearly any angle, displays an abstract visualization of realtime flight data; intrigue draws visitors in from afar.
This project resides in San Francisco International Airport's brand new terminal 3. An abstract visualization of realtime flight data was crafted to draw visitors in from afar. A 20,000-lumen projector was used to bring life to a uniquely shaped glass canvas. Passengers are now treated to a vibrant display that runs in the airport 24/7.
My role in this project was visualizing the form the abstract data would take, creating corresponding UI elements to give the data context, and animating the takeover moments in which the visualization is interrupted by interesting airport factoids.
Lincoln Envisioning
What does the year 2020 hold for Lincoln, and their customers? A five minute video was crafted to paint a picture of the not too distant future. Below is an abridged version.
Lincoln asked what the year 2020 will look like in terms of purchasing, driving, and servicing their vehicles. The only stipulation in answering the question was, the solution couldn't rely on changing the way Lincoln vehicles are currently built, or manufactured. All existing framework and construction needed to remain in place, and no new hardware could be added.
A heavy reliance on software, mobile devices, and other auxiliary tech came to the forefront. A five minute video was crafted to show in great detail every step in a consumer / car lifecycle, from purchase to repurchase; focusing on customer convenience and the implementation of emerging technologies.
More images here
In Vehicle Interface
Ford Vehicle's in car touch screen interface redesign. A drastic shift in interaction paradigm.
This project was an exercise in problem solving, as much as design. Users were unanimously displeased with the current version of My Ford Touch (the software installed on Ford vehicle's touch screens). The task at hand was to solve not only the visual pitfalls, but to correct trouble spots in content access and information architecture as well. This is not an easy problem to solve.
Interaction with a touch screen while operating a vehicle poses several issues, the most obvious of which being that the driver's eyes should be on the road, and not the screen. A drastic departure from the current interaction paradigm was necessary to provide a safe and effective solution. 
More images here
In Store Envisioning
The envisioning of a highly interactive, in store Kiosk that diagnosis mobility issues using a Kinect sensor, and prescribes the necessary product according to a wide array of variables.
Merck currently has a series of in store measurement devices used to prescribe Dr. Scholls orthotics. It involves a pressure sensitive pad, which customers stand on to have their foot shape, and pressure points analyzed. The devices is rather clunky, and visually unappealing, so the goal here was to reimagine what the experience could be, take the potential product line much further than orthotics, and create an installation that’s customer friendly, inviting, and fun.
By using a large touch screen for interaction, and a Kinect sensor for primary measurement, an experience was envisioned whose barrier to entry is much lower than the current in store model.
Let's chat : james@dubko.com
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