Computer Animation Festival Highlights: Beyond the Film Reels
Press Release from SIGGRAPH 2010
(Chicago, IL) - The Computer Animation Festival at SIGGRAPH 2010 offers more than just a viewing experience. In addition to film screenings, the Festival includes interactive sessions and opportunities to learn industry secrets, behind-the-scenes stories, and advice from some of the most successful professionals in this field.
"Attendees will get a glimpse of the work that went into creating some of this year's most successful films, including 'Avatar', 'The Last Airbender', 'How to Train Your Dragon', 'Alice in Wonderland', and many more," said Isaac Kerlow, Computer Animation Festival Director from The Earth Observatory of Singapore/NTU ADM. "Nowhere else in the world will so many computer graphics and animation experts come together under one roof to discuss both success stories as well as failures. In essence, sharing information is how this industry continues to move forward by leaps and bounds year after year."
Listed below are just a few of the learning opportunities during the Computer Animation Festival:
Production Sessions are high-level discussions that showcase how computer graphics and interactive techniques are actually designed and implemented. Attendees of all experience levels will benefit.
The Making of God of War III
Izzy, Concept Artist; Patrick Murphy, Lead Character Modeler; Bruno Velazquez, Lead Animator; Bryan Koszoru, Environment Artist; Paul Coda, Sr. Environment Artist; Jung Ho Park, Concept Artist, SCEA, Santa Monica
The makers of God of War III detail the creative process behind the game's groundbreaking visuals. The first part of the session follows the lead character, Kratos, from initial concept art through modeling to animation. Particular emphasis is given to issues specific to game animation, such as integration with player control and combat systems. The second part focuses on the game environments, exploring different approaches used to create game levels from initial concept art.
Joe Letteri, Senior Visual Effects Supervisor; Stephen Rosenbaum, Visual Effects Supervisor; Richard Baneham, Animation Supervisor, Weta Digital
"Avatar" is the first predominately digitally created film, shot and directed as a live action film. Key to the director's vision was having photorealistic, believable digital characters and environments fit seamlessly with live action. To accomplish this, Weta Digital, led by Joe Letteri, developed innovations that enabled the director and actors work as if they were in a conventional live-action movie, even when filming sequences that were entirely computer-generated. For the audience to connect with the blue- skinned ten-foot-tall "Na'vi", they had to see the actor's soul shine through the character's eyes. This required increased realism in character animation, especially the facial animation. The emotional performances of the characters in "Avatar" are an achievement that have taken digital characters to a new level of believability and have, at the same time, enhanced story telling.
Animation Blockbuster Breakdown
Shawn Kelly, Lead Animator, Industrial Light & Magic; and Co-Founder, Animation Mentor Carlos Baena, Lead Animator, Pixar Animation Studios; and Co-Founder, Animation Mentor Eric Goldberg, Supervising Animator, Walt Disney Animation Studios
Michael Makarewicz, Supervising Animator, Pixar Animation Studios Aaron Hartline, Animator, Pixar Animation Studios; and Animation Mentor/Animation industry veterans break down shots from your favorite animated films. In 10-minute presentations, they each show two animated shots from recent feature films, summarize the challenges they experienced with each shot, and reveal new ways to approach the craft of animation.
"The Last Airbender" - Harnessing the Elements: Earth, Air, Water, and Fire
Pablo Helman, Visual Effects Supervisor; Olivier Maury, R&D Engineer; Daniel Pearson, CG Supervisor, Industrial Light & Magic