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  • JONAH - MAKING OF Factory Fifteen present; the making of Jonah. After storyboarding and previsualising the whole film, we created all of the visual effects for the town and on the water. The underwater and the great fish visual effects were created by JELLYFISH PICTURES and they did a fantastic job.     2013 Art Direction, Computer Animation, Visual Effects
  • Nu-Humana Factory Fifteen have designed and illustrated an elaborate sci-fi world, based on a forthcoming novel by Chris Abbot for the newly formed production company Nu-Humana. The project is currently in development but expect more news including further images, design sketches, a short film and breakdowns later this summer. Here is a teaser of select artwork for now:     2013 Animation, Architecture, Digital Art
  • The Mob Design Concepts by Factory Fifteen for the development of a new secret TV show being developed by The Mob Film. The Mob produces high quality drama, commercials, documentaries and feature films for the global market, specialising in international co-production. Expect more information on this project soon.     2013 Architecture, Automotive Design, Creative Direction
  • LIFT DIAL Factory Fifteen re-invents the classic lift dial in several modern digital screen displays for European Land for one of their luxury residential buildings in west London.     2013 Animation, Computer Animation, Motion Graphics
  • FACTORY FIFTEEN SHOWREEL A Collection of our finest, most sureal animations and images produced in 2011.     2011 Film, Animation, Architecture
  • GAMMA SYNOPSIS
    In a post-nuclear future, when the earth is riddled with radiation, a new urban developer proposes to regenerate the cities back into civilisation. GAMMA sets out to stabilise the atomic mistakes of yesteryear for the re-inhabitation of future generations. Using its patented 'Nuke-Root' technology; part fungi, part mollusc, GAMMA intends to soak up the radiation and remove it from the irradiated cities, rebuilding them in the process.

    Setting out from Baikonur, Kazakhstan, GAMMA launches its RIG_01 BETA and heads east to the iconic disaster sites of 1980's USSR. The film follows a group of researchers investigating GAMMA's practice from launch to deployment. Moving through a trail of unsuccessful ships across the desert, we follow the researchers from Aralsk's littered sea bed east to the Ukraine.

    GAMMA begins its quest of nuclear stability in the Ukraine; Pripyat is used as a test bed for the deployment of GAMMA's patented 'Nuke-root' organisms. Intended to soak up the radiation, the roots infiltrate the ground and built structures to absorb the ‘nuclear nasty's'. As with many urban developers, GAMMA's execution is cheap and ineffective. The city is in turn rendered more radioactive, broken and uninhabitable than before, only now with an outbreak of growing 'Nuke-roots'. The film follows the researchers through the ruins of the 70's utopia, moving across a whole city that consists solely of desolation and total abandon, the researchers witness the aftermath of GAMMA's almighty cock-up.

    GAMMA was filmed in the Ukraine and Kazakhstan in association with the Unknown Fields Division.
        2012 Film, Animation
  • ROBOTS OF BRIXTON Brixton has degenerated into a disregarded area inhabited by London's new robot workforce - robots built and designed to carry out all of the tasks which humans are no longer inclined to do. The mechanical population of Brixton has rocketed, resulting in unplanned, cheap and quick additions to the skyline.

    The film follows the trials and tribulations of young robots surviving at the sharp end of inner city life, living the predictable existence of a populous hemmed in by poverty, disillusionment and mass unemployment. When the Police invade the one space which the robots can call their own, the fierce and strained relationship between the two sides explodes into an outbreak of violence echoing that of 1981.
        2011 Film, Animation, Character Design
  • GOLDEN AGE - SOMEWHERE Within 'Somewhere' We are transported to a time where the boundaries between what is real and what is simulated are blurred. We live online and download places to relax, parks and shopping malls. We can even interact with our friends as if they were in the same room with simulated tele-presence. Everyone is connected and immersed in nanorobotic replications of any kind of object or furnishings, downlodable on credit based systems. Distance and time become as alien as the 'offline' The local becomes the global and the global becomes the local. Consumer based capitalism has changed forever. A truly 'glocolised' world. The singularity is near.

    The film places us into this vision, observing an average inhabitant within the ever changing environment of the latest SimuHouse. From a painting to a park and from a telephone call to a shopping mall. That is until there is a leek in the system and everything malfunctions. The film concludes with the house being forced to reset, giving the character and viewer a stark reminder that nothing is 'real' even her dog, which re-materialises in front of her.

    CREDITS:

    Directed By: Paul Nicholls
    3D, 2D, Tracking, Post Production, Compositing, Camera Work: Paul Nicholls
    Cast: Indre Balestuta, Iffy
    Sound Design: Jesse Rope
    Narration: Robert Leaf
    Greek Vocal Talent: Lia Loanniti
    Serbian Vocal Talent: Mina Micevic
    Store Voice: Guillaume Nyssens
    System Voice: Anita Shim
    Music By: Kourosh Dini, Twighlight Archive, Pete Berwick

    OFFICIAL SELECTION: Onedotzero, Alphaville
        2011 Architecture, Film, Animation
  • MEGALOMANIA Megalomania perceives the city in total construction. The built environment is explored as a labyrinth of architecture that is either unfinished, incomplete or broken. Megalomania is a response to the state of infrastructure and capital, evolving the appearance of progress into the sublime.     2011 Film, Animation, Architecture
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