Digic Pictures, the Imaginative VFX Studio Behind Some of the Most
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The Urban Weird
OPEN GRAVES, OPEN MINDS & SUPERNATURAL CITIES PRESENT: THE URBAN WEIRD Conference 6-7 April Schedule 2018 University of Hertfordshire www.opengravesopenminds.com www.supernaturalcities.co.uk Open Graves, GA17515_DS_03/18 Open Minds Conference Schedule 06 April 2018 Registration Coffee and Chair: Carina Hart 09:00 - 09:45 Atrium 4 China Mieville pastries Seminar Room M015 Dr Sam George, Dr Karl Bell, Dr Kaja The space out of joint: haunted urban 09:45 - 10:00 Welcome Lecture Hall 9 András Fodor (University of Szeged, Hungary) Franck spaces in China Miéville’s Un Lun Dun 10:00 - 11:00 Boggart Workshop Dr Ceri Houlbrook Lecture Hall N003 ‘Up’s no longer out of bounds, and down’s 11:00 - 12:20 Parallel Session 1 30 nothing to fear’: Verticality and Locomotion Sarah Neef (TU Dortmund University, Germany) in China Miéville’s Urban Fantasy Chair: Ceri Houlbrook 1 Urban Myths and Fairy Tales Chair: Kaja Franck Seminar Room M015 5 The Virtual Weird Seminar Room M021 Fairy Tales of the Neoliberal Gothic City: Dr Carina Hart (University of Nottingham Malaysia 14 Michael Cunningham’s The Snow Queen Campus) “Welcome Home, Good Hunter”: 17 The Gothic and Environmental Storytelling Dr Madelon Hoedt (University of South Wales) Mind the doors! Folk horror on the London 35 David Powell (University of Birmingham) in From Software’s Bloodborne Underground Ghosts of the Shadow City: adventures in Hell Finding Cabs Round Here: Taxi Rides 20 Debbie Kent (Goldsmiths, University of London) 36 Dr William Redwood (Supernatural Cities) the CGI dreamscapes of urban development through the Urban Weird “Everything is True” A Weird Tale: Urban 21 Gothic meets Urban Myth in Multiplayer Prof. -
Stash 90 Features These Outstanding Projects
Stash 90 features these outstanding projects: AUDI "VAMPIRE PARTY" TVC :60 Agency: VENEBLES BELL & PARTNERS Director: MATTHJIS VAN HEIJNINGEN Production: MJZ VFX: THE MILL LA www.themill.com PLAYSTATION VITA "THE WORLD IS IN PLAY" TVC :60 Agency: 180 AMSTERDAM Director: CARY FUKUNAGA Production: INDEPENDENT VFX: MOVING PICTURE COMPANY www.moving-picture.com MERCEDES BENZ "THANKS, AIRBAG" TVC :45 Agency: JUNG VON MATT / ALSTER Director: LYNN FOX Production: BLINK PRODUCTIONS, TONY PETERSON FILM VFX: ELECTRIC THEATRE COLLECTIVE http://electrictheatre.tv RANGE ROVER "ACCELERATOR" TVC :60 Agency: RKCR/Y&R Director: JOHNNY GREEN Production: HUNGRYMAN VFX: THE MILL, GLASSWORKS www.themill.com www.glassworks.co.uk SHOCK TOP "END OF THE WORLD"
 TVC/viral :30 Client: ANHEUSER-BUSCH Agency: 72ANDSUNNY Director: MATT ASELTON Production: ARTS & SCIENCES VFX: A52 www.a52.com LEGGO'S "PASTA LOVES LEGGO'S" TVC :45 Client: LEGGO'S / SIMPLOT AUSTRALIA Agency: BMW MELBOURNE Director: BRUCE HUNT Production: REVOLVER Animation/VFX: FUEL VFX www.fuelvfx.com CLOVER "WAY BETTER" TVC :70 Agency: JOE PUBLIC Director: SHY THE SUN Production: CAB FILMS, TOP&TAIL, SHY THE SUN Animation: SHY THE SUN, BLACKGINGER www.shythesun.tv www.blackginger.tv UFC OPEN "EVOLUTION" Show open :60 Client: ZUFFA LLC Director: NEIL HUXLEY Production: MOTHERSHIP VFX: DIGITAL DOMAIN www.digitaldomain.com 360 Broadcast design :22, :1:11 Client: SPORT3, TV3 Directors: JAVIER GUTIERREZ, HUGO BASISM Animation/VFX: DIESTRO www.diestro.tv G4 GCYCLE "BATTERIES", "CELLPHONE" Viral/TVC -
All but War Is Simulation: the Military Entertainment Complex
1 THEATERS OF WAR: THE MILITARY-ENTERTAINMENT COMPLEX Tim Lenoir and Henry Lowood Stanford University To appear in Jan Lazardzig, Helmar Schramm, Ludger Schwarte, eds., Kunstkammer, Laboratorium, Bühne--Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, Berlin; Walter de Gruyter Publishers, 2003 in both German and in English War games are simulations combining game, experiment and performance. The U.S. Department of Defense (DoD) has been the primary proponent of war game design since the 1950s. Yet, commercial game designers produced many of the ideas shaping the design of military simulations, both before and after the advent of computer-based games. By the 1980s, the seeds of a deeper collaboration among military, commercial designers, the entertainment industry, and academic researchers in the development of high-end computer simulations for military training had been planted. They built “distributed interactive simulations” (DIS) such as SIMNET that created virtual theaters of war by linking participants interacting with distributed software or hardware simulators in real time. The simulators themselves presented synthetic environments—virtual worlds—by utilizing advances in computer graphics and virtual reality research. With the rapid development of DIS technology during the 1990s, content and compelling story development became increasingly important. The necessity of realistic scenarios and backstory in military simulations led designers to build databases of historical, geographic and physical data, reconsider the role of synthetic agents in their simulations and consult with game design and entertainment talents for the latest word on narrative and performance. Even when this has not been the intention of their designers and sponsors, military simulations have been deeply embedded in commercial forms of entertainment, for example, by providing content and technology deployed in computer and video games. -
Download: Interview Mit Digic Pictures
Funded by: 3D ANIMATION & STILL VISUAL EFFECTS VISUALIZATION Magie der Magyaren Das ungarische Studio Digic Pictures und der animago – zwei Namen, die seit vielen Jahren miteinander verbunden sind. Insgesamt hat das Studio, das sich auf Game Cinematics spezialisiert hat, sechs Mal in Folge einen animago AWARD abgeräumt. Genug Gründe also, um den animago-Stammgast im Porträt vorzustellen. von Sabine Hatzfeld Bild: Digic Pictures/Ubisoft b Trailer, Intros, Outros oder Level- stellt. Den Namen hat sich Andy Vajna aus- der uns einen VFX-Job über 60 Shots für load-Filme – wenn es um Full-CG- gedacht, der das Unternehmen zusammen „Terminator 3 – Rebellion der Maschinen“ OGame Cinematics für AAA-Titel mit unserem Interviewpartner Alex Rabb einbrachte. geht, vergeben große Publisher oder Game- gegründet hat. Entwickler den Auftrag nach Budapest. Ge- DP: Wie viele Standorte gibt es? gründet wurde Digic Pictures im Jahr 2001 DP: Hallo Alex, dieser erste Job war Alex Rabb: Das Hauptstudio Digic Pictures als Spin-off des Entwicklerstudios „Black gleich ein großer Erfolg? wird flankiert von Digic Motion und Digic Hole Entertainment“. Der erste Job bestand Alex Rabb: Ja, das ist richtig. Wir reichten Photoscan. Digic Pictures und Photoscan darin, pre-rendered Cinematics für das PC- dieses Intro-Cinematic für „Exigo“ damals befinden sich im selben Gebäude, Motion Spiel „Armies of Exigo“ zu erstellen. In die- 2003 beim Siggraph Animation Festival ein ist nur einen Steinwurf entfernt. Alle drei sen Tagen lautete der Firmenname schlicht und kamen damit prompt in die Auswahl für Firmen haben ihren Sitz in Budapest, wie „Movie Team” und eben dieses bestand aus das renommierte Electronic Theater. -
Gamestar 2004-05.Pdf 11369KB 7 2012-02-25 11:03:58
TELJES JÁTÉK, KÖZTÜK: DAVE MIRRA FREESTYLE BMX 2 Európa legolvasottabb gamer magazinja www.gamestar.hu 2004/05 05 BÓNUSZ TELJES JÁTÉK: 2004/05 • Előfizetve: 1272 Ft • Ára: GameStar – Európa legolvasottabb gamer magazinja – Teljes játék: Dave Mirra BMX, Flight of the Amazon Queen Mirra BMX, Flight of the Amazon Queen játék: Dave GameStar – Európa – Teljes legolvasottabb gamer magazinja FLIGHT OF THE AMAZON QUEEN 1646 Ft € 6.50 7 játszható demó, 12 animáció, 3 CD 33 játékkiegészítés a CD-n! HHALF-LIFEALF-LIFE 2 FELEJTSD EL A BOTRÁNYT... LÁTTUK A VALÓSÁGOT! HHITMANITMAN 3 FÓKUSZTESZT + JÁTSZHATÓ DEMÓ A CD-N! EEXIGOAARMIESRXMIIEGS OFOOF RÉSZLETES INFÓK ÉS EXKLUZÍV KÉPEK A VILÁGON NÁLUNK ELŐSZÖR! K.O.T.O.R. 2 AAZZ UUTÓBBITÓBBI ÉVEKÉVEK LEGJOBBLEGJOBB RPGRPG-JJEE FFOLYTATÓDIK!OLYTATÓDIK! VVILÁGPREMIERILÁGPREMIER – 6 OOLDALON!LDALON! Bemutatók: Syberia 2, Counter-Strike: Condition Zero, TOCA 2, Singles, Castle Strike, Dead Man’s Hand, Crime Scene Investigation 2, Painkiller, Rainbow Six 3: Athena Sword Mélyvíz: Ati R420 vs. NVIDIA NV 40, Kormányteszt, TV-Tuner teszt, S3 Delta Chrome GGS_2004_maj_cimlap_CD_v3_021.inddS_2004_maj_cimlap_CD_v3_021.indd 1 22004.05.04.004.05.04. 11:02:55:02:55 TARTALOM Bemelegítés Gyorskereső CD-tartalom 6 CÍMLAP DVD-tartalom 7 Armies of Exigo 30 E Teljes játék: Dave Mirra 8 Battle Mages 15 H Borthers in Arms 18 H Call of Duty: United Offensive 13 H Castle Strike 74 B T C Colin Mcrae Rally 5 18 H CounterStrike: CZ 66 B C Crusader Kings 78 B CSI 2 65 B Dead Man's Hand 68 B C Dragoon 13 H Dungeon Siege 2 10 El Elsõ látásra: Dungeon Siege 2 10 Empire Earth 2 23 UI FIFA 2004 88 T Gore II 17 H Újdonságok GTR 34 Bt Half-life 2 38 E Star Wars: Knights of the Old Republic 24 Hellforces 14 H Armies of Exigo 30 Hitman 3 46 B T GTR34 34 Juiced 17 H Knights of the Old Republic 24 E Leisure Suit Larry 8 16 Ek LOTR: Return of the King 88 T KOTOR 2 Myst IV 14 H THE SITH LORDS Nexus 17 H Operation Matriarchy 13 H Painkiller 56 B T C 46. -
Video Games and Costume Art -Digitalizing Analogue Methods of Costume Design
Video Games and Costume Art -digitalizing analogue methods of costume design Heli Salomaa MA thesis 30 credits Department of Film, Television and Scenography Master’s Degree Programme in Design for Theatre, Film and Television Major in Costume Design Aalto University School of Arts, Design and Architecture Supervisor: Sofia Pantouvaki Advisors: Petri Lankoski, Maarit Kalmakurki 2018 Aalto University, P.O. BOX 11000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract ! Author Heli Salomaa Title of thesis Video Games and Costume Art - digitalizing analogue methods of costume design Department Department of Film, Television and Scenography Year 2018 Number of pages 100 Language English Degree programme Master's Degree Programme in Design for Theatre, Film and Television, Major in Costume Design Abstract This thesis explores ways of integrating a costume professional to the character art team in the game industry. The research suggests, that integrating costume knowledge into the character design pipeline increases the storytelling value of the characters and provides tools for the narrative. The exploration of integrating a costume professional into game character creation as a process is still rare and little information of costume in games and experiences in transferring an analogue character building skillset into a digital one can be found, therefore this research was generated to provide knowledge on the subject. The research's main emphasis is on immersion-driven AAA-games that employ 3D-graphics and human characters and are either photorealistic or represent stylized realism. Technology for depicting reality is advancing and digital industries have become aware of the extensive skills required to depict increasingly realistic worlds. -
The Video Game Asset Pipeline a Pattern Approach to Visualization
The Video Game Asset Pipeline A Pattern Approach to Visualization James Lear Student ID: 91002002 [email protected] The University of the West of England Faculty of Environment and Technology This thesis is submitted for the degree of Doctor of Philosophy March 2021 Director of Studies Supervisor Professor Richard McClatchey Dr Simon Scarle [email protected] [email protected] a Abstract Video games consist of virtual worlds modelled as an approximation of either a real or imaginary environment. The amount of content required to populate the environments for Triple-A (AAA) video games doubles every few years to satisfy the expectations of the end-users. For this reason, the art and design discipline now constitute the maJority of those employed in a video game studio. The artists use Digital Content Creation (DCC) tools to design and create their content; tools not originally designed for video game asset creation. Ultimately the artists require to preview their content in the form of source assets in the runtime environment, the game engine, to ensure they provide an accurate rendering of their original vision. However, there exists a barrier to achieve this workflow; the original source assets are persisted in a proprietary format, information rich to handle future edits, and the final runtime environment requires the assets to be lightweight ready for fast and efficient loading into the game engine. The video game industry has solved this problem by introducing a fast and efficient workflow known as the asset pipeline. The asset pipeline is recognized within video games technology as a general reusable solution to the common problem of converting source assets into their final runtime form as expected by the runtime game engine. -
Magazines V17N9.Qxd
GAMES TOWED TANK DESTROYER ALLIANCE GAME DISTRIBUTORS PLATOON (M5 3”) BFM UBX22..............................$35.00 VINEYARDS BFM BB116 ..............................$25.00 WARGAMES ILLUSTRATED #273 Scheduled to ship in June 2010. GAMES BFM WI273 ..............................$8.00 GAME TRADE CEACO MAGAZINE #124 GTM contains articles on game- play, previews and reviews, game related fiction, and self MAD ZEPPELIN contained games or game mod- At the height of the industrial revolution, ules, along with solicitation infor- the Great Empire is about to take delivery mation on upcoming game, and of many secret crates from its colonies. video releases. These crates contain all the Emperor GTM 124 ........................$3.99 needs to strengthen his rule on the Empire: steel, coal, ore, and above all: gold! For security reasons, the Emperor himself has hand-picked the crew of the Nostria, one of the armored zeppelins of NOT ACTUAL ART the imperial fleet. However, neighboring CAN YOU SEE nations are organizing the resistance, WHAT I SEE? BINGO LINK and traitors are secretly boarding the air- A picture-matching game based on the ALDERAC ENTERTAINMENT GROUP ship to thwart the Emperor’s plans. Mad Can You See What I See? books of Zeppelin is a fast-paced card game of Walter Wick, complete with delightful sabotage, as you use your traitors to images from the series. Scheduled to ship throw the most cargo off the Nostria and in April 2010. ruin the Emperor’s plans. Scheduled to GWI 7109 ..............................$15.99 ship in May 2010. AEG 5202 ..............................$29.95 APE GAMES DUCK! DUCK! GO! (2ND PRINTING) Every year rubber duckies from all walks of life train in bathtubs, spas, and small DWEEBIES ponds around the world to prepare for the annual Kenducky Derby, the premier Wacky and colorful characters called bathtub ducky race. -
Precautions to Take During Use Installation Starting the Game
EPILEPSY WARNING CONTENTS Please read before using this game or allowing your children to use it. 1. ENTERING THE SECRET WORLD 19. MISSIONS Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain 3. THE SECRET SOCIETIES 21. JOURNAL flashing lights or light patterns in everyday life. Such people may have a seizure while watching 4. CHARACTER CREATION 22. LORE & ACHIEVEMENTS television images or playing certain video games. This may happen even if the person has no 5. CONTROLS 22. CRAFTING medical history of epilepsy or has never had any epileptic seizures. If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to 7. H U D 23. PHYSICAL EXHAUSTION flashing lights, consult your doctor prior to playing. 12. CHARACTER PANEL 24. THE WORLD We advise that parents should monitor the use of video games by their children. If you or your 13. ABILITY WHEEL 27. P E R F O R M A N C E T I P S child experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, 15. INVENTORY 28. TECHNICAL SUPPORT loss of consciousness, disorientation, any involuntary movement or convulsion, while playing a 15. PVP 29. LIMITED 90-DAY WARRANTY video game, discontinue use IMMEDIATELY and consult your doctor. 19. SETTINGS PRECAUTIONS TO TAKE DURING USE Do not stand too close to the screen. Sit a good distance away from the screen, as far away ENTERING THE SECRET WORLD as the length of the cable allows. -
VIDEO REVIEW ISSUE 171 1 S2011 Computer Animation Festival Electronic Theater Program Selections
VIDEO REVIEW ISSUE 171 1 S2011 Computer Animation Festival Electronic Theater Program Selections TABLE OF CONTENTS 01 ABCs of Animation — Cirkus (7:14) 02 MEET BUCK — Supinfocom Arles (4:09) 03 The Experience of Fliehkraft — framebox (2:38) 04 Hezarfen — Supinfocom Arles (3:19) 05 Civilization V — Digic Pictures (3:27) 06 New Digs — Luma Animation (2:12) 07 Dream Giver — Brigham Young University (6:00) 08 FLAMINGO PRIDE — Talking Animals Animation Studio (5:43) 09 ShapeShifter — Charlex (2:12) 10 Portal 2: Turret — Valve (:46) 11 Halo: Reach — Bungie Studios (2:14) 12 DEATH TO THE DEATH PENALTY — Digital District (1:00) 13 Chernokids — Supinfocom Valenciennes (6:51) 14 Time for Change — Media Design School (2:50) 15 Bridgestone “Carma” — Method (:30) 16 Sweater Dog — Ringling College of Art and Design (1:27) 17 Luna — Rainmaker Entertainment (5:11) 18 First Contact — Media Design School (5:35) ORDER INFORMATION SIGGRAPH Video Review +1.800.342.6626 USA/Canada c/o ACM +1.212.626.0500 International General Post Office +1.212.944.1318 fax PO Box 30777 [email protected] New York, NY 10087-0777 www.siggraph.org/svr USA ACM Order # NDVD-171, ISBN: 978-1-4503-0765-9 Most of the pieces in this SIGGRAPH Video Review are copyrighted. Therefore, they are not to be duplicated, broadcast, photographed nor edited without the express written permission of the individual copyright holder. VIDEO REVIEW ISSUE 171 2 S2011 Computer Animation Festival Electronic Theater Program Selections 01 ABCs of Animation (7:14) The 7 minute long “ABCs of Animation” takes you through the different processes of 3D animation production. -
The Age of Video Games: Language and Narrative
Single Cycle Degree programme in Lingue e Letterature Europee, Americane e Post Coloniali ordinamento ex D.M. 270/2004 Final Thesis The Age of Video Games: Language and Narrative Supervisor Ch. Prof. David Newbold Assistant supervisor Ch. Prof. Daniela Cesiri Graduand Pietro Addis Matriculation Number 833471 Academic Year 2016 / 2017 Contents General Introduction 1 Chapter I: The Language of the Gaming Community Introduction 3 1.1 Language Divide 4 1.2 Main Characteristics 15 1.3 Language Censorship 40 1.4 New Varieties 43 Chapter II: The Narrative of Video Games 2.1 Narrative, Ludology and Video Games 50 2.2 Elements of Narrative 56 2.3 Cheating 70 2.4 Furthering the Narrative 72 2.5 Morality and Video Game 77 Chapter III: A Case Study Introduction 87 3.1 The Development Team 88 3.2 The Video Game Project 89 3.3 Plot 94 3.4 The Language of Vapor Knight 111 3.5 The Video Game Soundtrack 116 3.6 Character Development 120 Conclusions 123 Bibliography 125 General Introduction The birth, growth and spreading of the Internet has revolutionised the modes of communications between humans, providing a new form with which people can communicate with each other, even at great geographical distance. It also entails that the interaction between humans has changed, since many instances of communication are mediated by a device or a machine. The rise of the Internet has also introduced new linguistic and narrative aspects, which have embedded themselves into the lives of a vast percentage of the world population and particularly inside pop and youth culture. -
Selection of Finnish Short Films for Finnish Foreign Ministry Preface
SELECTION OF FINNISH SHORT FILMS FOR FINNISH FOREIGN MINISTRY PREFACE It is a good time for Finnish movies. Director ray box, I was excited. I got to know many Juho Kuosmanen’s drama about a boxer in young Finnish directors and while I was inter- the 1960s, The Happiest Day in the Life of viewing them, I dove deep in to the colorful Olli Mäki, won the Prize Un Certain Regard in world of today’s Finnish short movies. It was Cannes Film Festival. The Angry Birds movie a great pleasure. I found our directors mo- has made hundreds of millions around the tivated and fearless to take challenges. The world. Klaus Härö’s drama The Fencer was movies are bold, diverse, political, environ- a Golden Globe nominee. Hamy Ramezan’s mental, and multicultural. The stories don’t and Rungano Nyoni’s Listen shy away from childhood, won Best Narrative Short teenage issues, struggles at the Tribeca Film Festival. ”The Finnish film to grow up, loss, death and Selma Vilhunen Do I Have grief. There is humor as well. to Take Care of Everything? industry is expe- The range goes from comedi- was nominated for the Best riencing a new es to dramas and animations. Live Action Short Film at the We hope this collection and Academy Awards. And I am golden era.” the interviews will give you an sure the list will grow in the idea who the new filmmakers near future. Rightfully so. from Finland are, what drives The Finnish film industry is experiencing them, and why they choose to tell their a new golden era.