July 14, 2009

Scientific American on Ice Age 3

Filed under: Blue Sky,News — Mike @ 10:08 pm

A month ago, Steve Mersky – one of the writers from Scientific American – came to Blue Sky to interview our R&D department regarding how science influences our artistic and technical processes at Blue Sky. Ironically, he also spoke with me about how our creative thinking and research is impacted by science. The first two episodes feature some of Blue Sky’s smartest and most brilliant minds explaining the history of the studio, and the amazingly diverse backgrounds they all came from.

In the third episode, IA3′s co-director Mike Thurmeier and our Head of Lighting Andrew Beddini chime in on their experiences, before which you can listen to me try to sound like I have any idea what I’m talking about. So sad…

Click here to check it out.

Thanks, Hugo, for pulling this thing together and for inviting me to take part. It was fun even if I was ridiculously outgunned.

3 Comments »

  1. Hey Mike, Thanks for posting these. They were great to listen to.
    Hope all is well with you!
    d

    Comment by david — July 20, 2009 @ 1:33 pm

  2. Hello from sunny Greece!

    I was wondering what kind of work would go into a portfolio targeted for doing concept art for an animation studio? I am not interested in an animation position just pre-production development, and mainly environments. I have a portfolio targeted for game concept art, but I would think that an animation studio would want something different….

    Thanks for your time!

    Comment by stathis — August 29, 2009 @ 5:13 am

  3. Hey David! Glad you enjoyed them! Things here are great. Hope all’s well with you too!

    Hi Stathis – There are certainly some similarities between pre-production art in video games and cg animated films. I’d suggest showing an understanding of solid composition/cinematography if possible since the cameras are fixed (unlike many video games where the player controls the camera), as well as some understanding of staging and lighting. We really need people who have a strong understanding of space and scale, and who are versatile enough to jump between styles depending on the film.

    Comment by Mike — August 29, 2009 @ 10:46 pm

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