The Holy Grail of Previs: Gaming Technology

Posted In | Magazines: VFXWorld | Site Categories: Machinima
Alain Bielik reports on the more ambitious vfx utilized in Underworld: Evolution, resulting in a pipeline shift by Luma Pictures and further reliance on ZBrush.

Serious Games, Take Two

Posted In | Magazines: AnimationWorld
Christopher Harz attended the second Serious Games Summit and found an odd mix of enthusiastic game designers, uniformed Army personnel and game producers trying to bring everyone together.

Riding the MoCap Rollercoaster in Gaming

Posted In | Magazines: VFXWorld
Jacquie Kubin looks into how motion capture technology is helping drive the technical improvements in the next-generation systems.

Game Review: Shadow of the Colossus

Posted In | Magazines: VFXWorld
This month Dr. Toon plays the “What If” game to see how the world of animation would be different if in an alternative reality Dick Tracy was an animated star, Bob Clampett lived longer or Walt Disney never lost Oswald the Rabbit.

Videogames Adapted From Movies: The New Blockbusters

Posted In | Magazines: VFXWorld
Janet Hetherington takes a look at how videogames based on movies are being packed with original content to keep players happy and film franchises alive.

Next-Gen Gaming: What’s in Store for Cinematics and Animation?

Posted In | Magazines: VFXWorld | Site Categories: Machinima
With the holidays comes holiday parties. The Career Coach gives some quick tips on how to get more out of the festivities than just chips and dips.

Videogame Development: The Next Generation

Posted In | Magazines: VFXWorld
With console platforms evolving, Karen Raugust looks into how gaming companies are increasingly looking to film, Web design, broadcasting and elsewhere to round out their development teams.

E3 and the Next-Generation of Videogames

Posted In | Magazines: VFXWorld
Ryan Lesser reveals how 3ds Max 7.5 packs a pretty mean punch with its new hair and fur system.

Pariah Review: How Digital Extremes Stays Cutting Edge

Posted In | Magazines: VFXWorld
Alain Bielik explores how MPC improved its motion capture and crowd simulation toolset for the siege of Jerusalem in Kingdom of Heaven.

The Future of Game Animation

Posted In | Magazines: AnimationWorld | Site Categories: Machinima
In Part 3 of this series, Ellen Besen discusses the impact of new technology on performance and the future roles of technology, new and old, with former Disney animation artist Charlie Bonifacio and former Pixar animation artist Stephen Barnes.