The Cinematography of Incredibles 2 : Function and Style

Exploring the cinematic language of i2, we will cover it’s influences, motivations, and implementation in the movie. Together we will look at visual concept for the film, and then talk in detail about our methods for realizing those designs. Speaker: Erik Smitt Erik Smitt began his career at Pixar Animation Studios 18 years ago in the lighting department on Monsters Incorporated. In addition to his CG work, he is a painter, photographer, and live  action cinematographer who combines elements from each discipline into his work at Pixar. Erik has helped develop many projects inside of the studio including Wall•E, The Incredibles and Piper. Most recently he was the Director of Photography on Pixar’s Incredibles 2.   When: Thursday, October 11th. Door opens at 7:00pm....

Read More

Drop and give me Zen!

Health and creativity optimization via immersive technology and bioinformatics Hosted by SF ACM SIGGRAPH and the Manhattan Producers’ Alliance. A deep dive into connections between brain health, physical exercise and creative flow that result in an optimal human state. We present a fascinating discussion about how immersive technology can quantifiably enhance our lives, hearing from leading researchers in the field of kinesiology, bioinformatics experts who study what our biosignals mean, and pioneering creative professionals who use and build biofeedback tools with these signals to enhance artistic practice. Speakers: Dr. Marialice Kern, Chair of Kinesiology from San Francisco State University Erica Warp, VP Product at EMOTIV Elan Rosenman, co-Founder of Envelop, and leader of the ONEDOME project Moderator: Richard Warp, founder of immersive audio studio Intonic.   When: Wednesday, February 21st. Door opens at 6:30pm for mixer & refreshments – presentations will be 7:30 – 9:00 Where: Zynga SFHQ...

Read More

Art and Music by Google Brain Magenta

  Art & Music by Google Brain Magenta: with David Ha and Adam Roberts We will be discussing our work on using deep learning to create methods that can generate art (sketches and music), and in creating these tools we explore how artists and musicians can use them in their work. Project Magenta is an open source project at Google Brain that engages creative development with coders, artists and musicians. The research goal is to create generative models for audio, images and text.     David Ha is currently a Google Brain Resident. His research interests include Recurrent Neural Networks, Creative AI, and Evolutionary Computing. Prior to joining Google, He worked at Goldman Sachs as a Managing Director, where he co-ran the fixed-income trading business in Japan. He obtained undergraduate and graduate degrees in Engineering Science and Applied Math from the University of Toronto. Adam Roberts is a senior software engineer and researcher at Google with a focus on music technology. He earned his PhD in Computer Science with a Designated Emphasis in Computational Genomics at UC Berkeley. He now works on Magenta: a project of the Google Brain team focused on researching the generative applications of neural networks to enable new modes of creative exploration by musicians and artists.     When: Wednesday, November 1st. Door opens at 6:30pm for mixer & refreshments – presentations will be 7:30 – 9:00 Where: Zynga SFHQ Theatre (directions)...

Read More

Transforming Collaboration in the Cloud

Dreamworks PipelineX is a unique approach to building a highly-scalable, multi-functional, and production-friendly feature animation pipeline on a core infrastructure comprised of microservices. We discuss basic service layer design as well as the benefits and challenges of moving decades-old production processes for an entire animation studio to a new, transactional pipeline operating against a compartmentalized technology stack. The goal is to clean up the clutter of a legacy pipeline and enable a more flexible production environment using modern, web-based technology. Ray Forziati and Dan Golembeski have both been working at DreamWorks for the past 10 years. Ray is currently the Director of Production Technology, guiding the integration of new pipeline technology into artist workflows, and Dan is the Director of Pipeline, managing the design and development of core pipeline infrastructure across the studio. Prior to their current positions, Ray and Dan served as Supervising Technical Directions on the films Rise of the Guardians and How To Train You Dragon 2, respectively, where they were responsible for overseeing the technology used on the films. DreamWorks creates and innovates 3D animated feature films, original TV series, and shorts, interactive media, live entertainment, themed experiences, consumer products, publishing, and trailblazing technology. Over the past 20 years, DreamWorks is the studio that has brought you memorable characters and moments from the films Shrek, Kung Fu Panda, Madagascar, and How To Train Your Dragon. Artella focuses on celebrating the talents of artists globally by connecting them and their passions with other like-minded artists to shape the landscape of how animated content is made. A full virtual studio platform whose sole focus is on making production smoother, easier and funner for everyone involved so that artists can do what they do best; create. When tools and technology become invisible, magic can be created and the possibilities for the animation medium become inspired and endless. This is the passion behind what drives Artella. Artella is excited to share their direct experience working with their community on nearly 400 animated fully remote productions. Learn about the challenges and successes of remote working teams, the power of the cloud and where they see things headed next. Bobby Beck is the founder and CEO of Artella, The Virtual Studio Platform. Bobby is no stranger to online communities having started his first company, Animation Mentor, The Online Animation School, in 2005 that he still runs as CEO today. Bobby is known as a creative crusader championing what he calls, “a better future for artists where they can forge their own paths without borders”. Previously working as an animator at Disney Animation Studios, Tippett Studio and Pixar Animation Studios, Bobby has gone on to direct and produce four animated productions on Artellasince it launched in May of 2015; three animated short films and the...

Read More

Creating a Believable Hero

Creating a believable hero will propose some guidelines and approaches for game developers with a desire to create a hero that will feel real to the player. The discussion will cover a beginning to end process of creating a believable character and can apply to any style of art. The discussion begins with some context to heroes and their place in history, with some examples from myth and popular culture. Joseph Campbell’s hero’s journey will be referenced as a structure for building a dramatic arc and backstory for a hero. The process of visualizing the hero will be described in steps, from silhouette to finished design using Lara Croft and an example. Finally we will discuss the value of talented collaborators, modelers, animators, actors to help breathe life into your creation. SPEAKER BIO: Brian Horton is a 21 year veteran of the games industry and the Studio Art Director at Infinity Ward. His clients include Disney, DreamWorks, EA, LucasArts, Konomi, Activision and Square Enix. Brian was Game Director on Rise of the Tomb Raider and Art Director for Call of Duty Infinite Warfare, Tomb Raider 2013, and Lead Artist for Silent Hill Homecoming, Marc Ecko’s Getting Up, Indiana Jones and the Emperor’s Tomb, Clive Barker’s Undying . He has a BFA from Savannah College of Art and Design and has worked as an artist in comics and fine art in addition to games   When: Thursday, June 1st. Door opens at 6:30pm for mixer & refreshments – presentations will be 7:30 – 9:30 Where: Zynga SFHQ Theatre...

Read More

Exploring Other Realities with Baobab and Meta

This month the popular AR/VR format returns with guest speakers from Baobab and Meta   Larry Cutler |  Baobab What are the differences between making a VR animated experience and a 2D animated film?  How do you create empathetic characters in VR?  How do you direct the viewer’s eyes when you no longer have a frame?  How do you balance audience participation against focused narrative?  What is your role in the experience and what are your motivations for participating? In this Larry will share Baobab’s collective learnings in immersive storytelling from their award-winning VR animated projects Invasion! and Asteroids! Larry Cutler is Chief Technical Officer of Baobab Studios, the leading VR animation studio. The company’s VR interactive animation, “Invasion!” starring Ethan Hawke, launched to substantial critical acclaim, with Roth Kirschenbaum Films (Maleficent, Snow White and the Huntsman, Alice in Wonderland) signed on to adapt it into a feature film. Right out of the gate, Baobab Studios garnered laurels from film festivals globally, from Tribeca Film Festival to Cannes. The film is a top ranking download on major VR players including Oculus, Samsung, Within, Hulu and others. Baobab’s latest film ASTEROIDS! starring Elizabeth Banks is an official 2017 Sundance Film Festival selection.     Charles Niu, Paublo Jansen, Eran May-raz |  Meta The concept underlying collaborative AR apps is simple and straightforward: both users should see the same object in the same place, interact with the object regardless of their position, and see the object from their respective points of view. But when it comes to actually coding a collaborative app in AR, the technical challenges are more difficult than you think: you have to make sure there is low latency while people are handling objects, that object movement is as smooth as possible, and calibration is aligning the object from both users’ perspective. In this presentation, the team behind the simultaneous collaborative AR experience Journey to the Center of the Natural Machine will share their tips, design considerations, and recommended resources for making holograms interactive between several people. Born in NYC and raised in Silicon Valley, Meta has been defining the field of Augmented Reality (AR) since the company’s inception in 2012. After a successful Kickstarter campaign, Meta was selected by Y Combinator (YC13) for seed funding. Meta entered the marketplace with the first see-through glasses that allowed wearers to move and manipulate 3D content intuitively, using natural hand interactions. With the introduction of the groundbreaking Meta 2 product at TED 2016, Meta is once again redefining the market and delivering a new generation of Natural Machines™ that will become a healthy, vital extension of who we are.     When: Wednesday, April 12th....

Read More