Joe Strike dives beneath the rotting flesh of Laika's new film "Paranorman" and uncovers some surprising facts about Chris Butler and Sam Fell's 3D stop-motion zombie romp.
Article Type: Interview
The producer of LAIKA’s latest feature discusses the challenges of pushing every imaginable stop-motion animation boundary.
The visual effects supervisor on MiB3 and the rebooted Looney Tunes 3-D shorts talks previs, tech tools, visual design and working again with Ken Ralston.
Director John Kahrs and Producer Kristina Reed take us inside Disney’s new 2D-CG hybrid animated short.
The Third Floor’s previs supervisor talks about Thugs, the Beast and working with Peter Berg on his naval-science fiction slugfest.
We recently talked to Ashley Gullen, a director at Scirra, who provided a few tips on working with Construct 2.
Crytek recently branched out into puzzle-based mobile games with Fibble, available on the iPhone, iPod and iPad. It marks Crytek’s first mobile offering as well as its first puzzler. We recently talked to Kristoffer Waardahl, studio manager of Crytek Budapest, about the company’s new development direction.
The man behind conversions of The Lion King and Beauty and the Beast discusses the stereoscopic 3-D renaissance at Disney.
Special Guest: Dr. Janeann Dill
On this epic-sode, Joel discovers the vast musical range of a rubber band; Alan discovers his lack of interest. Then, Dr. Janeann Dill, physician to the arts, discusses the breaking of art history, animation balm, the deep south, and legendary animation artist, educator, and innovator Jules Engel.
Welcome to 2012 with FFAF's very special Valentine's Day Special! Who, what, where, when, why, and how do Joel and Alan love? Then, animator/sculptor/toy-designer Gina Kamentsky joins the talk to discuss found-footage animation, kinetic esthetics, thorns in butts, and her new autobiography, Gloves and Goggles: The Gina Kamentsky Story.
William M. “Trip” Hawkins III -- founder of Electronic Arts and father of the 3DO console is rewriting the rules again. Here, Hawkins explains why he believes social gaming and virtual goods are the future of interactive entertainment.
Marvel's Exec-VP of visual effects and post production talks about the pressures of co-producing massive vfx-driven films like Iron Man 2, Captain America, Thor and The Avengers.
Cliff Bleszinski, the company’s design director, is at the heart of Epic’s new game development. John Gaudiosi caught up with him before he went on to host the 2012 Game Developers Choice Awards.
Here, Rich Farley, creative director at Danger Close Games, talks about what’s in store for PC gamers and gives his take on the move to modern warfare in this exclusive interview from GDC 2012.
The PipelineFX CEO dishes insight on render farm management, pipeline efficiency and people’s wishful thinking about cloud-based production support.
The animation director of ILM’s first fully animated feature film talks design, budget, pipeline and fear. Not necessarily in that order.
Special Guest: OIAF Animators' Picnic 2011 - Part 2
It's the FFAF Pre-Holiday Holiday Spectacular as Joel and Alan continue to bother more legends of international animation trying to eat, drink, and be wary at the Ottawa International Animation Festival 2011, Part 2. PLUS, backstage hijinks and hosting recap of the OIAF 2011 Closing Ceremonies.
One of the things we like to do is talk to some of the top innovators in the industry to see what makes them tick. We’ve spoken to Matt Ployhar -- president of the PC Gaming Alliance (PCGA) -- before, but he’s been up to a lot lately, so we followed up to get a closer look.
NYU Media Research Lab founding director Dr. Ken Perlin discusses the past, present and future use of computer graphics technology for human interaction and communication.
How do you tackle one of the most seminal works in science fiction history? The Oscar-winning director describes how he grappled with the challenges of bringing Edgar Rice Burroughs’ epic tale to the big screen.
Tim Sweeney, the founder of Epic Games, talks about how advances in processing power will continue to advance games.
Electronic Arts’ BioWare studio has come a long way since first launching Mass Effect on the PC. What began as an epic single-player experience has expanded into a new cooperative gameplay mode with Mass Effect 3. Up to four players can engage in exclusive co-op firefights on top of the epic conclusion of the single player campaign.