Interview with WDAS Animation Supervisor Doug Bennett

on November 14, 2012

Here in our second podcast we interview one of our instructor and Walt Disney Animation Studios Supervising Animator, Doug Bennett. This is right on the heels of 'Wreck-it Ralph' (great movie, go check it out!). We had a great time in the interview and hope you do to as you listen. Big thanks to Doug for taking the time with us. This interview was done by myself (Larry Vasquez) and Ric Arroyo.

Interview with WDAS Animation Supervisor Doug Bennett

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the iAnimate introduction podcast

on November 09, 2012

the iAnimate introduction podcast

In an effort to keep the communication coming, we've decided to invade the air waves! We are going to start doing this thing called...wait, let me find the terminology..."podcasts". Ever heard of it? :)

There are some great animation podcasts out there already, but with all that's going here at iAnimate and the amount of talent we have available (instructors, students, and co-workers), we figured "who wouldn't like to hear more?" This one is more or less a short introduction and what we'll be doing. Please leave feedback as to some questions you'd like to ask our guest we'll be interviewing in our next podcast (you have to listen to find out who).

The characters/rigs mentioned in the podcast (from left to right) are Legion, Brick, and Billy.

Legion's turntable | Brick's turntable | Billy's turntable

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Infinity Ward Animator

on November 06, 2012

Piece by pcgamer.com

 

It all started with mirrors. Spurred on by its insatiable hunger for the unknown, Reddit’s gaming community flitted between poring brainpower over why reflections don’t commonly appear in FPS games, the inevitable meme-orized destruction of the topic, non-Euclidean mind trips, and kittens. Eventually, the Jeopardy-like attention span shifted to first-person animation design. Discussion threads sprouted, recipes were shared, an expert was called in: Infinity Ward animator Chance Glasco who, in a weekend AMA thread, shared knowledge on the intricacies of constructing and positioning some of the most frequently glimpsed weapon animations of the genre from the Call of Duty series.

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Aaron Gilman - Up Coming Guest Speaker

on November 05, 2012

Aaron Gilman - Up Coming Guest Speaker

Awesome piece by Aaron Gilman.

This was posted on May 24th, 2009 and is still a great read!

As someone who has been back and forth between games and film for many years, I thought it might be interesting to offer my perspective on what I think are vastly different animation pipelines.

In my opinion, when it comes to animation, games and film begin their production process needing (not wanting) vastly different things, and this ultimately sets the tone for how animation is critiqued, processed and approved over the course of almost the entire project.

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