• It takes an army at Weta Digital

    For Cartoon Brew, I got a chance to feature a number of the artists at Weta Digital who worked on Pete’s Dragon to talk about their specific disciplines – from roto and paint to animation, creature dev and compositing.

  • Dragons in VFX: extended interviews

    Recently, Inverse asked me to write a short history of dragons in visual effects, and I showcased some of the incredible work done in stop motion through to the latest in computer graphics. While researching I spoke to a bunch of the visual effects supervisors behind those dragons, including Phil Tippett, Dan Deleeuw, Sven Martin…

  • Nitrogen: the studio behind Sausage Party

    Spark CG Society asked me to interview Nitrogen Studios, the team behind the animation in Sausage Party. Here’s the result, and I have to say, SP is one of the funniest films this year.

  • How to make your dragon

    Inverse asked me to explore the history of dragons in vfx, so I went from stop motion to CG in this retrospective.

  • Off the wall with the makers of cineSync and Frankie

    Some of the most-used apps in visual effects and post-production are ones that audiences rarely get to see. I’m talking about Cospective’s cineSync, a mainstay in teleconferencing reviews, and Frankie, the company’s browser-based solution. I don’t often have the opportunity to cover the use of these tools, so I thought I’d have some fun with the…

  • New issue of 3D Artist

    Issue 97 of 3D Artist goes deep on Allegorithmic’s Substance Painter and on Laika’s Kubo and the Two Strings, both pieces I was stoked to have contributed.

  • Corel Painter brings back great memories

    I hadn’t used a Corel product since CorelDRAW in the early 90s, but recently I got my hands on a demo of Corel Painter 2017 for a Cartoon Brew story. It’s looking great!

  • Method’s just-so-cool Houdini vfx

    Motion capture. Dancers. Houdini. What a combo. Here’s a story I wrote for Side Effects on Method Studios’ AICP reel.

  • The best of SIGGRAPH

    I’ve just started writing for Digital Arts – what a cool publication. Here’s my first two pieces which are round-ups from SIGGRAPH 2016 and the best VR, VFX, real-time, gaming and the job market.

  • Massive’s Stephen Regelous on future AI, competition and a Massive app?

    When Massive (Multiple Agent Simulation System in Virtual Environment) was first revealed to the world in 2001 as part of the release of Peter Jackson’s Lord of the Rings films, it stunned audiences – and the visual effects community – with its use of fuzzy logic to aid in crowd animations. Developed at Weta Digital…