Destruction by Design – cancelled due to bereavement

The Art of Split/Second

Split/Second began life presenting us with a challenge. How do we present the player with a cinematic action racing experience where every lap is different and conveys the notion of ‘Epic Hollywood Destruction’ in a world where the race track is rigged to blow? Was it possible to capture the over-the-top action of a Hollywood movie in a racing game? Could we collapse bridges, explode freeways and bring down airliners in real time?

We’ll take a look at the visual development of Split/Second from its humble beginnings to its eventual conclusion. Exploring some of the biggest moments in the game, the creative challenges we had to overcome and how lighting played a part in bringing it all together into a cohesive and explosive package.

Black Rock Studio, formerly known as Climax Racing, was established in Brighton in early 2000 and is now one of the industry’s premier racing studios. Now part of the Walt Disney Company, Black Rock produces original racing games.

Game Design Case Study

cognition – how to find yourself

Lev will talk about the game prototype “cognition” on which basis he will explore fundamental game design questions like “Where does the fun of games come from?” The lecture will explain how to design a game throwing the player in a situation of pure questionmarks and no tutorial. Starting with the obvious fact, that playing games is learning, that all play means something, the lecture will guide you through the most basic questions: How do we figure out anything at all? How can we distinguish between one object and another? What is this something called “me”?

VFX 101

for directors, camera men, and producers (create the best filmfootage for VFX shots)

What to think of when shooting live action footage for a visual effects shot. Create the best basis for later post production and digital effects on the film footage. How to set up the camera and scene for optimal results in post production. Additional things to do to help VFX artists to best integrate the digital effects onto the footage. Things to do on set to ensure quick post production workflow, save time and money in post production through optimal planing and execution of a live action shoot for a VFX shot.

The GML technology

Practice and Theory of Generative Shape Modeling

This talk is for creative coders looking for efficient ways to create complex shapes. First, the applied section will give a short introduction to the GML shape description language and present some GML related technologies developed in various projects, including a number of demos. This is followed by a second more theoretical section that points out the enormous potentials, but also the fundamental limitations, of procedural shape generation in general, and of GML in particular.

Exploring Character Design

Draw with Heri! bring your own drawing tools (pencil and paper) and soak up heris knowledge for 2 hours.

Heri will go into depths abut how to draw characters, how to set them up in a scene with layout and posing, how to work with colors to support the character design and so on.

Meshflow for Character Modeling Artists

How to model high quality characters with correct mesh flow. Get the best forms for your polygon budget and have optimal mesh deformation after skinning the mesh.

Making of M&M a commercial in Cinema 4D

Character Development, Rigging and Animation for M&M’s Commercial “mKick”

Günter Nikodim, who worked as 3D senior artist and compositor on this project, will give an insight into the process of producing a TV commercial with the well-known austrian kicker Toni Polster who interacts with digitally created M&M’s characters. Besides talking about pre-production and set preparation, he will especially focus on character rigging and animation techniques, the importance of playing football during office working hours, as well as the integration of CG characters with life footage.

Creating convincing and immersive stereoscopic 3D and film

Patrick is widely known as one of the most knowledgeable individuals to talk about the chances and the problems of stereoskopic 3D. He will go into details of how this new film language can be used best and concepts known from traditional filmmaking that do not work properly anymore in stereoskopic filmmaking. How do humans experience stereoskopic 3D? How do humans see the 3D space in general and how can this be translated into stereoskopic filmmaking? How do does the perception of stereo 3D differ from individual to individual? Seats are limited to 30 people

The Magic of squint/opera

Architects create more than just physical structures, they’re designing a built environment that people interact with every day. The ideas behind a design may not be apparent by simply visualizing the building in 3d. At Squint/Opera we aim to give people an insight into the architectural concepts as well as create scenes that help the viewer understand the experience of being there then wrapping it all into a clear narrative structure. By going through some of our recent work I’ll be demonstrating how we tackle a project and what techniques and methods we use to achieve these goals.

Vray for Cinema 4D

Stefan will speak about the tech behind Vrayforcinema4d and his career as ArchViz professional.

Character Workflows for Browser Role Play Games

The guys from Mipumi will depict the workflow for creating a character for their upcoming game. David Hüttner, 3d-senior artist, will give an overview of the concept-creation phase, as well as modeling and texturing. Patrick Zeymer, 3d-animator will share his knowledge on animating the character and Ronald Kalchhauser, lead- and technical artist will talk about rigging, rendering and the workflow in general.

2012

Working for Hollywood from Vienna

The talk will give insight into the production of the 2D Charly Frost clip and the Title Design from Roland Emmerichs 2012. Johannes Mücke (www.jmuecke.net), Ronald Anzenberger (www.basis-online.at) and Jens Mehlan (www.k18.at) worked together on this project and will show some of their workflows and production processes and give a look behind the curtains of working on a Hollywood Blockbuster.

Don’t Panic!

A look behind the curtains of Post Panic Production Studio

Mischa and Jules will be talking about the humble beginnings of PostPanic after their graduation from art college and how their approach to projects was formed. They will give a sneak behind the scenes look at how PostPanic makes a project and will bring some various examples of different types of productions.

The Gruffalo

Producing and directing a BBC Christmas Special

Last Christmas a stunning 10 million viewers watched the BBC’s “The Gruffalo”, a half-hour animated adaptation of the classic British children’s book, starring a.o. Helena Bonham-Carter, John Hurt and Robbie Coltrane, making the film one of the UK’s most successful productions of 2009. Jakob Schuh, co-founder of studio soi and one of the film’s two directors will give a tour through the film’s making, highlighting both directorial and production issues during the project’s two year genesis.

Cinematography and Layout at Pixar Animation Studios

Saschka Unseld will talk about his daily work as a Camera and Staging Artist at Pixar. He will show examples of the use of Cinematography and the role of the Layout department in various Pixar films, including “The Incredibles”, “Ratatuille”, “Wall-E” and “Toy Story 3”.

Process of Character Creation and Development on Disneys Tarzan

Harald will talk about examples of his work and will show examples and different methods of how he created the characters for Disney’s Tarzan and Brother Bear. Through this he will give insights into basic principles of how to create convincing and compelling characters.