Showing posts with label vfx. Show all posts
Showing posts with label vfx. Show all posts

Friday, April 11, 2025

Alfonso Cuarón: Directing the Invisible Art | Framestore

 

Wonderful to hear Alfonso Cuarón's thoughts on animation and the important role animators play in creating appealing, believable performances. It's our job and privilege to breathe life into characters so that they can convincingly live and perform on their own on the screen. It's nice to see some of my shots from Gravity in this reel as well. It is by far the most challenging film I've ever worked on but also one that I'm exceedingly proud of. We had a massively talented crew working on that film at Framestore, and the opportunity to collaborate with such a renowned visionary director as Alfonso was remarkable.

 


 

Tuesday, June 27, 2023

Monday, October 18, 2021

Wednesday, May 12, 2021

How The Personal Computer Broke The Human Body

 

 

 // How the Personal Computer Broke the Human Body (via Vice)

 

This article by Vice got me thinking about previous work experiences.The vfx/games/animation industries require artists to spend enormous amounts of time seated (sometimes standing) working in front of screens cranking out all kinds of creative and innovative magic. It is a very sedentary career so getting up for coffee or tea, a quick walk around the block, the random nerf battle, getting out for lunch, a stroll around the dept to stretch the legs is a must. During a normal workday, these basic activities help a lot, but things get difficult when you're facing a 14hr+ day and need to stay limber, sharp and task effective. Those long crunch time hours day after day, month after month, can wreak havoc on an artist's body. I have had friends and coworkers who developed slipped discs and other physical issues due to massive amounts of overtime. I personally suffered debilitating pinched nerves in my neck and lower back, RSI in my arms and wrists during many rigorous overtime productions. I usually bounce back after a crunch is over, but after 15 years there are lasting consequences. You might say 'it comes with the territory' or 'it's the nature of the industry' and that's very true but it's not an excuse. Studios should continue to improve ergonomic working conditions and implement protections for their talented crew.


Over the years I have worked for ten studios, and two universities. They all have had various equipment standards for artists. Here are some of my experiences:

 


-Three studios provided adjustable standing desks. Of those three, two had Herman Miller Aeron chairs and the other had quality office chairs.


-One university provided standing desks and quality office chairs.



 

-Two studios allowed artists to create standing desks by using concrete blocks to lift the desks (one studio required us to spray paint the concrete blocks black so they would blend into the studio aesthetic). Both provided basic office chairs and artists had to buy their own stool style chairs if they wanted to sit and work at their standing desk on blocks (the artists had to buy the blocks).




-Three studios used extensive cafeteria style seating with row after row of artists working at long tables. You could personally buy a standing desk converter like a VariDesk and use that as a standing option if it fit on the table. All three studios offered decent office chairs but many were broken and they also couldn't roll underneath the worktables causing some artists to remove the armrests.




-Five studios had difficulty supplying basic monitor stands for artists. It is very common for artists to use reams of copy paper, empty amazon boxes, etc,  to raise the level of their monitors to a comfortable ergonomic working height. Eventually most (not all) of the studios supplied monitor risers.


Lastly, all studios are different and have varying budgets to spend on equipment for artists. While not all can provide top tier office chairs and expensive standing desks, all studios can strive to improve working conditions for their artists. This not only comes in the form of physical ergonomics but also in managerial choices concerning scheduling, bidding, artist/production expectations, and eliminating the reliance on planned unpaid overtime work. All these things factor into the health and well-being of a successful and productive crew and ultimately the studio as a whole. 

 


 

 



 

 

 

 

Tuesday, January 26, 2021

Avatar to Riot Games - Interveiw With Animator Daniel Zettl

 Check out this great interview with animator extraordinaire Daniel Zettl. We worked together on the same team at Riot Games. Daniel is a super talented animator and shares a lot of solid advice in this interview. Enjoy!

Avatar, Smaug and League of legends - Interview with Daniel Zettl


Wednesday, November 25, 2020

The History of Visual Effects by Matt Leonard

 


 Here is a fantastic reference of the history of VFX by Matt Leonard.

"In 1999 I was asked to write a brief overview of the history of the Visual Effects industry for a Hollywood publication CinemaGap.  This lead to a fascination with the history of Computer Graphics, Special and Visual Effects along with some aspects of Film and Animation. 
 
Below are links to my presentation,  20 years of research and hard work, and what I believe to be one of the most complete histories of the industry in one place on the internet.
 
And I'm making it available free for you to enjoy."

 Check it out here // The History of CG and VFX






Tuesday, September 01, 2020

Unity, VR and the Making of Ready Player One


Jake Simpson - a 35 year veteran of the games industry -details the new methods and approaches of making CGI movies and how using Video Game engines made this all possible.

 

 

 Also check out:

// Every Video Game in 'Ready Player One' Explained By Author Ernest Cline

Monday, January 13, 2020

Interview With Oscar-Shortlist VFX Team For 'Alita: Battle Angel'




This is the last feature film I worked on with Framestore. We had a blast working on the Motorball sequence of the film. 


The Oscar-Shortlist VFX team for Alita: Battle Angel talk about their work on the film.

 Richard Baneham - Visual Effects Supervisor for Lightstorm Entertainment Mike Cozens – Animation Supervisor Richard Hollander - VFX Supervisor Eric Saindon – Visual Effects Supervisor






Thursday, November 21, 2019

How to Become A World-Class Animator with Marco Marenghi



I had the pleasure of working with Marco at Sony Imageworks years ago on the epic box office smash... Green Lantern. Marco was great to work with and super talented.




Monday, November 11, 2019

Animation Demo Reel Tips Galore



Here's a list of demo reel tips and advice from both feature animation and vfx. I'll be updating this post periodically as I come across new material.



















Jean-Denis Haas - Animation Demo Reel Tips










































Demo Reel Tips
Reel Feedback Webinar on Demo Reels. Tips on what it takes to get hired as an animator.
On the panel:
Will Groebe, Miko Coedel, Michal Makarewicz, Jim Brown, Jean-Denis Haas and Hans G. Brekke.













// Pro Tips: What makes a great animation demo reel?





Saturday, May 11, 2019

Animation Reel // Jurassic World: Fallen Kingdom


It's taken a few months but I finally put together some of my favorite shots from Jurassic World: Fallen Kingdom. Getting to animate the T-Rex is by far one of the highlights of my career. Seeing Jurassic Park in the summer of 1993 was a huge moment for me. My 12yr old brain was rocked by how real the dinos looked on the screen. Spielberg, the genius VFX wizards at Industrial Light & Magic, Tippett Studio and the fine work of Stan Winston Studio completely tricked me into believing those creatures were  living and breathing on camera... and from then on I was hooked. The original Star Wars films had a part to play as well but JP put me over the edge haha  That film was the spark that fueled my curiosity and creative drive which lead me into this industry!





Here's a great vfx breakdown of my last trex shot



Monday, February 18, 2019

Behind The Scenes: Hennessy, The Seven Worlds



Love the Mœbius influence! Amazing piece directed by Ridley Scott.



Hennessy, The Seven Worlds Making Of

Hennessy, The Seven Worlds Making Of from MPC on Vimeo.



Hennessy, The Seven Worlds

Hennessy, The Seven Worlds from MPC on Vimeo.

Saturday, January 12, 2019

Jurassic World Fallen Kingdom

One of my trex shots made it into the ilm vfx reel! I had about 6 days to animate the camera, the trex, the lion and block in the fence interaction. It was one of the last shots I worked on at the very end of the production.







Thursday, August 30, 2018

Friday, June 01, 2018

Wednesday, August 09, 2017

VFX of “Attraction” Motion Picture from SIGGRAPH 2017


Some nice vfx work in this show! Really liked the creature design and animation -- great!


VFX of “Attraction” | Mikhail Lesin | Houdini HIVE at SIGGRAPH 2017


Cameron Fielding Anim Reel