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.
Article Type: Interview
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.
Special Guest: OIAF Animators' Picnic 2011 - Part 1
Joel and Alan bother legends of international animation as they try to eat, drink, and be wary at the Ottawa International Animation Festival 2011.
Live, from the Ottawa International Animation Festival 2011, entertainment's own comedy pangea, Dino Stamatopoulos, is paid to sit down with the very Joel Frenzer and Alan Foreman for the most overmodulated audiophonic conver-senation* about his animated series Morel Orel and Mary Shelley's Frankenhole. Topics include: writing for adult animated comedy while drinking, drinking for adult animated comedy while writing, star-shaped facial hair, adopting classical horror literary author names into titular innuendo forever linking them historically, and poutine.
The NFB’s latest nominated short proves once again that there’s more to like about the Great White North than maple syrup pie and Molson’s.
Director Enrico Casaroa and Producer Kevin Reher discuss the creative and production process behind the gentle and beautifully crafted La Luna.
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.