Hear from more than 30 top professionals in the world of CG, visual effects and gaming about their work and the current conditions of the industry.
AWN-Autodesk SIGGRAPH 2011 Professional Interviews
Brad, partner and senior previs supervisor at Halon Entertainment, talks about how previs enables better filmmaking, how directors are embracing previs more and more and what are some of the key previs tools being used today. Part 2 of 4.
Brad, partner and senior previs supervisor at Halon Entertainment, explains the role of previs in stereoscopic 3-D production and details the interaction between the previs team and other departments on a film crew. Part 3 of 4.
Brad, partner and senior previs supervisor at Halon Entertainment, explains why preproduction can take such a long time, why he's excited about the future use of real-time game engines in previs and how he first got into the business. Part 4 of 4.
Marc, CEO of Uncharted Territory, talks about the challenges of building vfx crews for each new project and integrating their work with various vendor pipelines. Part 1 of 2.
Marc, CEO of Uncharted Territory, talks about how the enormous reliance on spectacular and difficult vfx means producers must fundamentally rethink how they view filmmaking. Part 2 of 2.
Gail, Head of Studio at PDI/DreamWorks, breaks down the different DreamWorks facilities, how they divide up feature film projects and how they are integrated into a global production pipeline. Part 1 of 3.
Gail, Head of Studio at PDI/DreamWorks, explains the role of technology at the studio and how it serves both the production pipeline as well as the creative process. Part 2 of 3.
Gail, Head of Studio at PDI/DreamWorks, discusses the future of stereoscopic 3-D, how technology will positively impact DreamWorks' future productions as well as the career path that led her to the studio. Part 3 of 3.
Victoria, EVP, VFX and Post Production, Marvel Studios, talks about her involvement in the making of multiple tent-pole films at the same time and discusses the company's relations with multiple vendors. Part 1 of 3.
Victoria, EVP, VFX and Post Production, Marvel Studios, discusses the importance of technology and a global pipeline for Marvel film production. Part 2 of 3.
Victoria, EVP, VFX and Post Production, Marvel Studios, talks about the current state of and future possibilities for stereoscopic 3-D production at Marvel, what she enjoys most about her job, and how she got into producing. Part 3 of 3.
Namit, Founder & CEO of Prime Focus, talks about the challenges or maintaining a global production pipeline and establishing regional facilities across India. Part 1 of 3.
Namit, Founder & CEO of Prime Focus, talks about technology spurring creative innovation at his company and the significance of stereoscopic 3-D in feature films. Part 2 of 3.
Namit, Founder & CEO of Prime Focus, talks about opportunities for industry growth and how his company differentiates itself in the market. Part 3 of 3.
Carlos, Co-Founder of AnimationMentor.com, talks about how the school was founded, what he felt was lacking in contemporary animation education and what roles "mentors" play in their program. Part 1 of 2.
Carlos, Co-Founder of AnimationMentor.com, discusses how the school fits into the current education mix and what he sees for the future of animation education. Part 2 of 2.
Justin, Previs Supervisor at Halon Entertainment, discusses previs, postvis and virtual production, their evolution, recent advances and how they affect traditional film production pipelines. Part 1 of 2.
Justin, Previs Supervisor at Halon Entertainment, talks about the impact of previs on filmmaking, CG, visual effects and data integration with production vendors. Part 2 of 2.
Evan, Founder of Engine Co. 4, discusses his work, the current state of gaming and how technology is enabling a new generation of more accessible and graphically rich games. Part 1 of 4.
Evan, Founder of Engine Co. 4, discusses the influence of social media and technology on gaming, fundamental changes in game development business models and the realities of transmedia. Part 2 of 4.
Evan, Founder of Engine Co. 4, talks about the convergence of films and games, including previs, animation and global production pipelines. Part 3 of 4.
Evan, Founder of Engine Co. 4, discusses the future of the gaming industry, including R&D, stereoscopic 3-D, and the idea that technological development should serve the user experience. Part 4 of 4.
Kevin, Head of CG at Rising Sun Pictures, talks about the challenges faces building a production pipeline to support increasingly complex vfx sequences with ever-shrinking delivery schedules. Part 1 of 3.
Kevin, Head of CG at Rising Sun Pictures, talks about using technology to support the creative process as well as to provide pipeline efficiency and competitive advantage. Part 2 of 3.
Kevin, Head of 3D at Rising Sun Pictures, discusses the impact of stereoscopic 3-D on the visual effects production pipeline and how effectively stereo is being used today, as well as what advice he has for people looking at careers in vfx production. Part 3 of 3.
Glenn, President of Technoprops, talks about his work on Avatar as a Virtual Production Supervisor and highlights the differences between previsualization and virtual production. Part 1 of 3.
Glenn, President of Technoprops, discusses the future use of game engine software in previs, other tools he'd like to see, and the impact of stereoscopic 3-D on previs and virtual production. Part 2 of 3.
Glenn, President of Technoprops, talks about the impact of Avatar on filmmaking, his journey from Stan Winston Studios to working on Avatar, and how his interest in puppeteering applies to the work he's doing now. Part 3 of 3.
Jenny, Founder of The Creative Cartel, describes the competitive advantages of running a small, lower cost production facility and how she competes against companies with large global pipelines. Part 1 of 2.
Jenny, Founder of The Creative Cartel, discusses her approach to handling stereoscopic 3-D, as well as her thoughts on the future of the vfx industry. Part 2 of 2.
Glenn, General Partner at Vanedge Capital, talks about his role at venture capital firm, his perspective on the dynamics of digital entertainment creation, and how large studios use global production pipelines to their strategic advantage. Part 1 of 2.
Glenn, General Partner at Vanedge Capital, discusses the future of gaming, how it has been revolutionized by mobile smart devices, and what he enjoys most about his work. Part 2 of 2.
Greg, VFX Supervisor at MPC, discusses many creative and technical challenges MPC faced on the most recent Harry Potter film, as well as ow the studio distributes and schedules sequence work across their global pipeline. Part 1 of 3.
Greg, VFX Supervisor at MPC, talks about the challenges of managing a global production pipeline as well as where MPC is focusing their R&D and technology investments. Part 2 of 3.
Greg Butler, VFX Supervisor at MPC, talks in detail about the impact of stereoscopic 3-D on the production process and pipeline at MPC, as well as his career path from ILM to Tippett Studios to Weta Digital to MPC. Part 3 of 3.
Robin, President of Imagina Corporation, discusses the need to rethink how animation is taught, the need for standards-based education and challenges faced by schools in Asia. Part 1 of 3.
Robin, President of Imagina Corporation, talks about his experiences working in China, highlighting the differences between Chinese and Western educational philosophies and how fundamental changes is needed. Part 2 of 3.
Robin, President of Imagina Corporation, talks about recruiting top industry talent that can bring their expertise to China and help enhance the quality of animation education and production. Part 3 of 3.
Peter, SIGGRAPH 2011 Conference Chair, talks about the SIGGRAPH organization, his role as conference chair, how the event has changed over the last decade and how it plans to stay relevant moving forward. Part 1 of 2.
Peter, SIGGRAPH 2011 Conference Chair, talks about this year's SIGGRAPH in Vancouver, SIGGRAPH Asia coming up this December in Hong Kong and SIGGRAPH 2012 next summer in Los Angeles. Part 2 of 2.
