FMX 2012 Professional Spotlight Video Interviews
Alex discusses world building, transmedia, the 5D space and how they all integrate into virtual production and previsualization.
Chris defines virtual production as well as discusses the different types of and uses for previs. Part 1.
Chris discusses in detail some of the more typical instances of how previs is used on a film. Part 2 of 3.
Chris talks about challenges on recent projects as well as new digital tools Third Floor is developing. Part 3 of 3.
Christian talks about the dynamics and challenges of producing visual effects for television, specifically for the show "Bones." Part 1.
Christian talks about the daily rigors and on set dynamic of producing visual effects for the TV show "Bones." Part 2 of 2.
David talks about the Virtual Production focus at FMX and its growing importance within the creative community.
David describes how virtual production helps cut filmmaking costs as well as how pitchvis is being used to prototype entire films. Part 2 of 2.
Doug discusses opportunities for increasingly realistic immersive movie experiences through higher frame rate filmmaking coupled with advances in film projection technology. Part 1.
Doug discusses in detail the different cinematic experiences of his immersive cinema development, 360-degree projection and stereoscopic 3-D. Part 2 of 3.
Doug talks about his work on Silent Running, 2001: A Space Odyssey, Close Encounters of the Third Kind and Blade Runner. Part 3 of 3.
Ed talks about the difficulty of "acting" in performance capture and virtual production environments. Part 1.
Ed talks about the acting performances on some recent films, the push for photorealism and the persistent issue of the "uncanny valley." Part 2 of 2.
Eric talks about the current state of the visual effects industry and how the VES works to support all its members. Part 1.
Eric talks about the Open Letter one year later and how the VES handles the often conflicting needs of its membership. Part 2 of 2.
Guy talks about the challenges of supervising the mountaintop battle and helicarrier attack sequences on Marvel's "The Avengers." Part 1 of 3.
Guy talks about animating fully CG digital doubles and the tools used for doing vfx on Marvel's "The Avengers." Part 2 of 3.
Guy walks us through a typical vfx production day and the many challenges faced on Marvel's "The Avengers." Part 3 of 3.
Henrik and Mark talk about the challenges and synergies of working both on feature film and TV visual effects. Part 1.
Henrik and Mark talk about the work they did on "Moonrise Kingdom" and "Underworld: Awakening." Part 2 of 2.
Jay discusses his role as visual effects supervisor on Warner Bros.' three latest Road Runner & Coyote shorts as well as his work on Men in Black 3.
Jay discusses creature development, overall visual development and the extensive use of previs on Men in Black 3. Part 2 of 3.
Jay talks about working on films such as Babe, Contact, Stuart Little and Monster House. Part 3 of 3.
Jeff speaks candidly about continued upheaval in the visual effects industry and how artists have never been the smartest business people.
Jeff talks about recent VES efforts to educate members and provide resources to make them better business people. Part 2 of 4.
Jeff talks about the VES 2.0 initiative, issues involving unions and trade organizations as well as blogger criticism of VES efforts. Part 3 of 4.
Jeff talks about the future of the visual effects industry and how artists deserve more respect, recognition and compensation. Part 4 of 4.
Jeff discusses his role as visual effects supervisor on The Avengers, including specific challenges creating The Hulk.
Jeff discusses "The Avengers" helicarrier sequence, facial capture innovations as well as the challenges of moving assets between multiple pipelines at multiple facilities. Part 2 of 3.
Jeff discusses the varied requirements for motion capture and keyframe animation as well as what he enjoyed most working on "The Avengers." Part 3 of 3.
Marv talks about moving from character animation to experimental techniques in his latest film, "CMYK." Part 1.
Marv talks about the climate for making independent shorts today and his thoughts on the current state of animation education. Part 2 of 2.
Michelle talks about the challenges of managing projects across a global digital production pipeline. Part 1.
Michelle discusses her role as Head of Film as well as MPC's efforts with toolset R&D, previs and visual development Part 2 of 3.
Michelle talks about a typical day on a busy production and how she started in the industry and came to MPC. Part 3 of 3.
Scott talks about the wide variety of effects work done on the new feature film, Madagascar 3: Europe's Most Wanted.
Scott talks in detail about toolset innovations, previs and simulations on "Madagascar 3: Europe's Most Wanted." Part 2 of 3.
Scott talks about a typical day on "Madagascar 3: Europe's Most Wanted" and how he came to DreamWorks. Part 3 of 3.
Nick and Jeff talk about the character of Scrat, his history, his antics and how they animated him on the upcoming "Ice Age: Continental Drift." Part 1 of 3.
Nick and Jeff talk about the pressure of animating Scrat, their work on "Rio" and the challenges of animating birds. Part 2 of 3.