Real-time. Real-time. Real-time.

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It’s already here, but the work of Epic Games with its Unreal Engine in recent projects is showing just how much influence real-time can have in VFX. Here’s a new article for VFX Voice about the Human Race project carried out with The Mill’s Blackbird tech.

Director interview: Rupert Sanders on ‘Ghost in the Shell’

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For the premiere issue of the Visual Effects Society’s new print magazine, VFX Voice, I set out to cover the effects of Ghost in the Shell. I was lucky enough to speak to visual effects supervisors Guillaume Rocheron and John Dykstra, and a whole bunch of artists from Weta Workshop. I was also able to interview director Rupert Sanders about his approach to the practical and digital effects in the film.

Now that VFX Voice is out – see the cover article here – I thought I’d feature the full-length interview with Sanders here on vfxblog, which covers a lot of the director’s thoughts that couldn’t make it into the magazine for space considerations. Hope you enjoy. Continue reading Director interview: Rupert Sanders on ‘Ghost in the Shell’

The VFX industry is always changing

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Nothing really ever stays the same, but one of the fun things about visual effects is how much the technology, artistry and the business changes. There’s also often new ways of hearing or learning about VFX – over the years I’ve got my information from books, magazines, online articles, podcasts, DVD featurettes, tutorials, seminars and of course face to face.

Now I’m excited to be part of a new communication medium – the Visual Effects Society’s brand new print magazine VFX Voice. I wrote some pieces in there on Ghost in the Shell, Westworld, Kong: Skull Island, Cars 3 and a bunch more. Loved the process – and you can grab the magazine now, or read it online at http://vfxvoice.com.