CharacterAnimator/ StoryTeller. Principal Animator @Blizzard_ent. Prev Experience @Respawn, @Lightstorm_Ent, @InsomniacGames, @Naughty_Dog. Opinions are my own.
Can't believe it's been 10 years since the release of Uncharted 4! Here's an excerpt from my 2017 Animation Exchange talk on creating the chase sequence.
"Gorillaz - House of Kong" exhibition is coming to Los Angeles next month.
So many original drawings & researches by Jamie Hewlett ♡
Trailer >> https://t.co/SOKltIC1As
Don't miss Gnomon's free KPop Demon Hunters livestream next Friday, 20 February where key artists from Sony Pictures Animation provide an exclusive look at the making of the hit animated feature
https://t.co/O3LKOqgte7
#animation#KPopDemonHunters@Gnomon_School
For 35 years, Blizzard has been shaped by the worlds we build - and the players who bring them to life. You’ve fought through World of Warcraft, battled in Diablo, played your cards in Hearthstone, and held the line in Overwatch.
We’ve come a long way together. And now, the next chapter begins.
Over the next few weeks, each world will showcase what comes next. If these games mean something to you, we’d love to see you there.
「Avatar: Fire and Ash」、3D IMAXで観てきた。“神は細部に宿る”と簡単に言うが、それを物創りで完��するのは容易ではない。��作の細部に渡るまで妥協せず、創り上げたアバターの“宇宙”。素晴らしかった。僕はこの40年間、最先端のデジタル・テクノロジーの発展と共に、エンタメとアートを紡いで来た。デスストもアバターで開発された技術で撮影、制作してきた“デジタル側”のクリエーターだ。
最近はCGやVFXが使われていない、アナログ撮影された映画が褒めれることが増えた。フィルム撮影された映画さえも持て囃される。「デジタルなら誰でも簡単に作れるから」と揶揄される。しかし、これは大きな間違いだ。CG作品も人が創っているのだ。多くの俳優、アーティストやプログラマーが想いを込めて、命を吹き込んでいるのだ。今日は、これからの未来へ向けての“誇り”と“勇気”を改めて貰えた。これからもデジタル技術を使って、「新しいことをやり続けたい」と前向きになれた。キャメロン監督、ありがとう。デスストの撮影現場でも、いろいろと演じてくれたKevin Dormanさんもスクリーンで観れて嬉しかった🙏🙇🏻🫶😍
Grateful for the opportunity to have contributed to Avatar 3 alongside an incredibly talented group of artists.
Huge respect for the teams at LEI and Weta. Congrats to everyone involved! 💙
.@SandfallGames, the dev team behind the GOTY candidate Clair Obscur: Expedition 33 explain how they used Fab plugins to prototype game features, and leveraged the vast pallet of free + paid Fab assets to quickly iterate on their creative vision.
Watch the full developer deep dive: https://t.co/kjJoYkHmRm
People sometimes ask me how I animate cameras. I wish I could say there’s a master plan but honestly I just improvise as I go. Tweaking the FOV helps shape what the viewer sees, whether it’s more of the world or a close up. And from outside the camera the scene is usually a mess (*ノ▽ノ)