Karen Raugust talks with smaller animation studios who are creating cinematics and, increasingly, in-game assets for video and computer games.
Christopher Harz attends the biggest and baddest GDC ever and tells us what he found with contributions from Dominic Cianciolo.
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.
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.
Jacquie Kubin looks into how motion capture technology is helping drive the technical improvements in the next-generation systems.
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.
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.
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.
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.
Alain Bielik explores how MPC improved its motion capture and crowd simulation toolset for the siege of Jerusalem in Kingdom of Heaven.
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.
Ryan Lesser delves into Autodesks Combustion 4 to see if the software is explosive or a wet firecracker.
Karen Raugust looks at how PC and console videogames are making their way into films and other media while film directors, writers and actors are setting up their own gaming companies.
Janet Hetherington takes a look at Sonys new PlayStation Portable and the challenges of creating big games for the small screen.
Fred Galpern gazes into the future to see what is on the horizon of cutting-edge visual content in gaming.
Christopher Harz ventures back to the Game Developers Conference, which is quickly becoming the premiere event for the gaming industry.
Mary Ann Skweres sniffs out the 411 on UVPhactorys CG stylings for Pete Misers hip-hop video, Scent of a Robot.
Ellen Wolff explores how ILMs Stefen Fangmeier mixed cutting edge technology with a bit of old cinema magic to help conjure the retro look of Lemony Snicket.
Christopher Harz reports on the Serious Game Summit in Washington, D.C., which was a fascinating mix of the wild entertainment industry and the more focused training developers.
Tulay Tetiker talks with Alias president Doug Walker about acquiring Kaydara and expanding Alias global 3D presence.
Ellen Wolff talks with Oddworld Inhabitants Lorne Lanning as he considers the realtime CG technologies that will change gaming along with movies and TV.
Self-described gaming novice Rick DeMott traveled to the L.A. Convention Center for a crash course in gaming mania that is the Electronic Entertainment Expo E3.