He will speak about making longer animated production with ease in a relatively small team, with small budget and in a matter of hours. What such production involves – from initial technology testing to selling final production package. How to arrange such production at home, what is needed, how to keep creative freedom, original visuals, how not to get crazy from it and stay happy.
Roman will speak about inner structure of Art Department in 2K Czech and generally in game industry. . He will uncover best practices and also issues the team went through during Mafia II development. The speech will explain what game industry offers to the artists and what makes the job there interesting and fun.
An insight in the process of how a classic daedalic point and click comes to life from a grafic point of view, at the examle of the deponia trilogie.
Begining with the vision trapped in the creative leads head leading to beautifully paintend backgrounds and lovable character coming alive on the screen.
We stumbled across the opportunity to make a console launch title as a small indie studio without an industry background. We made it. In this talk, we will tell the story of the many challenges we faced in order to release on the Wii U on day one and we will share what we’ve learned.
In the second part of the Chasing Aurora post-mortem, Clemens will demo parts of Secrets of Rætikon, the new game by Broken Rules. The focus will be on our in-game editor GinkEd and how to change, create and animate new content for our games on the fly.
Succeeding in the games industry often depends on how fast one is able to create innovative game concepts, choose the best ones, and transform them into optimal production plans. The difference between success and failure is defined by using the right mindset and methodologies. This talk will connect design and production by presenting creativity boosting methods, feature assessment tools, and effective production mindset. The target of this approach is to create the best possible game within the given constraints. Presented methods can be successfully used not only in game development environment.
Takeaways will include a handful of creativity boosting methods presented step by step and idea assessment tools.
Scaling an organization is always a challenging undertaking, and often causes a lot of growing pains. Ubisoft Blue Byte has grown from about 30 employees, six years ago, to more than 350 as of today, and continues to get bigger. This talk covers the growth strategy, the findings, mistakes, and pitfalls we have encountered. We explain how we implemented the growth, ensuring that we have a scalable organization. Christopher Schmitz will explain the processes that needed to be changed, and the way growth affected our company culture, moving from a family-like work atmosphere to more of a corporate environment.
The 2012 BBC Olympics film, Directed by Pete Candeland and art directed by Mario Ucci and Rick Thiele.
The focus of the presentation will be the decisions made early on, in conversations with the BBC and agency until the final grading session with the agency. A complete walk-through in chronological order showing work in progress images, turnarounds, animations, PDF documents etc.
- Getting past the “CG versus Live Action” approach. Finding the perfect balance between realistic anatomy and animation-oriented design;
- Choosing the right color palette to every location;
- Hand animating muscle deformation;
- Finding the right personality for each athlete and its discipline;
- The animation process from previz to final animation;
- Retouching rigging/deformation by hand;
- Matte painting/camera projection and CG renders;
And a lot more!
Robert Blalack will be giving insights about his may works in the visual effects industry and the movie business.
In this presentation Markus Kurtz will provide an detailed insight into the planning, R&D and execution of the visual effects for ‘Life of Pi’, which were recognized with the Academy Awards for Visual Effects earlier this year.
Pixar transitioned to physically based lighting approaches for the recent show Monsters University. This work led to more “natural” ways for lighting shots, reducing considerably the complexity of the setups, as well as providing looks never quite (easily) achieved before within the company.
We will dive into the specific technologies at the core of this rendering revolution. Along the way, we will take some examples among the new area lights and energy conserving materials developed for MU.
We will also show how these new sets of tools were used on The Blue Umbrella short film, to accomplish a true photographic vision. Specific “macros” were developed in production, to dress such luminaires as the various neon signs and the lamp posts in the city.
My talk will focus on character development on various projects from Sony Pictures Imageworks, including G-Force, Monster House, Smurfs and ending with Oz the Great and Powerful. I will cover the process from preproduction to post production. Including on the on set experience. Working with the Director, Cinematographer, Visual Effects Supervisor, and Actors to help realize the characters through the filming process.
Eric Goldberg will talk about one of the core areas of expertese of Disney Animation Studios: Creating living characters in 2D and transitioning them to the new technique of 3D animation. Afterwards, he will sit down for one hour with the guests of the PIXEL, giving feedback to animations and portfolios from the point of view of the animation master. After the screening of Disney’s new animation short “Get A Horse” at the PIXEL Animation Festival on Sunday, Goldberg will hold a masterclass on the production of this timeless short.