VFX Voice features this story on MPC’s Rachael work in Blade Runner 2049. Had fun writing this one.
I found out from Framestore how Massive was a big part of their final battle work in the film. See VFX Voice.
Marvel has always done a great job of augmenting character suits or costumes in its movies. But one of the most seamless recently was for Hela in Thor: Ragnarok – check out the story at VFX Voice.
The October 2018 issue of VFX Voice is now out, and includes a bunch of articles I was able to contribute: The Lego Ninjago Movie – had a chat to Animal Logic about the film. Blade Runner – talked to chief model maker Mark Stetson about the miniatures for the original film. VES 70 –…
As season 7 of Game of Thrones wrapped up, I had the opportunity to chat to Joe Bauer and Steve Kullback who lead the VFX effort on the show. This time we talked about the approach to dragons, and within that, the approach to fire. Check it out at VFX Voice, including a hint at…
It was a lot of roto. I talked to Stereo D here at VFX Voice.
At SIGGRAPH, I caught up with Stephen Regelous from Massive to find out about the software’s new horse and rider agent. Check it out at VFX Voice.
Luma Pictures handled the Spider-Man: Homecoming ATM sequence, and I found out for VFX Voice how they made it happen.
Stunningly realistic, the alien Pearl characters in Valerian were crafted by Weta Digital. In this new piece for VFX Voice, I had vfx supe Martin Hill run down how they were made.
Weta Digital had to tackle a new hilarious character for War for the Planet of the Apes in Steve Zahn’s Bad Ape. Here’s how they did it, over at VFX Voice.
I talked to ILM’s Scott Farrar about the history of the Transformers franchise, what some of the initial challenges were (their first bot designs didn’t work), and how that has changed leading up to Transformers: The Last Knight. Check it out at VFX Voice.
The July 2017 issue of VFX Voice from the Visual Effects Society is out, and it includes a bunch of articles I am proud to have contributed. I’ll link to them here at vfxblog over the next few days. First piece is a retrospective on Game of Thrones, with the new season just around the…
For VFX Voice, I chatted to vfx supervisor Bill Westenhofer about making Wonder Woman’s home.
A VR experience made with the help of Cinema 4D. Pretty neat. Here’s the VFX Voice story I wrote about it.
It’s such a big year for anniversaries in vfx, so here’s another one: The Lawnmower Man recently turned 25. I talked to people from Xaos and Angel Studios about the groundbreaking CGI and VR work for VFX Voice.
I first got excited about Kevin Tod Haug’s work in Fight Club, then Panic Room, then Stay – and most recently on American Gods. So it was a thrill to meet him at FMX and do an interview. Here’s the result at VFX Voice.
My newest online piece for VFX Voice is about the facehuggers by Framestore in Alien: Covenant. Check it out.
I thought the Ego-related vfx in Guardians Vol 2 were fantastic, especially the youthenisation work by Lola, the dioramas by Animal Logic and Ego’s destruction by Weta Digital – find out more at VFX Voice.
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.
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…