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The Witcher 2 Deep-Dive Roundtable Interview Part 1. Dead Island. Dragon Age: Origins. Released in December of 2009, Dragon Age: Origins is a dark fantasy RPG created by BioWare as the spiritual successor to their famous Baldur’s Gate series.

Dragon Age: Origins

By creating their own original world and rules system for the game, BioWare was able to break entirely new ground, telling the story exactly as they wish and in the manner they feel gives the best effect. There is no doubt about the success of this approach! DA:O has received some of the highest aggregate review scores of any RPG on any platform. It also received numerous top honors including IGN’s “PC Game of the Year (2009)” and the Academy of Interactive Arts & Science’s “Role-Playing/Massively Multiplayer Game of the Year 2009”.

Fable 3. © Microsoft Corporation.

Fable 3

Each outfit consisting of jacket, trousers/skirt, shoes/boots, gloves and hat. That works out as 784 possible shoe and trouser combinations for the Hero alone. ALAN WAKE. Traveling to America's Pacific Northwest, taking close to 60,000 photo references and camping out in the woods at night to record ambient noises that would otherwise be down right frightening is the kind of R&D that Remedy Entertainment committed to when developing Alan Wake.

ALAN WAKE

Dante's Inferno. Technology Everyone’s favorite Autodesk tool, Maya, is what brought it all together.

Dante's Inferno

Mass Effect 2. Uncharted 2: Among Thieves art work. Epic Games - Gears of War 2. Avatar. Blizzard's Warcraft - The Night Elf. Here is the long awaited tute on her eyes.

Blizzard's Warcraft - The Night Elf

When rendering something like a human face, it's still more a task of using my observation skills and there is much less depending on the software itself to give me that pleasing render. When I started making material for the Elf's eyeballs, I looked at a great many photographs with similar lighting conditions to that which I used in my scene, so I’d already imagined what the final result should look like. I made the material for the eyes reflective, but not too much so. Just enough so it would only pick up the strongest light sources and not reflect everything in the scene. I placed some small light-emitting objects right in front of the eyes, so they did not effect the overall scene lighting, to simulate some partially obscured light in front of her face. Batman Arkham Asylum. On the art side our process began with us scouring the graphic novels for inspiration.

Batman Arkham Asylum

We looked at the Batman comics down through the decades paying close attention to the Arkham specific books like the beautiful 'Arkham Asylum: A Serious House on Serious Earth', and 'Arkham Asylum: Living Hell'. Arkham had never been visualised in its entirety before so the environment team had the big challenge of creating every nook and cranny of the island for the first time. Arkham Asylum is an amazing place to set a Batman game. How To Train Your Dragon. Features - The Secrets Of Cloth Simulation In Alan Wake. [Remedy animation programmer Henrik Enqvist takes a look at how the team created a believable tweed cloth simulation on the title character's jacket in the Microsoft-published Xbox 360 exclusive horror-thriller Alan Wake.]

Features - The Secrets Of Cloth Simulation In Alan Wake

The main character in our action thriller is Alan Wake, a writer who gets trapped in a nightmarish scenario where he is forced to fight dark forces while trying to solve the mystery of his missing wife. He is not a well-trained action hero, but rather an everyday guy. To establish his character our art director wanted him to wear an old tweed jacket with arm patches.

As the game takes place in a real-world setting, the tools for giving characters personality are limited, compared to a fantasy game or a space shooter. Therefore the clothes that our characters wear become far more important. Robh Ruppel. College Boss Films thrived and Robh also freelanced in Los Angeles, working on the movie 'Misery' with Rob Reiner and Norman Garwood.

Robh Ruppel

He also went back to the Art Center College, where he crossed over and did some teaching on their invitation. "They wanted an additional teacher for the landscape class and I taught that for several terms and then I said, 'Hey why don't we start doing this on laptops, because most of these students are going to be working digital anyway', and from then on we went out into the field and painted on our laptops, from life. " Ruppel had turned his class into a digital landscape painting session. Robh also found figure drawing education at the California Art Institute, run by Fred Fixler. Meet Meline' The character at that stage didn't even have a name, but soon enough, there were enough interesting actions for her to do, to fill a very full five minute short film.

Meet Meline'

"We had already done some early character and set designs, the story was quite intense already; so we suggested something that would later take two whole years of our lives," says Sebastien. The couple had so many ideas. They started to write them on paper. Real-Time Rendering · More on God of War III Antialiasing. Animation Mentor Newsletter - May 2010. AVATAR - Aymeric Auté (Prime Focus) Tout le monde dans la salle a forcément prit le temps d'aller voir au moins une fois la dernière poule aux œufs d'or de James Cameron, le très attendu Avatar.

AVATAR - Aymeric Auté (Prime Focus)

En plus d'un tour de force côté Box Office, (puisqu'en à peine un mois, il a déjà battu son propre record détenu jusque là par Titanic), les moyens mis en œuvre sur ce projet dépassent de loin tout ce qui a pu être créé à ce jour dans l'industrie du cinéma. Nous pouvons recenser tout d'abord la mise au point de la fameuse caméra Stéréoscopique utilisée pour la première fois sur Voyage au Centre de la Terre, mais c'est surtout d'un point de vue 3d, capture de mouvements, intégration et prévisualisation que réside l'une des principales performance du film. Les deux vidéos ci-dessous vous permettront de mieux comprendre l'ampleur et le potentiel des outils développés sur cette production. Sur cette production, James Cameron ouvre le bal de ce que seront les outils des réalisateurs de demain. Interview: Digic Studios on the Assassin's Creed Cinematic.

A while back we had the great pleasure to interview Digic Pictures after the release of their triumphant Warhammer: Mark of Chaos cinematic. Not a company to rest on their laurels, they've been quite busy ever since. After the release of their newest trailer -- this time for the hotly anticipated Assassin's Creed 2 -- we knew that another interview was in order. Although extremely busy these days, they kindly consented to share a great deal of information about themselves and their work -- not to mention some artwork that you're unlikely to see anyplace else! (Click all images to see full-sized version.) Maya / Mudbox: Making of Varga. Interview with Alex Alvarez. By: Travis Bourbeau Suits vs. Shirts, or Business vs. Creative types. It was 118 degrees with no air conditioning. Zack Petroc Studios. CGSociety :: Artist Profile 16 April 2009, by Cindy Miller. Zack Petroc talks about his studio, including the release of new training tools and how recent trends in design sculpts and preproduction have transformed what he does.

Three years ago when Zack Petroc first launched his studio, the majority of his time was spent creating 3D models for specific production pipelines. Gears2 Environment Art (step by step page 5) “Bailarina Bellísima” How To Train Your Dragon. Behind the Screenz. When I turned 18, I simply left my Electronics studies in the middle of a course, without initially saying a word of it to my parents. I started to learn to draw and paint fulltime in a workshop in Angouleme and about a year later, started in a Game school called LISAA – when I purchased my first computer on my 19th birthday. ALAN WAKE.

Facial Rigging in 3ds max with Luis San Juan.