ILM's VFX vet tells us about returning to M:I and tackling Brad Bird's first foray into live action.
Article Type: Interview
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.
In this, the second of a three part series on the work of Georges Schwizgebel, we look at his pre-production process.
Joel and Alan sit down with the very Linda Beck, newly inaugurated ASIFA East President, Animator, Producer, Actress, and Former Temp, to talk about those roles and birthing a human. Plus a BIG ANNOUNCEMENT, which, if you are reading this online, trumps it's impact: the new Frenzer Foreman Animation Forum website revealed at long last!
Bethesda Softworks showcased the much-anticipated Elder Scrolls V: Skyrim at Gamescom 2011 this summer in Cologne, Germany, allowing fans to check out the successor to the award-winning blockbuster hit Oblivion. Bethesda Game Studios has been hard at work on this new role-playing game (RPG), developing a brand-new game engine -- the Creation Engine -- for the open-world experience.
Warner Bros. Animation director Sam Liu talks about the experience of bringing the seminal comic to the screen.
Innovation takes many forms within the gaming space, often beginning with insight and inspiration from a single person, be they a game developer, an engineer, a sociologist or anything else within the industry. That’s why we’re tracking down these thought leaders to give you a sneak peek of the digital arts future through their eyes. In this installment, we sit down with Kyle Orland, a games journalist who writes for Gamasutra. Orland gives his thoughts on the impact journalism will have on the future of gaming and the relationship between the two.
At Gamescom 2011 in Cologne, Germany, Gearbox Studios unveiled the follow-up to its critically acclaimed first-person shooter, Borderlands. Running on Unreal Engine 3, the 2012 PC game is adding more depth to the story and improved visuals and gameplay to the open world experience.
Can you name the country that leads the world in movie ticket sales and the number of films produced? Hint: It’s not the United States. According to online sources, that country is India. Thanks to the huge demand for entertainment, India has become a hotbed for computer graphics and animation. The country offers talented technicians, competitive pricing and finished work of the highest quality, all on blockbuster titles you’re sure to recognize.
The year-plus early teaser trailer is a given for spectacular genre movies nowadays… but how about the full release of an entire movie – an animated Pixar film at that – some ten months before its official premiere? In this case however, the Pixar film in question runs all of seven minutes and is set to accompany the summer 2012 release of Brave, Pixar’s next full-length feature. It’s called La Luna, and it’s the story of a boy, his dad, granddad… and their peculiar relationship with the celestial body of the title.
Supervising Director Dave Filoni discusses the latest and greatest from the Star Wars animated series.
Martin "Dr. Toon" Goodman chats with producer/writer Mike Jelenic about the approach to rebooting Thundercats.
Special Guest: Sean Kenin
Welcome to the most current content-ed and contented episode of the FFAF oeuvre. Alan and Joel sit down with the very Sean Kenin, voice-actor to the stars, to discuss his unique and defining role in the hit smash cinema-kapow, The Smurfs. Sean Kenin - made of pure magic.
PLUS, stick around for a very special bonus montage audio fantasy spectacle at the end of the end of the end music.
Bill Desowitz reports back from Weta in New Zealand, where he viewed exclusive Tintin footage and spoke with Steven Spielberg and Peter Jackson.
Few FFAF episodes have challenged the potent potential of what a jam-packed powder-keg of animation multilarities can elicit in the burgeoning minds of those seeking more lore and eternal wisdom of this frame-by-frame La Bamba than number 24. This show is huge. Ron Diamond + Dan Sarto = how to invent and maintain an international animation archive and animation short distribution empire while enjoying the best of Scotch and olive canning. The Animation Room + The Animation Room = how to create an animation studio boyband right out of college. And finally, Billy + Bill + William Frenzer = how to develop treasured American comedy songs into animated music videos that change the course of human history. Perfection, sometimes, does not take time.
In the excerpt, artist Andreas Rocha talks about his initial exploratory phase of a painting in Corel Painter.
There were over 2,000 games in the 2010 major league baseball season, and the creators of MLB 2K11 looked at video from almost every one of them while preparing the 2011 version of the baseball simulation game, according to game designer Sean Bailey. “These videos are the same broadcasts that fans at home watch,” says Bailey, a developer with 2K Sports. Bailey shares insights into the painstaking process of getting the simulations right, including bringing top baseball talent like the Philadelphia Phillie's star pitcher Roy Halladay into the studio.