Ian Spriggs on CG portraits and designing characters for Neill Blomkamp

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Ian Spriggs is a character artist with experience at several visual effects studios and most recently at Neill Blomkamp’s Oats Studios. Here, he has taken on some of the most elaborate modelling and texturing tasks of his career. Spriggs is also well-known for his CG portraits and self-portraits, including one of Blomkamp himself.

I sat down with Spriggs for THU TV at Trojan Hose was a Unicorn, and you can read a transcript of our conversation below, where we dive into his portrait work, coming on board and Oats and crafting the incredible Zygote creature for one of Blomkamp’s shorts.

vfxblog: How did those CG self portraits become something you did?

Ian Spriggs: I started them in 2014. Before that all my personal work was kind of political and I wanted to get it more personal. I just wanted to focus more on what was important in my life, and that was family and friends. I started off my portrait series with my self portrait. I was always doing character designs, but I never had the chance to push them as far as I wanted to. So, the self portrait is personal, I can spend as long as I want, so I can actually push it as much as I want.

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A self portrait by Ian Spriggs.

vfxblog: How do you actually do them? Are you modelling from scratch? Are you using photogrammetry? Are you using photo reference?

Ian Spriggs: I model them from scratch, usually I have a base mesh which I’ve rigged and I can get quick poses from it to sculpt on. I think the trick is is that I have so much photo reference. I’ll do a two hour photo shoot of all my subject, I’ll change the lighting, change the poses. I’m inspired by the masters like Rembrandt. So, I’ll find an image I like, and I’ll try to mimic it in some way when I am doing my photoshoot. I won’t copy it exactly, but I let it inspire me.

vfxblog: Is there a time that it takes you to do one of these? Or does it just depend on how much free time you have?

Ian Spriggs: Usually, it takes two to four months. But, it depends. The portrait I did of Neill Blomkamp, he’s got his hands on his knee in front of him. Hands are just as complicated as the face, they’re even more expressive sometimes and something like this would add a lot more time to the project. But, it’s usually two to four months.


vfxblog: What do you feel is a portrait done in CG compared to a portrait done as photography? Do you have the Uncanny Valley in mind when you start one of these portraits?

Ian Spriggs: I really like that challenge. With my digital portraits, I was worried about entering that. There’s different ways you overcome the Uncanny Valley and I think what a lot of people focus on is to get the perfect skin shader. I’m not technical so that’s not a path I can take. I gotta figure out another way to get over the Uncanny valley. I base mine more on inspirations like Rembrandt. I try and relate my work, by using the techniques they did. In the portraits done by the Masters, you can see a painting done hundreds of years ago and you can still connect to that person and understand who they are. And why can’t we do that in digital? Digital is a tool. We still have the same rules as they did. I try to figure out why we connect with these paintings and incorporate it into my work.

vfxblog: Let’s talk about Oats Studios. That’s been getting so much attention with what Neill’s been doing because it’s a very different visual effects company, in fact, filmmaking company, really. Before we go there, where did you yourself get started and what sort of companies and projects have you worked on?

Ian Spriggs: I went to Seneca College in Toronto, that’s 2006. And then I got a job at Starz Animation, I was just doing the basics. We did a lot of cartoons, like Gnomeo and Juliet. Then, I broke into the visual effects side of things at Mr. X in Toronto. About three years ago, I moved to Vancouver and I worked at ILM. That’s when Neill reached out to me. I think he saw my work on ArtStation and he just reached out to me and asked if I wanted to be a part of this new project. When he actually emailed me, I thought it was a spam. I was like, ‘This can’t be true.’

 

vfxblog: So Oats is Neill’s idea about creating his own stuff away from the studio system, doing shorts and getting them out there for people to see and comment on. But, I’m interested, when he approached you and it was a secretive thing, what made you say yes?

Ian Spriggs: I got an email from Chris Harvey, who’s the visual effects supervisor and he was like, ‘You know what? I can’t even explain to you what the job is. Just come to the studio’. I go to this place called Richmond in Vancouver. There’s nothing there, it’s just a couple of warehouses. I swear, I thought I was in the wrong spot. And I walk up to this warehouse, it looks like it’s gonna be demolished any day. But, I see a really expensive car outside. And I’m like, ‘Maybe this is the right space.’ as soon as I go into the studio the Moose from Chappie, 25 foot tall, stood there in front of me, just looking at me.

And then it’s all the Chappie robots all along the side of the wall, all the props, and it’s just props and toys and robots. Then, Neill comes out and he’s like, ‘Ian, I love your portraits.’ And I was like, ‘I’m sold. I want to work for you.’

vfxblog: And what did you know about it going in and what were some of the first things that actually happened as it ramped up?

Ian Spriggs: I didn’t really know much about it before that. People told me, ‘Neill’s opening a studio.’ But, it was a big hush hush, nobody knew anything about it.

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vfxblog: What became your role there?

Ian Spriggs: The first thing I did was I modelled a giant for one of the shorts. We did so much work in those first two years. We didn’t actually show all of it. The stuff we released – we probably only released half of the stuff we did. I’ve made more assets in the last two years than I have in my entire career.

vfxblog: What did you do for the first short that was released, Rakka?

Ian Spriggs: I modelled the Rakka alien. He’s called a Klum. There was an original design but Neill wanted it changed so I had to do a few variations of different designs. It was the first time I ever did any concepts. I’m usually digi doubles and human figures, but then Neill’s like, ‘Well, you’re our character artist, you gotta do creatures, too. So, we need you to do some variations.’ So, I did some concepts for that, that was quite challenging ’cause it was new to me. But, I loved it and Neill was happy with the results.

And then, there’s this black wax that goes over the Klums. The black wax is kinda like the Klum skin, it can be moulded to anything they want it to be. It can be a spaceship, or it can be an operating tool.

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Spriggs’ Rakka model.

vfxblog: The next one was Firebase and then there’s Zygote, which I want to ask you about, because your modelling and texturing and design on that crazy, multi-limbed character was amazing. How did you approach it?

Ian Spriggs: It was prehaps the most complex asset I have ever worked on. There were roughly 68 digi-doubles all attached to each other. It was tricky to figure out how to do it and make it possible for the rigger. I didn’t want to just dynamesh a whole bunch of limbs together, I wanted to somehow maintain uvs because I don’t want to be texturing each hand separately. Make sure it is cleaned up and it’s ready for production was one of the hardest parts of it. So, I had to think of workflows, how to actually get it done and make everyone else in the pipeline happy. It was a challenge both technically and artistically.

vfxblog: What do you remember was the comment that Neill or the team said, ‘This is what the character needs to be.’ What was the overriding principle of Zygote?

Ian Spriggs: Neill didn’t want it to look like The Thing. He didn’t want it to be alien, he wanted it to look human. And he’s like, ‘I want humans with no faces, just body parts and I want it to feel like it’s stitched together.’

vfxblog: What tools did you use for Zygote?

Ian Spriggs: I just used Mudbox for modeling, textured in Mudbox as well, and then just some Photoshop for the textures. I just use what feels comfortable. I know a lot of people use ZBrush and people say ZBrush would’ve been better for the Zygote. But, I know how to use the tools I do, so it’s easier for me this way.

vfxblog: You’ve worked in a couple visual effects studios, big ones like ILM, Mr. X. What is, apart from the obvious, which is it’s Neill’s own stuff, what is the different philosophy at Oats from your point of view?

Ian Spriggs: There’s so many different things about Oats. If I’m working on an asset and I wanna get a revision, I don’t have to go through all these steps. I just say, ‘Neill, come check this out.’ And he’ll just come over and check it out and be like, ‘Yeah, I like it. Just keep working.’ So, there’s no time wasted with any middle people. You get a lot of things done quickly.

The last five percent takes 95 percent of the time. So, we usually stop at 95 percent or 96 percent and be like, ‘We gotta just make sure we can get this stuff done.’ So, we won’t worry about finessing every little detail because it’s not really that important. Obviously we try our best to make it as good as we possible can but it’s more important to get the entire short looking good as a whole rather than focusing on tiny details.

Neill told me it was like Oats Volume One. Imagine an album: most directors, they only get to produce a couple movies in their entire lifetime. They have so many ideas, why not just produce a lot of things, so doing these shorts for him was just album one. And then, Volume Two will be album two. And if you’re gonna push everything to 100 percent, you might just not have time to create all these albums. And if you make ten shorts, the tenth one might be like, ‘That’s the one we need to make a feature film out of.’ And then, you get the best idea out of the bunch instead of just picking the first one and making that one.

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Zygote model.

vfxblog: How many people are at Oats at any given time? Does it change?

Ian Spriggs: The visual effects team at its max is, I think, 25 people. So, there’s 25 people that do all the visual effects for all of Oats, for all the shorts, it is a tiny team for the amount of work we have done. But, then, that doesn’t include the practical effects teams and the camera team, at Oats everything’s done under one roof, from start of production to end.

vfxblog: Yes, in fact, I mean, I’ve been talking about the visual effects side of it. But what’s interesting about Oats is that it’s go to whoa, isn’t it?

Ian Spriggs: The first day of Oats, Chris Harvey (the visual effects supervisor) brings me in and he’s like, ‘Come check this out.’ And he takes me to the back and there’s a tent. He takes me into the tent and I feel like I’m in Vietnam. Neill was actually shooting a clip for the Firebase and there’s the alien lying on the floor and Neill’s just looking over it. It was quite surreal, but yeah, he was shooting in the studio, the practical effects are done in the studio and you can just talk to these people.

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Recent work for the real-time ‘Adam‘ shorts.

vfxblog: Another thing that’s different about Oats is that people can comment on them online and say what they think. What’s that like to be part of that kind of feedback?

Ian Spriggs: That’s actually amazing. I think that’s the whole point of Oats. Because Neill wants to do something with the audience. He doesn’t want them to be separate, he wants the audience to like, ‘What do you guys want?’ That’s why he did three shorts. And then, maybe in volume two, we can either make a feature film with this or we can just keep on doing more shorts and figure something better out. But, he wants more interaction with the audience.

Find out more about signing up to THU TV, a collection of dedicated shows, recordings and more recorded at Trojan Horse was a Unicorn, here.

Crafting the insane action behind ‘Thor: Ragnorak’s’ end battle

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Amongst the many and complex visual effects sequences in Taika Waititi’s Thor: Ragnarok, the final battle on Asgard is perhaps the most epic. Here, the evil Hela (Cate Blanchett), her d-guards and massive dog Fenris take on Thor (Chris Hemsworth), Hulk (Mark Ruffalo), Valkyrie (Tessa Thompson), Loki (Tom Hiddleston) and several other characters, including a giant version of the fire demon fire demon Surtur.

It’s a sequence that involved significant fight choreography, CG character animation, enormous destruction and a surprising twist in Thor’s superpowers. Here’s a look at how Framestore, working with overall visual effects supervisor Jake Morrison, pulled off some of the battle’s key moments.

Hulk versus Fenris

Hela’s 35 foot long Fenris – which appears as an oversized dog in the film – engages in a wrestling match with Hulk on the rainbow bridge in Asgard that also moves into the water and on a waterfall. One of the first major challenges was scaling up a CG canine to appear realistic, with Morrison noting that rendering scaled fur can be tricky.

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“If you actually took a normal density of fur that you would have on a dog and standard width of a single hair follicle for a standard dog and then just scaled it up, it would inherently just look terrible and it would at best look like Hela had shrunk, and at worst it would look like the biggest, cheapest CG dog that you’d ever do.”

The answer was to deliver a complex groom and appropriate reference. “We used a lot of references of real wolves, their groom, their facial expression, and how they move,” explains Framestore visual effects supervisor Alexis Wajsbrot. “We also had a real scan of Dickens, the dog used on set, as well as a wolf, which was great information for skeleton proportion.”

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“Regarding the scale challenge,” adds Wajsbrot, “we just made sure they were a lot of variation in her groom, in term of clumping, greasiness, bold patching with scars, and attaching some dirt and small debris to the groom. We also made sure with Jake and Taika that we were always using a low angled camera either at human height level or lower.”

Not only was Framestore crafting a CG Fenris, they also had to deliver a CG Hulk, with specific facial and muscle simulations, for the fight. That the fight takes place in water – simulated with the studio’s proprietary solver called Flush and rendered in Arnold – made things even more complex.

“The camera from Taika was incredibly close to the rapid water and we have two giant creatures creating extra splashes,” says Wajsbrot. “It was really hard to clear the camera but still make it feel like natural water simulation. It was the same for Hulk and Fenris; the first simulations were very quickly obscuring our heroes so it was all about finding the right balance between making the water sim big but still showing the performances.”

Battling d-guards

Hela has awoken an army of dead Asgardian soldiers – d-guards – to bring into battle. On the rainbow bridge they fight Thor, Valkyrie, Hulk and the others. Just staging such a complex scene proved challenging for Framestore given the location.

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“We were constantly coming back to the edit to make sure that first the camera is pointing in the right direction (north / south / west / east),” notes Wajsbrot, “but also making sure it’s in the right position on the bridge – of course any edit changes impacted this layout.”

“We held various mocap sessions. The very first mocap session we did focused a lot more on the animal as the first concept of the Dguards showed them as a lot less human than they ended up being. We then did a first pass blocking animation on every shots matching the intention of the previs. From there we did two new mocap sessions in the Framestore mocap studio, where we specifically directed the shots and made the animation a lot more human. There are of course a lot of hand animation to make it work perfectly for the shot.”

During the battle, a particular song beat begins (Led Zeppelin’s Immigrant Song), which the action needed to match. “Asgardians rarely kill the Dguards,” says Wajsbrot, “we just added sparks on the contact points between sparks. Val’s dagger was able to slice the d-guards, it was a lot of fun to destroy them making sure that we are in the PG-13 bandwidth, not too many organs, bones or blood. Korg and Skurge who both have machines gun were able to shatter them creating holes in their bodies. Then we had Uber Thor (see below); his killing needed more variation, some d-guards just emit debris, some are exploding in mid-air, some are shattering, some are just thrown like ragdolls. We just needed a good amount of variation for the sequence to not look repetitive and be as entertaining as possible. All the destruction simulation was handled in Houdini.”

Uber Thor

Desperate to defeat Hela, but without his hammer, Mjölnir, and blinded in one eye, Thor manages to conjure up lightning and become ‘Uber Thor’. His new-found powers required the articulation of lightning bolts and spurts of energy with a somewhat 1980s feel (Morrison poured over reference from films like Bill and Ted’s Excellent Adventure, Ghostbusters and Big Trouble in Little China).

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Framestore delivered a fully CG Thor in order to obtain the correct light interaction between the lightning bolts and his model. “We modelled, groomed and shaded a very high res version of Chris Hemsworth that could work in both closeup and far away,” says Wajsbrot. “We also created a muscle rig specially for the arms and a cfx rig for cape and costume.”

For most of the shots, Framestore received plates of Thor fighting in a mocap suit on a blue screen. Artists then body tracked Hemsworth even when he would be become a CG character as they would be keeping his face and facial expressions.

“Regarding the lighting bolts themselves,” says Wajsbrot, “we used tesla coil references for the motion, and a Houdini setup where we were able to art-direct the density and the speed of the bolts on him. Thor was also able to emit a lighting bolt to kill d-guards and even call lightning from the sky. The lighting bolt was generated using point clouds, we also generated a volume around to emit light which was less noisy and faster to render for the light interaction on both the environment and Thor. We generated a plasma (smoky) pass that was lit by the bolt to make it more detailed. When we see Uber Thor’s foot contact the bridge we also added some extra 2d bolts inside the rainbow bridge, to show the spark emitted from his foot.”

Giant Surtur

The audience had previously met Surtur right at the beginning of the film, when he is dispatched by Thor. Realizing there is a way to ressurect the creature and destroy Hela – but also Asgard in the process – Thor rebirths Surtur into a giant.

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It was another scale challenge for Morrison and the VFX team. “Having just done Ant-Man was a really good masterclass in scale, because I learnt an awful lot there,” the visual effects supervisor relates. “He’s portraying someone who is basically exactly the same proportions as a normal human but all of a sudden they’re half an inch tall.”

An early request from the director was that Surtur eschew the usual slowed down motion typical of giant characters, usually employed to show weight. “Taika said to us,” Morrison recalls, ‘You know what the one thing we’re bored of in films? When they slow down big things.’ Myself and Framestore visual effects supervisor Kyle McCulloch were both like, ‘Oh, but that’s how you can tell scale!’”

“This was a big challenge for us, as one of the key ways to convey scale in a huge character is how they move relative to the world around them,” notes McCulloch. “From the beginning, the filmmakers were quite attached to their previs, and our animation team dove in on building from those performances, and bringing new ideas to the table on how best to sell the massiveness and gravity of the Titan of Fire.”

Framestore launched into a exploratory phase for the fiery look – matching the speed desired by the filmmakers sometimes had Surtur brandishing his swords at crazy speeds of Mach 40.

“The brief for Surtur included references to the surface of the sun, plasma, lava, and fire,” says McCulloch. “The lookdev team spent months partnering with our shader writers, experimenting with a myriad of ways to have something feel huge, somewhat transparent and refractive, while still seeing a visual complexity and surface. In the end, much of the look of Surtur’s body was a comp-led combination of a set of passes that isolated fresnel elements, refraction, muscle volumes and skeletons, as well as a cracked, lava-flow surface.”

Framestore’s FX team provided various volumes and point clouds for the shading team to drive more complex lighting models. They also developed a library of solar flare like elements that could be dressed in both character space and world space. “Lastly,” states McCulloch, “they built a fire simulation system that could wrap and define Surtur’s body, perform within the space around him, and have the visual scale of detail required to sell how big they were.”

“The other piece to the Surtur shots was the destruction around him,” adds McCulloch. “The FX team provided a diverse library of generic building and structure collapses with related smoke and fire that the environment team could use to dress shots. This was all created and managed with our in-house tool set, fRaze. There were also the specific and hero simulations that related to his actual actions, like sword strikes in the city and destroying the planet. Again – scale was the biggest challenge in this work, and much of our iteration and research went into finding the right pace and speed, as well as scale of detail, for the various elements.”

Surtur causes such mayhem that he also destroys Asgard, but only after many of its citizens have been able to escape. It begins with the creature plunging his sword deep into the crystal heart of the world. Framestore generated a semi-primordial landscape with flames and cracked mountains spewing lava, tidal waves and waves of flames – all at a macroscopic scale, as seen from space.

“We decided it would be nice to have all the water and clouds on Asgard dispersed with a shockwave, so that all went first,” outlines visual effects supervisor Jonathan Fawkner. “We simulated particles to blow the surface water and waterfalls of the disk of Asgard and we used motion vectors to dissipate the matte painted clouds in Nuke. Various shell like energy fields were added and then the master simulation consisted of crystalline and rock geometry, with separately advected fluid and dust passes, all emanating and silhouetted by what is left of the once bright heart of an ancient realm.”

ITA awards 2017: Devendra Kumar of Rose Audio Visuals wins Best VFX for ‘Aarambh’

As the seventeenth edition of the annual Indian Television Academy awards concluded last evening in Mumbai, the studio of Rose Audio Visuals was flooded with euphoria as VFX producer Devendra Kumar bagged home the award in the best VFX category for Aarambh.

Nominated alongside some popular dramas such as Chandrakanta, Karmaphal Daata Shani, Maharaja Ranjit Singh and Paramavatar Shri Krishna, the visual effects of Aarambh, spearheaded by producer Kumarwas adjudged the winner during the function.

VFX producer Devendra Kumar

Animation Xpress caught up with a buoyant Kumar, who exults, “I’ve tried to show something very different in Aarambh in attempting to change the TV scenario from a cinematic point of view. Be it the background or the depth of technicalities, everything was carefully crafted and was huge.”

“People saw something new on the screen, and being rewarded for the same is a proud moment for me.”

Directed by Goldie Behl, Aarambh was launched on 24 June 2017 and struck a chord with the viewers in no time. Set in the ancient era of Indus Valley Civilization, the show chronicles the historic battles between Aryans and Dravidans. The stunning visual effects portrayed in the programme added to its viewership, but the crème de la crème moment came when it was bestowed with the ITA prize.

Aarambh

On the odds of winning the award, Kumar assesses, “Other shows in the nominations were made by big and established production houses such as Swastik, Contiloe et cetera. So it was good competition for me and the studios. They’ve also been doing work for TV shows for so many years too.”

Among the many that congratulated Kumar on his achievement, director Goldie Behl was reportedly among the first. “Actually he was also one of the nominees in the best director category, but he did not turn up. However, as soon as he came to know about the news, Goldie called me back and congratulated me.”

Co-produced by Goldie Behl and Shrishti Arya, Aarambh: Kahaani Devsena Ki was written by K.V Vijayendra Prasad and aired 24 episodes in its first season.

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Karnataka IT BT minister Priyank Kharge: Enhancement of B2B initiatives in the digital media sector will make Bengaluru the creative capital of India

The silicon valley of India, that is southern city Bengaluru is on a new revolution! One of the most significant spearhead of the new wave is none other than Karnataka IT BT minister Priyank Kharge who brought in the AVGC policy 2017-2022.

And now the policy has lead to one of the greatest event ever in the AVGC sector named as “Bengaluru B2B AVGC summit 2017” which will be a boon to the industry. The summit is happening on 16 and 17 November 2017 at the ITC Windsor Manor, Bengaluru and details of the event can be checked on its website.

Government of Karnataka IT BT minister Priyank Kharge

Government of Karnataka Minister of IT BT and Tourism Priyank Kharge says,“The Bengaluru B2B summit is intended to spur the AVGC industry and provide start-ups, SMEs and local talent with a global window for IP creation and co-production. It is my belief that through the enhancement of business-business initiatives in the digital media sector, we will make Bengaluru the creative capital of India.”

He added, “Bengaluru is the startup capital of India and we take immense pride in the fact that Bengaluru fosters the youngest entrepreneurs in the world and is also the world’s fastest growing startup ecosystem”.

The department of IT & BT, Government of Karnataka is co-locating its four flagship events  under one umbrella. These are the twentieth edition of Bengaluru ITE.biz, seventeenth edition of Bengaluru India Bio, third edition of Bengaluru Maker Faire and  first edition of Bengaluru B2B AVGC summit 2017 under one umbrella event Bengaluru summit with the focal theme ‘Ideate, Innovate, Invent’.

Benefits of the event

The summit will bring together thought leaders, technocrats, researchers, innovators, broadcasters, distributors, producers, investors and policy makers from different streams. It will pave the way for interdisciplinary dialogues and collaborations. This will lead to the emergence of disruptive technologies, creative IPs, path breaking products and unique services.

The main attraction of the event is the animation and gaming pitch that is being conducted by the organisers. Pitches are open and the last date of submission has been extended to 12 pm, November 8  due to public demand. So hurry! For submissions and queries on the rules and regulations for pitching, log on to  http://abaib2bsummit.com. Write in to: abai.b2b@gmail.com for any queries or call 08025721959.

It has created a unique platform for animation and gaming IP owners and developers, content creators and production houses.This will help them in producing and co-producing creative content to pitch their ideas in front of selected international and national studios, producers, broadcasters, publishers, distributors and investors thus making it a premier ‘mini market place’ for content trade.

Bengaluru Technology Summit 2017

The Bengaluru Technology Summit is all about convergence of technologies. The AVGC sector perfectly falls into place, as in itself it is a convergence of various forms of media. AVGC  industry  is looking forward to tremendous growth opportunities in the future given the way the world is progressing on the digital wave.

Added to this, tremendous support has been given by the honourable minister and the government in building this sector. It has laid the foundation to spur the business and generate revenues and manpower growth in the state.

Karnataka’s new AVGC policy 2.0, provides grants to start-ups, IP creators and local studios. This gives local studios the possibility to participate in cross border initiatives with greater confidence and resources.

The B2B summit is a ‘mini market place’ aimed at promoting local IP creation and providing a platform that would match locally developed concepts with the needs of global and local buyers.This summit hence consists of pure B2B interactions and discussions pertaining to pitching and  funding.

Panel Discussions

There are also various panel discussions on topics ranging from ‘Successful co-productions’ to ‘The Tips and Tricks to Pitching’ to ‘Case study about developing,marketing an IP’. There will also be a master panel with feedbacks and suggestions from international visitors.

These discussions have been conceived keeping in mind that most of the Indian studios have faced various difficulties in affording international market visits and are still not very clear in their approach towards pitching the right content to the right people. This event will give them insights about how the global AVGC industry works.

To sum it all up, this event is poised to become the biggest B2B AVGC event our country has ever witnessed and it will aim to set a benchmark for the world to follow. Stay updated with us for more news on this mega event!

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Kids’ marathon POGO Run by Simple Steps meets with grand success in Pune

The third edition of kids marathon by Simple Steps in Pune met with overwhelming success across categories as more than 2000 kids participated in a fun eventful run. Massively popular kids’ favourites cartoon characters – Super Bheem, Chutki and Mighty Raju – joined the participants for the POGO Run, a fun 100 meters run presented by the kids channel partner, POGO. The toons were also seen performing kid-friendly exercises in an early morning warm-up routine to prepare the participants for the run!

The young participants at POGO Run

Hosted at Balewadi Stadium in Pune, the marathon included five different categories ranging from one and a half to seven kilometre runs. The event also exhibited fun-filled activities including a special corner by POGO with interactive games and a photo booth for the kids to take back memories to showcase their wonderful experience. POGO also hosted several meet-and-greet sessions allowing kids to interact with their favourite toons, making it an engaging and interactive experience.

A still from the kids marathon

Not only did winners of the POGO Run achieve goodie bags for their superb feat, but the participants also received a special certificate to mark their tremendous efforts and enthusiasm.

The event also had live performances by kids’ music bands and a special stunt feature by ace footballer Chaitanya Deshpande.

The event received tremendous applause and support from all those who attended and witnessed the spectacle.

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VEDA animation College

VEDA animation College offers various courses from Career courses like B.Sc. in animation to short term certificate courses in animation,vfx, Graphics Designing and Web Designing in Pune. We are growing and looking for the best  for our upcoming locations at Pune, Mumbai , Lucknow and Hyderabad. Veda college invites the resumes for following posts , Fresher with exceptional skills can also apply. Experienced will be preferred.

1. Faculty for VFX and Editing

Software – Nuke, Sillouts , MOCHA, MAYA VFX, Premier, After Effects

Responsibilities –

Looking for candidate who can teach :

  • 3Ds max & Maya : all modules – modeling, texturing, rigging, animation, lighting dynamics.
  • Vfx softwares like Nuke, Mocha, Silhouette, PF Track, After effects, Photoshop.
  • Location: Pune, Hyderbad, Mumbai, Lucknow
  • Native resident candidates will be given preference.
  • Experience in teaching will be big plus.
  • Previous relevant experience will be an added advantage.
  • Job Type: Full-time
  • Salary: 15,000.00 to 25,000.00 /month
  • Required education:

  • Diploma/ Degree
  • Required language:

  • English

2. Faculty for Web Designing

Software HTML 5.0, CSS 3.0, Javascript, Jquery, WordPress, Photoshop, SEO concepts etc

Responsibilities –

Looking for candidate who can teach :

  • 5.0, CSS 3.0, Javascript, Jquery, WordPress, Photoshop, SEO concepts etc
  • Location: Pune, Hyderbad, Mumbai, Lucknow
  • Native resident candidates will be given preference.
  • Experience in teaching will be big plus.
  • Previous relevant experience will be an added advantage.
  • Job Type: Full-time
  • Salary: 15,000.00 to 25,000.00 /month
  • Required education:

  • Diploma/ Degree
  • Required language:

  • English , Hindi

3. Faculty for 3D Animation

 Software 3DS MAX, MAYA , Photoshop

Responsibilities –

Looking for candidate who can teach :

  • Character Animation, and other animation modules.
  • Location: Pune, Hyderbad, Mumbai, Lucknow
  • Native resident candidates will be given preference.
  • Experience in teaching will be big plus.
  • Previous relevant experience will be an added advantage.
  • Job Type: Full-time
  • Salary: 15,000.00 to 25,000.00 /month
  • Required education:

  • Diploma/ Degree
  • Required language:

  • English, Hindi

4. Course Counselor

Responsibilities –

Looking for candidate who posses excellent communication skills, Internet and MS Office skills, Knowledge of animation course will be a big plus.

  • Presentable, Smart and Confident candidates only.
  • Location: Pune, Hyderabad, Mumbai, Lucknow
  • Native resident candidates will be given preference.
  • Experience in counseling will be big plus.
  • Previous relevant experience will be an added advantage.
  • Job Type: Full-time
  • Salary: 15,000.00 to 20,000.00 /month
  • Required education:

  • Diploma/ Degree
  • Required language:

  • English, Hindi

Marketing Executive

Responsibilities –

Looking for candidate who posses excellent communication skills, Internet and MS Office skills, Knowledge of animation course will be a big plus.

  • Presentable, Smart and Confident candidates only.
  • Location: Pune, Hyderabad, Mumbai, Lucknow
  • Native resident candidates will be given preference.
  • Experience in animation course marketing will be big plus.
  • Previous relevant experience will be an added advantage.
  • Job Type: Full-time
  • Salary: 15,000.00 to 20,000.00 /month
  • Required education:

  • Diploma/ Degree
  • Required language:

  • English, Hindi

6. Center Head/ Manager

Responsibilities –

Looking for candidate who posses excellent communication skills, leadership skills, Negotiation skills, Academic Skills in Animation for the position of Center Manager

  • Presentable, Smart and Confident candidates only.
  • Location: Pune, Hyderabad, Mumbai, Lucknow
  • Native resident candidates will be given preference.
  • Experience in heading an institute of media or animation will be big plus.
  • Previous relevant experience will be an added advantage.
  • Job Type: Full-time
  • Salary: 35,000.00 to 50,000.00 /month
  • Required education:

  • Diploma/ Degree
  • Required language:

  • English, Hindi

If this interests you, please apply via our website www.veda-edu.com or email us at principal@veda-edu.com. All positions are full time.

The post VEDA animation College appeared first on AnimationXpress.

Indian indies share their NGDC 2017 agenda!

With the Nasscom Game Developers Conference just around the corner, the plans and agenda from the side of the indie developers of the country seem to be already concrete. We spoke to some of the indies about their plans for the ninth edition of the event and it seems everybody is looking forward to it!

Here’s what the studios said about their plans for this year’s NGDC!

Xigma Games:

NGDC is a great event for game developers in India and this year Unite is taking place alongside which makes it the biggest NGDC ever so we are really excited and looking forward to attend the event. This year we are just planning to attend talks, network and catch up with fellow Indie developers. We have also submitted our game ‘The Bonfire : Forsaken Lands’ in upcoming game of the year category and planning to show it around to gather some feedback. The quality of games we see at NGDC has been increasing year by year and this year we are expecting to see even better quality games and really looking forward to try out some of the new upcoming titles from Indian developers.

UnderDOGS Studios:

Around seven people from underDOGS will be at the event this year. Our game ‘Mukti’ is selected for “Made with Unity Showcase” 2017 and we will be showcasing the game at both NGDC and Unite. The team is primarily looking to take some amazing feedback from the gamers visiting the event for the game which will eventually help make the game better. The team also participated in BYOG this year and our game ‘Till The Dawn, Waiting’ is among the top five finalists and we’ll be showcasing the game as well. Along with few important talks, we are looking to connect with fellow developers and see the trends in the industry as well as see some new games. UnderDOGS CEO Vaibhav Chavan will be speaking at the event on the game ‘Mukti’. On the other hand, investors and publishing pitches might help in understanding the scenario better.  
As said earlier, the crucial part is getting the gamers in India playtest the game and get some quality feedback to make the game better. We feel that being India’s biggest gaming event, NGDC can prove as a great marketing platform for our game ‘Mukti’ and we will be utilising the opportunity to spread the word as much as we can. We are hoping to get connected to some awesome folks in the industry which may help in growing the business. We are also hoping to get some insights, tips and tricks from the talks that might help in the development. 

Roosh Interactive:

We want to showcase our upcoming game ‘Zombie Bloxx’ at the event and gather as much feedback as possible from our peers. To connect with the community! It’s exciting to see what your peers are developing and I love playing their games! There is a sense of pride in the fact that we as a gaming community have come this far in the span of maybe last 15 years.

All In a Days Play:

Our plans for NGDC 2017, mostly revolve around our upcoming Steam game ‘Movie Studio Tycoon’. ‘Movie Studio Tycoon’ is a sim, tycoon game about managing a movie studio and we plan to use NGDC 2017 to spread awareness about this game. 
 The co-founder of the company, Abhinav Sarangi is also a speaker on the tech track at NGDC, and will do a tech postmortem on ‘Movie Studio Tycoon’, where he will talk about things they wish they knew before they started developing a PC game. The aim of the talk is to help developers who are starting out in game development to be able to better plan their game projects. Expectations from the event is same as always, meet old friends in the industry, make new friends, and get inspired to continue our game development journey. 

Dropout Games:

We have a few early and mid games that we’ll be showcasing mainly to get some feedback from the visitors. We’re also going to meet some partners we’re working with and some potential collaborators. We’ll be pitching at ‘Upcoming Game of the Year’ if shortlisted with our game ‘Play God’. We’re also launching our new title ‘Wayout’ next month, so we’ll be looking to find some press for the same. That’s pretty much it. Ah yes, we’re definitely looking forward to meet and catch up with as many people as possible.

We’re nominated for Indie Game of the Year at NGF Awards with our game ‘Neo Angle’. Fingers crossed for that. We’ve got a bunch of meetings setup. Looking forward to explore some partnerships as well as maintain some old ones. We’ll also be meeting some of our partners that we’re currently working with. Expecting to have a great meeting with them and take things forward smoothly and as always, a great beer and biryani experience.

Nodding Heads Games:


We will be present at our booth, which is located opposite the Expo stage and will be showcasing our playable Kickstarter demo for ‘Raji: An Ancient Epic’. Our art team will be doing a talk called “The Art of Raji” on 9 November at 4:45pm, and it’s filling up fast, so confirm your seat/s as soon as possible. We are also looking forward to meet investors and publishers.
We’re looking forward to meeting folks from all walks of the industry and interacting with our increasing fan base. This is a very exciting time for the team, not only is it our first event as a team, which is enthralling in itself, but we’re also hopeful that this event will provide a boost to our Kickstarter campaign.

Seems like everybody is all set to explore new opportunities and build up on the existing friendships with some beer and biryani!

NGDC 2017 opens on 9 November and goes on till 11 November.

The post Indian indies share their NGDC 2017 agenda! appeared first on AnimationXpress.

Digital Domain India Visuals facility launched by Telangana IT minister KT Rama Rao at Hyderabad

Digital Domain which is one of the largest and most innovative providers of visual effects and immersive experiences announced the official opening of its studio location in Hyderabad, India on 5 November, 2017.

India is the latest in a string of new locations for Digital Domain, including its recent openings in Asian countries like Beijing, China Hong Kong this year. Hyderabad marks the tenth location for the global studio.

Digital Domain’s second largest visual effects studio which was inaugurated at Special Economic Zone (SEZ), Waverock in Hyderabad was launched by Telangana IT minister KT Rama Rao.

In his address at the launch,  K.T Rama Rao Garu congratulated Digital Domain for choosing Hyderabad for setting up the facility. It  was a special day for Hyderabad as the foundation for the Iconic Image Towers in Hyderabad was laid. He commenced Digital Domain’s cutting edge work after seeing the showreel and congratulated the existing 200 member team. He also expressed happiness as Digital Domain is committed to growing its capacity to 500 in the coming days.

IT secretary Jayesh Ranjan in his address congratulated Digital Domain for setting up the VFX facility in Hyderabad. He expressed optimism that Digital Domain will play the anchor role in developing the VFX industry in the state of Telangana and also be part of the state vision to build the skill eco-system.

Digital Domain India is located in Hyderabad’s IT/ITES Special Economic Zone campus, where it joins other innovative brands like Apple, Microsoft, Facebook and Google.In addition to Hyderabad, Digital Domain has global presence in Los Angeles, New York, Portland, Vancouver, London, Shanghai, Beijing, Taipei and HongKong.

Sudhir Reddy has been appointed as Head of Digital Studio. Prior to leading the Digital Domain India location, Reddy worked closely with DD’s North American teams as an extension of his leadership roles at Reliance Mediaworks. Sudhir has an industry experience of around 20 years.Venkatesh Roddam joined as senior strategic advisor. He was the CEO of Reliance MediaWorks.

“The world class infrastructure and start-up ecosystem in Hyderabad makes it an extremely desirable location for innovative companies like Digital Domain. Combined with the recent projections for smartphone growth and mobile bandwidth expansion in the region, the people of India are primed to demand and expect premium content, and we are ready to deliver on that need,” said Digital Domain Global CEO Daniel Seah.

The post Digital Domain India Visuals facility launched by Telangana IT minister KT Rama Rao at Hyderabad appeared first on AnimationXpress.

Star Wars Parking Restrictions Crawl


A long time ago in Culver City…

Instagram: @mphirm
http://music.mikephirman.com

The Working Man


Got so fed up with work and dealing with my boss, I spent a year and half making this hand drawn animation to show what it’s like to be The Working Man.

http://pistolfury.com/
contact@pistolfury.com