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Johannes Mücke

WIDESHOT Design GmbH CEO

Johannes studied Architecture in Aachen, Los Angeles and Vienna, where he received his Master of Architecture in January 2005. After working for FOA in London for a year, Johannes joined Rockstar Vienna as lead concept artist until it was shut down in 2006. After working for Sproing as Head of Art for over four years, Johannes co-founded with his partner Oliver Bertram in 2010 WIDESHOT, an Architecture and Entertainment Design company based in Vienna.

Besides its large Architecture portfolio WIDESHOT focusses on video game art direction and design as well as production design for film. Since WIDESHOT started to work with Roland Emmerich on the movie ‘2012’ in 2008, there have been many colaborations with US American film makers, production houses and studios, with ‘Independence Day: Resurgence’ being the latest large scale project. WIDESHOT worked on this film for over 1,5 years partly on-site and in parts remotely, designing all the spaceships, the Alien queen, a large number of sets, the cities, storyboards, motion graphics, the title sequence and many more. WIDESHOT is currently working with Roland Emmerich and Universal Pictures on the pre-design for ‘Moonfall’, Roland’s new blockbuster, that is scheduled to be filmed in early 2017.

  • Talk - Die Tricks von Concept Design

    Besprochen werden Techniken und Tipps, die dabei helfen, qualitativ hochwertige Concept und 2D art zu erstellen, welche den heutigen Anforderungen in der Produktion gerecht werden.

Stefan Auer

Wunderwerk Film / CMOCOS Technical Director

After working as Graphics Designer for a year I joined Wunderwerk in 2001 as 3D Generalist. Over the years I worked there mainly as Compositor, TD and VFX Supervisior for Commercials and Corporate Films.
Since 2007 Technical Director for the development of CMOCOS.
Last 2 years also using the systems on set as Motion Control Operator/Technician.

  • Talk - Compositing – Grundlagen fuer Renderpasses

    Eine Einfuehrung in die Welt des Compositing, dessen Konzepte und deren Produktion in diversen Teilbereichen der CG Branche (Shake, Nuke, Maya)

Fraser MacLean

Fraser’s animation career began when he was hired by Disney in 1987 to work in the London Special Effects Department on “Who Framed Roger Rabbit”, after which he went on to work for many different studios on both sides of the Atlantic, from Passion Pictures and Telemagination in London to Warner Bros. and Disney Feature in Los Angeles. In recent years Fraser has taught on many different degree-level animation courses at colleges and universities from London and Edinburgh to Salzburg, Innsbruck and Beirut.

  • Talk - Disney only cooks with water

    Fraser zeigt uns einige Details von Disney Produktionen. Wie dort geschwindelt wird und welche Tricks verwendet werden.

Roman Saravia

FriendlyFire

Roman Saravia is co-founder and CG Supervisor at FriendlyFire with more than 14 years experience in CG productions. After studying graphic design he fell in love with 3D and dropped his job as art director for the advertising business. He was one of the first who established 3D solutions for the Austrian advertising market.

  • Talk - Lightwave the artist tool

Reinhard Schmid

Rabcat

Head of Animation bei Rabcat Vienna, ehemals Lead Animator bei RockstarVienna, DigitalArts Animation Outsourcing, Suicidal-Entertainment

  • Talk - Character Animation in Games und Film

Christoph Schädl

Rabcat

Character Artist Rabcat Vienna, Mudbox fanboy. Arbeitet in seiner Freizeit am liebsten an Creatures und testet damit neue Workflows und Tools aus.

  • Talk - Modelling Brushbased

Ruediger Raab

Mental Images Senior Shader Artist

Dipl. Ing. (FH) Rüdiger Raab ist Absolvent der FH St.Pölten im Studiengang “Telekommunikation und Medien” ab. Heute arbeitet er als Graphics Engineer bei mental images GmbH, Berlin.

  • Talk - Mental Mill in Action

    mental mill ermöglicht es interaktiv einfache und komplexe Shader und Shadergraphen zu entwickeln, testen und zu verwalten. Durch die einfache und intuitive Benutzeroberfläche ist die Bedienung der mill leicht zu erlernen. So können Shader in Echtzeit entwickelt, debugt und getestet werden. Alle Shader werden in der neuen Meta Shading Language (MetaSL) von mental images geschrieben und lassen sich in gängige Shadersprachen wie CgFX, GLSL, HLSL und mental ray Shading Language exportieren. Die mental mill gibt es als Artist Edition gemeinsam mit dem FX Composer 2 von NVidias Webseite zum Download. Schwerpunkt des Vortrages wird eine Einführung in das Shader Authoring mit mental mill und der Export von Realtime Shader für FX Composer sein..

Stefan Kubicek

Sproing Lead Artist & Senior Technical Artist

Stefan ist bei Sproing fuer die Asset Pipeline und andere Content-bezogene Tasks verantwortlich. Wenn er daneben noch Zeit hat arbeitet er auch direkt an der Erstellung von Game Assets wie Animationen
oder Models.
Stefan war Senior Technical Artist bei Rockstar Vienna und arbeitete bei Sproing zuletzt als Lead Artist und Animator an Undercover: Dual Motives (Nintendo DS).

  • Talk - Erstellen und Rendern modularer Landschaften – Nintendo Wii

    Synopsis: Probleme und Lösungen beim Modellieren, Texturieren und Beleuchten “beliebig” großer Landschaften für einen Multiplattform-Spieletitel.

Michael Maehring

rauschundluxus, RabCat Modeling Artist

Michael betreibt die Multimedia Plattform rauschundluxus und ist als Modeling, Texturing und Concept Artist u. a. für RabCat tätig.

  • Talk - Modelling Brushbased

  • Talk - Organic Modelling: Creating An Organized Mesh

    Freihaendig drauf los modellieren und nebenbei den idealen Organized Mesh erstellen / frei nach Zack Petroc. (Maya, Zbrush, Topogun)

Christian Stenjar

Basis CEO

Geschäftsführer der Basis OG, 3D Animation und Motiongraphics,
Früher: Senior Techncial Artist Rockstarvienna, Alias|wavefront-Reseller/Application Engineer

  • Talk - Maya TDism in Games und Film, Einstieg in Mel

Reinhold A. Fragner

Industrial Motion Art Art Director und CEO

Art Director und CEO – Industrial Motion Art
Special Interests: Compositing, Post, Modelling

  • Talk - Fernsehproduktionen rund um XSI

Ronald Kalchhauser

Games College Art & Animation Tutor

Frueher: Technical Artist Rockstar Vienna, Senior Artist RABCAT. Track Record: NextGen(unanounced), TestDrive Unlimited, CrimeHunter (unreleased), Jacked;

  • Talk - Maya TDism in Games und Film, Einstieg in Mel

Mario Reitbauer

Animator Industrial Motion Art

Medientechnik & Design Studium an der Fh St. Pölten. Animator bei Industrial Motion Art. Schwerpunkt Animation, Rigging und Crowdsim

Christoph Staber

ArxAnima Owner

Animation Mentor Berkeley, Bournemouth University UK, Escape Studios London, MedInfo TUWien
RabCat, WunderWerk, Freelance, Maya Tutor, CGForum Initiator

  • Talk - A Guide To Character Animation

    Ein HowTo um Seine Animation auf das naechste Level zu heben. fuer Character Animatoren und solche die es noch werden wollen.