Director Enrico Casaroa and Producer Kevin Reher discuss the creative and production process behind the gentle and beautifully crafted La Luna.
Article Type: Interview
The director of the NFB's Oscar-nominated short discusses his design challenges and personal inspiration.
Weta Digital’s CTO talks about the technological challenges of producing some of the most compelling and captivating performances in cinema today.
For a technology company to be successful, it must be able to not only deliver cutting-edge products, but also tailor those products for a marketplace and consumer demand that doesn’t yet necessarily exist. It’s enough to make you want to break out the crystal ball.
Terrence Masson talks about preparing educators and students through a pioneering new approach to interdisciplinary collaboration.
Wwe talk to Michael Mateas, associate professor of computer science at University of California, Santa Cruz, about the intersection of artificial intelligence, art and design -- and its impact on the future of technology.
The gaming industry is creating its own stars as they come even closer to motion pictures. Most notably known for his portrayal of Drake in the Uncharted franchise, North is the closest the gaming industry can come to a leading man. His resume is extensive having appeared in Batman: Arkham City as The Penguin, Assassin’s Creed as Desmond Miles, Prince Of Persia (as The Prince), & And Then There Were None as Patrick Narracott.
Creator Adam Reed’s spy-spoof deftly brings together espionage, workplace drama, dirty sex and automatic weapons. And turtlenecks.
ILM visual effects supervisor Ben Snow shares his insights on turning sultry underwater vixens into vicious battling mermaids, all in stereoscopic 3-D
The acclaimed director of Belle Epoque tells us about his first foray into animation and this very adult Spanish Oscar contender.
Pamela Thompson talks with Garman Herigstad, FX Lead at Digital Domain, about setting goals for 2012.
ILM's VFX vet tells us about returning to M:I and tackling Brad Bird's first foray into live action.
In this, the third of three articles on the work of Georges Schwizgel, we follow the production of Romance and examine Schwizgebel's unique way of visualizing his animated world.
Lead technical artist Julian Love is a nine-year Blizzard veteran. He’s been working on Diablo III almost as long as fans have been waiting for the game. We spoke to Love about the long-gestating project, Blizzard’s approach to making games and the role of the technical artist in development.
High-definition gaming is on the cusp of a visual evolution. The past year’s introduction and slow proliferation of 3D-enabled games, displays and laptops suggests that the next major frontier is on the horizon.
Framestore's Christian Kaestner debriefs us about the reworking of John Le Carre's Tinker Tailor Soldier Spy with director Tomas Alfredson.
There are films that have blitzed my senses into giddy, drunken stupors of delirium and bewilderment, riotous exhalings of creativity, desperation, and experimentation. Too often, these voices expire as rapidly as they respired, brief greetings before vanishing into the crowded darkness. One of the first animation films to short circuit me was Hilary by then Royal College of Art graduate, Anthony Hodgson.