Rob talks about his role as CTO of Sony Pictures Imageworks, as well as the significance and business of open source software in the industry.
Henry discusses what his experience is like as an art director, stressing the importance of user experience and their expectations when playing games.
Henry talks about the conversion from film to games, creating more believable characters, and the dynamics of procedural animation.
Dan talks about open source and his responsibilities as Director of Technology at Disney Animation Studios.
Andreas shares stories and talks about his inspirations for filmmaking, including what's down the road for him in terms of feature and short film work. He also gives his advice for young filmmakers.
Andreas talks about teaching and the work he's done on Tom & the Slice of Bread with Strawberryjam & Honey.
Volker discusses his relationship with Marc Weigert, the impact of economic pressures, and upcoming work.
Volker talks about becoming a producer and the reasons for establishing a production studio in Germany.
Volker shares his thoughts and experiences on the film, Anonymous, and what it's like working with Roland Emmerich.
Tim talks about the use of live action camera techniques, lighting and digital character costume management on the film Rango.
Tim describes his experience adapting to feature animation and working with Gore Verbinski on Rango.
Questions for Tadej cover strategy games, gamification, and competition in the work environment. The session concludes with a trailer for the EpicWin iPhone app.
Tadej goes over "Gamification", intrinsic and extrinsic motivations, game design, and answers questions.
Tadej Gregoric discusses ways of applying game design to the workplace in order to engage workers with an experiment called PlayRocket.
The panel opens up to questions. Topics include differences between animation and visual effects and the influence of the business model.
Dayne, Christian, and Alex talk about the body of work of their companies and the impact of frame rates.
The discussion continues with the future holds in store, weighing price with quality work, and the state of England's filmmaking industry.
The three talk about competition between their respective companies, independent filmmaking, and the type of work they get.
Dayne, Christian, and Alex discuss the state of the European visual effects industry and their company extensions, including their experiences working in culturally different countries.
Michael, Heiko and Tomas take questions from the audience with regards to the German visual effects industry.
Michael, Heiko and Tomas talk about the significance of working for a financially stable company, pitching to artists, and what works well and what needs to change in Germany.
Michael, Heiko, and Tomas discuss their signature roles in international markets and their relations with foreign clients.
Michael, Heiko and Tomas talk about the advantages of bringing work to Germany with regards to talent and labor costs.
Michael, Heiko, and Tomas discuss the scope of Germany's impact in the global market and the importance of tax incentives for local production
Manfred and Sebastian continue taking questions from the audience. Topics include the challenges of financing and the show's relationship with gaming.
Manfred and Sebastian provide an audio clip from the series and wrap up. Questions are then taken from the audience.
Manfred and Sebastian from SÃ¼dwestrundfunk (SWR) provide us an introduction to Germany's first transmedia series, Alpha 0.7.
Henrik describes the experience working with Darren Aronofsky on The Black Swan, what he learned on the film that he will use on future projects, and how much he enjoys creating invisible visual effects.
Henrik talks about his experiences as a visual effects supervisor on Darren Aronofsky's The Black Swan and the challenges faced working on such an ambitious project without a huge budget.
Ron and Kevin talk about the inherent difficulties in bringing previs and virtual production processes to a film, the politics of collaborating with the other main creative heads on a show, and what they see as their role on a production.
Ron and Kevin discuss virtual production and how it affects previs, visual effects, and filmmaking in general.
TJ wraps up and continues talking about the realistic lighting used in the game with a small Q&A session at the end.
TJ shows us in-game footage and describes how real outside references like clothing, facial, and body deformation were integrated.