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Big Spaceship, Digital Creative Agency

Big Spaceship, Digital Creative Agency

with Big Spaceship

 


Take a ride in the Big Spaceship with this intimate look at the inner workings of one of the web's most innovative firms. Since its founding in 2000, Big Spaceship has set about redefining what it means to be a digital agency—and has won countless awards in the process. True to its mission, Big Spaceship ensures that every aspect of the company reflects a fresh way of working, from the layout of office space to how clients are engaged. This installment of Creative Inspirations takes viewers inside the minds and methods behind this extraordinary company. Learn more about Big Spaceship by going to their website at Big Spaceship. To view examples of Big Spaceship's work visit Nike Air, Hungry Suitcase, HBO, Adobe and the Corona Beach.

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author
Big Spaceship
subject
Design, Creative Inspirations, Documentaries
level
Appropriate for all
duration
1h 11m
released
Aug 01, 2008

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Big Spaceship: Creative Inspirations
Introduction
00:00(Music playing)
00:05Michael Lebowitz: I think everybody here has a tremendous desire to experience culture and art.
00:12I won't say that we have a foosball table and Guitar Hero tournaments
00:16because of our brainstorming process or anything like that, but they are
00:20certainly interrelated in some way or another.
00:22Female Speaker: People don't really believe me when I tell them what my job is, because a big
00:25part of it is just playing and watching stuff on the Internet.
00:28Male Speaker 1: The designers are working on visual explorations. The developers have that time to work
00:33on functionality explorations.
00:35Male Speaker 2: We're trying something new in every single case,
00:37for every single project we do, it's never been done before.
00:40Michael: If you want it innovative, you want to differentiate,
00:43you have to take risks.
00:44Male Speaker 3: Without an experiment, somebody might not believe that we could that.
00:49Michael: We were just incredibly open to anything that might be said by anybody.
00:53Male Speaker 4: Most of the actors are, we just grab people from their chairs and dress them up
00:58in coats and whatnot and call them doctors.
01:02Male Speaker 5: Sometimes there's, there's just too many details.
01:06Michael: You can't limit people to watch something four minutes long that go from here to here.
01:11You have to let them go to any point in it and see it however they want.
Collapse this transcript
Welcome to the Big Spaceship
00:00(Music playing)
00:06Michael Lebowitz: So here we are, where all of the real work actually happens, which is the big
00:14open space that is really the Big Spaceship.
00:17The most important thing is just to see this glorious vista, this expanse of space.
00:21We really loath cubicles and things that separate people from other people.
00:26We really want people to be able to turn around and interact with each other at
00:30any moment and really be able to collaborate in real time.
00:37When we decided we wanted to start a company, we sat in a caf? for several
00:45hours with a dictionary,
00:46just trying to pull out keywords that we thought were interesting in some
00:51way and spaceship was by far the favorite, because it had connotations of both
00:55sort of retro and future.
00:57It's just sort of evoked different things in different people's minds.
01:00But because www.spaceship.com was taken, and is still taken, we needed a
01:07modifier, and I just thought Big Spaceship sounded really inviting and sort of
01:12it had the connotation of mothership and thought, sort of, there is room for
01:17everyone on a big spaceship.
01:18We left a somewhat larger agency and followed with typical startup story of
01:28an extra bedroom in an apartment on Smith Street in Brooklyn that was about 100 square feet and,
01:35slowly but surely, worked our way up in space and moved into this neighborhood.
01:38We're located here in 45 Main Street in DUMBO, which is sort of the very heart
01:45of DUMBO, which stands for Down Under the Manhattan Brooklyn Overpass.
01:49When we first moved here, it was a pretty empty neighborhood.
01:55It was mostly artist lofts in old factory buildings. These are all old factory
01:59buildings. We're right on the waterfront and over the seven and a half years,
02:05we've been in the neighborhood, it's changed really radically, to the point that
02:08we have a Starbucks and fancy condos and places to eat.
02:12Brooklyn was, sort of, it was both a lifestyle choice and a very conducive
02:20choice to the finances of a startup.
02:23We certainly have a different kind of recognition in the world in that early on
02:30with no recognition in the world at all.
02:34We sort of carved our way into the niche of working on theatrical campaigns for
02:41feature films and that became our bread and butter for a long time.
02:46We really often talk about the very first thing we do on a project is say "What's
02:51the conversation we're trying to start?" or "What's the story we're trying to tell?"
02:55And that is fundamentally the service that we provide.
02:59We partner with brands to tell stories or open conversations on their behalf.
03:04Specific services, we certainly do a lot of design and video work. We do a lot
03:10of work inside of social networks. We do a lot of a game development and we
03:15have our own proprietary game engines that we build games on top of, very
03:20regularly, for brands.
03:22But it's almost limiting to say we do the following six things, because as soon
03:30as we write that down, we'll replace three of them with other things and we'll
03:33invent three new ones.
03:36So I think our services are fundamentally the value proposition that put in front of you.
03:42We create experiences for brands.
Collapse this transcript
Workspace
00:00(Music playing)
00:05Michael Lebowitz: Over here, we move on to the team that is known as Cheepy's Playhouse.
00:12Back there is the mascot and founder of Cheepy's Playhouse.
00:18Baron Wesley Von Cheaphausen, is that right?
00:22Wesley Von Cheaphausen, the 2nd.
00:23It seems like some of the people in this team are off playing foosball, so maybe
00:29we'll see them in a minute.
00:31Well, more importantly, here is the shrine of Cheepy's Playhouse,
00:34or, that's what how I think of it. And every day at random times, well I guess
00:41they're not random, they're random to me, but at moments of accomplishment, the
00:46bell is rung so that they're sort of making note of their accomplishments.
00:50Male Speaker: I hit it every time I undo.
00:52Michael: Every times you do? Male Speaker: Yes.
00:54Michael: He hits it every time he undoes.
00:57If you come to the studio and you look around, you really see, pretty quickly, I
01:03think, what differentiates us.
01:06We don't look like a normal place of work.
01:09I just want a place where people feel completely comfortable.
01:12When I interview people, I sometimes use the analogy you spend a third of your
01:18life in beds, so buy a really, really good mattress.
01:22You spend a least another third of your life at your job. Have a place that you
01:26love to go everyday, that you're happy to go everydayy, and that's sort of the
01:31principle of what it's like to be here and hopefully, at least, and that's what it's like for me.
01:38I love coming here everyday.
01:40I think everybody here has a tremendous desire to experience culture and art.
01:48And there is a lot of sharing that goes on, both sort of through systems that
01:52we have built or that we use and just one-off and sending each other links and
01:58interesting things.
01:59There is a couple of photos that are sort of silly photos of one of our
02:04designers and our 3D artist and they've been Photoshopped into
02:08absolutely everything,
02:09Evan's face in a particular photo, across everybody known to man and they do
02:15this on company time.
02:17It's not like they're going home so they can do this.
02:21I actually think it's really good.
02:23It's fun that they can laugh at each other and that they can play with the world
02:29around them as much as they do.
02:31We do everything from really silly things,
02:33we're about to start the very first Big Spaceship Olympics for instance.
02:38We voted on us on a giant list of potential events, ranging from air hockey to
02:42pictionary to trivia and we did a poll of the entire office and the top ten
02:47events were selected and we're going to go out and do these things over the course
02:51of the entire summer.
02:52It's the Big Spaceship Summer Olympics.
02:54Does it directly relate to creativity or concepts that we're doing in our work? Maybe.
03:01You never know where things are going to come from, but I think getting people
03:04out into the world doing silly things that sort of breakdown inhibitions and let
03:13people feel more trust of each other.
03:15I won't say that look at we have a foosball table and Guitar Hero tournaments
03:18because of our brainstorming process or anything like that.
03:22But they're certainly interrelated in some way or another.
03:25We have several dogs in the office, ranging one, two, three, sometimes four dogs at any given day.
03:33Over the time, we just have a culture of having dogs.
03:36This space is really great for dogs, because they can move around a lot and
03:39there are a lot of things to explore and see.
03:41I think it makes people happy,
03:43ultimately. It's really nice to have sort of a silly creature nudging at you.
03:50I don't always love the barking when it happens, but I can live with it.
03:54We make very significant use of headphones in the office.
03:58I think headphones are the sort of isolation booth that people sometimes
04:03need to just charge through and get work done.
04:05We also don't put phones at every desk, because we don't want things
04:09ringing constantly.
04:11Because people sit with their teams, so everybody around them in general is
04:15working on the same project,
04:17I think it's a lot less likely that there'll be interruptions and they can kind
04:21of figure out their own methods for saying I'm busy right now.
04:25People have put signs on the sides of their heads.
04:28People have put signs on their computers saying "not now", but the point is that
04:33they can do that however they think is going to be most effective in their
04:36group and it tends to work.
04:40Everybody can play music here.
04:42We have iTunes set up for the office.
04:45We spend a lot more time thinking about how we can make our company and our
04:51workplace good for the people that work here.
04:53You don't walk in the door and see, oh my God, this place is so
04:58perfectly designed. It's our house.
05:01It's not for our guests.
05:04I think when I go to other design studios I always think like, wow!
05:07That's really pretty.
05:08I wish we had something that was that clean and polished, but then I think, could
05:11we actually get our work done in an environment like that?
05:13I'm not sure we could.
Collapse this transcript
Projects: Nike Air
00:00(Music playing)
00:07Michael Lebowitz: One project I thought it would be good to highlight is something we did for Nike.
00:13They came to us with a really, one of the most fabulous briefs we have ever
00:17gotten, because it was so simple.
00:21They said "We have done lineage. We have done the technology of the shoe.
00:28"We need to do the experience," and I think the way they said it is "The user can't
00:35"stick their foot through the monitor and try their shoe on.
00:37"We want the next best thing." And that was it.
00:39Ultimately, the concept is like a visual synthesizer.
00:44You choose either running or basketball and as you progress from the real world
00:51into the More world you are given a value - or a call to action I
00:57should say, experience More world, use your keyboard.
01:02We really labored over this copy because we wanted - it's not a natural behavior,
01:08that we were asking people to participate in.
01:10So, we needed to explain it because people wouldn't sort of adapt to it
01:13naturally on their own, but we didn't want to be so explicit that we took away
01:17from that 'Aha!' moment, the moment of discovery.
01:20So, it was just use your keyboard, no sense of what was going to happen when
01:23you did, and as you hit buttons on your keyboard, you are activating different
01:28visual effects that interact with the runner or basketball player that you have selected.
01:34So, that's the overall concept.
01:35And people are really creating their own vision of what More world really is.
01:43The concept required a tremendous diversity of work and of assets, because we
01:48had two different iterations for running and basketball that required 30
01:57different effects each, 26 for the little letter keys on the keyboard, and then
02:01the arrow keys as well.
02:03And we really wanted them to be sort of wildly diverse.
02:08We have flexed every muscle we have on that project.
02:10We had things that were done hand illustrated. There was code-based visuals
02:15interacting with video that we had shot against green screen.
02:19There was pre-rendered 3D.
02:21There were pillows that pop up under the feet of the runner and then we did a
02:25lot of video effects on the runner and baller using the arrow keys, that you
02:30could actually affect their motion, as well.
02:32And all of this needed to tie into that overall sense of music, because the whole
02:36thing is that it's supposed to be a visual symphony.
02:39The core team we had two developers and a several designers just working on
02:45making sure that this thing had a visual consistency, that we were sort of
02:48covering the full design of the piece.
02:52The production team was handling just generating the human assets of our
02:55characters, and then the individuals teams were - sometimes individuals, in the
03:01case of, we had a 3D artist who was doing an elephant inside of a bubble that
03:06you might blow with a kids toy.
03:09And he just worked completely on his own, just getting this very beautiful,
03:13individual piece there.
03:14In other cases, developers and designers were working together to
03:17accomplish something.
03:18So, a designer might have come up with a sort of hand illustrated thing and want
03:22to expose that to motion in some way, programmatically.
03:27So, they would team up with a developer to find how to do that.
03:30And we also had to start thinking very carefully about how this system was going
03:35to function practically for the end user.
03:40It's a very video-intensive project and so we needed to think about what the
03:47experience was really going to be like when it wasn't all loaded instantly,
03:50which is the case that we are still living in, even in a mostly broadband world.
03:55One of the ways that we bridged that is we built a tool internally that allowed
04:02designers control over some of the visual effects that are only accessible
04:08through code inside of Flash.
04:10So, usually these are the things that only programmers would have access to, and
04:13one of our developers created a system of just, it was very rudimentary, pretty
04:17ugly tool, but it allowed them to use sliders and dials and things like that to
04:22create effects on top of video,
04:24effects that were just generated with code so they were all instantly available
04:27because they were basically bandwidth free.
04:30And then as all these different pieces started to come together, we started to
04:34achieve the goal of the function of the piece, which was not just to create a
04:40one-off experience, but also, as people are hitting their keystrokes, playing
04:44with this toy that we have built, this experience, we are actually recording
04:49each keystroke along the way.
04:51We actually can then show you what you have created or allow you to send that
04:56on to somebody else.
04:57So, your actual creation of More Air, of more world, is then available as sort of
05:04an artifact that can be sent out into the world, which is a really sort of
05:08satisfying final option to this experience that you have done. And the project
05:13was really, it was tremendously successful for the client.
05:18Nike Air has been around for 20 years, but that this is a completely new
05:23technology, a new experience, and a new product and they really just wanted the
05:30awareness of that in a very, very special way and in an innovative way, in a way
05:35that differentiated it from anything else out there in the marketplace.
05:39And I think we really accomplished that.
Collapse this transcript
Projects: Hungry Suitcase
00:00(Music playing)
00:06Michael Lebowitz: Another project that we had a huge amount of fun on was one that I actually
00:14wasn't so excited to do, initially.
00:18Arnold Worldwide came to us, wanting us to be the digital partner on a project
00:25for Royal Caribbean Cruise Lines and I thought, cruising? I am not sure if
00:33that's really right for us.
00:34We tend to do stuff that's very sort of popular culture-oriented and influenced.
00:40And some of the team came to me and said, "We think this has tons of potential.
00:45"And we've got some ideas and we are really excited about them."
00:49And I said, "Alright.
00:50"Go ahead, run with it.
00:52"If you're excited, that's going to lead to better work, than anything else."
00:55The project, in a nutshell, is that you arrive in a bedroom that looks like any
01:01standard bedroom rendered in 3D, but there is a suitcase on the bed, and the
01:06suitcase starts talking to you in a sort of unidentifiable foreign accent,
01:12objects pop up in the room around you,
01:14some of them that make a lot of sense in that room, others not so much.
01:18The idea is that you drag objects that appeal to you, because the overall
01:22program is called to the Vacation fun-a-lyzer.
01:26You can actually travel from room to room, so you can go from bedroom into
01:31living room, living room into kitchen, kitchen into bathroom.
01:33There are objects of all different kinds in each one.
01:35Once you've added, I think, five of possible 10 objects, he will then deliver you
01:43your customized vacation personality.
01:46And he delivers that in song as any suitcase would, so we created five musical
01:53numbers that correspond to the five potential destinations that you could arrive
02:01at, via Royal Caribbean.
02:03We got to do absolutely everything. We created this character. We explored all
02:08different kinds of suitcases that he might be.
02:11We've got to cast the voice talent.
02:14We got to record, we did the voice recording here in our studio, Royal Caribbean
02:19remains a fantastic client.
Collapse this transcript
Projects: HBO Voyeur
00:00(Music playing)
00:07Michael Lebowitz: Another project that we did in the past year was a partnership with a HBO and
00:16their general agency, BBDO Worldwide.
00:19The concept that BBDO came up with was for where you had stripped away the wall
00:26of New York apartment building.
00:28So, you could see the eight apartments inside, and it's shot as a silent film.
00:34There is no dialogue and you can watch all of these individual stories that are
00:40going on each apartment and then also some of the intersections that happen
00:43between the apartments themselves.
00:47They came to us before any of this had been shot.
00:48That was just sort of part of the plan. And the outdoor event, which was really
00:51neat, was to project this onto the side of a building on the lower-east side,
00:56so that you really felt like you were looking inside the building. When they
00:59actually did it, it was really fantastically beautiful.
01:02We went to the shoot and we participated with them.
01:04They hired Jake Scott, Ridley Scott's son, to shoot the piece and it's
01:09stunning, really beautiful.
01:11And we really wanted to make sure that we were maintaining that piece of film as
01:17the hero of what we are doing, of our destination experience.
01:21One of the primary ways that we did it, technically, was rather than using
01:24pre-rendered 3D to allow you to sort of fly through the city of New York, we
01:29used the papervision3D engine in Flash that allowed us to create that sense of
01:34motion in a much, much lower bandwidth.
01:36We spent a lot of time working on the user interface that allowed people to do
01:40things like zoom in on the video, so you could see an individual apartment or a
01:46couple of apartments together, or you could see the entire wall turning on,
01:51which parts of it you could see and which you couldn't, in such a way that that
01:55user interface was only there when you needed to do something,
01:57but always faded into the background, so that, again, that beautiful piece of
02:01film could stand on its own as the focal point of the piece.
02:06They also commissioned, I think, six composers to do different scores for this
02:10piece and we built a system allowed you to change the score in midstream and
02:16always stay synched up with the films.
02:17So, you really had some control over this experience and while it was like
02:21watching a film in a lot of ways and you could experience it that way,
02:25you also had a total freedom to experience it however you wanted.
02:28If you wanted to jump to the end, you can do that. If you wanted to change the
02:31tonality of it by changing the musical background, you could do that as well.
02:35We really spent a lot of time thinking about the difference between sitting
02:39back and watching something on your TV, where something is linear and you just
02:43watch, and the analogous experience in a world that you're used to controlling.
02:51And that is one where you can't limit people to watch something four minutes long
02:57that goes from here to here.
02:59You have to let them go to any point in it, and see it however they want, and
03:02also bring it with them.
03:03So, we have built systems that allowed people to pull things into their iPod, to
03:07their PSP, to have a screensaver of the entire wall that they could watch.
03:12So, we are really trying to find ways of distributing this content out.
03:15And the response has been just tremendous.
03:18It generated more press, I think, than any other project we have ever done and
03:21has won, arguably, I think, the most awards we've ever received for a single project.
03:26So, we couldn't be happier.
Collapse this transcript
Creative Philosophy: Controlled Chaos
00:00(Music playing)
00:05Michael Lebowitz: One thing I should mention is that we're in this team system, we're cross
00:11disciplinary teams and each team, we were going to put each team at a
00:16table and then we realized that it would be far better to have people in an
00:20aisle because then they could just rotate their chairs inwards to have one-off
00:25spot conversations because the whole idea is that they're autonomous and self organizing.
00:31Well, I think what differentiates Big Spaceship is it's a tremendous focus on innovation.
00:39We may do little things that are only apparent to us internally, optimizing
00:43something, squeezing a little tiny bit more space out of something.
00:48We talk a lot about using the analogy of architecture or software development
00:57more than film and video, which is the common analogy to what we do.
01:01And I think that we've always said "What can we do better?" on every front, and
01:06that allows us to not get too rigid, and not force too much process on the work
01:16and instead allow the process to just scaffold the thinking that we do here.
01:21I think, especially with what we do and with the pressure we put on ourselves to
01:26never repeat, to always produce something new, even if it's in a similar space to
01:32something we've done before, you need to have a really, really flexible, elastic
01:36environment that allows you to that.
01:39That's the real reason for it
01:40is that we need to be working collaboratively in real time with each other as
01:45much as we possibly can in order to get quality out of the work and to let
01:51inspiration really happen, because inspiration is a momentary thing and as soon
01:56as you've sort of codified the process of inspiration, it's no longer expiration at all.
02:01Its just idea-having and ideas - it's sort of strange for me to say this, but in
02:05a lot of ways, ideas are a dime a dozen.
02:09There are great ideas, but they're only great when they get implemented,
02:13and what gets things to happen is that, is the momentum of the excitement of the idea.
02:20And so if you don't have a system that allows for that and nurtures that in
02:23some way, it's not going to really work.
02:25So we don't make any guarantees about the success of what we do, because working
02:29with us or doing the kind of work that we do in the space that we do it has some
02:33essential risk to it.
02:35If you want to innovate, if you want to differentiate, you have to take risks.
02:40I actually don't think that they are huge risks.
02:43I mean, if you look at some of the most successful companies in the world,
02:47they're giant risk-takers.
02:48You look at Apple or Google. They're not afraid to put things out there and have
02:54them fail, because that's how you innovate.
02:58That's how you differentiate yourself.
03:00So we don't make any guarantees, but we say based on our experience and what our
03:04gut tells us, this is going to be very compelling for your audience.
03:11The traditional mentality for producing work through an agency is a
03:17cascading approach.
03:19Strategy or planning will receive the brief and plan it.
03:25They'll pass it to project management, who will scope it and make it actionable,
03:30who then hurl it over the fence to design, who make it visual, who then hurl it
03:34over the fence to the engineers at the end, the poor sad engineers, who get
03:39their hands on this thing and say, wow!
03:41We would've made 900 decisions differently if you had included us at the
03:44beginning and that leads to a lot of mediocrity.
03:47When you get to the actual execution of work, what separates good from great
03:54often is that last 10% of polish, of attention to detail, and we have that so
03:59fundamentally built into our culture.
04:02Every project is different, every goal, no matter how similar it sounds is going
04:05to have a different story to it.
04:07So, we have to get into that and really figure out who are these people we're talking to?
04:11They're not just users, they're not consumers, they're people and we need to
04:14speak to them in an authentic way and then once that decision is made, it's
04:19really about guiding the process enough that it remains authentic and that
04:24really is an ongoing dialogue between our clients and us and those people
04:28out there.
Collapse this transcript
Workflow Process
00:00(Music playing)
00:06Male Speaker: At the moment, I am working in Flex. I am always going back and forth with Flash
00:10and Flex, and TextMate and all those programs.
00:13We created this environment where you can shoot flares into the sky and then I
00:21can click on the sky and those little particles follow your mouse and create nice
00:26little funky-colored Northern Lights.
00:33Michael Lebowitz: In general, almost all of our new business, all our new business is inbound.
00:38We don't go out and search for things.
00:42So, a lead will come in, either through email, from our website or over the phone.
00:47Usually a producer will reach out and ask the questions that need to be asked,
00:52whether it's just basic stuff like timing and budget and such, like, or more
00:57nuanced questions about goals.
00:58Once we have enough of the answers to these questions, we run through a pretty
01:02short checklist of qualifications for whether it's a good project for us or not.
01:10And those qualifications range all different categories.
01:14Does it provide us an opportunity to innovate?
01:18Is it going to make you money?
01:20And are you going to have a lot of fun doing it?
01:23We believe very firmly that people who find something truly interesting to
01:31themselves, in the projects that they're doing, are likely to do better work.
01:34And so, that's why we go out to everybody in the company and say, "Who is
01:37"interested in this topic?"
01:40That usually leads to more excitement and enthusiasm, which leads to more and better ideas.
01:45Jason Prohaska: Obviously, if it's a new client, there are a lot of new things we need to
01:47learn about each other.
01:48So we'll go through, we being myself and the aligned producer and the strategists,
01:57to kind of figure out what some of the obstacles might be with some of the
01:59stakeholders, but we'll go through the contracting process and figure out the
02:03basic details of what we need and what they are going to need in order to
02:08allow our team to engage with them in a really healthy way.
02:11And then that moves through the natural process of initial concepts.
02:16For the Grind House project we ended up having to go off-site and decided to go
02:22out up to the midtown, in Manhattan, where all the old theaters used to be and
02:27shooting stuff, in some cases going in some of these buildings, talking to
02:31people that would let us in so that we could shoot pictures.
02:33We had some people that were talking to friends of ours in Los Angeles that
02:35were going to look at some of the old Grind House theaters to get stuff for that.
02:40That will come together very quickly because most of the content, when we're
02:43doing something for an entertainment property, they won't really have any assets
02:47to provide us at all.
02:48So, we'll have to create all of that stuff on our own, very quickly.
02:54That then goes into a rapid prototyping process where the design and the
02:58development pieces are coming together.
03:00But a lot of that initial discovery process that we try and engage with every
03:03single one of our clients helps inform what I think is a real fundamental
03:08principle about what we do.
03:09We're trying something new in every single case, for every single project we do.
03:14It's never been done before.
03:15That puts you into inherently unknown territory. Something that you haven't made
03:19before can't be measured or managed.
03:21So we want something in two weeks, okay.
03:25Let's talk about what your objectives are.
03:28We'll see how that might measure against an iterative release of something that
03:32will get some awareness upfront about something, so that we can then start
03:37feeding in from multiple angles into that initial awareness, into that initial
03:41seed that we're planting.
03:43Michael: The reason that we speak really generally about this process is that the
03:49process is kept very loose and elastic because we do so many different kinds of projects.
03:56We've done all of the motion graphics for every Jumbotron in Times Square, for
04:02New Year's, '06 to '07 for Target.
04:05They buy every Jumbotron in Times Square.
04:07It's a motion graphics project, but with these with huge-huge aspect ratios to
04:11work with. We do very, very rich immersive web-based experiences.
04:18So, what we have isn't so much a process per se as sort of a framework.
04:23And what we're describing is the framework, because it allows us to be able to
04:30very quickly, and with great agility, move between these types of projects.
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Teams
00:00(Music playing)
00:06Michael Lebowitz: This is a team area. Currently, the team is hibernating, but the team is called
00:12Blood Turkey. That was the name of it, and you can see that all the team
00:16members made Hand Turkeys but we used fake blood.
00:21It was sort of like a blood brother, blood sister ritual.
00:25We recently reorganized the company from being all organized by discipline
00:32designers, developers, to being in cross disciplinary teams.
00:39We did that partly because we're starting to see some moments where things were
00:46getting lost in communication between disciplines, and partly because of the
00:54insight of, when we were a small company, it was really easy to self-organize.
01:00And so if we create multiple sort of small units within, we can sort of, again,
01:07give them the autonomy they need to do things the way that's going to work best
01:10for that particular group of people.
01:12So we sort of defined the make-up of a team and we put the teams together and
01:20then we sort of said, "Go!
01:22"You can figure everything else out from there.
01:23"You've got the tools and the staff that you need to do it" and so we asked them
01:28to come up with team names just so that we can have identifiers.
01:31We didn't want to have team one, two and three.
01:34So, they've just sort of have adopted these personality traits for their teams and
01:39sort of act accordingly.
01:41Joshua Hirsch: We used to be set up in this room by discipline,
01:43so designers sat together, developers sat together, producers sat together,
01:48strategists sat together.
01:50Now, we sit by teams.
01:52Each team is made up of a couple of, an art director, a couple of designers,
01:57producers and developers and they all sit together and work together.
02:00None of the teams have specific specialties, and they're all of even strength,
02:06so if a client worries they are going to get like the B-team or the D-team,
02:09that doesn't happen.
02:11Every team is an A-team.
02:13I know one thing that I can say, for sure, that a lot of agencies still do is
02:17designers work in Photoshop and developers work in Flash, well, for Flash projects and
02:22that's entirely not the case here.
02:24Our developers aren't just Flash guys.
02:26They don't do all the breakout and animation.
02:28It's not like they do everything in Flash.
02:30They're really writing a lot of code and really robust, like, high-level code, and
02:36the designers get into the animation, into Flash, and building files.
02:41So there is a lot of file sharing, which is complicated with these kinds of files.
02:45So that's another reason that having the kind of physical proximity of the teams
02:49is so important, because it's kind of a constant communication about what file needs
02:53what and how people work with things.
02:55Zander Brimijoin: Ideas can come from anywhere and some of the best ideas that I've worked on have
03:03come from developers and interns as like little nuggets of possibilities of
03:11things that we could do.
03:13Tina Glengary: Basically, we float in between all the teams.
03:15So, the teams are made up of two producers, two designers, two developers.
03:20But for every project, either Ivan or myself will be on that project from start to finish.
03:25So, we can't actually be on a team because there is a bunch of teams and two people but -
03:31Ivan Askwith: We've formed our own team, all of the floaters in the office who don't have a
03:36team to call their own.
03:37So our team consists of strategists and a 3D guy and -
03:41Tina Glengary: QA.
03:42Ivan Askwith: QA, and a copywriter, and we like it.
03:47We get the luxury actually of getting work with everybody in the office on a
03:49pretty regular basis.
03:51Joshua: It's one thing to talk about this process,
03:53this kind of flattened out process, but actually putting it into practice here
03:58and having the team set up really kind of formalizes that relationship amongst
04:02the team, and the physical proximity and knowing during the Comp phase, when
04:09the designers who are going to have visual explorations, the developers have
04:12that time to work on functionality explorations or other kind of interface
04:16explorations which really leads to the innovation Zander was talking
04:19about, where you get everybody involved in the ideas and the creation, right at the beginning.
04:24Even though we have this more structured system now, the kind of organic nature
04:27of the place, I think is going to still be underneath everything.
04:30So, we'll figure it out when it happens.
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Client Relations
00:00(Music playing)
00:06Michael Lebowitz: And the other side of the luminescent wall we've the opportunity to write on
00:11the wall and dry erase.
00:12So that was supposed to be for meetings but it's turned into just an opportunity
00:16for lots of graffiti.
00:17We've also used this space because it's got such a nice long expanse for doing
00:22deep video work where we need somebody sort of running at us.
00:25In fact, if you look back over here, there is a white shirt with bloodstains all over it.
00:31That isn't actual blood.
00:32That's our fake blood. For the game we did for 30 days of night, one of the two games,
00:39we had vampires running at you and you were a sheriff with a rifle shooting back
00:44at them and that's what the vampire was wearing.
00:48The funny designer in-joke, of that, is that the vampire was the producer on the
00:53project and the person shooting him was the art director,
00:57a little comment on traditional roles in design agencies.
01:04It's really essential that we collaborate with our clients from the very
01:11beginning of an engagement.
01:12At the beginning of our discovery period, we tend to do a pretty deep dive
01:19meeting with our clients to try to pull to the foreground all of the
01:25expectations that they may have, that they haven't been fully voiced, to try to
01:30get a sort of an inventory of all of the assets that we might have available to
01:33us, all of the stakeholders that we may not have met with, or have been made
01:37aware of, and really get a nuanced sense of their goals and expectations.
01:44And then give them a sense of how we go about having ideas and that we were just
01:48incredibly open to anything that might be said by anybody.
01:53It isn't just to client collaboration, but all collaboration here that we really
01:58don't have any hierarchy of creativity, of brainstorming, whatsoever.
02:03Anybody, at any level, who has an idea, has a voice and an audience to hear that
02:09idea and that's really integral to everything that we do.
02:12And so getting as many different perspectives, and that includes all the
02:16different client perspectives, in the room at the outset is absolutely essential
02:21to the success of a project.
02:23Jason Prohaska: The people that engage the client directly are predominately the producers.
02:28We've consciously chosen not to have account managers up to this point because
02:35they've added a layer of diffusion of the messages that we need to - we're
02:40really going for the most transparency that we can possibly achieve.
02:44It's more of kind of friendship management, where we're trying to move through
02:49professional walls of communications and just get to the real nitty-gritty of
02:55here is who we are, here is what we like to do, what are you interested in, and
02:59how can we best facilitate those lines of communication.
03:02You know, we're getting ready with this Andromeda ARG Campaign to send some
03:07folks over to have a debriefing with the client.
03:10It's going to be a little bit of a wrap party but we're also going to be talking
03:15about the successes and some of the knowledge management that we learned
03:18together about, not only to inform what we did but also how we can improve on
03:22what we might do together next.
03:25And that, over the course of a project, is very much like a real relationship.
03:31You're developing understandings that, you know, a lot of clients come to us and
03:35they just want the facts.
03:36They just want to know what we do, and that's not a core principle of how we
03:40approach things, initially.
03:41We really want to help the best levels of understanding come to the very
03:47forefront of what we're doing, so that everything is very transparent,
03:51everything is very clear and we understand what we're doing together.
03:53So that we can comment on things, if they're good or if they're bad.
03:57Michael: We tend to be brutally honest and maybe that's not as much of the norm as it
04:03should be. As much as possible, we really try to say, you know, "Hey!
04:10"You're trying to offer us money, but it's not best spent with us."
04:12People aren't used to hearing that. Everybody is "Oh yeah! We can do that.
04:16"We'll take it. Give us more budget."
04:17And we don't take that approach.
04:20We know what we're really good at and the value we provide and we know how to
04:24work with others, and collaborate with other companies and other agencies and
04:29other providers in a way that, that's going to do the best job for the client.
04:34And so, we try really hard to be super clear about what it is that we're
04:42providing and what isn't the best thing for us to do.
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Strategy
00:00(Music playing)
00:05Michael Lebowitz: And here we have actual thinking going on in action, so these guys are reviewing
00:12a lot of the thinking that we are doing around the multiplayer game that we are
00:18doing for Sony, which is - we do a lot of multiplayer games.
00:22We have our own proprietary multiplayer game engine and so the underlying code
00:28for it is already built and it's all about determining how we can bring the
00:33themes that we are bringing in to lay over game in a compelling way and
00:37adjusting that accordingly.
00:39So it actually requires, even though it's already built, it require just as much
00:42time because we have just spend so much more time talking about it, really
00:45thinking through it every little detail,
00:47because games are so nuanced in the sense that they have to be balanced
00:50really, really carefully, or they won't be fun to play.
00:54So there are a lot of gatherings and walking people through user flow concepts
01:00and things like that.
01:01That's what going on here.
01:02Tina Glengary: People hear strategy and they immediately think, like, business strategy and our
01:07actual titles are Creative Strategist, which I think is very different.
01:11We need to think about our client's goals and our client's needs, our client's
01:16business needs, but think about that in a creative way and help tell the
01:19stories that the other guys here in the shop make come real, become real.
01:25So I think a big part of the strategy here is more about touching emotions
01:30and reaching people than actual coming up with business strategies and things like that.
01:36Ivan Askwith: Yeah. I think a huge part of it is figuring out, like Tina said, what story we are trying
01:40to tell and then where the audience is going to fit into that and be anything
01:43other than just a passive audience.
01:45We like to create stories that people not only listen to or watch, but can
01:48actually feel like they are a part of.
01:50Tina: A big part of our job is just sort of staying on top of trends and reading blogs
01:54and playing with other people sites.
01:56So, like, people don't really believe me when I tell them what my job is because
02:01a big part of it is just playing and watching stuff on the internet and watching
02:05YouTube or whatever.
02:06So it's a lot of fun because then that way we know what our clients are looking
02:11for, what the demographic is.
02:13We are brought in probably the very earliest. We are usually the first contact with the client.
02:20We will do like a new business meeting or something like that.
02:24Ivan: We try not to do the same thing more than once because it gets stale for people here.
02:30So everything we do tries to at least build upon, or pick up, where something else left
02:33off. And so we usually cycle through, at the beginning of a project, what are we
02:38trying to do here? And who we are trying to reach? And what are 10 or 20 big ideas
02:44we can start with? And then finesse out later and figure out what they'd look like.
02:47Tina: Yeah, we have a lot of fun going through sort of the brainstorming process and
02:52it can be difficult because I think the strategy team is much more interested in
02:56sort of the concepts behind things and a lot of the other people here are like,
03:00"What it is going to look like? What we are going to make?"
03:02So we sort of try to break our brainstorming into two different parts where it's,
03:07"What's the story we are trying to tell? How are we trying to reach people?" And
03:10then once we sort of solidify that, we can come up with a little bit more of "How are
03:14we actually going to do that?"
03:16Ivan: The best thing about working on strategy Big Spaceship is that it kind of becomes
03:20an upward spiral in the brainstorms, especially where I feel like everyone has
03:24something incredibly inspiring and valuable to add.
03:26And so we all sort of keep pushing each other upwards and one person will throw something
03:30out and someone will build on it and someone else will build on that.
03:32It's just, it's one of the best collaborative environments I have ever seen,
03:36much less, worked in.
03:37Tina: It's fun.
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Research & Development
00:00(Music playing)
00:06Michael Lebowitz: Jamie also created, with these guys, the special bears application.
00:10It's a desktop application that lets you sort of almost like a slot machine to
00:16create your own special bear.
00:18This was, the same way that these guys the Cheapies Playhouse guys have their mascot,
00:22these guys have the special bears. So you can hit randomize and members of the
00:29team with different bear features and different team features all come up.
00:38There is Jamie, and then you can add bear eyes to him and change him to Tyson,
00:44bear snout, and you could save it and it actually creates a little emblem around
00:48it for your desktop image.
00:50So, it's the special bears desktop image generator, with their tag line,
00:54"It's not our fault."
00:55Jamie: It hasn't been my fault in twenty-something years.
00:59I haven't been wrong.
01:03Michael: That's debatable. That's highly debatable.
01:05Zander Brimijoin: I don't necessarily see that technical production and creative expression are at
01:12odds with each other.
01:14Joshua Hirsch: I agree.
01:16Zander: Often, like, we will come up ideas while exploring production techniques, whether it
01:23be, like, physical, building things physically and then an idea and a comp would
01:28come out of it, or whether it's exploring ways of coding specific things and then
01:35we will make a design to match what we can do, development-wise.
01:40So I think we are really - work really closely with production techniques.
01:46Joshua: Yeah, I think technical production can be a way to express yourself creatively,
01:52just like anything else. And I think, I mean, there are technical limitations
01:56sometimes that can effect both, but that's just a limitation and a huge list
02:02of other limitations that we work with all the time, in any medium, any
02:06design medium, especially.
02:07That's part of the challenge, part of the fun.
02:10Zander: We do have some down time here and we like to use that down time to explore some
02:16things that might be in the back of people's heads and the idea would be that
02:22ultimately, these things are going to be useful later. We might use a technique that we
02:27develop and make something real for a client afterwards.
02:32I am interested in doing installation work, so I wanted to do something small as,
02:38like, a demo of things that we could do.
02:42So, I wanted to take an activity that happens at Big Spaceship all the time and
02:48then have a Flash application react to it.
02:54So, we took foosball --
02:55Joshua: Which happens here all the time.
02:57Zander: Right.
02:59So I decided to just map that activity and I buried light sensors in the goals
03:07of the foosball machine, and so every time somebody would score it would send
03:14some data to a Flash application.
03:17And then I made animations that would be triggered every goal.
03:22So you would be playing foosball and you would see, every time you would score a goal it
03:28would sort of react with an animation and then also send it to a live server so
03:34you could check the live score whenever you wanted, from your desk,
03:40not that you would do that, but they were like setting ground work for a
03:46potential project maybe involving games that create live projections and without
03:52an experiment, somebody might not believe that we could do that.
03:57Joshua: And learn valuable things too.
03:58The first, what was the first sensors? The first sensors were like
04:01touch, physical sensors.
04:03Zander: Yeah, I first used piezo sensors.
04:06Joshua: And then the score was like 111 to -5, sometimes.
04:09Zander: Right.
04:10It thought every time the table shook that there was a goal.
04:13Joshua: So that's some valuable learning we got from the experiment.
04:18Don't use piezo, use light sensors.
04:19Zander: Always use light sensors.
04:22Joshua: And the Dev team, again, during the down time I just encourage the team to just
04:28play with things, just like Zander said, you know,
04:30anything in the back of your mind, start playing around with it.
04:33There are lot of specific things that we need to go out and experiment with,
04:37like different APIs for Facebook, OpenSocial, or YouTube, or Flicker, those
04:44things that we may not get the chance to apply to our project right now, so we're
04:48going to have to take time to learn it
04:49so we are ready and so we can pitch it, be really knowledgeable about pitching
04:52it for certain clients or for certain uses.
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Quality Assurance
00:00(Music playing)
00:06Mike Delosrayes: Basically, I click on a button until either it breaks or two, I pass out from exhaustion.
00:12Jamie Kosory: And my job is to make him pass out.
00:15Mike: Exactly.
00:18Well, usually, in beginning when I start QAing, I am pretty relaxed, because the
00:23project, it's new to me.
00:25So, I am acting like a user. I don't know what's going on. I don't know what to click.
00:29So, I will just browse around and I will click through whatever needs to
00:32be clicked through.
00:33Jamie: By the time it gets to Mike's hands, we typically feel good enough that we know
00:42our stuff is going to break, but we feel like we have got it in a good enough
00:46place that we can get him to come in and look at it.
00:49And kind of one of the nice things about having him here and having a QA
00:56department here is that, and keeping them out of the loop of a project is that
01:01they can actually come in and just be confused, is a bug.
01:05So, I don't know how to get to this section or if they don't reach a
01:08section, we can almost kind of like interview him afterwards, to ask him
01:15"Did you get to this thing?
01:16"Did you unlock that part?
01:17"Was this thing easy to figure out?"
01:20And if he is, like, "I don't know what you are talking about.
01:23"I never even saw that thing," then we have a bug that's much bigger than
01:31something not operating properly. There is kind of like a little bit of, I
01:35think, he uses the word play testing.
01:37as an appropriate term for it.
01:39Mike: There isn't a time where I am actually sitting back and waiting for
01:41developers to fix a bug.
01:44So, while the developers are fixing bugs and optimizing the code, I am also
01:51QAing under all these different environments.
01:54I have to check at least six times,
01:56go through the sites, at least six times.
01:58Jamie: One of the sites that we had to QA pretty thoroughly was for Adobe Flash on.
02:04We had to have at least a couple hundred, maybe a thousand thumbnails that could appear
02:09on the site at any point in time.
02:12And so we had to some up with some diagnostic utilities to help us determine if
02:19we were loading them all, but then Mike also had to kind of like painstakingly
02:22go through and see if a thumbnail loaded the wrong the video, or if a thumbnail
02:30didn't load or something to that effect.
02:34Mike: It's a lot of manual testing. We don't do any automated
02:38Jamie: That's what you think.
02:39Mike: That's what I think, yeah.
02:40Maybe the developers do, but all my testing is manual.
02:44Jamie: One of the challenges we have going into QA is that everything that we have
02:49created, it's not going to be the same deal.
02:53It's going to be, sometimes there are just too many details, but it's
02:58rewarding for us when we get through that last bug. I feel like I want to like
03:06raise my hands and "Yes!"
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Tools
00:00(Music playing)
00:06Michael Lebowitz: We can sort of just quickly look into our studio.
00:10This is the area of the spaceship that's not necessarily the most trafficked but
00:17one of the most important.
00:18It's the area where we do things that aren't digital.
00:22We do things that are dirty, like glue guns, ink spatters, paper crafts of
00:30all different kinds,
00:31anything that we need to do, plus we have our green screen wall, so we can do
00:35small video and photo shoots and we do some sound work in here as well.
00:40Zander Brimijoin: Some things that we do in this room are paint textures for Photoshop, Brush
00:48Libraries and so we will come in and basically spend a couple days
00:58making tons of textures.
01:01And the reason why we do this is so that we don't have to rely on downloading
01:09other people's work and we can create our own assets.
01:11Jason Hart: It's created by hand.
01:15Usually, it will look a lot more realistic than trying to duplicate something on a machine.
01:20It gives you a nice quality.
01:21Phil Sierzega: It's just a quality you can get when you start on the computer.
01:25Zander: And this way, no one will recognize a certain brush pattern that everybody has downloaded.
01:33So, even if they look similar, it will at least be somewhat different
01:36from what's going on.
01:37If we need a specific piece of artwork, like for Corona, we had a sand
01:44drawing application.
01:48So we had to actually got sand in here and -
01:52Jason: I mean there are certain things that you just actually can't do on a computer.
01:57Drawing in the sand is one of them.
01:59It's really difficult to try and comp that up in Photoshop, or do anything like that.
02:05So, sometimes going to the real thing is the easiest approach.
02:09Zander: The main use for this space is using this big green screen wall.
02:17This way, we can shoot video, and still shots, and key people out of it.
02:24So, we will get actors in here, most of the actors are - we just grab people
02:28from their chairs and dress them up in coats, whatnot, and call them doctors.
02:35Michael: We make available to the staff pretty much anything they think they can make use of in some way.
02:44We bought a smoke machine the other day because they wanted to create real
02:50smoke, not particle generated smoke.
02:52We have a lot of fake blood around the office.
02:57We have paints and X-ACTO knives.
03:02We also have all of the Adobe suite, CS3.
03:06We work really closely with Adobe, so we are on all the pre-release programs
03:10for everything and working closely with them.
03:12We have digital video cameras.
03:15We have anything that might be helpful to somebody.
03:20We have got this really neat Wacom tablets that have LCD's built into them and
03:25are incredibly touch sensitive, for a couple of our Illustrators, because they
03:28work more naturally with a pen.
03:32What's great about this business is the equipment is really cheap, overall.
03:36I mean, it's not like you need to buy a $50,000 machine to produce the work that we do.
03:44I mean it's not inexpensive, but I mean we are talking about standard desktop
03:48and laptop machines and some software that goes with it.
03:53It's more that people need to stay on top of what's available to them and then
03:58they bring to us their desires and needs and we do our best to fulfill them as
04:03quickly as possible.
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Recruiting
00:00(Music playing)
00:06Male Speaker: I am a student at the University of Cincinnati.
00:09We have an internship program, and Big Spaceship takes interns every quarter.
00:15We have to go through an interview process, just like anyone else would.
00:18We come on and they pretty much throw us right into projects.
00:22Zander Brimijoin: Well, in terms of the way we recruit people and look for job applicants, we
00:29don't have to do a whole lot, because we do get a lot of applicants.
00:34But every once in a while we do - we've started to go to certain schools to
00:42talk about Big Spaceship and to interview students.
00:47Joshua Hirsch: We don't hire to meet - like, let's say we need somebody really specific,
00:51we're not just going to hire the first person, or know that we need somebody.
00:54So, if we get a batch of applicants, but none of them really fit or have what we
00:58are looking for, then we will just make do until we find the right people.
01:01At the same time, if we are not necessarily looking for somebody specific, and
01:05somebody comes along who has what it takes, or has, is one of us, or has the right
01:09talents, then we will definitely bring him on.
01:12We are mostly just looking for those kind of special people who fit here, who
01:16have the talent and desire and the enthusiasm.
01:21And it's hard, really, really hard to find good people.
01:26Zander: Good people that are also the right blend of relaxed and easy to work with, in
01:38order to kind of survive in this environment.
01:40Joshua: I mean, the education programs are kind of just now catching up, because
01:47education in this field, kind of new media, design, whatever you want to call it,
01:50is so new and it's so far behind the industry.
01:54So, we are making an effort to kind of talk to schools, and talk to industry
02:01companies, like Adobe, see how they can influence the curriculum and change it,
02:06and ensure that the kids are learning the right skills and the right tools to come
02:10into an environment like this and really thrive.
02:12We find that a lot of young applicants and kids in school in these kind of
02:16programs think they have to know everything.
02:19And they come up to us and say, "Oh!"
02:21Like in these career days, they come up and say, "I do motion graphics. Well, but
02:25"I also know how to do ActionScript, I also know how to code," like, we are going
02:28to be looking for that. Like "Oh!
02:29"You are just a Motion graphics guy?
02:30"We don't want you unless you can do everything."
02:31It's completely the opposite.
02:34We want, we'd rather have somebody who says, "I am really into After Effects
02:38"and Flash animation and that's what I love and I can do a little bit of -"
02:40and having kind of overall knowledge of how things are put together is
02:44important, but you don't have to be a programmer to do animations. If you want
02:49to animate, do that.
02:50And the kind of scale of the projects we working on, we want people to have
02:55specialties like that.
02:56And that's better than somebody saying, "Oh!
02:58"I do kind of little bit of everything. Just give me something to do," because
03:00then we are dictating where they go, rather than them really picking what they like to do.
03:05Sometimes, everything is a risk, but we have managed to put together the
03:11greatest team on earth, I think.
Collapse this transcript
Interview with Lynda
00:00(Music playing)
00:07Lynda Weinman: So, Michael, it's so wonderful to have you with us. Thank you so much for
00:11agreeing to let us profile Big Spaceship.
00:13Michael Lebowitz: Thanks for having us.
00:15We are really excited about it.
00:16Lynda: You must be a proud papa.
00:17Michael: I am. Yes, in multiple ways.
00:20A real papa and a papa to this thing, if that's what it is.
00:24Lynda: Exactly. Well, we were talking, kind of going all the way back to your childhood, and
00:29your parents, and their vocations, and I thought that was actually kind of interesting.
00:34Do you want to talk about that a bit?
00:35Michael: Sure, yeah.
00:36I thought it was interesting too, because I had never really put it in the same
00:39context that you spoke about it, but I definitely come from a background of
00:47writers, and storytellers.
00:50My father was an English professor and a novelist and taught fiction writing as
00:57well as American modernist fiction.
01:04My mom was a poet, and does editing and manuscript development.
01:09The throughline is really storytelling and narrative. I translated that into
01:15film when I went to college and I did film there and then when this industry
01:20started to emerge, I became very quickly fascinated with it, and threw myself in
01:25and I think there is a lot of interesting overlaps there.
01:27Lynda: Well I think there is a huge transformation going on, because video is so
01:31much more approachable and accessible to so many more people, and so, in the past
01:36really the only way to tell stories was through writing.
01:39And so this is the new media of storytelling and you are right at the forefront of it.
01:44Michael: I tell people on the team a lot when they get frustrated with the world not
01:48moving as quickly as they want to move that it's the price that you pay for
01:52getting to be out on the very edge of something brand-new.
01:55And you wouldn't have it any other way and that's what I have to keep telling myself.
02:00Sometimes I just want to move so fast, but we're getting to, in our own small way,
02:05help define something brand-new.
02:07Lynda: Oh, absolutely.
02:08That's tremendously exciting to be a part of.
02:11Lynda: Definitely. So, you are now a business owner.
02:17That must be a very huge transition from being a film student, and I'd love to
02:21hear a little bit about that journey for you.
02:24Michael: It's a strange thing because I never expected to be here.
02:26I never, think I was probably entrepreneurial in some sense or another, but I didn't
02:32really know it or hadn't really tapped into it.
02:35But I think the transition from film into the world of digital 'stuff',
02:45the interactive world was - a lot of it was really just the necessity of not
02:53wanting to be a starving artist.
02:56Film, at that time, I was the very last class that did all the production work
03:03in film without avid, without anything non-linear.
03:06So, I was chopping up 16mm reversal and searching for little two frames that I
03:11lost 17 hours ago in the editing bay, falling asleep.
03:15And I actually really enjoyed that.
03:17I loved it being so tactile, and also being very technical in a way.
03:26But the reality was that in school I paid $100 a semester to shoot all the film
03:31I wanted, and it was this incredible luxury and then leaving, my options were to
03:37polish lenses for free, or hustle 98% of the time to maybe get to do what I
03:42really wanted to do 2% of the time.
03:44And I didn't really like the balance, for me.
03:47It wasn't effective and I don't think that I had the, I didn't have the
03:50necessary momentum behind film, specifically.
03:55So when I started to see this digital industry emerging and I was living on the
04:03West Coast for a year, and my friends were calling me and saying we are actually
04:06making really good money now, and I was like Oh!
04:08Well, I have been playing with Mac since the 512 came out.
04:12I have always been incredibly comfortable.
04:15I played with desktop publishing applications just for my own fun and doing my
04:21resume and things like that, and I was, like, I can figure this stuff out.
04:24And I swallowed my pride, and I moved in with my mom, and took an unpaid
04:30internship, and learned absolutely everything I could.
04:35Lynda: Who did you have the internship with?
04:38Michael: With a funny little company in Boston called Stumpworld Systems.
04:42The office was based in house where a bunch of the owners of the company lived.
04:48I would dutifully show up on time everyday, really, really happy to be there,
04:53and somebody would stroll down with a cigarette and a coffee in their robe and
04:56kind of put the coffee on top of their monitor and get ready to type.
04:59And I found them through a connection, but I didn't really seek out the right
05:04place to get the internship.
05:05It was like okay, I can get one near home and live for free for a little while,
05:09but they did entertainment work, strangely.
05:14They did a lot of sites for major bands.
05:17They did aerosmith.com and fish.com, and things like that.
05:22So, I got to start playing with that, and that's when I discovered Flash.
05:27I was learning the real basics, old school 2.0 and 3.0 browser, HTML, and
05:36basic graphic optimization. DeBabelizer was my friend back then.
05:41Lynda: Yeah, I remember DeBabelizer. [
05:42Michael: Yeah, great, great application.
05:44Lynda: Yeah it's still around, actually. Michael: The worst user interface I have ever seen and I loved it.
05:49I saw, actually, it was the power computing website, the horrible era where
05:53Mac tried to make, to license the OS, and power computing had a Flash intro.
06:00It's big words, shooting at you, 'fight back for the Mac.' Lynda: I remember that.
06:04Michael: And I saw it, and I was, like, "That is the coolest thing I've ever seen. Lynda: Mmhm.
06:09Michael: "How did they do it?"
06:10And I told everybody at work, I said, "I am going to figure out how to do that by
06:13"the end of the weekend."
06:14Lynda: So awesome. Michael: They had one license of Flash kicking around, or something.
06:17Lynda: Right. Michael: And by the end of the weekend I came in,
06:19and I had done 'fight back for Mike' or
06:22something like that. Lynda: Right.
06:23Michael: And they were all like, "Wow, how did you do it?"
06:26And I just started playing, and that was Flash 2.
06:28I mean, that must have been the first version after FutureSplash, and that's sort of how it all
06:32Lynda: That's fantastic. Michael: formed.
06:34That's a really inspiring story.
06:36I think a lot of our members will be very inspired by that, because everybody
06:40has to get up with the digital age, and a lot of us are too old to have been
06:47born into it, right? [
06:48Michael: Yeah, very much, including me. Lynda: Yeah, you know, yeah, that's all good.
06:52We had a good conversation the other day.
06:54I was asked to write an article about kind of a complex subject about how
07:01advertising and marketing is shifting in the marketplace due to digital.
07:05So I wanted to just talk to, as I often do, just sort of talk to people in the
07:09team and just see what they thought.
07:12I realized, at one point, we were talking about sort of who was born digital and who wasn't?
07:18And I realized that in the room, we had somebody who I said -- I said to each
07:23person, how old were you when you first used a browser?
07:26And it was, I was, whatever, 20-21, and the next person in line, 17-18, and then we
07:35get to the last person and then, "Oh! I was five." Lynda: Yeah.
07:38Michael: I was, like, there is a fundamental difference Lynda: Yeah.
07:39between that person and me.
07:41Even though we are all co-existing in this one environment. We are all
07:43producing the same work.
07:44There is a fundamental difference in the sort of native understanding of
07:50having that sort of that control over your information, over your environment, over your entertainment.
07:56Lynda: Well, this has been a recurring conversation that I've had with a lot of the
08:00people I have been interviewing in this series is just, what are the timeless
08:03principles that you learn in the film school? And you may have a different
08:08advantage over those who were born digital. Michael: Mmhm.
08:12And I think there is this necessary merging of the two worlds that people can
08:19get so involved with just a straight technology and not think about the story, or
08:24the film grammar, or some of the really important types of principles that you
08:31would learn in film school.
08:32Michael: Yeah. That's exactly right.
08:33I mean one of the things I find myself saying over and over, year after year
08:37with teams is is not to always think of everything as a tween, that you don't
08:43have to always show how something gets from here to here to create a compelling story.
08:51Look at editing techniques.
08:52You look at the really early pioneers of these things, where they're putting
08:56disparate footage together to create a story, and the juxtaposition of unrelated
09:02images to create meaning.
09:06I think that's actually something that digital still needs to adapt to a little bit more.
09:10We see a lot of - now we can put our films online and that's coming from one
09:16direction, and then from another direction you've got the sort of motion
09:19graphics world where everything can fly freely wherever you want it to go, but
09:22maybe a little less fundamentals and storytelling.
09:25And I think where we sit or try to sit is that place in between where we really
09:30want to be able to tell a story, but be incredibly true and authentic to the
09:35medium we are telling it in.
09:37Lynda: You still seem so passionate and engaged.
09:40Do you ever see yourself transitioning out of what you're doing now, or what are
09:45your short-term and long-term goals?
09:48Michael: Well, I love to come to work everyday.
09:52The whole company is, it's not founded, as many companies are, with a huge profit motive.
09:58I mean, it's great to make money, and I hope that we do and continue to do that.
10:03But I've been at places you just don't want to be, and I've seen the difference
10:08in the quality of output.
10:11If you are not sort of passionate about what you are doing, find something that
10:14you are passionate about doing and do it.
10:16Lynda: Are there some things that you haven't done that you want to do?
10:19Michael: I am getting to do a lot of things that I really am excited about.
10:22I get to go out and speak to people and that's really, really fun.
10:25Doing something like this is incredibly exciting for me,
10:28although a little weird, because I always fancied myself a behind-the-
10:30camera-person, and it's weird to sort of suddenly be in front.
10:33But I got to teach a seminar for a few years, just a couple of days in Rome
10:41through a German Film School.
10:44It's all taught by visiting professionals, and they asked us to do sort of
10:47digital marketing for films, which is where we sort of grew up in this
10:51business, and I loved it.
10:54I did it for few years, and I haven't done it in a couple, and I miss it.
10:57I really enjoy the teaching side of it.
11:01So I think that that's something I maybe could transition into in the
11:06longer-term future.
11:07But for now, I'm really, really happy with what we are doing.
11:09It's still a very exciting place to be.
11:10Lynda: It really is, and I'm so grateful to you for sharing yourself and letting us
11:15peak behind the scenes here, and also sharing some of the thoughtful ideas that
11:20you shared with us just now.
11:21I think they are going to be very meaningful to people, and it's just great.
11:25We applaud your generosity, and thank you for being part of this.
11:28Michael Lebowtiz: It's my absolute pleasure.
11:29Lynda: Thanks Michael.
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