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I Am Groot
The micro-adventures of a mischievous seedling
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  • Director
    Kirsten Lepore
  • Studios
    Marvel Studios, Walt Disney Pictures
  • VFX Studio
    Luma Pictures
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I Am Groot

Kirsten Lepore's collection of animated shorts features the MCU's favourite little seedling Groot along with several new characters. As the sole vendor on this full CG project, Luma collaborated closely with Marvel Studios and the director to establish the look and animation style of the shorts. After receiving the initial brief and an animated storyboard, Luma dove into the concept designing phase for the world-building, props, and additional characters; including the different versions of Groot, squirrel bird, and the mini civilization.

Baby Groot is curious and fearless, powerful and clumsy. Every object, encounter, and situation becomes an opportunity for laughter. To create this character for the shorts, Luma received Groot’s textures and model from Marvel and reworked the character to suit the physical comedy style of the story. To establish the animation style, Animation Supervisor Raphael Pimentel and Lepore spent time in Luma's motion capture studio trying out different types of motion. Lepore gravitated towards a hand-keyed approach that lent itself to snappier poses and gave animators more flexibility to play and accentuate Groot's fun character traits. To capture Groot's innocence and youth, Luma's animation team focused on his eyes—always keeping them wide to the world—which helped keep him connected to the compelling environment around him.

Luma had the pleasure of creating new characters for the shorts, including squirrel bird, the vyloos, and the mini civilization. Working closely with the director, Luma developed concept art to establish the look of each character. The mini civilization provided a blank canvas of opportunities, from concept to final render. Every military, social and age group required their own unique style, and animators had the opportunity to pitch ideas on how the minis should behave, many of which made it to screen.

For the world-building, Luma utilized Unreal Engine to create layouts, environments, and final renders which provided great visual feedback and helped speed up the process significantly. 

Raphael A. Pimentel, Animation Supervisor

Being brought onto a project so early on to help Marvel Studios and Kirsten realize their vision, from beginning to end, was really rewarding.
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