Robert Pybus

Background

Brighton Illustation degree Until 5 years ago in-house illustrator for greeting cards, very commercial In-house work not very easy to find Struggled to get his own ideas in, Got fired

Got in touch with uni friends at Marshmallow Laser Feast

This page contains embedded content from Vimeo, who might use cookies and other technologies to track you. To view this content, click Allow Vimeo content.

Helped them on their first project for Vodaphone (Projection mapping is awesome)

Marshmallow Laser Feast did commercial work, but they brought their own ambitions and ideas to the table. This inspired me to start doing more independent work in between projects.

This page contains embedded content from Vimeo, who might use cookies and other technologies to track you. To view this content, click Allow Vimeo content.

Video for Sony, more advanced projection mapping this time around.

Influences

Getting Work

A group of men in formal dress dives into a sewer. Paper money flies out from a suitcase.

A group of people interacts with a complicated machine powered by a water wheel.

This page contains embedded content from Youtube, who might use cookies and other technologies to track you. To view this content, click Allow Youtube content.

Worked with Marshmallow Laser Feast on Squarepusher VR music video

Standup Stuff

Questions

What course did you do at Brighton University?

I did BA Illustration. It was also durig that time that I got interested in animation and things.

Can you talk a bit more about how the Squarepusher VR experience was created? How did you collaborate with programmers, animators and so on?

It all starts with big storyboard. I've done a lot of storyboard work, so that worked well. We then brought in animators, programmers (who had with VR before) to discuss what could and could not be done based on the given timeframe and technical limitations.

We had to do some clever things to save memory and processing power, like limiting the number of shapes and using the same architecture more than once with different textures.

Traditional storytelling doesn't really translate to VR where you don't know what the person will be looking at.

During your career, did you ever have to sit down and teach yourself about things like perspective?

I did learn some of my technique at Brighton, but other than that it's lots of experimenting. Sketching things out, taking them to a finished stage and looking at how things work and what works and what doesn't. And this works the same way with technology (projection mapping, VR). I picked up a lot of skills from programmers I worked with, and on top of that there's tons of recources freely available online.

What percentage of your editorial clients want animated images?

Around half and half. A lot of publications are not printed anymore, animation is definitely on the rise. If you can make animation a part of your skillset it can generate a lot of work for you. If your work allows for it, do experiment with animation. Also, you don't need to be a fully trained animator to make subtle things move.

You mentioned you work primarily in Illustrator, but your work does have a lot of texture. Can you talk about how you achieve that?

All my work is done in Illustrator. It's a good device to save labour. It makes it easier to make patterns, repeat things and bend elements around. I then use other software to add textures to get that tactile feeling. The good thing about software is that you can just use it for one particular thing without being an expert.