Chris Ullens is a Belgian director who lives and works in London.
After graduating in Brussels, Chris completed his master's degree in London at Central St-Martins with distinction. He then started working as a stop motion animator. A few years on, he鈥檚 worked on high-end commercials and his music videos are known for their bold, creative, and playful character, which have earned him multiple awards in festivals across the globe.
Chris now continues to experiment with his multi-disciplinary skills in order to find fresh, weird, and exciting projects.
Chris> I grew up and loved cartoons, anime and video games so when I was a young kid playing with figurines and toys, in my mind they were alive and epic stories were taking place in my bedroom. I guess that鈥檚 the origin for me, the first times that inanimate objects were alive to me. And that still fascinates me when I animate; at the end of a day animating, pressing the play button is still as magic and exciting as these stories I was orchestrating in my bedroom as a kid.
Fast forward 20 years, it鈥檚 when Chris Cairns (a great friend and brilliant director) came to present his work as part of a stop motion workshop during my MA in photography, including the amazing music video for LCD Soundsystem 鈥樷 he directed that I had my eureka moment thinking, 鈥淲hat?!? You can have this much fun and call that a job?鈥. I never looked back.
Chris> The first project of mine that really got noticed was a micro budget music video for Slugabed鈥檚 track 鈥橲ex鈥. I met up with Gregg (aka Slugabed) and he told me he imagined something with fruit. I took that and came up with the concept of this mad juicer being sold as part of a telemarketing program.:
Slugabed 'Sex'
I locked myself up in the basement at Clapham Road Studios (the happiest place for stop-motion in London!) for two months, went completely mad making all the sets, animating and shooting it. It was horrible and wonderful all at the same time. Jamie Durand (the DoP I鈥檝e worked with on all my jobs and who鈥檚 role goes far beyond the one of a DoP) came in for two weeks at some point to save my sanity and help me out.
When it came out it did really well and festivals loved it. It鈥檚 still one of my favourite films.
Chris> I think the stories in my films are my art style. I don鈥檛 think you can tell I have a specific visual style as I try and adapt that to the need of each individual project.
Also, I think regardless of the tone of the story, I like my films to be visually playful. I always think a viewer needs to be entertained when looking at a screen, especially today, so I always try and make my films fun to look at.
I think another aspect that link all my films is to play strongly on the charm of animation; the fact that stop-motion is human made from start to finish and to retain that charm and imperfection that gives an edge and energy to your film.
And then, along the years so many films, directors, artists, video games and so on influenced and nourished me. Video games were big in my youth with all the NES and SNES games like Zelda, Mario, California Games or Another World. I grew up watching lots of MTV and MCM (French version of MTV we鈥檇 get in Belgium) music videos were great to watch and of course, the work of Michel Gondry or Spike Jonze was thrilling. Then in the world of animation, Studio Ghibli were incredible at creating mad worlds but also animes like Iria or Akira and so many more. In stop-frame, Jan 艩vankmajer鈥檚 work is incredible as it鈥檚 so vibrant, hands-on and yet magical, political and surreal. In the art world, the Michel Szulc Krzyzanowski 鈥楽equences鈥 book inspired me loads with its playfulness. I also love the work of the Eames duo, their solar powered Do-Nothing Machine is so good. And the Fischli & Weiss films are wonderful. This list could go on forever鈥
Chris> Human imperfection.
As I mentioned before, for me animation comes alive from its energy, its vibration and that is done by human imperfection. Perfection is monotone and will get boring eventually as it鈥檚 predictable. I love with animation how even a stupid straight line becomes full of life and boiling once animated hand drawn as you鈥檒l never draw it twice in the same way, that鈥檚 exciting. It鈥檚 the same with the animation itself, in the act of animating: the animator because of its uniqueness will give the character their own interpretation of how that character should be moving.
Sound design or music is key and how it works hand in hand with animation. I always find animation is only 50% finished without music or sound.
And finally, the subject matter or the story can also be the element that can brings your animation alive. Some animations can be visually very minimal and yet so full of life if well combined to a story or narrative principle.
Chris> I guess one that鈥檚 special in my opinion is the music video I did for Lee Ann Womack鈥檚 'Hollywood'
I feel it鈥檚 special as it鈥檚 mixing quite a few techniques which made it quite a tricky film to plan and execute. There鈥檚 live-action and time lapse that we then re-shot frame by frame projected behind miniature stop motion sets. The producer (Jade Bogue) managed ingeniously to pull this one off as it was done on a tight budget and involved the DoP (Jamie Durand of course) and myself to go to California to shoot the backgrounds for a week as well as a 3 weeks stop motion shoot in London.
And a memorable moment of it was on our last night during the California shoot, being deliriously tired, Jamie and I needed to shoot time-lapses in the desert where it was -2 degrees. So having packed for warm weather we both put all our clothes on and armed ourselves with beers and a little bourbon for the courage and to keep warm. It was great but long and cold so after shooting the following morning鈥檚 sunrise from our open top convertible (freezing again), we decide to have a stodgy American breakfast, during which a local lady explained to us the five deadly animals we could have been killed by in the desert the night before.
Here are Making Of videos showing all of the behind the scenes of that video:
Chris> It all depends on the job really. In the early stages I鈥檒l write my story and will have imagined the characters and what I think they鈥檇 look like. Then I search for the right character maker and will discuss the characters with them on the basis of images I researched.
One of my favourite characters from my films are the robots from the Poppy 'Her' music video.
In this case, I had done my research finding lots of references from anime characters and wanted the robots to be 100% dependent so their support arm planted in their backs would be their lifeline. We had to then imagine all the sets accordingly but that allowed us to not need any long and expensive post-production work on removing these support armatures like usually is done in stop-motion. The talented Adeena Grubb and I then discussed it all and she then went to work sharing the work in progress for me to comment on, but it was an easy process as what she did was so good. I was so pleased with the result, especially considering the limited time and budget available.
Chris> For me in animation, I find it鈥檚 all about intensity, purpose and timing. What does the end result need to portray, is it meant to be violent, funny, sloppy and so on as you鈥檇 animate the same movement completely differently for these different intentions. And from that intention I鈥檒l then deconstruct the movement backwards to know how many frames or steps to shoot my movement in and how big or small the increments need to be. Just visualise what you want very clearly in your mind, all the little details that compose one movement and then try to replicate it. Sometimes I鈥檒l also just act it out myself to observe how it works, or it can also be scenes of movies that you remember to help you visualise what you need.
Chris> I think it shows to animators that you really shouldn鈥檛 be scared of going weird and different with what you want to make. In a world like today where so many sources try and catch the eyes of viewers, people need different and startling images, so go for it and be bold in your own way. Go all out with what you are about as there鈥檚 only one like you. For someone like me that sometimes loves to make weird animation, it鈥檚 delightful to feel this appreciation for weird and different!
Chris> It鈥檚 why or who are you making your project for that counts. If it鈥檚 a commercial for a slick client, you can鈥檛 scare them with super rough looking animation and the contrary works too, if your client鈥檚 a cool young and bold beer brand, they鈥檒l want punk and rough. It鈥檚 all about intention.
I鈥檓 working on a lot on music videos and I don鈥檛 define anything before I鈥檝e listened to the track tens and hundreds of times until I really feel what the emotion is that the track portrays (or at least in my opinion). Once I have that I鈥檒l try and come up with one strong coherent idea that translate that and it鈥檚 generally along this path that the animation style will define itself.
Now two major factors that intervene in that 'defining the animation style' path is the time and budget you have for that particular project, as there鈥檚 only so much you can do within the parameters of time and budget of course.
Chris> DRAGONFRAME! (Or other programs like it I don鈥檛 know)
When I started animating in 2006, we had some obscure and complicated programmes that a giant slow computer was handling and that would take so much space in the studio. Plus the previews were terrible because you had a mini camera attached to the viewfinder of your shooting camera that was there for the preview so you couldn鈥檛 really tell what had moved or not and so on.
Now Dragonframe allows super clear previews so easily, you can go back through your frames, upload reference films or images, you can draw on your preview screen to plan moves, in that drawing option there鈥檚 even a tool that calculates increments for you, you can program lights and motion control moves from it so everything moves and changes for you as you shoot your frames鈥 It鈥檚 a wonderful tool.
Chris> I really love it when it鈥檚 a project where it鈥檚 really hard to figure out how to make it work and until you鈥檝e shot it, there鈥檚 an element of 鈥渘ot sure how this is going to work鈥 as once you get out of those, the satisfaction is huge.
On this Kirin commercial a hand had to walk through these gorgeous paper model sets so together with the art director guys from Stripeland, Ben Austin (also the art director for my Poppy video) and Ben Gerlis, we had to work out where the body that鈥檚 attached to that hero hand should be in order not to appear in camera. We decided to hang the actor of the hero hand on a rail above our set with a pulley system so we could pull the hand from left to right of screen across the beautiful sets. The result is great, but I have to admit that on the first day in the studio, I knew the theory worked but I was really wondering if it would actually work. Also, we were all nervous for the model鈥檚 safety! Such a thrill when it all went without a hitch!
Chris> Pharrell Williams - Cash In Cash Out (Official Video) ft. 21 Savage, Tyler, The Creator:
I generally hate computers trying to mimic other techniques, like computer animation made to look like stop-motion鈥 but when it鈥檚 done in a way that blows your mind you can only bow to the brilliantness of it! There鈥檚 so much about this project that鈥檚 great. The pace of it, the size and detail of it that makes it huge, the precision in the planning and building of the world that makes everything logical together, the texture, the lighting and so on. It鈥檚 great because it鈥檚 new, fresh and different. A real visual slap, love it!
BBC 'Winter Olympics 2022'
It鈥檚 so cleverly made to the point where you even wonder what you鈥檙e looking at but then you don鈥檛 care cause it鈥檚 so beautiful and mesmerising. The flow of it all happily transports you through the whole piece and before you know it 40 seconds have passed and you鈥檝e taken a wonderful stroll through a magical video. Pushing visual language into new directions, great.
Clones of Clones 'Mine'
I enjoy this video so so much. It鈥檚 gorgeous with its textures and light effects that hook you from the first images. But then the effortless humour, wonderful character design and the fluidity and energy of the animation is great. A joyful and glorious animated music video!
Chris> It鈥檚 like asking what鈥檚 your favourite genre of music or favourite track? Can鈥檛 answer that. But at a push, Michel Gondry, I think. It鈥檚 an obvious choice but it鈥檚 for a good reason that he鈥檚 such a liked director.
There鈥檚 'Around the World' from Daft Punk
and The Chemical Brothers 'Star Guitar' where he simply visually translate the structure and elements of the track with visual elements in the video. It鈥檚 so simple but so effective and brilliant.
His work for the White Stripes with '' or '' where again, he went to the essence of his idea which makes them such bold and good videos.
And finally the Lucas video for '' and the Chemical Brothers ''.
It鈥檚 so visually clever and playful how he reveals all his in camera trickery which makes it even more mesmerising.
Chris> I feel I鈥檝e answered that a bit in a previous question already, but above all else what inspire me most is music. I live with music all the time. All kids of music. Whilst I鈥檓 writing this I listen to music, when I go walk my dogs I listen to music, I have my headphones on all the time. Music takes you in so many different directions and feelings. It can instantly change your mood, make you want to dance or cry, it鈥檚 a lovely filter to live with and it really inspires me. That鈥檚 why I love making music videos, what best to work with music and its emotions. Music鈥檚 the best.
Chris> It happens less and less as I think with animation becoming bigger in the visual landscape people are better informed about animation, but it still happens that people will come and find you and ask you to make a three minute video for 拢5000 in three weeks and then give you a document of Hollywood stye references they鈥檇 like you to work from. The misconception that animation is a quick and cheap way to make a good or different looking video.
Chris> In a world of growing population, technology being more accessible, screens and images everywhere and animation booming it鈥檚 not easy to stick out and make yourself known out there. So, I鈥檇 say as much as possible be honest with yourself and make stuff you think is truly good. You need to accept criticism by people you elect to listen to (not Mr or Mrs random online as that鈥檚 pollution) to better yourself. But then it鈥檚 a balance to find, as you also need to be strong, determined and believe in yourself to really go for what you think is good in order to make films in a way that is yours and therefore doesn鈥檛 look like anyone else鈥檚.
Chris> I think the previous question answered a lot of this but what I鈥檇 like to tell them is 鈥淲elcome to a beautiful and delightful journey. It鈥檚 a roller coaster ride, but if it weren鈥檛 it鈥檇 be boring so buckle up and enjoy the ride!鈥