Intensive Unreal cert III training at AIE

This week I’ve had the pleasure of running an intensive cert III and VCE VET IDM training for our Vet in Schools teachers at AIE’s Melbourne Campus; we are moving from the Unity3D engine to Unreal Engine 4.

I don't even remember this being taken!

I don’t even remember this being taken! That’s me showcasing the AIE logo.

The biggest thing I found during this week was the amazing array of character Ideas the teachers had; I’ll be taking a second look at how the curriculum is structured around the character importing process to make it more flexible.

This is the first time I’ve had a chance to sit down with a large group and teach the brand new curriculum I have been developing over the last 6 months or so.

The class numbered around 20 odd with various experience levels, everything from never having touched a 3D package (Maya) or a game engine to having used Maya and Unity for a couple of years; balancing this experience range proved to be a challenge in itself.

The course design and content was received as well as I could hoped for. With everyone enjoying themselves, I’ve got some solid notes on tweaks for specific areas of the course.

In addition to the valuable feedback about the course I’ve added some notes to my own teaching style for dealing with bigger classes.

Witness the learning taking place below, You can see the link on AIE’s page here

Errors, simple not complex – Part One

Programming, it’s a complex beast. While I haven’t talked much about my current studies in C++ you can safely assume I’m knew to the language and it’s intricacies.

The current assessment i’m working on requires an SQL database. All well and good I think to myself. I’ve done plenty of PHP and MySQL web dev.This will be a breeze.

That's pretty breezy

That’s pretty breezy

I knew I needed to use SQLite as defined by the assessment. So I need a library or something? Heading over to SQLite.org has everything you need to get going.

So, I added the .h and .c files through the right click “Add existing item” menu. Then i’m presented with the below error.

Cannot open source file

Cannot open include file

Looks can be scary

Looks can be scary

What is going on? I start looking deeper, maybe there is more involved to getting this going than I first thought.

I spent hours over two days looking for a solution, I tried building libraries including everything and altering so many settings of the project. Pro tip: do not alter settings because you feel like a good tweaking can fix everything, it doesn’t.

The solution

Copy the .h and .c files into my visual studio project.

I twigged that I might be barking up the wrong tree when I read the following.

stack overflow solution

I love you stack overflow

The solution explorer doesn’t show if stuff is usable! how helpful, knowing that I brought the files into the project and re-added them. Including the header no longer broke stuff. Progress!

Take it from me

So many times I have been caught out by this. The error is not cryptic at all, Visual Studio has no idea that i’m not going to link to the assets through one of the many methods it has for this.

So it told me it has no idea where to actually open the files, only that it knows I want them open. I feel you Visual studio and i’m sorry I didn’t understand.

Let’s not assume

I’m used to using 3D applications, for the most part these applications allow you to drag and drop assets into a content/project manager where they will either:

  • Import the asset into the project

Easy for asset management, common in game engines

  • Create a link/reference to the assets location and load it from there

Forces you to manage your assets wisely or rue the day you laughed as you linked assets from several different hard drives.

I assumed that by showing the files in the project solution VS could use them, this turns out to not be the case.

No I do not want to add includes to the project to work around this or setup a central place to include from. That’s for future me.

As with all lessons it’s well learned, learning them faster would be nice though.

Talks given – Digital Learning and Teaching Victoria

This past weekend I had the pleasure of giving three talks at the Digital Learning and Teaching Victoria (DLTV) conference on behalf of The Academy of Interactive Entertainment.

Conference Program Overview _ Digital Learning and Teaching Victoria

The conference theme was”Creating new connections”.

The talks were fun. Both to put together and take part in.

I prepared three distinct talks, below is a brief overview.

A fresh look at VCE VET IDM

This was an in depth look at a curriculum currently in the works for the Victorian scored assessed VCE VET IDM course.

With a focus on:

  • My process for developing a course
  • Meeting the goals of both secondary schools, students and AIE
  • How the coursework is designed to engage students in new ways
  • Christina covered UOC integration

Fresh look at vce vet idm

Interactive presentation for students:

Shawn Marinakis, Christina Lee and myself gave two interactive game presentations to high school and primary school aged students.

I put together the interactive tower defense game using the Unreal Engine 4. Assets/level’s are from Epic Games combined with my Blueprint Scripting assets to create the interactive portion of the presentation.

This was fun to create, we had the goal in mind that students could come up and play with the settings, which worked out well.

Starting with an imbalanced tower clearly shows game imbalance

Starting with an imbalanced tower clearly shows game imbalance

Custom Tower defense interactive game

This level from the UE4 market place was a fantastic example of a finished level

UE4 tower settings

Example of settings students could change

 

DLTV Conference - crowd snapshot

Creating 3D content is for everyone!

 Interactive presentation for teachers:

Stepping away from the fun side of tweaking pre-made settings Christina and I were able to dig a little deeper into how the unreal engine and other industry standard technology can engage students to excel in so much more than just making games.

Exploring this technology with a range of secondary teachers was a fantastic chance to see how other people perceive technology how may not be aware or used to it. This is a topic i’d like to explore at a later time.

Students that have a chance to work with this technology are exposed to the requirement to develop key skills such as:

  • Problem solving
  • Design
  • Critical thinking
  • Planning

By implementing these skills students get to create a fully playable game, it’s pretty cool and beneficial to the students in all walks of life.

Class blueprints for the tower defense game

Class blueprints for the tower defense game

Thank you to all the organisers of the event and I look forward to the next one!

Shawn Marinakis the Communications Coordinator for AIE Melbourne.

Christina Lee is the VETiS coordinator for AIE Melbourne.

Custom timeline control – Pyside – Maya 2014+

Recently a work colleague approached me with a request for a custom feature in Maya.

The request was for a custom tool that replicated the Maya timeline and it’s tools in a torn off window.

The colleague has a thing for large windows when animating, they enjoy a very custom setup.

So useful

If it’s useful to one person others may find it helpful as well

Tools that are going to be used are the best kind to make.

This is written entirely for Pyside, using a method for controlling Maya elements using pointers shown to me by Malcom.

As it’s written for pyside/Maya 2014+ you need not install anything to use it.

The timeline

As I looked a little deeper into this I came across this with the timeline:

From the Maya docs here

Note: only one timeControl may be created. The one Maya creates on startup can be accessed from the global string variable $gPlayBackSlider. Also, it is not a good idea to delete it.

So there can be only one, and yes I deleted it a few times. You do not want that, it does not come back.

So this tool rips the timeline from Maya and re parents it into the QT window, Holding a reference to the location it came from.

It then puts the timeline back on the close event of the QT window.

Range control

Creating the range control is straight forward as there can be more than one of these see here.

Other features

The tool will store the position and size of the window when the window is closed. It will then restore to this location/dimensions on next use.

There other elements are all QT.

Download

The script can be downloaded here

Installation and use

  1. Unzip and copy the to “timelineCtrl” folder to maya script folder for example:
  2. C:\Users\YourName\Documents\maya\scripts
  3. run Maya, open script editor (Python window) and type in:
  4. import timelineCtrl
  5. timelineCtrl.run()

The import and timeline control lines can also be saved off to the shelf for easy use.

And boom, tool is good to go.

Alternate use method

If you have a thing for not installing scripts you can do the following:

  1. Copy the contents of “BigTimelineWindow.py”
  2. Paste this into a python script editor window
  3. Run the code

Note: The refreshing of the states in the torn of window currently do not update as well as they could.

Tested on windows only, will note work with pre-Maya 2014 as Pyside is not part of the standard install.

Minecrafting the Dome

During 2013 the State Library of Victoria was celebrating the 100th Centenary of it’s famous Dome building.

While the library had plenty of different celebrations of the historic event Hamish Curry then of the State Library was after a way to do something fun and engaging involving both a younger audience and technology.

Previously Hamish and I had run Minecraft based holiday courses at the State Library that were pretty popular, often filling up within a day of becoming available.

2012-04-13_14.05.19

Everything looks so peaceful

2012-04-13_14.30.12

Welcome to hell

With the knowledge the success of these holiday courses Hamish knew how popular Minecraft was and how perfectly recreating the Dome inside Minecraft would engage a young audience.

Organising the event was a collaboration between three parties headed by myself. The third party was Vitta – Victorian Information Technology Teachers Association (now DLTV). Vitta helped us to spread the word of the event to schools across Victoria.

Mincrafting the dome – Application

Custom server – we needed to build a specific machine to run the server and bring that to the library, for this Peter Smee (Then Sys admin at AIE Melbourne campus) was invaluable

So what did we actually do?

We all learnt about the dome:

Hamish instills knowledge

Hamish instills knowledge

We posed in the dome:

IMG_5795 IMG_5799

And we made the Dome in Minecraft:

IMG_5851 2013-08-10_15.14.29

 

 

We sang:

And finally we finished with an amazing result:

 

While i’m pretty Minecrafted out, running these kind of events is always fun.

after all the hard work

Working with these guys was fantastic, they got so much done and the final result is amazing.

I mean I’ve spent some solid hours teaching a holiday course on how to make awesome stuff, such as how to make Batmobiles and race them, who doesn’t love Batmobiles?

Bot mobiles rock

Bot mobiles rock, the teapot less so

Lets get Unreal – Engine 4 announcement

This year heralded the release of Unreal engine 4, made by Epic Games.

Unreal Engine 4 logo

If you are just getting into the games industry this may not seem like a big deal, Take Autodesk for example they update every year (this is a discussion in itself) and wasn’t there Unreal Engine 3 and Unreal Development Kit just before this?

Unreal_Development_Kit_UDK_Logo Unreal_Engine_White_Logo

Well yes, yes there was. But let’s cast our minds eye to the past and take on board a few things. Things are always worth knowing.

A little history:
UE3 – Came out in 2004 and while it has been updated throughout this ten year period these have all been under the UE3 badge.

Note: If you are unfamiliar with software development of any type it’s a standard practice to release a major version and update it while the next major release is being developed. Much in the same way a games console will stay in it’s current generation for 4-10 years or so but may undergo minor updates while the next console is being planned.

Xbox 360 versions

Prominence in the gaming world

From unreal versions 1-3 Epic games has enjoyed being at the forefront of AAA game development. With popular games on most consoles and PC the unreal splash screen became a familiar site for many.

powered by unreal engine

UE3 licensing

Licensing for these previous versions where limited to high end studios with triple A budgets. I don’t have exact figures on UE3 licensing but you can assume an indie studio would not be able to afford access.

The thing to understand though is that pre-2007 there was no need for Epic Games to even consider another licensing  model. Consider that if Epic had opened it’s doors in the early 2000’s who would have used it? sure there have always been indies and occasionally there was a hit game but it’s only in the last 7 years that indie studios have been viable on a large scale.

UE4 was always going to be developed. But it most likely was not always going to be for general use.

so what changed?

Rise of the indie market.

In 2007 the Iphone was released and with it the app store.

So many apps

IOS was the driving force in bringing mobile gaming into our daily lives, what ever else we may think of Apple they are game changers.

The boom of mobile gaming saw the rise of the Indies (I love that line, so do these guys). This is a continuing trend that currently shows no signs of slowing down.

For many this was the chance they had been waiting for. A chance to make games they wanted to, either to share there vision or to simply be able to form their own studio.

This is a great thing to be able to do on both counts.

Response from Epic games.

Epic games observed this emerging market of amazing game developers producing hit after hit, at the time they where unwilling to de-value and risk there current licensing deals so what could they do?

In 2009 Epic games released the Unreal Development Kit (UDK)

So Unreal, much Kit

So Unreal, much Kit

While perfectly functional the UDK interface is aging

While perfectly functional the UDK interface is aging

UDK was and is free (although it is currently being phased out) for development use for anybody, with royalties being due if/when a game made a certain amount.

UDK had plenty of power for developing. It also had some imposed limitations, lets summarize a few points:

  • No source access.
  • Has “Kismet”, a basic (when compared to UE4 or playmaker for Unity) visual scripting implementation.
  • Scripting must be done through UDK’s unique “unrealScript”.
  • Some heavy features such as multithreading were limited.
  • Wicked networking ability
  • Unreal Tournament was the base for everything
  • Node based material editor

UDK was a great way for Epic to gauge the game dev communities interest in their engine. The interest was there but it just didn’t feel quite right, the community wanted/needed different licensing and an open communication with the Epic development team.

Keep in mind UDK is not UE3, UE3 did not have these limitations. Although i’m pretty sure it also didn’t have Kismet.

 Wow ok enough history – Unreal engine 4 release

I remember reading the news, sitting in a coffee shop waiting to visit a high school to take a workshop in Unity, ah Unity… that is a talk for another time.

Opened up the laptop and boom:

I didn’t believe it at first

So Unreal Engine 4 had no release date, none at all. We knew it was being developed but had no idea when it might come out.

The guys at Space Dust Studios have a great write up here of the UE4 announcement at GDC (as well as a comparison to Unity).

What is working with UE4 like and how does it differ to UDK?

Blows it away in every respect, but then you would hope that’s the case.

  • Source access – full access to the the c++ source
  • Blueprints – Fully functional visual scripting system, so good
  • Support, both from the devs and the community
  • Openness of the devs, check out the UE4 road map here and the blog post about it here
  • Market place – sleek interface that will allow 3rd party content to be sold to developers (currently not active for 3rd parties but is in use by Epic to share example projects).
  • Templates – these are great, want to start in a flying space ship using only Blueprints? sure thing!
  • Example projects – these are often fully fleshed out game worlds
  • Content example project – this one is worth pulling aside from the standard example projects as it’s an amazing resource in itself
Mmmm dark interface

Mmmm dark interface

What blew me away is that this is all part of very reasonable license agreement, this looked so good that I had to did some thorough checking before getting carried away, and then I get really excited.

Multi-platform goodnes

Multi-platform goodness

The licensing was all of a sudden friendly to indies and also educational institutes.

For example:

  • An indie studio can pay $20 per per seat. At this time they can cancel the subscription and continue to use the engine, opting back in at any time is fine.
  • An academic institute will only have to pay $20 a month or a year using the above method for the entire campus. This is fantastic for all institutes and is a good sign Epic is keen on students getting familiar with the engine.

For more about the licensing please visit the source here.

UE4 is a fantastic engine and I’m enjoying working with it.

This post is getting pretty big, I’ll leave it here and post in the future with a more in depth break down of UE4 on it’s own. May even do a tutorial or two on using the engine.

While I do want to talk about comparisons of game engines as well i’ll leave the fun for another post.

Disclaimer: Any references to decision making by any party is pure speculation on my part, informed though it is.

 

Mind the gap Feb 2013 – June 2014

Image by Robert Shea

Art by Robert Shea

Oh no… I last posted in Feb 2013. What happened?

In short:

  • Full time work, what a time sink. I’m currently at The Academy of Interactive Entertainment. Developing, Teaching and various in house projects.
  • Creating Nuke tutorials (I’d love to do more, time willing), often based on Andrew Kramers amazing After Effects work, for example:

Zombie supermarket on xbox controllers, hell yes.

Zombie supermarket on xbox controllers, hell yes.

You can only imagine the sounds Dylan created for this

You can only imagine the sounds Dylan created for this

Pyrrha goes hi poly bananas - do not ask her why.

Pyrrha goes hi poly bananas – do not ask her why.

  • One of my development websites became helpfully corrupted taking down my own with it, rebuilding was always a problem for future me.
  • I coordinated a team along side the esteemed Hamish Curry comprised of several high school students to build the Victorian state library in Minecraft, this was an official event.
State library made in Minecraft

So many blocks

  • CG society masterclass by the esteemed Malcolm Thomas-Gustave covering PyQt for Maya – this was extremely informative, Malcolm knows his business and I look forward to basking in his knowledge again.
  • I took part in a MOOC focusing on the interesting subject of Gamification, MOOC’s are pretty cool.
  • Training and Assessment cert IV (TAE), you can now officially listen to me, whether you do or not is up to you.
  • Cert II in programming (IDMT) using c# and XnA.
  • Accepted that I need more sleep than i’d like.
  • Everyone needs a social life, don’t pretend otherwise.
  • That’s the last year and a half…

So whats next?

i-have-no-idea-what-im-doing-dog-300x190

Always true to an extent

I will definitely post more, promise. I’ll even try to make it interesting.

At the beginning of last year I had different goals in mind for my website, With new goals comes changed content and overall feel.

Less formal and selling stuff, more bloggy and focused on “development”.

To me this term is something everybody should strive for. You don’t need to be the best, you just need to be better tomorrow than you are today.

I’ll post “posts” in the vein of:

  • Interesting and relevant articles.
  • Ongoing Development in 3D related areas, Unreal engine 4, what an engine.
  • I’m starting down the path of learning C++, I’ll document this process.
  • Hell I might even try and do some interviews.
  • Anything I feel like, it’s my blog!

Does anybody read these? well that’s not really the point is it…

Stargate Kawoosh – Draft one

Back in the helm, so this is the Kawoosh effect from Stargate.

I might be a little late on the bandwagon for this but who doesn’t love the kawoosh?

There are a few ways to go about this one, by far the easiest to start with is this short and sweet method in 3DS max, link here

huh seems the original video has been taken down over a year later… well it was great trust me. Maybe I’ll re-create it.

 

First draft here

Time willing I’ll finish this one of with some live action.

 

Other methods worth looking into are

  • Particles (headache)
  • Blendsapes in Mudbox and maya – would work nicely

I’m looking to do a new shot each week, time is of the essence though so

Enjoy!

 

Bugs are fun – windows permission error

Recently I rebuilt my computer with an SSD – do it they are fantastic.

Everything was bliss until it came time to render a project out of Nuke, It kept failing a few frames in.

“ok” I thought, it’s most likely a bug with the spanking new nuke 7 – downloaded and installed the latest build – no love.

I actually put this issue aside for a few weeks, but upon installing Unity 4 I hit the very same error when setting up a project.

No way I thought, this error is something else.

Solution: windows security can sometimes be abit vigorous.

For every drive:

Go to Computer select drive>properties>security tab

check under system and admin (maybe users) – if it doesn’t have it assign “full control” to that account – apply and restart.

Note: be careful in here, as with all things system related.

Fixed it for me, good luck!

Out of the shell – Begin 2013

Ok… time to start posting again.

 

I had an amazing break over the xmas period, I got away from the computer and I swam/slept/read/traveled a very small bit

 

Chocolate! hand made perfection.

 

The last week or two was job hunting season. I’m very pleased to say I have started work at the Academy of Interactive entertainment!

This fills my year with much excitement, I will also be working on my own material along side my teaching. I am pretty excited by Nuke 7 – the new point cloud features look amazing.

 

So, out of the shell I come – bring on the year!

 

-Callan

Graduation Academy of Interactive Entertainment 2012

This week I graduated, I’ve had a blast these last two years at the Academy of Interactive Entertainment.

I would like to thank everybody at AIE you’ll all fantastic people not just to learn from but to be around.

I’ve also had a blast writing and delivering some of the AIE’s holiday courses, I’m happy to say feedback from these classes has been very positive and I had a great time with them.

 

I did start to write quite a long list of thank you’s to all the AIE staff. I think I will leave it with just saying,

Thank you!

What’s next? I’m very excited about 2013 both for myself and for my peers. I’ve got some things in the works for myself but for now, I’m just happy to have had such a good experience these last two years.

 

A few pictures from graduation.

 

 

 

2 turtle doves, I mean films

After recovering from a minor wrist injury I’m happy to release these two finished projects before I go off on a lovely 5 day break.

 

Presenting the final cut of: ESCORT: Epsilon Guardian Cinematic

Truong Nguyen and Vitali Sergueev where providing the bad ass animation for this one. With assets from the games Escort team (check the game info out here it looks amazing) Vitali and Truong have done a solid job.

I did the final post work to add some razzle to the already impressive dazzle!

Steph thanks again for acting in this one!

Here is the standard before and after for your enjoyment:

 

composite example

don’t be afraid

ESCORT: Epsilon Guardian Cinematic

 

It really feels good to get this one out, here is the short film I worked on earlier this year. group projects always present there own inherent hurdles, one thing is for sure though…. This could not have been completed without our stellar team. Great working with you guys!

One Tomb Many

Brought to you by team Mythology

Truong Nguyen
Nathan Duckett
Callan Winfield
Thomas Sinclair
Simon De Costa

Maya to Nuke camera alignment

I like doing various small projects, they let me un-earth little stepping stones it’s important to have the knowledge to overcome.

My latest stepping stone was passing data between Maya and Nuke.

Nuke has a fantastic 3D space and I’m very happy with the way it makes some tasks in Maya extremely easy.

To get things lining up nicely between my 2D rendered comps and passing out new elements from Nukes 3D system, happily this is dead easy once you remember a few things

Maya to Nuke

  • The big one for camera alignment – do not plan your camera in resolution gate, plan it in film gate or lament the slight but extremely annoying mis-match between your 2D comps and Nukes 3D output
  • Export from maya as 2010 FBX (others may have artefacts – such as a camera not showing in Nuke)
  • Bake animation
  • If the mesh is looking weird (by weird I mean polys bridging in un-wanted places) in Nuke triangulate the mesh in Maya (under mesh menu)

When importing into nuke

  • Import the file directly into a camera node
  • Import the file again into a read geo node
    • tick “read every frame”
    • if you want all objects select that in the drop down
  • If you need textures on the objects and wish to use lighting use the diffuse material node

Nuke to Maya

Nuke can export FBX files with ease (write goe node). If you want the camera don’t be alarmed by the in-ability to attach a write geo node to the camera… just attach the camera to a scene node and export your FBX straight off the scene, you will have your camera with any animation.

Point clouds also come into Maya as humble locators, extremely handy for camera tracking.

 

Keep in mind point one – “The big one for camera alignment – do not plan your camera in resolution gate, plan it in film gate or lament the slight but extremely annoying mis-match between your 2D comps and Nukes 3D output”  this is the one that causes the most head aches.

Nuke 7 arrives

Nuke 7 is here, It looks amazing. If I drop everything I could play with it right now….

It’s pretty tempting.

 

  • Unlimited trackers
  • Auto updating while correcting tracks
  • Enhanced 2d – 3d point cloud
  • Oh My, A 3D modelling toolkit! it looks very nice indeed.

Much more, just check out more intro videos here

 

The re-lighting intro looks fantastic.

 

 

 

Project wrap up and Showreel launch

Wrapped up 3 projects this week which you can see below.

The big one being my showreel is up! This is comprised of work done over 2012, nothing from 2011 made the cut unfortuantly. As fond as I am of the final project from last year.

School isn’t out for me just yet but i’m definetly not stressed about project deadlines!

My Resume has also been updated to reflect recent work at ACMI and other minor additions, you can view that here

I’ve got alot of plans for small projects in the up coming months, and I may even brush the dust of unity, I’m eager to have a play with the playmaker plugin.

Show reel is live.

 

Escort Cinematic (my parts) are live

 

Acmi advert is live

Acmi advert

Another project down!

I kept this one short and sweet, focusing on the technique for the “flying paint”

This was achieved in the end by utalising Nuke’s 3D space and bringing in data from Maya and 3D coat to set the scene. A simple roto on the material in nuke for the masking of the paint and boom, effect in place!

The sky was also mapped in using Nuke 3D enviroment to lock it nicely onto the camera move.

 

Escort Cinematic

It’s done!

Well my parts anyways, the other full CGI elements are in the render que but I’ll share my parts early.

I might do a break down for some of the shots in this soon as well.

 

 

Big thanks to Steph K for acting in this one for me, awesome job.

ACMI advert Start

ACMI – Australian centre for the moving image, I’ve been looking forward to doing this project for a few reasons:

 

  • Different style of effects
  • Tighten my workflow with 3D assets between Nuke and Maya

 

I got to excited by this to post about it properly before starting, I’m actually nearing completion as of now (renders waiting patiently in back burner)

 

I’ve already enjoyed testing things, The biggest is a slight camera aperture mis-match between Maya and Nuke. Pretty sure I’ve got the cause nailed down – I’ll test it more later on. I’ve focused things on creating assets in Maya and rendering parts of it out in Nuke where it makes sense, mostly with an animated “paint” trail that flies through the air.

 

Weekly update

Busy week.

 

Nuke Masterclass with Dave King at the academy of interactive entertainment, it was a blast.

I’ve been using Nuke for my latest projects and after this I feel I have a much more solid understanding of what’s happening under the hood my two favourites including:

  • Data flow down the B-pipe
  • channel manipulation

Mainly it’s how to handle data through out the node graph, it’s always good to see other people workflows – look at your own and realise not all node layouts are created equal.

Cheers Dave I enjoyed the class!

 

The escort Cinematic is pretty much finished on my part, just waiting for material from my counter parts before the final cut is done.

 

I wanted to do an advert based around the ACMI Centre  in federation square (I miss working there and any excuse to drop in is welcome)  the advert will let me try out some techniques with 3D between Nuke and Maya

  • Nuke 3d space
  • Cameras between applications
  • animations between applications
  • other fun things

I’m fairly well through this as well, i’ll be uploading both this and the escort video next week!

Paused Follow up

I attended two events at this years paused festival. Wow, some of the content out there that students are producing both blows my away and humbles me… examples of both crazy complex works and the haunting beauty of a minimalist styled short film.

 

While so many of the short films where a pleasure to view A Fox Tale really blew me away I loved everything about it.

Check it out!

 

Official website

 

I won’t go into much detail about it, more can be found in this article by 3D world magazine

 

Moving onto today in addition to seeing some amazing things studios around the world are working on, I got a chance to chat to Chris Betteridge and Hamish Macdonald from Iloura’s advertising branch. Great bunch of guys and I found another who shares my enthusiasm for nuke scripting and doesn’t glaze up when python scripting is mentioned.

The guys went through two case studies they worked on, including the Birds Eye advert check it out here

While I’m pretty solid with pipelines it’s always interesting to see how individual studios approach a project and handle it from start to finish.

 

Thanks for coming to paused fest it was really enlightening.

Check out Illoura advertising