Tag: vfxvoice

  • Scott Farrar on the legacy of ‘Transformers’

    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.

  • Get ready for more ‘Game of Thrones’

    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…

  • Wonder Woman’s home

    For VFX Voice, I chatted to vfx supervisor Bill Westenhofer about making Wonder Woman’s home.

  • The making of ‘Extravaganza’

    A VR experience made with the help of Cinema 4D. Pretty neat. Here’s the VFX Voice story I wrote about it.

  • The tech of the 25 year old ‘Lawnmower Man’

    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.

  • Kevin Tod Haug on ‘American Gods’ and his past great VFX work

    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.

  • Big hugs

    My newest online piece for VFX Voice is about the facehuggers by Framestore in Alien: Covenant. Check it out.

  • De-ageing Ego, and other Ego fx

    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.

  • Real-time. Real-time. Real-time.

    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’

    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…