Check out this 3D Animation Short Film "Elephants Dream", the story of two strange characters exploring a capricious and seemingly infinite machine. The elder, Proog, acts as a tour-guide and protector, happily showing off the sights and dangers of the machine to his initially curious but increasingly skeptical protege Emo. As their journey unfolds we discover signs that the machine is not all Proog thinks it is, and his guiding takes on a more desperate aspect. Elephants Dream is a story about communication and fiction, made purposefully open-ended as the world’s first 3D animated “Open movie”. The CGI 3d animation short film itself is released under the Creative Commons license. The software used to make the movie is the free/open source animation suite Blender, along with other open source software, thus allowing the movie to be remade, remixed and re-purposed. Elephants Dream Movie Team: Producer - Ton Roosendaal Ton is the producer of Elephants Dream, responsible for planning, overall coordination and “big picture” decisions. He is the original creator of Blender and the chairman of the Blender Foundation. Ton was also the lead software developer for the project. (Amsterdam, Netherlands) Director Bassam Kurdali As the director, Bassam handled the overall scene breakdowns and editing decisions, while also being responsible for overseeing the animation and acting performances. He worked as a character animator on many of the shots, as well as character modeller, and also did the entire rigging and setup for both Proog and Emo. (Syria/US) Art Director Andreas Goralczyk As the art director, Andy guided the general visual look, feel and colour of the movie. While he spent most of his time on concept design, sets, texture painting, lighting and compositing, he also animated most of the typewriter dance, among other shots. (Germany) Lead Artist Matt Ebb Matt’s work was focused on the visual aspects of the movie, working mostly on concept design, sets, texture painting, lighting and compositing, as well as a number of animation shots. Matt was also responsible for creating the title sequence, credits and other 2D design tasks. (Sydney, Australia) Lead Artist Bastian Salmela Basse’s work mainly involved both concept design, sets, and animation. As well as substantial character animation, he also did all the environment animation in the final scenes. Basse’s unique design sense was also responsible for the design and modelling of all the ‘duck’ characters. (Helsinki, Finland) Lead Artist Lee Salvemini Specialising in animation, and lots of it, Lee animated a large proportion of the character animation shots in the movie. He was responsible for most of the ‘physical’ animation, such as manual cloth work and the destruction of the machine, and also some modelling in the switchboard set. (Adelaide, Australia) Technical Director Toni Alatalo Toni handled all technical aspects of the production, from equipment in the studio, to networking and file storage, and writing scripts to manage jobs on the render farm. As well as systems administration, he used Python scripting within Blender for procedurally animating the many hundreds of wires in the switchboard scene, as well as other useful tools. (Oulu, Finland) Music/Sound Designer Jan Morgenstern Jan’s studio Wavemage was founded in 2003 in Lüneburg (Northern Germany), after doing freelance music and sound design for some years. Collaborating from Germany, Jan was responsible for all audio in the movie, from sound effects and foley recording, to post-production, score composition and music production. The audio was produced in 5.1 surround, and the soundtrack is available for download here. (Lüneburg, Germany) (c) copyright 2006, Blender Foundation / Netherlands Media Art Institute / ******