Go city is the world's largest sightseeing pass business.

Campaign

Go-City’s famous All-inclusive and Explorer passes have helped millions of travelers from around the world save more and experience more on their city trips.

Milford partnered up with Psyop and the director Jack Anderson to produce marketing material for Go City’s first brand campaign in the US, using the latest technology, Unreal Engine. The story is centered around two aliens ,Jane and Zork, who are looking to experiment Earth’s most famous cities using Go city’s products and services.

Portraying Zork and Jane's friendships in a way that was genuine and not over-acted needed specific storytelling techniques such as Creature Comforts which adds an authentic feeling like eavesdropping on a real conversation between two friends. Having the opportunity to collaborate on Unreal Engine together with the director gave us the opportunity to explore the look and feel of the movie in real time to be able to fulfil our goal. 





Breaking News

Client
Production Co.
Director
Animation & CG

GoCity
Psyop
,Jack Anderson
Milford Animation studios


Cooped Up

Client
Production Co.
Director
Animation & CG

GoCity
Psyop
,Jack Anderson
Milford Animation studios



Campaign

Our lovely V-bugs are back to promote the brand new energy drink, V refresh!
In the latest commercial for V-energy, we took a lot of inspiration from what in the 80s and 90s could be considered cool and sexy. Who doesn’t remember all the music videos where artists got out of swimming pools or tried to look sexy by waterfalls? Inspired by these moments, Psyop’s directors Todd & Kylie and our animation team took the liberty of travestying this storytelling technique. We created an extraordinary show with Muzza, the beetle, doing his once-in-a-lifetime performance, witnessed by his stunned surprised peers.

Insects are not naturally attractive creatures and creating a sexy stallion from a beetle with six limbs is a delicate task to accomplish. However, Psyop is confident with putting stuff in our hands, knowing that we can bring any characters to life, despite their kind, look, or personality. An exotic setting by a waterfall, a catchy song from the past and well-executed dance moves made this an extravagant and remarkable moment.

Breaking News

Client
Production Co.
Director
Animation 

GoCity
Psyop
Jack Anderson
Milford 

Break News

Client
Production Co.
Director

Animation & CG

GoCity
Psyop
,Jack Anderson
Milford Animation studios

Cooped UP

Client
Production Co.
Director Animation

GoCity
Psyop
,Jack Anderson
Milford Animation studios

Cooped Up

Client
Production Co.
Director
Animation & CG

GoCity
Psyop
,Jack Anderson
Milford Animation studios

Print Production

Producing prints of the characters with Goofy poses in a way that appears like they have been shot selfies on a phone in the most famous locations of the World, was an efficient and fun way to show the wide variety of Go City services and attractions.

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Print production

Producing prints of the characters with Goofy poses in a way that appears like they have been shot selfies on a phone in the most famous locations of the World, was an efficient and fun way to show the wide variety of Go City services and attractions.

prj_loteria_alarmprj_loteria_busprj_loteria_4
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Unreal Engine

Producing prints of the characters with Goofy poses in a way that appears like they have been shot selfies on a phone in the most famous locations of the World, was an efficient and fun way to show the wide variety of Go City services and attractions.

prj_loteria_alarmprj_loteria_busprj_loteria_4
prj_loteria_bus

Print Production

Producing prints of the characters with Goofy poses in a way that appears like they have been shot selfies on a phone in the most famous locations of the World, was an efficient and fun way to show the wide variety of Go City services and attractions.

prj_loteria_alarmprj_loteria_bus
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Unreal Engine

On this project we had the opportunity to work with Unreal Engine as a production tool. Having spent about a year developing our skill in the system, it was exciting to apply this in actual production. With the realtime environment we were able to offer our co-creators at Psyop higher visual quality early in the production, faster turnaround times, and more flexibility as changes are easier to do.

John Roxenhed (Producer): Being able to see the final quality right in the viewport, at any time, was a fun and liberating experience. With Unreal we’re able to review everything in-context right from the start, making life easier for me as well as our directors at Psyop which is great!

prj_loteria_alarmprj_loteria_busprj_loteria_4
prj_loteria_alarmprj_loteria_bus

Unreal Engine

On this project we had the opportunity to work with Unreal Engine as a production tool. Having spent about a year developing our skill in the system, it was exciting to apply this in actual production. With the realtime environment we were able to offer our co-creators at Psyop higher visual quality early in the production, faster turnaround times, and more flexibility as changes are easier to do.

John Roxenhed (Producer): Being able to see the final quality right in the viewport, at any time, was a fun and liberating experience. With our traditional, linear process we depend more on stages, and the visuals may be misleading as the actual look is put on in the last stage. With Unreal we’re able to review everything in-context right from the start, making life easier for me as well as our directors at Psyop which is great!

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