Ric Viers not only creates vast libraries of sound effects, he also shares his knowledge with anyone who wants to create their own sounds.
Article Type: Interview
After tackling Pirates, Gore Verbinski tells us what it was like going on his first animated adventure with Johnny Depp and ILM.
The Lost Thing's co-directors discuss the challenges of adapting a poetic book dedicated to overcoming apathy.
Sony's acclaimed supervisor discusses going down the rabbit hole once again along with the other nominees.
Garrett Romaine recently caught up with Jun Takeuchi (and his interpreter) of Japanese gaming company Capcom to discuss his start in gaming and his thoughts on the industry’s future.
Interactive entertainment’s answer to art-house films is indie game development. Titles like Minecraft, Recettear and World of Goo have captured a legion of forward-thinking fans’ and bedroom coders’ imaginations alike. But despite consistently raising the bar for innovation and creativity, life left of the keyboard isn’t all fun and games. Dave Gilbert, founder of indie adventure-game studio Wadjet Eye Games (The Blackwell Legacy , Puzzle Bots ), explains the indie life to Scott Steinberg.
ILM's supervisor on Iron Man 2 discusses heavy metal CG and what lighting tricks can be applied to the next Pirates sequel.
From The Lion King to Gnomeo & Juliet, Sir Elton John talks about exec producing his first animated feature.
The Inception supervisor discusses the challenges and take away of the celebrated Christopher Nolan mind-bender.
Kevin Dill is the latest developer in a series of interviews I’ve done with the authors of Game Programming Gems, 8th edition. He wrote a chapter on patterned approaches to modular artificial intelligence (AI) games. These are some excerpts from our interview.
Special Guest: Ottawa International Animation Festival - Part 2
The Big Bang, Opposable Thumbs, Fire, the Wheel, Chop-Sticks, Animal Husbandry, The Mona Lisa, Gigli, Head-On, the Frenzer Foreman Animation Forum. Now, the most exciting conclusion to the most anticipated part 2 part of the most recorded audio podcast by the Frenzer Foreman Animation Forum at the Ottawa International Animation Festival in 2010...
Once upon a time animation art wasn't worth the celluloid it was painted on. Art that would now be worth tens of thousands of dollars was washed or thrown away – and what was saved often handled thoughtlessly or just forgotten about. Things have changed since then, changed a lot. People now realize that animation art is exactly that - a thing of beauty in its own right, and a cultural heritage to be cherished and preserved. Preservation is where Ron Barbagallo comes into the picture.
Arnauld Lamorlette discusses his Academy Technical Achievement Award for production-capable bounce lighting methodology.
Veering away from painstaking authenticity and turning back to the white-knuckle arcade races which initially defined it, high-stakes driving game Need for Speed: Hot Pursuit appears to be cruising in the fast lane toward success. You can credit not only an impressive sensation of speed, but also the introduction of savvier computer-controlled opponents and a suite of new social networking elements that enhance online play. Producer Hamish Young drove by to tell us how publisher Electronic Arts is steering the storied franchise back on course.
The directors and producer of Day & Night and Tick Tock Tale discuss how small films really are big at their studios.
SEGA’s video-game production output for 2010 was winning, to say the least. It included the latest titles in some long-running popular franchises, such as Napoleon: Total War, Sonic Free Riders and Sonic & SEGA All-Stars Racing. I talked to Chris Southall, technical director at SEGA, about how Formula 1 and other racing games started his engine and got him interested in game development. He also tells us how the latest technology helps speed the workflow and bring games to life faster and better than it did when he entered the business in 1995.
Having sold more than 9 million copies of medieval hit-man simulator Assassin’s Creed II, publisher UbiSoft opted to take a bold step with its sequel, Assassin’s Creed: Brotherhood. Unsatisfied with simply letting players stalk targets through ancient Rome’s streets and make acrobatic getaways, Ubisoft decided to add eight-man online head-to-head support to a leading franchise known primarily for its story-driven solo campaigns. It was a potentially fatal gamble, but Arnaud Mametz, lead designer at UbiSoft Annecy, reveals how the series successfully made the jump without committing career suicide.