• Hey, amazing creators! Are your textures still stretching and causing chaos in your designs? Fear not! With the right knowledge and tools, you can tackle those UV mapping challenges head-on!

    I’ve spent years navigating the ups and downs of 3D design, and I'm thrilled to share that 3D Tudor's new class, the UV Mapping Bootcamp, is here to help you conquer those pesky issues! Don't let ripples and seams steal your creative joy—embrace the learning journey and master the art of unwrapping!

    Get ready to transform your projects and elevate your skills! The best is yet to come!

    #TextureMapping #UV
    Hey, amazing creators! 🌟 Are your textures still stretching and causing chaos in your designs? 😱 Fear not! With the right knowledge and tools, you can tackle those UV mapping challenges head-on! 🌈✨ I’ve spent years navigating the ups and downs of 3D design, and I'm thrilled to share that 3D Tudor's new class, the UV Mapping Bootcamp, is here to help you conquer those pesky issues! 🎓💪 Don't let ripples and seams steal your creative joy—embrace the learning journey and master the art of unwrapping! 🚀 Get ready to transform your projects and elevate your skills! The best is yet to come! 🎉💖 #TextureMapping #UV
    www.blendernation.com
    If your checkerboard pattern ripples like jelly or your seams jump out louder than bloom lighting, the culprit is usually the UV map. 3D Tudor's new class helps you navigate these issues. I spent years chasing those issues myself, so I built a new cl
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  • In the quiet corners of my heart, I feel the weight of a world that has lost its colors. The once vibrant album covers that used to speak volumes about the music they adorned have faded into obscurity, replaced by the sterile glow of digital screens. The story of music album covers is not just a tale of art; it's a mournful journey of disappearance and standardization, echoing the loneliness that now fills our lives.

    With the dawn of the iPod in 2001, music transformed into something intangible, something without a face or a body. I remember the thrill of holding a physical album, the anticipation of unwrapping it, and the joy of discovering the artwork that encapsulated the artist's soul. Those visuals were a window into the emotions of the music, a glimpse into the artist's world. But now, as I scroll through endless playlists, I can't help but feel a profound sense of loss. Each click feels hollow, devoid of the beauty that once was.

    Where are the stories behind the covers? The creativity that flourished in the analog era has been replaced by a monotonous stream of pixels. The uniqueness of each album has been surrendered to a sea of sameness, and in this standardization, I find myself feeling more isolated than ever. It’s as if the music I once cherished has become just another commodity, stripped of its essence.

    Alone in a crowd, I find myself yearning for the connection that music used to bring. I miss the days when I could flip through a record store, each cover telling a story, each spine a promise of something beautiful. Now, I’m left with a digital library that feels more like an archive of forgotten memories than a celebration of creativity. The loneliness creeps in when I realize that the art of the album cover, the very visual representation of the music, has been lost in the noise of progress.

    Every time I play a song, I can’t shake the feeling that I’m missing something vital. Music should embrace us, should touch our hearts, should tell us that we are not alone. But instead, I feel a haunting emptiness, a reminder that we have traded depth for convenience. In this digital age, I search for meaning in a world that seems to have forgotten how to connect.

    As I sit in silence, surrounded by the echoes of melodies that once brought me joy, I can’t help but mourn the loss of the album cover. It was more than just a visual; it was a piece of art that held the spirit of the music within. Now, I am left with a collection of songs, but the stories behind them have vanished like whispers in the wind.

    #MusicMemories #AlbumArt #Loneliness #DigitalEra #LostConnection
    In the quiet corners of my heart, I feel the weight of a world that has lost its colors. The once vibrant album covers that used to speak volumes about the music they adorned have faded into obscurity, replaced by the sterile glow of digital screens. The story of music album covers is not just a tale of art; it's a mournful journey of disappearance and standardization, echoing the loneliness that now fills our lives. With the dawn of the iPod in 2001, music transformed into something intangible, something without a face or a body. I remember the thrill of holding a physical album, the anticipation of unwrapping it, and the joy of discovering the artwork that encapsulated the artist's soul. Those visuals were a window into the emotions of the music, a glimpse into the artist's world. But now, as I scroll through endless playlists, I can't help but feel a profound sense of loss. Each click feels hollow, devoid of the beauty that once was. Where are the stories behind the covers? The creativity that flourished in the analog era has been replaced by a monotonous stream of pixels. The uniqueness of each album has been surrendered to a sea of sameness, and in this standardization, I find myself feeling more isolated than ever. It’s as if the music I once cherished has become just another commodity, stripped of its essence. Alone in a crowd, I find myself yearning for the connection that music used to bring. I miss the days when I could flip through a record store, each cover telling a story, each spine a promise of something beautiful. Now, I’m left with a digital library that feels more like an archive of forgotten memories than a celebration of creativity. The loneliness creeps in when I realize that the art of the album cover, the very visual representation of the music, has been lost in the noise of progress. Every time I play a song, I can’t shake the feeling that I’m missing something vital. Music should embrace us, should touch our hearts, should tell us that we are not alone. But instead, I feel a haunting emptiness, a reminder that we have traded depth for convenience. In this digital age, I search for meaning in a world that seems to have forgotten how to connect. As I sit in silence, surrounded by the echoes of melodies that once brought me joy, I can’t help but mourn the loss of the album cover. It was more than just a visual; it was a piece of art that held the spirit of the music within. Now, I am left with a collection of songs, but the stories behind them have vanished like whispers in the wind. #MusicMemories #AlbumArt #Loneliness #DigitalEra #LostConnection
    www.grapheine.com
    Avec la naissance de l'iPod en 2001, la musique digitale n'a plus ni visage, ni corps ! Comment, alors, réinventer les pochettes d'albums ? L’article L’histoire des pochettes de musique : disparition et standardisation des visuels est apparu en
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  • Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’

    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One.
    By Jay Stobie
    Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more.
    The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif.
    A final frame from the Battle of Scarif in Rogue One: A Star Wars Story.
    A Context for Conflict
    In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design.
    On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival.
    From Physical to Digital
    By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001.
    Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com.
    However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.”
    John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact.
    Legendary Lineages
    In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.”
    Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet.
    While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.”
    The U.S.S. Enterprise-E in Star Trek: First Contact.
    Familiar Foes
    To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin.
    As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.”
    Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.”
    A final frame from Rogue One: A Star Wars Story.
    Forming Up the Fleets
    In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics.
    Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography…
    Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized.
    Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story.
    Tough Little Ships
    The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001!
    Exploration and Hope
    The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire.
    The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope?

    Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
    #looking #back #two #classics #ilm
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knollconfers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contactand Rogue One: A Star Wars Storypropelled their respective franchises to new heights. While Star Trek Generationswelcomed Captain Jean-Luc Picard’screw to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk. Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope, it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story, The Mandalorian, Andor, Ahsoka, The Acolyte, and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story. A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Ersoand Cassian Andorand the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical modelsfor its features was gradually giving way to innovative computer graphicsmodels, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knollconfers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact. Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got fromVER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact. Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generationand Star Trek: Deep Space Nine, creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back, respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story. Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs, live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples. These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’spersonal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story. Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships”in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobieis a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy. #looking #back #two #classics #ilm
    Looking Back at Two Classics: ILM Deploys the Fleet in ‘Star Trek: First Contact’ and ‘Rogue One: A Star Wars Story’
    www.ilm.com
    Guided by visual effects supervisor John Knoll, ILM embraced continually evolving methodologies to craft breathtaking visual effects for the iconic space battles in First Contact and Rogue One. By Jay Stobie Visual effects supervisor John Knoll (right) confers with modelmakers Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Bolstered by visual effects from Industrial Light & Magic, Star Trek: First Contact (1996) and Rogue One: A Star Wars Story (2016) propelled their respective franchises to new heights. While Star Trek Generations (1994) welcomed Captain Jean-Luc Picard’s (Patrick Stewart) crew to the big screen, First Contact stood as the first Star Trek feature that did not focus on its original captain, the legendary James T. Kirk (William Shatner). Similarly, though Rogue One immediately preceded the events of Star Wars: A New Hope (1977), it was set apart from the episodic Star Wars films and launched an era of storytelling outside of the main Skywalker saga that has gone on to include Solo: A Star Wars Story (2018), The Mandalorian (2019-23), Andor (2022-25), Ahsoka (2023), The Acolyte (2024), and more. The two films also shared a key ILM contributor, John Knoll, who served as visual effects supervisor on both projects, as well as an executive producer on Rogue One. Currently, ILM’s executive creative director and senior visual effects supervisor, Knoll – who also conceived the initial framework for Rogue One’s story – guided ILM as it brought its talents to bear on these sci-fi and fantasy epics. The work involved crafting two spectacular starship-packed space clashes – First Contact’s Battle of Sector 001 and Rogue One’s Battle of Scarif. Although these iconic installments were released roughly two decades apart, they represent a captivating case study of how ILM’s approach to visual effects has evolved over time. With this in mind, let’s examine the films’ unforgettable space battles through the lens of fascinating in-universe parallels and the ILM-produced fleets that face off near Earth and Scarif. A final frame from the Battle of Scarif in Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). A Context for Conflict In First Contact, the United Federation of Planets – a 200-year-old interstellar government consisting of more than 150 member worlds – braces itself for an invasion by the Borg – an overwhelmingly powerful collective composed of cybernetic beings who devastate entire planets by assimilating their biological populations and technological innovations. The Borg only send a single vessel, a massive cube containing thousands of hive-minded drones and their queen, pushing the Federation’s Starfleet defenders to Earth’s doorstep. Conversely, in Rogue One, the Rebel Alliance – a fledgling coalition of freedom fighters – seeks to undermine and overthrow the stalwart Galactic Empire – a totalitarian regime preparing to tighten its grip on the galaxy by revealing a horrifying superweapon. A rebel team infiltrates a top-secret vault on Scarif in a bid to steal plans to that battle station, the dreaded Death Star, with hopes of exploiting a vulnerability in its design. On the surface, the situations could not seem to be more disparate, particularly in terms of the Federation’s well-established prestige and the Rebel Alliance’s haphazardly organized factions. Yet, upon closer inspection, the spaceborne conflicts at Earth and Scarif are linked by a vital commonality. The threat posed by the Borg is well-known to the Federation, but the sudden intrusion upon their space takes its defenses by surprise. Starfleet assembles any vessel within range – including antiquated Oberth-class science ships – to intercept the Borg cube in the Typhon Sector, only to be forced back to Earth on the edge of defeat. The unsanctioned mission to Scarif with Jyn Erso (Felicity Jones) and Cassian Andor (Diego Luna) and the sudden need to take down the planet’s shield gate propels the Rebel Alliance fleet into rushing to their rescue with everything from their flagship Profundity to GR-75 medium transports. Whether Federation or Rebel Alliance, these fleets gather in last-ditch efforts to oppose enemies who would embrace their eradication – the Battles of Sector 001 and Scarif are fights for survival. From Physical to Digital By the time Jonathan Frakes was selected to direct First Contact, Star Trek’s reliance on constructing traditional physical models (many of which were built by ILM) for its features was gradually giving way to innovative computer graphics (CG) models, resulting in the film’s use of both techniques. “If one of the ships was to be seen full-screen and at length,” associate visual effects supervisor George Murphy told Cinefex’s Kevin H. Martin, “we knew it would be done as a stage model. Ships that would be doing a lot of elaborate maneuvers in space battle scenes would be created digitally.” In fact, physical and CG versions of the U.S.S. Enterprise-E appear in the film, with the latter being harnessed in shots involving the vessel’s entry into a temporal vortex at the conclusion of the Battle of Sector 001. Despite the technological leaps that ILM pioneered in the decades between First Contact and Rogue One, they considered filming physical miniatures for certain ship-related shots in the latter film. ILM considered filming physical miniatures for certain ship-related shots in Rogue One. The feature’s fleets were ultimately created digitally to allow for changes throughout post-production. “If it’s a photographed miniature element, it’s not possible to go back and make adjustments. So it’s the additional flexibility that comes with the computer graphics models that’s very attractive to many people,” John Knoll relayed to writer Jon Witmer at American Cinematographer’s TheASC.com. However, Knoll aimed to develop computer graphics that retained the same high-quality details as their physical counterparts, leading ILM to employ a modern approach to a time-honored modelmaking tactic. “I also wanted to emulate the kit-bashing aesthetic that had been part of Star Wars from the very beginning, where a lot of mechanical detail had been added onto the ships by using little pieces from plastic model kits,” explained Knoll in his chat with TheASC.com. For Rogue One, ILM replicated the process by obtaining such kits, scanning their parts, building a computer graphics library, and applying the CG parts to digitally modeled ships. “I’m very happy to say it was super-successful,” concluded Knoll. “I think a lot of our digital models look like they are motion-control models.” John Knoll (second from left) confers with Kim Smith and John Goodson with the miniature of the U.S.S. Enterprise-E during production of Star Trek: First Contact (Credit: ILM). Legendary Lineages In First Contact, Captain Picard commanded a brand-new vessel, the Sovereign-class U.S.S. Enterprise-E, continuing the celebrated starship’s legacy in terms of its famous name and design aesthetic. Designed by John Eaves and developed into blueprints by Rick Sternbach, the Enterprise-E was built into a 10-foot physical model by ILM model project supervisor John Goodson and his shop’s talented team. ILM infused the ship with extraordinary detail, including viewports equipped with backlit set images from the craft’s predecessor, the U.S.S. Enterprise-D. For the vessel’s larger windows, namely those associated with the observation lounge and arboretum, ILM took a painstakingly practical approach to match the interiors shown with the real-world set pieces. “We filled that area of the model with tiny, micro-scale furniture,” Goodson informed Cinefex, “including tables and chairs.” Rogue One’s rebel team initially traversed the galaxy in a U-wing transport/gunship, which, much like the Enterprise-E, was a unique vessel that nonetheless channeled a certain degree of inspiration from a classic design. Lucasfilm’s Doug Chiang, a co-production designer for Rogue One, referred to the U-wing as the film’s “Huey helicopter version of an X-wing” in the Designing Rogue One bonus featurette on Disney+ before revealing that, “Towards the end of the design cycle, we actually decided that maybe we should put in more X-wing features. And so we took the X-wing engines and literally mounted them onto the configuration that we had going.” Modeled by ILM digital artist Colie Wertz, the U-wing’s final computer graphics design subtly incorporated these X-wing influences to give the transport a distinctive feel without making the craft seem out of place within the rebel fleet. While ILM’s work on the Enterprise-E’s viewports offered a compelling view toward the ship’s interior, a breakthrough LED setup for Rogue One permitted ILM to obtain realistic lighting on actors as they looked out from their ships and into the space around them. “All of our major spaceship cockpit scenes were done that way, with the gimbal in this giant horseshoe of LED panels we got from [equipment vendor] VER, and we prepared graphics that went on the screens,” John Knoll shared with American Cinematographer’s Benjamin B and Jon D. Witmer. Furthermore, in Disney+’s Rogue One: Digital Storytelling bonus featurette, visual effects producer Janet Lewin noted, “For the actors, I think, in the space battle cockpits, for them to be able to see what was happening in the battle brought a higher level of accuracy to their performance.” The U.S.S. Enterprise-E in Star Trek: First Contact (Credit: Paramount). Familiar Foes To transport First Contact’s Borg invaders, John Goodson’s team at ILM resurrected the Borg cube design previously seen in Star Trek: The Next Generation (1987) and Star Trek: Deep Space Nine (1993), creating a nearly three-foot physical model to replace the one from the series. Art consultant and ILM veteran Bill George proposed that the cube’s seemingly straightforward layout be augmented with a complex network of photo-etched brass, a suggestion which produced a jagged surface and offered a visual that was both intricate and menacing. ILM also developed a two-foot motion-control model for a Borg sphere, a brand-new auxiliary vessel that emerged from the cube. “We vacuformed about 15 different patterns that conformed to this spherical curve and covered those with a lot of molded and cast pieces. Then we added tons of acid-etched brass over it, just like we had on the cube,” Goodson outlined to Cinefex’s Kevin H. Martin. As for Rogue One’s villainous fleet, reproducing the original trilogy’s Death Star and Imperial Star Destroyers centered upon translating physical models into digital assets. Although ILM no longer possessed A New Hope’s three-foot Death Star shooting model, John Knoll recreated the station’s surface paneling by gathering archival images, and as he spelled out to writer Joe Fordham in Cinefex, “I pieced all the images together. I unwrapped them into texture space and projected them onto a sphere with a trench. By doing that with enough pictures, I got pretty complete coverage of the original model, and that became a template upon which to redraw very high-resolution texture maps. Every panel, every vertical striped line, I matched from a photograph. It was as accurate as it was possible to be as a reproduction of the original model.” Knoll’s investigative eye continued to pay dividends when analyzing the three-foot and eight-foot Star Destroyer motion-control models, which had been built for A New Hope and Star Wars: The Empire Strikes Back (1980), respectively. “Our general mantra was, ‘Match your memory of it more than the reality,’ because sometimes you go look at the actual prop in the archive building or you look back at the actual shot from the movie, and you go, ‘Oh, I remember it being a little better than that,’” Knoll conveyed to TheASC.com. This philosophy motivated ILM to combine elements from those two physical models into a single digital design. “Generally, we copied the three-footer for details like the superstructure on the top of the bridge, but then we copied the internal lighting plan from the eight-footer,” Knoll explained. “And then the upper surface of the three-footer was relatively undetailed because there were no shots that saw it closely, so we took a lot of the high-detail upper surface from the eight-footer. So it’s this amalgam of the two models, but the goal was to try to make it look like you remember it from A New Hope.” A final frame from Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Forming Up the Fleets In addition to the U.S.S. Enterprise-E, the Battle of Sector 001 debuted numerous vessels representing four new Starfleet ship classes – the Akira, Steamrunner, Saber, and Norway – all designed by ILM visual effects art director Alex Jaeger. “Since we figured a lot of the background action in the space battle would be done with computer graphics ships that needed to be built from scratch anyway, I realized that there was no reason not to do some new designs,” John Knoll told American Cinematographer writer Ron Magid. Used in previous Star Trek projects, older physical models for the Oberth and Nebula classes were mixed into the fleet for good measure, though the vast majority of the armada originated as computer graphics. Over at Scarif, ILM portrayed the Rebel Alliance forces with computer graphics models of fresh designs (the MC75 cruiser Profundity and U-wings), live-action versions of Star Wars Rebels’ VCX-100 light freighter Ghost and Hammerhead corvettes, and Star Wars staples (Nebulon-B frigates, X-wings, Y-wings, and more). These ships face off against two Imperial Star Destroyers and squadrons of TIE fighters, and – upon their late arrival to the battle – Darth Vader’s Star Destroyer and the Death Star. The Tantive IV, a CR90 corvette more popularly referred to as a blockade runner, made its own special cameo at the tail end of the fight. As Princess Leia Organa’s (Carrie Fisher and Ingvild Deila) personal ship, the Tantive IV received the Death Star plans and fled the scene, destined to be captured by Vader’s Star Destroyer at the beginning of A New Hope. And, while we’re on the subject of intricate starship maneuvers and space-based choreography… Although the First Contact team could plan visual effects shots with animated storyboards, ILM supplied Gareth Edwards with a next-level virtual viewfinder that allowed the director to select his shots by immersing himself among Rogue One’s ships in real time. “What we wanted to do is give Gareth the opportunity to shoot his space battles and other all-digital scenes the same way he shoots his live-action. Then he could go in with this sort of virtual viewfinder and view the space battle going on, and figure out what the best angle was to shoot those ships from,” senior animation supervisor Hal Hickel described in the Rogue One: Digital Storytelling featurette. Hickel divulged that the sequence involving the dish array docking with the Death Star was an example of the “spontaneous discovery of great angles,” as the scene was never storyboarded or previsualized. Visual effects supervisor John Knoll with director Gareth Edwards during production of Rogue One: A Star Wars Story (Credit: ILM & Lucasfilm). Tough Little Ships The Federation and Rebel Alliance each deployed “tough little ships” (an endearing description Commander William T. Riker [Jonathan Frakes] bestowed upon the U.S.S. Defiant in First Contact) in their respective conflicts, namely the U.S.S. Defiant from Deep Space Nine and the Tantive IV from A New Hope. VisionArt had already built a CG Defiant for the Deep Space Nine series, but ILM upgraded the model with images gathered from the ship’s three-foot physical model. A similar tactic was taken to bring the Tantive IV into the digital realm for Rogue One. “This was the Blockade Runner. This was the most accurate 1:1 reproduction we could possibly have made,” model supervisor Russell Paul declared to Cinefex’s Joe Fordham. “We did an extensive photo reference shoot and photogrammetry re-creation of the miniature. From there, we built it out as accurately as possible.” Speaking of sturdy ships, if you look very closely, you can spot a model of the Millennium Falcon flashing across the background as the U.S.S. Defiant makes an attack run on the Borg cube at the Battle of Sector 001! Exploration and Hope The in-universe ramifications that materialize from the Battles of Sector 001 and Scarif are monumental. The destruction of the Borg cube compels the Borg Queen to travel back in time in an attempt to vanquish Earth before the Federation can even be formed, but Captain Picard and the Enterprise-E foil the plot and end up helping their 21st century ancestors make “first contact” with another species, the logic-revering Vulcans. The post-Scarif benefits take longer to play out for the Rebel Alliance, but the theft of the Death Star plans eventually leads to the superweapon’s destruction. The Galactic Civil War is far from over, but Scarif is a significant step in the Alliance’s effort to overthrow the Empire. The visual effects ILM provided for First Contact and Rogue One contributed significantly to the critical and commercial acclaim both pictures enjoyed, a victory reflecting the relentless dedication, tireless work ethic, and innovative spirit embodied by visual effects supervisor John Knoll and ILM’s entire staff. While being interviewed for The Making of Star Trek: First Contact, actor Patrick Stewart praised ILM’s invaluable influence, emphasizing, “ILM was with us, on this movie, almost every day on set. There is so much that they are involved in.” And, regardless of your personal preferences – phasers or lasers, photon torpedoes or proton torpedoes, warp speed or hyperspace – perhaps Industrial Light & Magic’s ability to infuse excitement into both franchises demonstrates that Star Trek and Star Wars encompass themes that are not competitive, but compatible. After all, what goes together better than exploration and hope? – Jay Stobie (he/him) is a writer, author, and consultant who has contributed articles to ILM.com, Skysound.com, Star Wars Insider, StarWars.com, Star Trek Explorer, Star Trek Magazine, and StarTrek.com. Jay loves sci-fi, fantasy, and film, and you can learn more about him by visiting JayStobie.com or finding him on Twitter, Instagram, and other social media platforms at @StobiesGalaxy.
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  • Mission: Impossible – The Final Reckoning Fan Theory Fixes Series’ Most Controversial Twist

    Features Mission: Impossible – The Final Reckoning Fan Theory Fixes Series’ Most Controversial Twist
    A new fan theory about the ending of Mission: Impossible - The Final Reckoning is gaining steam online. And it would fix what some consider to be the series' biggest mistake.

    By Tom Chapman | May 30, 2025 | |

    Photo: Paramount Pictures

    This article contains Mission: Impossible – The Final Reckoning spoilers.
    For now it looks like Christopher McQuarrie’s Mission: Impossible – The Final Reckoning really could be the end of the long-running spy series. While there’s plenty of talk about Tom Cruise hanging up his badge as the Impossible Missions Force’s Ethan Hunt or possibly handing over the baton to one of the many other unwilling recruits, there’s plenty of evidence that we’re not done yet. The critic scores and box office point to an appetite for Mission: Impossible 9, and now a popular online theory is taking off that a fan-favorite could soon be back in action.
    After Brian De Palma’s original Mission: ImpossibleRebecca Ferguson’s Isla Faust in 2023’s Mission: Impossible – Dead Reckoning that sticks out more than most. Although Ilsa was seemingly killed by Esai Morales’ villainous Gabriel during a tense Venice action scene, the fact that her death seemed so sudden and was glossed over so quickly led many to believe she’d be back for The Final Reckoning. That’s sadly not the case, but what about in the franchise’s future?

    Previous outings have shown that Ethan’s dangerous career path affects his ability to hold down a relationship. Additionally, the franchise is no stranger to bringing characters back from the dead. When both features are coupled with Ilsa’s somewhat underwhelming death, it’s no surprise that fans are clinging onto the idea she’ll return in the inevitable next movie. And during The Final Reckoning’s final scene, where Ethan splits from his team in London, eagle-eyed fans spotted him veering close to an unnamed woman who looks a lot like Ferguson’s dearly departed assassin. Some suggested it was Hayley Atwell’s Grace, but with her having already said her goodbyes and gone in a different direction, it clearly can’t be her.

    Supporters of the theory have latched onto footage of Ilsa from Fallout and compared it to the mysterious Final Reckoning woman. The stranger has a similar wavy hairstyle to Ilsa, and a choice in baggy clothes. It would also be a neat parallel of the pair parting ways and going in different directionsduring Rogue Nation.
    Others have likened this theory to Christian Bale’s Bruce Wayne meeting with Anne Hathaway’s Selina Kyle after he faked his death in The Dark Knight Rises. Given Ferguson’s raised profile in Silo and the Dune movies, landing her again would be a major coup, but what has the star herself said?
    Ferguson has previously explained why she felt the need to step away from Mission: Impossible, telling the Unwrapped podcast how it was more than just her three-movie deal being done: “Ilsa was becoming a team player. And we all can want different things, but for me, Ilsa was rogue. Ilsa was naughty. Ilsa was unpredictable. There was a lot of characters coming in, not leaving enough space for what she had been.”
    We previously said how Ilsa’s Dead Reckoning death effectively ‘fridged’ her character to catapult Ethan’s arc forward and leave more room for Grace to step up as a franchise lead. Most frustratingly, after becoming a mainstay of the previous two movies, she was forced to take a backseat in the first half of Dead Reckoning and given a quick demise that was barely referenced afterward. Going against the idea that we’ll see Ilsa again, Dead Reckoning’s Arabian-set opening already had Ethan help her fake her death. It’s true that we don’t see what happens to her body, but a double fake out might be even too much for a franchise that’s taught us to never trust what we see thanks to its mask technology and old-fashioned sleight of hand. 
    Another reason you shouldn’t start cheering Ilsa’s welcome return to Mission: Impossible is that McQuarrie might have shut down the theory before it even got to do the rounds. The issue of Ilsa’s absence has been a hotly contested one, especially considering Ferguson only appeared via archive footage without filming anything new. Despite the controversy, McQuarrie told theHappy Sad Confused podcast that “it’s the cost versus benefit. The death of essential characters has followed Ethanthroughout every one of these movies. I don’t think up until that point a character that resonated so deeply with the audience had died.” While the director says he understands why some were dissatisfied with how it happened, he concluded, “Which is where I thought that wouldn’t motivate me to undo the one thing that gives Mission: Impossible teeth, which is ‘death is permanent’.”
    It’s no secret that the Mission: Impossible movies have tried their best to tie up loose ends. Thandiwe Newton denied rumors she was asked to reprise her role as Nyah Nordoff-Hall in Mission: Impossible III, Jeremy Renner recently told the Happy Sad Confused podcast that he turned down another chance to play William Brandt because he wanted to spend more time with his daughter, and Maggie Q told Yahoo in 2020 that she had to turn down two opportunities to reappear as Zhen Li due to filming commitments.

    Unfortunately for Faust fans, it sounds like McQuarrie thinks she got the ending he wanted. It might be hard to keep Ferguson’s return a secret if there’s another Mission: Impossible, and we’re still a long way from potentially seeing Isla Faust again.

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    #mission #impossible #final #reckoning #fan
    Mission: Impossible – The Final Reckoning Fan Theory Fixes Series’ Most Controversial Twist
    Features Mission: Impossible – The Final Reckoning Fan Theory Fixes Series’ Most Controversial Twist A new fan theory about the ending of Mission: Impossible - The Final Reckoning is gaining steam online. And it would fix what some consider to be the series' biggest mistake. By Tom Chapman | May 30, 2025 | | Photo: Paramount Pictures This article contains Mission: Impossible – The Final Reckoning spoilers. For now it looks like Christopher McQuarrie’s Mission: Impossible – The Final Reckoning really could be the end of the long-running spy series. While there’s plenty of talk about Tom Cruise hanging up his badge as the Impossible Missions Force’s Ethan Hunt or possibly handing over the baton to one of the many other unwilling recruits, there’s plenty of evidence that we’re not done yet. The critic scores and box office point to an appetite for Mission: Impossible 9, and now a popular online theory is taking off that a fan-favorite could soon be back in action. After Brian De Palma’s original Mission: ImpossibleRebecca Ferguson’s Isla Faust in 2023’s Mission: Impossible – Dead Reckoning that sticks out more than most. Although Ilsa was seemingly killed by Esai Morales’ villainous Gabriel during a tense Venice action scene, the fact that her death seemed so sudden and was glossed over so quickly led many to believe she’d be back for The Final Reckoning. That’s sadly not the case, but what about in the franchise’s future? Previous outings have shown that Ethan’s dangerous career path affects his ability to hold down a relationship. Additionally, the franchise is no stranger to bringing characters back from the dead. When both features are coupled with Ilsa’s somewhat underwhelming death, it’s no surprise that fans are clinging onto the idea she’ll return in the inevitable next movie. And during The Final Reckoning’s final scene, where Ethan splits from his team in London, eagle-eyed fans spotted him veering close to an unnamed woman who looks a lot like Ferguson’s dearly departed assassin. Some suggested it was Hayley Atwell’s Grace, but with her having already said her goodbyes and gone in a different direction, it clearly can’t be her. Supporters of the theory have latched onto footage of Ilsa from Fallout and compared it to the mysterious Final Reckoning woman. The stranger has a similar wavy hairstyle to Ilsa, and a choice in baggy clothes. It would also be a neat parallel of the pair parting ways and going in different directionsduring Rogue Nation. Others have likened this theory to Christian Bale’s Bruce Wayne meeting with Anne Hathaway’s Selina Kyle after he faked his death in The Dark Knight Rises. Given Ferguson’s raised profile in Silo and the Dune movies, landing her again would be a major coup, but what has the star herself said? Ferguson has previously explained why she felt the need to step away from Mission: Impossible, telling the Unwrapped podcast how it was more than just her three-movie deal being done: “Ilsa was becoming a team player. And we all can want different things, but for me, Ilsa was rogue. Ilsa was naughty. Ilsa was unpredictable. There was a lot of characters coming in, not leaving enough space for what she had been.” We previously said how Ilsa’s Dead Reckoning death effectively ‘fridged’ her character to catapult Ethan’s arc forward and leave more room for Grace to step up as a franchise lead. Most frustratingly, after becoming a mainstay of the previous two movies, she was forced to take a backseat in the first half of Dead Reckoning and given a quick demise that was barely referenced afterward. Going against the idea that we’ll see Ilsa again, Dead Reckoning’s Arabian-set opening already had Ethan help her fake her death. It’s true that we don’t see what happens to her body, but a double fake out might be even too much for a franchise that’s taught us to never trust what we see thanks to its mask technology and old-fashioned sleight of hand.  Another reason you shouldn’t start cheering Ilsa’s welcome return to Mission: Impossible is that McQuarrie might have shut down the theory before it even got to do the rounds. The issue of Ilsa’s absence has been a hotly contested one, especially considering Ferguson only appeared via archive footage without filming anything new. Despite the controversy, McQuarrie told theHappy Sad Confused podcast that “it’s the cost versus benefit. The death of essential characters has followed Ethanthroughout every one of these movies. I don’t think up until that point a character that resonated so deeply with the audience had died.” While the director says he understands why some were dissatisfied with how it happened, he concluded, “Which is where I thought that wouldn’t motivate me to undo the one thing that gives Mission: Impossible teeth, which is ‘death is permanent’.” It’s no secret that the Mission: Impossible movies have tried their best to tie up loose ends. Thandiwe Newton denied rumors she was asked to reprise her role as Nyah Nordoff-Hall in Mission: Impossible III, Jeremy Renner recently told the Happy Sad Confused podcast that he turned down another chance to play William Brandt because he wanted to spend more time with his daughter, and Maggie Q told Yahoo in 2020 that she had to turn down two opportunities to reappear as Zhen Li due to filming commitments. Unfortunately for Faust fans, it sounds like McQuarrie thinks she got the ending he wanted. It might be hard to keep Ferguson’s return a secret if there’s another Mission: Impossible, and we’re still a long way from potentially seeing Isla Faust again. Join our mailing list Get the best of Den of Geek delivered right to your inbox! #mission #impossible #final #reckoning #fan
    Mission: Impossible – The Final Reckoning Fan Theory Fixes Series’ Most Controversial Twist
    www.denofgeek.com
    Features Mission: Impossible – The Final Reckoning Fan Theory Fixes Series’ Most Controversial Twist A new fan theory about the ending of Mission: Impossible - The Final Reckoning is gaining steam online. And it would fix what some consider to be the series' biggest mistake. By Tom Chapman | May 30, 2025 | | Photo: Paramount Pictures This article contains Mission: Impossible – The Final Reckoning spoilers. For now it looks like Christopher McQuarrie’s Mission: Impossible – The Final Reckoning really could be the end of the long-running spy series. While there’s plenty of talk about Tom Cruise hanging up his badge as the Impossible Missions Force’s Ethan Hunt or possibly handing over the baton to one of the many other unwilling recruits, there’s plenty of evidence that we’re not done yet. The critic scores and box office point to an appetite for Mission: Impossible 9, and now a popular online theory is taking off that a fan-favorite could soon be back in action. After Brian De Palma’s original Mission: ImpossibleRebecca Ferguson’s Isla Faust in 2023’s Mission: Impossible – Dead Reckoning that sticks out more than most. Although Ilsa was seemingly killed by Esai Morales’ villainous Gabriel during a tense Venice action scene, the fact that her death seemed so sudden and was glossed over so quickly led many to believe she’d be back for The Final Reckoning. That’s sadly not the case, but what about in the franchise’s future? Previous outings have shown that Ethan’s dangerous career path affects his ability to hold down a relationship (Michelle Monaghan’s Julia in Mission: Impossible III). Additionally, the franchise is no stranger to bringing characters back from the dead (Jon Voight’s Jim Phelps in Mission: Impossible springs to mind). When both features are coupled with Ilsa’s somewhat underwhelming death, it’s no surprise that fans are clinging onto the idea she’ll return in the inevitable next movie. And during The Final Reckoning’s final scene, where Ethan splits from his team in London, eagle-eyed fans spotted him veering close to an unnamed woman who looks a lot like Ferguson’s dearly departed assassin. Some suggested it was Hayley Atwell’s Grace, but with her having already said her goodbyes and gone in a different direction, it clearly can’t be her. Supporters of the theory have latched onto footage of Ilsa from Fallout and compared it to the mysterious Final Reckoning woman. The stranger has a similar wavy hairstyle to Ilsa, and a choice in baggy clothes. It would also be a neat parallel of the pair parting ways and going in different directions (in London, no less) during Rogue Nation. Others have likened this theory to Christian Bale’s Bruce Wayne meeting with Anne Hathaway’s Selina Kyle after he faked his death in The Dark Knight Rises. Given Ferguson’s raised profile in Silo and the Dune movies, landing her again would be a major coup, but what has the star herself said? Ferguson has previously explained why she felt the need to step away from Mission: Impossible, telling the Unwrapped podcast how it was more than just her three-movie deal being done: “Ilsa was becoming a team player. And we all can want different things, but for me, Ilsa was rogue. Ilsa was naughty. Ilsa was unpredictable. There was a lot of characters coming in, not leaving enough space for what she had been.” We previously said how Ilsa’s Dead Reckoning death effectively ‘fridged’ her character to catapult Ethan’s arc forward and leave more room for Grace to step up as a franchise lead. Most frustratingly, after becoming a mainstay of the previous two movies, she was forced to take a backseat in the first half of Dead Reckoning and given a quick demise that was barely referenced afterward. Going against the idea that we’ll see Ilsa again, Dead Reckoning’s Arabian-set opening already had Ethan help her fake her death. It’s true that we don’t see what happens to her body, but a double fake out might be even too much for a franchise that’s taught us to never trust what we see thanks to its mask technology and old-fashioned sleight of hand.  Another reason you shouldn’t start cheering Ilsa’s welcome return to Mission: Impossible is that McQuarrie might have shut down the theory before it even got to do the rounds. The issue of Ilsa’s absence has been a hotly contested one, especially considering Ferguson only appeared via archive footage without filming anything new. Despite the controversy, McQuarrie told theHappy Sad Confused podcast that “it’s the cost versus benefit. The death of essential characters has followed Ethan [Hunt] throughout every one of these movies. I don’t think up until that point a character that resonated so deeply with the audience had died.” While the director says he understands why some were dissatisfied with how it happened, he concluded, “Which is where I thought that wouldn’t motivate me to undo the one thing that gives Mission: Impossible teeth, which is ‘death is permanent’.” It’s no secret that the Mission: Impossible movies have tried their best to tie up loose ends. Thandiwe Newton denied rumors she was asked to reprise her role as Nyah Nordoff-Hall in Mission: Impossible III, Jeremy Renner recently told the Happy Sad Confused podcast that he turned down another chance to play William Brandt because he wanted to spend more time with his daughter, and Maggie Q told Yahoo in 2020 that she had to turn down two opportunities to reappear as Zhen Li due to filming commitments. Unfortunately for Faust fans, it sounds like McQuarrie thinks she got the ending he wanted. It might be hard to keep Ferguson’s return a secret if there’s another Mission: Impossible, and we’re still a long way from potentially seeing Isla Faust again. Join our mailing list Get the best of Den of Geek delivered right to your inbox!
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  • The Extreme Add-Ons Bundle for Blender and ZBrush

    There is another game artists focused Humble Bundle, joining yesterday’s 3D Artists Tools & Brushes Bundle, this one is the Flipped Normals Extreme Add-Ons Bundle for Blender & ZBrush. This is a collection of add-ons for both Blender and Brush. It is important to note the following:
    Free lifetime updates are not included in the bundle purchase. All creators have included coupon codes in the bundle, so you can purchase directly from their shop at a discounted price to receive updates and full support.
    As with most Humble Bundles, the Flipped Normals Extreme Add-Ons Bundle for Blender & ZBrush is organized into the following tiers:
    10$ Tier
    Fit Curve
    Blendshop – Layer-Based Compositing / Color Grading Tool – Blender 4.0+
    Geo Sign 1.0 – Sign Generator Blender Addon
    Power Maps ZBrush Plugin
    Model Enhancer – ZBrush Plugin
    20$ Tier
    Wrap Gen – Generate Fully Customisable WrapsFit Lattice
    Real Cloud 1.0 – Cloud Creator / Blender Addon + 200 VDB Assets
    Power Shapes ZBrush Plugin
    ZBrush – Mask & Delete Plugin
    30$ Tier
    Lazy VFX 1.0 – VDB Assets & Blender Addon
    Better Lighting V2 – Light Presets & Gobos Library
    Fluid Kit – Water Generator & Water Assets Library
    Lazy Forest V2 – Forest Generator Addon + Trees & Plants Library
    Physical Starlight And Atmosphere
    Physical Celestial Objects – Procedural Planets
    Physical Open Waters
    Spline Brush – Turn Splines into Brush Strokes
    Light Wrangler: Essential Lighting Add-On For Blender
    Quad Maker
    Power Modeler ZBrush Plugin
    Easy Mesh ZBrush Plugin
    Power Primitives ZBrush Plugin
    Power Text Brush Maker ZBrush Plugin
    Real-time Hair ZBrush Plugin
    Torn Pro – ZBrush Plugin
    UV-Pro Mastering UV Unwrapping – ZBrush Plugin
    ARMORED MIRROR Zbrush Plugin
    Geo-Scatter 5.5
    Using links on this page to purchase the bundle helps support GFS. You can access the  3D Artists Tools & Brushes Bundle here and the Flipped Normals Extreme Add-Ons Bundle for Blender & ZBrush here. If you’d like to see coverage of a specific asset in action in video form please do let me know on the GFS discord server.
    #extreme #addons #bundle #blender #zbrush
    The Extreme Add-Ons Bundle for Blender and ZBrush
    There is another game artists focused Humble Bundle, joining yesterday’s 3D Artists Tools & Brushes Bundle, this one is the Flipped Normals Extreme Add-Ons Bundle for Blender & ZBrush. This is a collection of add-ons for both Blender and Brush. It is important to note the following: Free lifetime updates are not included in the bundle purchase. All creators have included coupon codes in the bundle, so you can purchase directly from their shop at a discounted price to receive updates and full support. As with most Humble Bundles, the Flipped Normals Extreme Add-Ons Bundle for Blender & ZBrush is organized into the following tiers: 10$ Tier Fit Curve Blendshop – Layer-Based Compositing / Color Grading Tool – Blender 4.0+ Geo Sign 1.0 – Sign Generator Blender Addon Power Maps ZBrush Plugin Model Enhancer – ZBrush Plugin 20$ Tier Wrap Gen – Generate Fully Customisable WrapsFit Lattice Real Cloud 1.0 – Cloud Creator / Blender Addon + 200 VDB Assets Power Shapes ZBrush Plugin ZBrush – Mask & Delete Plugin 30$ Tier Lazy VFX 1.0 – VDB Assets & Blender Addon Better Lighting V2 – Light Presets & Gobos Library Fluid Kit – Water Generator & Water Assets Library Lazy Forest V2 – Forest Generator Addon + Trees & Plants Library Physical Starlight And Atmosphere Physical Celestial Objects – Procedural Planets Physical Open Waters Spline Brush – Turn Splines into Brush Strokes Light Wrangler: Essential Lighting Add-On For Blender Quad Maker Power Modeler ZBrush Plugin Easy Mesh ZBrush Plugin Power Primitives ZBrush Plugin Power Text Brush Maker ZBrush Plugin Real-time Hair ZBrush Plugin Torn Pro – ZBrush Plugin UV-Pro Mastering UV Unwrapping – ZBrush Plugin ARMORED MIRROR Zbrush Plugin Geo-Scatter 5.5 Using links on this page to purchase the bundle helps support GFS. You can access the  3D Artists Tools & Brushes Bundle here and the Flipped Normals Extreme Add-Ons Bundle for Blender & ZBrush here. If you’d like to see coverage of a specific asset in action in video form please do let me know on the GFS discord server. #extreme #addons #bundle #blender #zbrush
    The Extreme Add-Ons Bundle for Blender and ZBrush
    gamefromscratch.com
    There is another game artists focused Humble Bundle, joining yesterday’s 3D Artists Tools & Brushes Bundle, this one is the Flipped Normals Extreme Add-Ons Bundle for Blender & ZBrush. This is a collection of add-ons for both Blender and Brush. It is important to note the following: Free lifetime updates are not included in the bundle purchase. All creators have included coupon codes in the bundle, so you can purchase directly from their shop at a discounted price to receive updates and full support. As with most Humble Bundles, the Flipped Normals Extreme Add-Ons Bundle for Blender & ZBrush is organized into the following tiers: 10$ Tier Fit Curve Blendshop – Layer-Based Compositing / Color Grading Tool – Blender 4.0+ Geo Sign 1.0 – Sign Generator Blender Addon Power Maps ZBrush Plugin Model Enhancer – ZBrush Plugin 20$ Tier Wrap Gen – Generate Fully Customisable Wraps (Blender 4.0+) Fit Lattice Real Cloud 1.0 – Cloud Creator / Blender Addon + 200 VDB Assets Power Shapes ZBrush Plugin ZBrush – Mask & Delete Plugin 30$ Tier Lazy VFX 1.0 – VDB Assets & Blender Addon Better Lighting V2 – Light Presets & Gobos Library Fluid Kit – Water Generator & Water Assets Library Lazy Forest V2 – Forest Generator Addon + Trees & Plants Library Physical Starlight And Atmosphere Physical Celestial Objects – Procedural Planets Physical Open Waters Spline Brush – Turn Splines into Brush Strokes Light Wrangler: Essential Lighting Add-On For Blender Quad Maker Power Modeler ZBrush Plugin Easy Mesh ZBrush Plugin Power Primitives ZBrush Plugin Power Text Brush Maker ZBrush Plugin Real-time Hair ZBrush Plugin Torn Pro – ZBrush Plugin UV-Pro Mastering UV Unwrapping – ZBrush Plugin ARMORED MIRROR Zbrush Plugin Geo-Scatter 5.5 Using links on this page to purchase the bundle helps support GFS (and thanks so much if you do!). You can access the  3D Artists Tools & Brushes Bundle here and the Flipped Normals Extreme Add-Ons Bundle for Blender & ZBrush here. If you’d like to see coverage of a specific asset in action in video form please do let me know on the GFS discord server.
    11 التعليقات ·0 المشاركات ·0 معاينة
  • Building your 3 pronged holiday UA strategy: Creatives, offerwall, and on-device advertising

    Time spent in apps always peaks during the holiday season. The key to making that uplift work for your user acquisition is tackling it from all angles - from optimizing existing channels to expanding into new ones. That way, you can generate the installs and ROAS you need to start the new year off right.That’s why we invited three ironSource experts to this edition of our Angles of Acquisition webinar series:- Noa Eckstein, Head of Business Operations at ironSource Luna, covered building holiday-themed creatives that spike IPM - Sarah Chafer, VP US Sales at ironSource Sonic, discussed how to set up an offerwall campaign that'll generate record ARPU - Jess Overton, Director of Demand at ironSource Aura, walked through setting up an on-device campaign at a time when everyone's buying new phones Read on for a summary of the webinar or watch it here: insights during the holidaysTo kick off, Marketing Director at ironSource Lauren Baca set the scene with consumer insights during the holidays pulled from ironSource and M&C Saatchi Performance’s holiday marketing playbook:- 75% of consumers plan on purchasing clothes and footwear as gifts this year, making them the most popular gifts across all generations. - 65% of consumers plan to spend more or the same on holidays gifts this year compared to last year - 28% of consumers plan to start shopping in the fall and 27% of consumers plan to start shopping on Black Friday or Cyber MondayDownload the report for more data and insightsWith a better understanding of how consumers plan to shop and celebrate this season, Lauren passed the mic to our ironSource experts to break down some best practices for optimizing UA - from how to build holiday-themed creatives to making the most of a unique ad unit all the way to how to leverage a time when everyone's buying new phones.How to build holiday-themed creatives that spike IPMNoa explained that while the holiday season feels quite special, the marketing problems you face during the winter months are the same problems you face every other season - you need to find the best content and creatives, you need to optimize key channels, and you need to utilize your data better. The only difference? Your creatives get a holiday makeover.During the holidays, people tend to be their most emotional - it’s a time for nostalgia and thinking about friends and family. This emotion is a key ingredient to building high-IPM creatives - the goal is always to get users to go from seeing a creative to actually feeling something that encourages them to download, and the holidays are a time when that’s even more feasible.So if IPM has the potential to be so high, why wouldn’t you invest in building holiday creatives? Noa covered a few reasons why some studios might choose not to:- Holiday creatives can cost a lot to run and need more resources and attention to build, but may only run for a very short amount of time - Most creatives don’t end up scaling and often fail - it is more challenging to find the winning creative within such a short time period - Users who see a holiday-themed creative may expect to play a holiday-themed game, so you might need to adjust your gameplay or pay closer attention to user quality. - On the flip side, there are tons of data that show why you should invest in building holiday creatives, according to data from the ironSource Luna platform:- IPMs are significantly higher throughout the holiday season due to more engagement in apps and on phones- In fact, game installs surged 3x during the week of Christmas- Advertisers test 2x the amount of creatives during the holidays, which means you don’t want to be left behindLooking deeper, Noa explained that building holiday-themed creatives can have a positive impact on your team and collaboration:- It’s an opportunity to refresh, prevent fatigue, and get creative in a unique way - Holiday elements trigger a lot of emotion leading to higher intent- You can create a really healthy dialogue between your creative team, UA team and product team as everyone works on holiday plansNext, Noa gave us some proof and walked through case studies. First, she presented a game studio that works with ironSource Luna that changed the sword in their playable ad to a Christmas tree, which had a huge impact on IPM during the holidays. It performed so well that the studio chose not to deactivate the creative after the holidays - and it remained the top-performing creative even two months after Christmas day. In another example, the holiday-themed creative was a top performer until the end of April.Last, Noa showed what happened when Luna tested three different Halloween-themed creatives for a game studio. For the first one, the Luna team took an existing high-performing creative and just put a Halloween theme on top of it. For the second one, Luna replaced a mermaid’s head with a pumpkin head and changed the pointer to a witch's hand. Neither of these variations are showing positive results yet - but that may change the closer we get to Halloween! For the third variation, Luna built a creative where the witch is playing the Halloween-themed game, which became one of the most successful creatives for this title and led to a 20% higher D7 ROAS.So how can you find this same success without heavy production?- Use real footage of real people that show pure emotion - Test holiday figures - snowflakes, witches, pumpkins - to spice it up - Give the pointer and buttons a holiday theme, like Santa Many advertisers are taking advantage of this time of year to increase performance, but you need to weigh that against the internal resources you have to build a new set of creatives. There are other ways to optimize your holiday strategy, such as with the offerwall - which leads us to our next angle.How to set up an offerwall campaign that'll generate record ROASNext up, Sarah Chafer discussed best practices for running offerwall campaigns during the holidays. First, she started with a brief background, explaining that the offerwall is a user-initiated, rewarded in app marketplace with three main constituents: developers use the offerwall to grow revenue, user retention, and app engagement, without cannibalizing IAP. Advertisers use the offerwall to reach a unique, quality audience that is looking for a transaction of some sort and will remain highly engaged in the app. Consumers engage with the offerwall for app discovery and brand discovery, all while getting further and deeper into the app they’re already using.So, how does this all work together - how do the advertiser and consumer come together in that moment or transaction? Sarah ran through a few of the most popular offerwall pricing models to help advertisers get campaigns started:Cost per engagement: Here, advertisers only pay when a user installs an app and completes a specific engagement event. This is all about getting users deeper down the funnel. Ask yourself, what do you want the user to do to remember the app and what would encourage them to use it again?Multi-reward cost per engagement: In this pricing model, you pay in incremental steps as a user works towards completing a deep engagement event. This way, you can reward the user for completing more actions - not only installing and opening, but installing, opening and downloading a coupon or making a purchaseCost per action: You’ll pay when a user completes a quiz, action on a website, or purchases from a brand. This is the most common format during the holidays and it can be used in a lot of creative ways. Cost per install: You’ll pay each time a user installs your app, which is really about getting your app out there in the market and driving app discovery. Surveys: Pay when a user completes a survey to help you better understand user behavior - how they feel, what are their thoughts, what are they into, etc. Next, Sarah dove into best practices for mastering this ad unit during the holidays - saying that the most important thing to keep in mind is timing.There are tons of new devices entering the market - all the major players are releasing the latest versions of their best-selling devices and if you’re an early adopter of technology, you may already have one. Device sales increase heavily starting now and many will end up wrapped up as gifts. Starting with the offerwall now can help you be top of mind as new devices enter homes globally. Second, with holiday shopping starting earlier this year compared to last year according to our report, it’s important to remind users that the holidays are coming and that right now is the time to shop. You can provide this sense of urgency in your messaging, which we will discuss in the next section. Third, level up with currency sales and double down on rewards on key shopping days, like Black Friday and Cyber Monday. Consumers will be inclined to engage with an offer that gives them extra rewards. As an advertiser, you can double down on your bid - the reward is higher, the traffic is higher. In fact, we’ve seen around a 35% lift in conversions during previous currency sales. Once the timing is right, how do you get your creative to capture all the great offerwall traffic?Stay competitive with special promotions, also known as currency sales. We know that users are looking for deals - 40% said that rewarded ads influence their purchasing decisions according to our report. Whether you’re offering a sale or special package, get creative and switch it up frequently to stay fresh, unique and competitive. Going back to providing a sense of urgency, it’s important to be reminding users not only to shop but who to shop for. Include “gifting” and “holiday” in your messaging and add holiday-themed graphics to your creatives, which are consistent reminders that the holidays are coming. You can even call out someone in particular with phrases like - “for that someone special in your life,” or “for your pet” to get consumers thinking about their gift lists. The Tapjoy offerwall has a shopping tab, which gives consumers a better understanding of what our advertisers do by highlighting their packaging, merchandising, and best-selling products. Give the shopper an idea of who your brand is and what will be shipped to their home.Overall, the offerwall is an excellent touchpoint to reach high-intent users that will drive high ROAS. If you’re looking to expand your touchpoints even further, on-device advertising is a unique way to take advantage of the new phones entering the market - covered by Jess Overton.Setting up on-device campaigns when everyone's buying new phonesJumping off of Sarah’s point that there are tons of new devices sold, unboxed, and unwrapped this time of year, Jess shared that 51% of consumers plan to give a new device as a gift for the holidays. With each new device, consumers get access to new forms of entertainment - Jess even alluded it to the world’s greatest mall. Ultimately, how consumers decide to interact with their devices is a function of the apps they download and engage with.Jess shared that 95% of users that will be unboxing new devices this Christmas will be downloading apps in the first 48 hours. During those 48 hours, consumers will install 60% of the apps they’ll download for the lifetime of the device. If you look at your device's home screen and ask yourself, “when was the last time you downloaded a bunch of apps?”, it’s probably been a while. That’s the power of capturing a download at device activation.ironSource Aura partners with top device manufacturers and mobile carriers to deliver app discovery experiences directly to users on their devices so you can get your app discovered at key moments during the device lifecycle, whether it’s during device activation on Christmas morning or after a major operating system update. On-device marketing enables dynamic bidding and endless opportunities for optimization, which is largely impossible on traditional preload channels. Being able to meet users at moments when they're ready to discover and experiment with new apps along with first-class optimization capabilities means that on-device marketing is a channel that converts potential users into high-value customers.There are three things to keep in mind about running on-device during the holiday season. First, holiday-ify your creatives. Second, you can reach a range of demographics for your app and price accordingly. Third, sit back and watch that LTV rack up.Holiday-ify your creativesData shows that tailoring your on-device creatives to the audience and the placement can generate a significant uplift in performance. For example, you can add a holiday graphic or theme, such as a Santa hat, to your app icon on the device setup placement. Or you can show real people in the holiday spirit on the full-screen offer placement.Reach a range of demographics and price accordinglySecond, you need to ensure the bid for each demographic. This is especially important during the holidays, because you only get one shot. There’s only one Christmas morning, consumers only unbox your device once, which means you as the advertiser have to get your bids right the first time. So pay attention to price and understand which demographics are most important to your campaign.To paint a better picture, Jess broke down demographics of device activations last Christmas: the Boomer group is slightly less represented, with 15% activating new devices. 29% of activations came from Gen X, 25% from Millennials, and 21% from Gen Z. Bottom line? The on-device channel is a great way to get in front of hard-to-reach demographics, such as the older than 55 group. For Gen Z who are bombarded with ads, the on-device channel cuts through the noise and gives you a way to reach these users in a different mindset.Prepare for long LTVOn-device channels are a much slower burn in terms of LTV and app engagement. When you think about Christmas morning and setting up your new device, you might download a travel app, food delivery app, a few shopping apps, a bunch of games, but you’re not ordering food right away or booking your next trip on Christmas. Ultimately, you’ll see users start to engage more at D14 or D30, and this effect is even more significant during the holiday season. After all, we spend a lot more time on our phones and dabbling with apps.Having a multi-channel approach to your holiday advertising strategy is critical, and being well-informed on how to optimize all of those components is a huge benefit. If you’ve made it this far, you should have all of the best practices you need to drive high-performing creatives, create an offerwall strategy that converts, and leverage a time period high in device activations.
    #building #your #pronged #holiday #strategy
    Building your 3 pronged holiday UA strategy: Creatives, offerwall, and on-device advertising
    Time spent in apps always peaks during the holiday season. The key to making that uplift work for your user acquisition is tackling it from all angles - from optimizing existing channels to expanding into new ones. That way, you can generate the installs and ROAS you need to start the new year off right.That’s why we invited three ironSource experts to this edition of our Angles of Acquisition webinar series:- Noa Eckstein, Head of Business Operations at ironSource Luna, covered building holiday-themed creatives that spike IPM - Sarah Chafer, VP US Sales at ironSource Sonic, discussed how to set up an offerwall campaign that'll generate record ARPU - Jess Overton, Director of Demand at ironSource Aura, walked through setting up an on-device campaign at a time when everyone's buying new phones Read on for a summary of the webinar or watch it here: insights during the holidaysTo kick off, Marketing Director at ironSource Lauren Baca set the scene with consumer insights during the holidays pulled from ironSource and M&C Saatchi Performance’s holiday marketing playbook:- 75% of consumers plan on purchasing clothes and footwear as gifts this year, making them the most popular gifts across all generations. - 65% of consumers plan to spend more or the same on holidays gifts this year compared to last year - 28% of consumers plan to start shopping in the fall and 27% of consumers plan to start shopping on Black Friday or Cyber MondayDownload the report for more data and insightsWith a better understanding of how consumers plan to shop and celebrate this season, Lauren passed the mic to our ironSource experts to break down some best practices for optimizing UA - from how to build holiday-themed creatives to making the most of a unique ad unit all the way to how to leverage a time when everyone's buying new phones.How to build holiday-themed creatives that spike IPMNoa explained that while the holiday season feels quite special, the marketing problems you face during the winter months are the same problems you face every other season - you need to find the best content and creatives, you need to optimize key channels, and you need to utilize your data better. The only difference? Your creatives get a holiday makeover.During the holidays, people tend to be their most emotional - it’s a time for nostalgia and thinking about friends and family. This emotion is a key ingredient to building high-IPM creatives - the goal is always to get users to go from seeing a creative to actually feeling something that encourages them to download, and the holidays are a time when that’s even more feasible.So if IPM has the potential to be so high, why wouldn’t you invest in building holiday creatives? Noa covered a few reasons why some studios might choose not to:- Holiday creatives can cost a lot to run and need more resources and attention to build, but may only run for a very short amount of time - Most creatives don’t end up scaling and often fail - it is more challenging to find the winning creative within such a short time period - Users who see a holiday-themed creative may expect to play a holiday-themed game, so you might need to adjust your gameplay or pay closer attention to user quality. - On the flip side, there are tons of data that show why you should invest in building holiday creatives, according to data from the ironSource Luna platform:- IPMs are significantly higher throughout the holiday season due to more engagement in apps and on phones- In fact, game installs surged 3x during the week of Christmas- Advertisers test 2x the amount of creatives during the holidays, which means you don’t want to be left behindLooking deeper, Noa explained that building holiday-themed creatives can have a positive impact on your team and collaboration:- It’s an opportunity to refresh, prevent fatigue, and get creative in a unique way - Holiday elements trigger a lot of emotion leading to higher intent- You can create a really healthy dialogue between your creative team, UA team and product team as everyone works on holiday plansNext, Noa gave us some proof and walked through case studies. First, she presented a game studio that works with ironSource Luna that changed the sword in their playable ad to a Christmas tree, which had a huge impact on IPM during the holidays. It performed so well that the studio chose not to deactivate the creative after the holidays - and it remained the top-performing creative even two months after Christmas day. In another example, the holiday-themed creative was a top performer until the end of April.Last, Noa showed what happened when Luna tested three different Halloween-themed creatives for a game studio. For the first one, the Luna team took an existing high-performing creative and just put a Halloween theme on top of it. For the second one, Luna replaced a mermaid’s head with a pumpkin head and changed the pointer to a witch's hand. Neither of these variations are showing positive results yet - but that may change the closer we get to Halloween! For the third variation, Luna built a creative where the witch is playing the Halloween-themed game, which became one of the most successful creatives for this title and led to a 20% higher D7 ROAS.So how can you find this same success without heavy production?- Use real footage of real people that show pure emotion - Test holiday figures - snowflakes, witches, pumpkins - to spice it up - Give the pointer and buttons a holiday theme, like Santa Many advertisers are taking advantage of this time of year to increase performance, but you need to weigh that against the internal resources you have to build a new set of creatives. There are other ways to optimize your holiday strategy, such as with the offerwall - which leads us to our next angle.How to set up an offerwall campaign that'll generate record ROASNext up, Sarah Chafer discussed best practices for running offerwall campaigns during the holidays. First, she started with a brief background, explaining that the offerwall is a user-initiated, rewarded in app marketplace with three main constituents: developers use the offerwall to grow revenue, user retention, and app engagement, without cannibalizing IAP. Advertisers use the offerwall to reach a unique, quality audience that is looking for a transaction of some sort and will remain highly engaged in the app. Consumers engage with the offerwall for app discovery and brand discovery, all while getting further and deeper into the app they’re already using.So, how does this all work together - how do the advertiser and consumer come together in that moment or transaction? Sarah ran through a few of the most popular offerwall pricing models to help advertisers get campaigns started:Cost per engagement: Here, advertisers only pay when a user installs an app and completes a specific engagement event. This is all about getting users deeper down the funnel. Ask yourself, what do you want the user to do to remember the app and what would encourage them to use it again?Multi-reward cost per engagement: In this pricing model, you pay in incremental steps as a user works towards completing a deep engagement event. This way, you can reward the user for completing more actions - not only installing and opening, but installing, opening and downloading a coupon or making a purchaseCost per action: You’ll pay when a user completes a quiz, action on a website, or purchases from a brand. This is the most common format during the holidays and it can be used in a lot of creative ways. Cost per install: You’ll pay each time a user installs your app, which is really about getting your app out there in the market and driving app discovery. Surveys: Pay when a user completes a survey to help you better understand user behavior - how they feel, what are their thoughts, what are they into, etc. Next, Sarah dove into best practices for mastering this ad unit during the holidays - saying that the most important thing to keep in mind is timing.There are tons of new devices entering the market - all the major players are releasing the latest versions of their best-selling devices and if you’re an early adopter of technology, you may already have one. Device sales increase heavily starting now and many will end up wrapped up as gifts. Starting with the offerwall now can help you be top of mind as new devices enter homes globally. Second, with holiday shopping starting earlier this year compared to last year according to our report, it’s important to remind users that the holidays are coming and that right now is the time to shop. You can provide this sense of urgency in your messaging, which we will discuss in the next section. Third, level up with currency sales and double down on rewards on key shopping days, like Black Friday and Cyber Monday. Consumers will be inclined to engage with an offer that gives them extra rewards. As an advertiser, you can double down on your bid - the reward is higher, the traffic is higher. In fact, we’ve seen around a 35% lift in conversions during previous currency sales. Once the timing is right, how do you get your creative to capture all the great offerwall traffic?Stay competitive with special promotions, also known as currency sales. We know that users are looking for deals - 40% said that rewarded ads influence their purchasing decisions according to our report. Whether you’re offering a sale or special package, get creative and switch it up frequently to stay fresh, unique and competitive. Going back to providing a sense of urgency, it’s important to be reminding users not only to shop but who to shop for. Include “gifting” and “holiday” in your messaging and add holiday-themed graphics to your creatives, which are consistent reminders that the holidays are coming. You can even call out someone in particular with phrases like - “for that someone special in your life,” or “for your pet” to get consumers thinking about their gift lists. The Tapjoy offerwall has a shopping tab, which gives consumers a better understanding of what our advertisers do by highlighting their packaging, merchandising, and best-selling products. Give the shopper an idea of who your brand is and what will be shipped to their home.Overall, the offerwall is an excellent touchpoint to reach high-intent users that will drive high ROAS. If you’re looking to expand your touchpoints even further, on-device advertising is a unique way to take advantage of the new phones entering the market - covered by Jess Overton.Setting up on-device campaigns when everyone's buying new phonesJumping off of Sarah’s point that there are tons of new devices sold, unboxed, and unwrapped this time of year, Jess shared that 51% of consumers plan to give a new device as a gift for the holidays. With each new device, consumers get access to new forms of entertainment - Jess even alluded it to the world’s greatest mall. Ultimately, how consumers decide to interact with their devices is a function of the apps they download and engage with.Jess shared that 95% of users that will be unboxing new devices this Christmas will be downloading apps in the first 48 hours. During those 48 hours, consumers will install 60% of the apps they’ll download for the lifetime of the device. If you look at your device's home screen and ask yourself, “when was the last time you downloaded a bunch of apps?”, it’s probably been a while. That’s the power of capturing a download at device activation.ironSource Aura partners with top device manufacturers and mobile carriers to deliver app discovery experiences directly to users on their devices so you can get your app discovered at key moments during the device lifecycle, whether it’s during device activation on Christmas morning or after a major operating system update. On-device marketing enables dynamic bidding and endless opportunities for optimization, which is largely impossible on traditional preload channels. Being able to meet users at moments when they're ready to discover and experiment with new apps along with first-class optimization capabilities means that on-device marketing is a channel that converts potential users into high-value customers.There are three things to keep in mind about running on-device during the holiday season. First, holiday-ify your creatives. Second, you can reach a range of demographics for your app and price accordingly. Third, sit back and watch that LTV rack up.Holiday-ify your creativesData shows that tailoring your on-device creatives to the audience and the placement can generate a significant uplift in performance. For example, you can add a holiday graphic or theme, such as a Santa hat, to your app icon on the device setup placement. Or you can show real people in the holiday spirit on the full-screen offer placement.Reach a range of demographics and price accordinglySecond, you need to ensure the bid for each demographic. This is especially important during the holidays, because you only get one shot. There’s only one Christmas morning, consumers only unbox your device once, which means you as the advertiser have to get your bids right the first time. So pay attention to price and understand which demographics are most important to your campaign.To paint a better picture, Jess broke down demographics of device activations last Christmas: the Boomer group is slightly less represented, with 15% activating new devices. 29% of activations came from Gen X, 25% from Millennials, and 21% from Gen Z. Bottom line? The on-device channel is a great way to get in front of hard-to-reach demographics, such as the older than 55 group. For Gen Z who are bombarded with ads, the on-device channel cuts through the noise and gives you a way to reach these users in a different mindset.Prepare for long LTVOn-device channels are a much slower burn in terms of LTV and app engagement. When you think about Christmas morning and setting up your new device, you might download a travel app, food delivery app, a few shopping apps, a bunch of games, but you’re not ordering food right away or booking your next trip on Christmas. Ultimately, you’ll see users start to engage more at D14 or D30, and this effect is even more significant during the holiday season. After all, we spend a lot more time on our phones and dabbling with apps.Having a multi-channel approach to your holiday advertising strategy is critical, and being well-informed on how to optimize all of those components is a huge benefit. If you’ve made it this far, you should have all of the best practices you need to drive high-performing creatives, create an offerwall strategy that converts, and leverage a time period high in device activations. #building #your #pronged #holiday #strategy
    Building your 3 pronged holiday UA strategy: Creatives, offerwall, and on-device advertising
    unity.com
    Time spent in apps always peaks during the holiday season. The key to making that uplift work for your user acquisition is tackling it from all angles - from optimizing existing channels to expanding into new ones. That way, you can generate the installs and ROAS you need to start the new year off right.That’s why we invited three ironSource experts to this edition of our Angles of Acquisition webinar series:- Noa Eckstein, Head of Business Operations at ironSource Luna, covered building holiday-themed creatives that spike IPM - Sarah Chafer, VP US Sales at ironSource Sonic, discussed how to set up an offerwall campaign that'll generate record ARPU - Jess Overton, Director of Demand at ironSource Aura, walked through setting up an on-device campaign at a time when everyone's buying new phones Read on for a summary of the webinar or watch it here: https://www.youtube.com/watch?v=CvewwdzvVBMConsumer insights during the holidaysTo kick off, Marketing Director at ironSource Lauren Baca set the scene with consumer insights during the holidays pulled from ironSource and M&C Saatchi Performance’s holiday marketing playbook:- 75% of consumers plan on purchasing clothes and footwear as gifts this year, making them the most popular gifts across all generations. - 65% of consumers plan to spend more or the same on holidays gifts this year compared to last year - 28% of consumers plan to start shopping in the fall and 27% of consumers plan to start shopping on Black Friday or Cyber MondayDownload the report for more data and insightsWith a better understanding of how consumers plan to shop and celebrate this season, Lauren passed the mic to our ironSource experts to break down some best practices for optimizing UA - from how to build holiday-themed creatives to making the most of a unique ad unit all the way to how to leverage a time when everyone's buying new phones.How to build holiday-themed creatives that spike IPMNoa explained that while the holiday season feels quite special, the marketing problems you face during the winter months are the same problems you face every other season - you need to find the best content and creatives, you need to optimize key channels, and you need to utilize your data better. The only difference? Your creatives get a holiday makeover.During the holidays, people tend to be their most emotional - it’s a time for nostalgia and thinking about friends and family. This emotion is a key ingredient to building high-IPM creatives - the goal is always to get users to go from seeing a creative to actually feeling something that encourages them to download, and the holidays are a time when that’s even more feasible.So if IPM has the potential to be so high, why wouldn’t you invest in building holiday creatives? Noa covered a few reasons why some studios might choose not to:- Holiday creatives can cost a lot to run and need more resources and attention to build, but may only run for a very short amount of time - Most creatives don’t end up scaling and often fail - it is more challenging to find the winning creative within such a short time period - Users who see a holiday-themed creative may expect to play a holiday-themed game, so you might need to adjust your gameplay or pay closer attention to user quality. - On the flip side, there are tons of data that show why you should invest in building holiday creatives, according to data from the ironSource Luna platform:- IPMs are significantly higher throughout the holiday season due to more engagement in apps and on phones (2021, US, iOS)- In fact, game installs surged 3x during the week of Christmas (2021, US, Facebook)- Advertisers test 2x the amount of creatives during the holidays, which means you don’t want to be left behindLooking deeper, Noa explained that building holiday-themed creatives can have a positive impact on your team and collaboration:- It’s an opportunity to refresh, prevent fatigue, and get creative in a unique way - Holiday elements trigger a lot of emotion leading to higher intent- You can create a really healthy dialogue between your creative team, UA team and product team as everyone works on holiday plansNext, Noa gave us some proof and walked through case studies. First, she presented a game studio that works with ironSource Luna that changed the sword in their playable ad to a Christmas tree, which had a huge impact on IPM during the holidays. It performed so well that the studio chose not to deactivate the creative after the holidays - and it remained the top-performing creative even two months after Christmas day. In another example, the holiday-themed creative was a top performer until the end of April.Last, Noa showed what happened when Luna tested three different Halloween-themed creatives for a game studio. For the first one, the Luna team took an existing high-performing creative and just put a Halloween theme on top of it. For the second one, Luna replaced a mermaid’s head with a pumpkin head and changed the pointer to a witch's hand. Neither of these variations are showing positive results yet - but that may change the closer we get to Halloween! For the third variation, Luna built a creative where the witch is playing the Halloween-themed game, which became one of the most successful creatives for this title and led to a 20% higher D7 ROAS.So how can you find this same success without heavy production?- Use real footage of real people that show pure emotion - Test holiday figures - snowflakes, witches, pumpkins - to spice it up - Give the pointer and buttons a holiday theme, like Santa Many advertisers are taking advantage of this time of year to increase performance, but you need to weigh that against the internal resources you have to build a new set of creatives. There are other ways to optimize your holiday strategy, such as with the offerwall - which leads us to our next angle.How to set up an offerwall campaign that'll generate record ROASNext up, Sarah Chafer discussed best practices for running offerwall campaigns during the holidays. First, she started with a brief background, explaining that the offerwall is a user-initiated, rewarded in app marketplace with three main constituents: developers use the offerwall to grow revenue, user retention, and app engagement, without cannibalizing IAP. Advertisers use the offerwall to reach a unique, quality audience that is looking for a transaction of some sort and will remain highly engaged in the app. Consumers engage with the offerwall for app discovery and brand discovery, all while getting further and deeper into the app they’re already using.So, how does this all work together - how do the advertiser and consumer come together in that moment or transaction? Sarah ran through a few of the most popular offerwall pricing models to help advertisers get campaigns started:Cost per engagement (CPE): Here, advertisers only pay when a user installs an app and completes a specific engagement event. This is all about getting users deeper down the funnel. Ask yourself, what do you want the user to do to remember the app and what would encourage them to use it again?Multi-reward cost per engagement (MR-CPE): In this pricing model, you pay in incremental steps as a user works towards completing a deep engagement event. This way, you can reward the user for completing more actions - not only installing and opening, but installing, opening and downloading a coupon or making a purchaseCost per action (CPA): You’ll pay when a user completes a quiz, action on a website, or purchases from a brand. This is the most common format during the holidays and it can be used in a lot of creative ways. Cost per install (CPI): You’ll pay each time a user installs your app, which is really about getting your app out there in the market and driving app discovery. Surveys: Pay when a user completes a survey to help you better understand user behavior - how they feel, what are their thoughts, what are they into, etc. Next, Sarah dove into best practices for mastering this ad unit during the holidays - saying that the most important thing to keep in mind is timing.There are tons of new devices entering the market - all the major players are releasing the latest versions of their best-selling devices and if you’re an early adopter of technology, you may already have one. Device sales increase heavily starting now and many will end up wrapped up as gifts. Starting with the offerwall now can help you be top of mind as new devices enter homes globally. Second, with holiday shopping starting earlier this year compared to last year according to our report, it’s important to remind users that the holidays are coming and that right now is the time to shop. You can provide this sense of urgency in your messaging, which we will discuss in the next section. Third, level up with currency sales and double down on rewards on key shopping days, like Black Friday and Cyber Monday. Consumers will be inclined to engage with an offer that gives them extra rewards. As an advertiser, you can double down on your bid - the reward is higher, the traffic is higher. In fact, we’ve seen around a 35% lift in conversions during previous currency sales. Once the timing is right, how do you get your creative to capture all the great offerwall traffic?Stay competitive with special promotions, also known as currency sales. We know that users are looking for deals - 40% said that rewarded ads influence their purchasing decisions according to our report. Whether you’re offering a sale or special package, get creative and switch it up frequently to stay fresh, unique and competitive. Going back to providing a sense of urgency, it’s important to be reminding users not only to shop but who to shop for. Include “gifting” and “holiday” in your messaging and add holiday-themed graphics to your creatives, which are consistent reminders that the holidays are coming. You can even call out someone in particular with phrases like - “for that someone special in your life,” or “for your pet” to get consumers thinking about their gift lists. The Tapjoy offerwall has a shopping tab, which gives consumers a better understanding of what our advertisers do by highlighting their packaging, merchandising, and best-selling products. Give the shopper an idea of who your brand is and what will be shipped to their home.Overall, the offerwall is an excellent touchpoint to reach high-intent users that will drive high ROAS. If you’re looking to expand your touchpoints even further, on-device advertising is a unique way to take advantage of the new phones entering the market - covered by Jess Overton.Setting up on-device campaigns when everyone's buying new phonesJumping off of Sarah’s point that there are tons of new devices sold, unboxed, and unwrapped this time of year, Jess shared that 51% of consumers plan to give a new device as a gift for the holidays. With each new device, consumers get access to new forms of entertainment - Jess even alluded it to the world’s greatest mall. Ultimately, how consumers decide to interact with their devices is a function of the apps they download and engage with.Jess shared that 95% of users that will be unboxing new devices this Christmas will be downloading apps in the first 48 hours. During those 48 hours, consumers will install 60% of the apps they’ll download for the lifetime of the device. If you look at your device's home screen and ask yourself, “when was the last time you downloaded a bunch of apps?”, it’s probably been a while. That’s the power of capturing a download at device activation.ironSource Aura partners with top device manufacturers and mobile carriers to deliver app discovery experiences directly to users on their devices so you can get your app discovered at key moments during the device lifecycle, whether it’s during device activation on Christmas morning or after a major operating system update. On-device marketing enables dynamic bidding and endless opportunities for optimization, which is largely impossible on traditional preload channels. Being able to meet users at moments when they're ready to discover and experiment with new apps along with first-class optimization capabilities means that on-device marketing is a channel that converts potential users into high-value customers.There are three things to keep in mind about running on-device during the holiday season. First, holiday-ify your creatives. Second, you can reach a range of demographics for your app and price accordingly. Third, sit back and watch that LTV rack up.Holiday-ify your creativesData shows that tailoring your on-device creatives to the audience and the placement can generate a significant uplift in performance. For example, you can add a holiday graphic or theme, such as a Santa hat, to your app icon on the device setup placement. Or you can show real people in the holiday spirit on the full-screen offer placement.Reach a range of demographics and price accordinglySecond, you need to ensure the bid for each demographic. This is especially important during the holidays, because you only get one shot. There’s only one Christmas morning, consumers only unbox your device once, which means you as the advertiser have to get your bids right the first time. So pay attention to price and understand which demographics are most important to your campaign.To paint a better picture, Jess broke down demographics of device activations last Christmas: the Boomer group is slightly less represented, with 15% activating new devices. 29% of activations came from Gen X, 25% from Millennials, and 21% from Gen Z. Bottom line? The on-device channel is a great way to get in front of hard-to-reach demographics, such as the older than 55 group. For Gen Z who are bombarded with ads, the on-device channel cuts through the noise and gives you a way to reach these users in a different mindset.Prepare for long LTVOn-device channels are a much slower burn in terms of LTV and app engagement. When you think about Christmas morning and setting up your new device, you might download a travel app, food delivery app, a few shopping apps, a bunch of games, but you’re not ordering food right away or booking your next trip on Christmas. Ultimately, you’ll see users start to engage more at D14 or D30, and this effect is even more significant during the holiday season. After all, we spend a lot more time on our phones and dabbling with apps.Having a multi-channel approach to your holiday advertising strategy is critical, and being well-informed on how to optimize all of those components is a huge benefit. If you’ve made it this far, you should have all of the best practices you need to drive high-performing creatives, create an offerwall strategy that converts, and leverage a time period high in device activations.
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