Marantz by Courtney Trowbridge Designer and artist, Maciej Kuciara, possesses unique talent in various genres and has produced critically acclaimed work on titles such as The Last of Us and Captain America.The interviews give us a chance to learn more about these talented artists including what projects they are currently working on, how they became professional artists, and advice for other artists interested in games and film visual effects, entertainment design, illustration and sculpture.In this interview, Miller divulges his insight when working in feature films for ILM and animated films for Dreamworks, plus, the highlights working for business divisions like the BBC.
Miller also discloses key advice for new artists including an essential look into early career goals. ![]() Arduini also discloses key advice for new artists including tips and tricks for creativity and an essential look into early career goals. From portrait paintings to character designs for film and game pitches, as well as designs for murals and comic books, Hus work reaches many audiences. In this interview, Hu divulges his take on traditional figure painting, his catalyst into teaching, and his approach toward go-to art practices. Plus, Hu reveals the details on his most influential past endeavors and mentors. The Gnomon Workshop - Environment Modeling For Games Full CGI SetsIn this interview, Cangelosi describes his experience as a Lightning TD and a FX TD, new techniques and technologies to manage full CGI sets, and the highlights to working on massive environments, look-dev projects, movies, commercials and game trailers like Dead Rising, Rift, and Mobile Strike. In this interview, Desse divulges his insight to environment art, plus, rendering and texturing, and his approach to creating realistic art versus science fiction or the fantastical. Desse also discloses the latest technical roadblocks in the industry and his hopes for future breakthroughs in tech. ![]() Hiatt also reveals essentials that every artist should pursue. In this interview, Jordan Soler discusses key ingredients that make him an effective grooming artist, plus, the projects that impacted him most. In addition, Jordan shares details regarding top notch software and the highlights and the challenges that come when working on blockbuster titles. In this interview, Elaina discusses the daily demands animators face, solutions to common challenges, and instrumental advice for effective collaboration. The Gnomon Workshop - Environment Modeling For Games How To Survive InElaina Scott also reveals the details regarding how to survive in entertainment industries and a quick look at top notch software. In this interview, Gennaro Esposito discusses his personal path into the industry, common modeling challenges and solutions, plus, instrumental advice for working in games, TV, and film. Esposito also reveals the details regarding his most influential project. In this interview, Bulgarov, discusses the day-to-day challenges for principle designers, the development of a side-scrolling action game and other unannounced titles, plus, instrumental advice for creating futuristic designs and the details behind his most impactful moments in the industry. In this interview, Nederhorst divulges how he forged his career, his methods for reengineering pipelines, the day-to-day differences between VFX artist and VFX supervisor, plus, the details on his most influential past endeavors. Hear about his start in the Detroit automotive industry, why traditional drawing techniques are a key foundation for any creative, and a bit about getting to work at Skywalker Ranch. Marantz has worked on the likes of Marvels Avengers: Infinity War and Black Panther, The Planet of the Apes trilogy, American Horror Story, HBOs Westworld, and Gears of War, to name a few. In this interview, we discuss his very grounded creative process for designing the seriously awesome superheroes and monsters we see on screen today, keeping up with the ever-evolving needs of the film and game industries, and how having traditional skills in your arsenal will always benefit digital artists.
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