The Australian Effects & Animation Festival is proud to announce that a full day of the conference program will be dedicated to the digital creation of Stars Wars Episode II: Attack of the Clones. Tuesday, December 3 has been earmarked as a special "Star Wars Day". This is an opportunity to gain an insider's view of the techniques behind the creation one of the biggest effects blockbuster's of the year. The Star Wars Day will be a forum for learning the processes behind George Lucas' effects masterpiece, and is exclusive to the AEAF. Headlining the program for the day is Rob Coleman, Animation Director at Lucas' production company Industrial Light & Magic (ILM). Already credited with an Oscar nomination for Episode I: The Phantom Menace, Coleman will be flying direct from his studios in San Francisco to lead a team of speakers who worked with him on Episode II. As Animation Director, Coleman played an integral role in the creation of the digital cast of the Star Wars saga. At 9am on December 3, Coleman will launch the day with a "Masterclass" focusing on the character and facial animation techniques used in Episode II, including the clone-manufacturing Kaminoans, the insect-like Geonosians and a fully CG Yoda. The all-day seminar will focus on the creation of the digital cast and provide an in-depth look at the complex technical and simulation systems that were developed at ILM to make the computer-generated characters realistic, both visually and physically. These same systems also made it possible to create digital doubles who could "stand in" for actors during dangerous scenes or scenes that were too difficult to shoot practically. The day will close with an interactive panel session led by Rob Coleman with his team of ILM speakers to discuss the challenges of digital film making for a project of this size, scale and vision. The AEAF will open on December 1 with an opening party and screening presentation from Sydney Silicon Graphics Centre. A Festival Pass costs $395.00 + gst and includes entry to all AEAF events. Single day passes are also available for $195.00 + gst and attendance at the AEAF Awards only will cost $70.00 + gst. Student prices are available. A full conference program can be viewed at http://www.dmw.com.au
Industry and Education
Gregg Barnett worked at Beam Software in 1982, where he was involved with games such as 'The Way of the Exploding Fist', 'The Hobbit', and 'Discworld'. We have an interview with him at http://www.sumea.com.au/sint1GreggB.asp .. Post your comments and thoughts about Gregg, his games, and anything else about the interview here!
There's a small number of New Zealand visitors to this site, so I was thinking maybe extending this games dev site to cover the New Zealand games industry as well.. any of you know any companies developing games over there ?
EMMY AWARD WINNING "WALKING WITH BEASTS" - EXCLUSIVE SESSION AT THE AEAF - The Australian Effects & Animation Festival welcomes Mike Milne, Emmy Award winner and Director of Computer Animation at Framestore CFC (UK) to the speakers program December 1-4, 2002. Mike is flying direct to Sydney to speak exclusively about his work on Walking with Beasts, the joint BBC/Discovery Channel series that earned him and his team an Emmy Award in the "Outstanding Animated Program" category at the presentation in LA on September 14. Walking with Beasts is one of the largest projects that Framestore have undertaken and follows on from the award-winning series Walking with Dinosaurs. Thirty new creatures were added for Walking with Beasts and all feature a more complex range of movements and textures than their dinosaur predecessors. The graduation from dinosaurs with scales to mammals with fur, feathers and more advanced muscular structures presented greater challenges to the CG team which doubled in size in order to take on the more complex tasks. Comprising of six 30-minute documentaries, Walking with Beasts features 1000 visual effects shots taken from more than 30-hours of computer-animated footage. A regular speaker at computer animation conferences in Europe and the USA, Mike was awarded an honorary Doctorate from Bournemouth University, England in 2001. His talk at the AEAF will uncover some of the processes, techniques and disciplines that are required to make an award-winning series based on notoriously challenging CG-mammals. In addition, Mike will be previewing footage of Framestore's work on the new Hallmark/ABC TV miniseries Dinotopia which also won an Emmy at this years awards for "Outstanding Special Visual Effects". The Walking with Beasts session with Mike Milne will kick off at 10:00am on Monday December 2, 2002. The AEAF will open on December 1 with an opening party and screening presentation from Sydney Silicon Graphics Centre from 6:00pm. A Festival Pass costs $395.00 + gst and includes entry to all AEAF events. Single day passes are also available for $195.00 + gst and attendance at the AEAF Awards only will cost $70.00 + gst. A full conference program can be viewed at http://www.dmw.com.au or phone 02 9319 4277 for more details
If any Aussies could help me out with this I'd really appreciate it...
I'm looking for information in regards to studying 3D graphics and animation. I have the opportunity to study at the silicon graphics centre in Enmore Sydney (certificate IV in animation) or at Computer Graphics College Sydney and I am wondering if either have a recognised reputation within the industry. Alternatively I am thinking about doing several short courses at the Mad Academy to get discreet accreditation. Is the Mad Academy considered to be a good training institution?
Next year is going to cost me in the vicinity of $10,000 - $25,000 and I just want to make sure I spend it in the right place.
Also if there is any other information that you could offer that may help ease me into the industry I would be most grateful.
I assume that forum users here are either a.) In game development or b.) Wanting to get into game development.
Is anyone else here hoping that attending the AGDC might lead to some contacts or getting a word in for a job? If so, who are you looking at working for?
Is anyone planning to go to the Australian Game Developers Conference in December, down in Melbourne?
its this sat coming (17th) ill be heading there (im interested to find out more info about their new game dev course )
ill put some details here to save others looking
110 Edgeware rd, Enmore
POTENTIAL FILM/TV BROADBAND USERS, AND 3D ANIMATORS BOTH EVENTS at FTI ARE FREE- RSVP - FTI -9431 6700 92 Adelaide Street, Fremantle. 1) SEMINAR/ FORUM ON THE FILM INDUSTRY BROADBAND Initiative TO PROVIDE COST EFFECTIVE SERVICES TO THE INDUSTRY. WEDNESDAY 21ST AUGUST 6:30-8:30PM (DETAILS BELOW) 2) 3DSMAX 5 NEW FEATURES- ARTIST CONVERGENCE AND TECHNOLOGY UPDATE TUESDAY 27TH AUGUST, 6PM-8PM. (DETAILS BELOW) 1) SEMINAR/ FORUM ON THE FILM INDUSTRY BROADBAND Initiative TO PROVIDE COST EFFECTIVE SERVICES TO THE INDUSTRY. WEDNESDAY 21ST AUGUST 6:30-8:30PM Judi Tucker, Executive Director- FIBRE (Film Industry Broadband Resources Enterprise) is interested in meeting with the Post production, Graphics, Games Software development etc industries in a round table forum. She is interested in outlining the FIBRE business model and to determine the level of demand for aggregated access to broadband services from these sectors in WA. The FIBRE Network Project is supported by the Commonwealth Government through the Commonwealth Film Program of the Department of Communications, the Information Technology and the Arts. This program is assisted by the Department of Industry and Technology WA. FIBRE was formed in November 2000 by a number of key players in the post production industry, after the "First Past The Post" forums in Sydney and Melbourne confirmed the difficulties faced by the industry in obtaining cost-effective broadband connectivity to suit the difficult and often unpredictable needs of post production. The Government recognised that the Australian Film and Television industry has real value for this country, both in the production of local content and as a significant provider for overseas productions. Establishing a high bandwidth network linking North America, Europe and the Asian regions with Sydney, Brisbane, the Gold Coast, Melbourne Adelaide and Perth will allow companies to work cooperatively and more efficiently on projects to optimise the use of computer processing and data storage facilities. The Minister for Communication, Information Technology and the Arts, Senator Richard Alston announced in September 2001 a $600,000 grant to FIBRE. The money, spread over two years is to assist FIBRE to work with production and post production houses and with telecommunications carriers to develop and implement a demand aggregation case for an industry broadband network. For more info about FIBRE http://www.fibre.org.au/ COST:FREE RSVP- FTI 9431 6700 2) WEST AUSTRALIAN 3DSMAX ARTIST CONVERGENCE AND TECHNOLOGY UPDATE - SPONSORED BY CADD SYSTEMS AND FTI. TUESDAY 27TH AUGUST, 6PM-8PM. THIS EVENT IS FOR 3DSMAX COMMUNITY IN WESTERN AUSTRALIA - COMMERCIAL AND EDUCATIONAL USERS OF 3DSMAX AND 3DS MAX LECTURERS. Carl Frischmuth from CADD-SYSTEMS will be showing some of the new features of 3dsmax 5. Who's it for? - The real Agenda: * WA 3d animation industry news update * Special guest/3dsmax artist profile -who's capable of showing some recent/best work done in max, bring it along! * Open discussion on HDRI techniques (environment lighting)- has the line between synthetic and real been zapped its getting harder to tell the difference. * Hardware/software news - new plugins * FTI - news on course offerings * Announcements: diji glove animation services / laser scanning services in WA * Break -refreshments and a chat with fellow max artists * 3dsmax5 presentation * Door prizes - score some cool stuff! Topics covered: An overview of the new features in 3dsmax 5 Advanced lighting rendering engines in the box: light tracer and radiosity Materials - ink n paint and advanced lighting material. Mapping - uvw unwrap, Photoshop psd support for layers. Modelling -polygon modelling enhancements Lighting - new photometric lights, support for self-illum materials as well as HDRI techniques, lighting analysis for set design etc. IK features - using spline based IK, character node Animation controls - function curve editor and dope sheet New transform controls - scale and nu scale integrated etc. Physics - fully integrated hard and soft body dynamics as well as cloth and fluid simulation, wind and motors etc. Direct X9 support, in veiwport hardware shaders, transparency controls. New network licensing Backburner COST:FREE RSVP- FTI 9431 6700
AUSTRALIAN EFFECTS AND ANIMATION FESTIVAL December 1-4, 2002 Sydney Convention Centre, Darling Harbour CALL FOR ENTRIES AEAF AWARDS 2002 Organisers of the Australian Effects and Animation Festival are now accepting entries into the AEAF Awards to coincide with the December conference in Sydney, Australia. The AEAF Awards are designed to reward innovation and expertise in digital content creation for film, television, games and the web. You can enter as many individual entries as you wish, as long as they've been completed between July 1, 2001 and October 27, 2002. Entry into the AEAF Awards is free. Finalists' entries will be screened before an audience at the AEAF Awards presentation night, December 3, 2002 at the Sydney Convention Centre, Darling Harbour. There are 12 categories into which you can enter: * Commercials: Animation * Commercials: VFX * Feature Film: Animation * Feature Film: VFX * Music video * Short Film * TV Series * Titles, Idents & Stings * Web Animation * Student * Games * Education & Training The AEAF Awards draw competition from around the globe and are judged by a leading panel of CGI experts. Regular AEAF entrants include ILM (USA), The Mill (UK), Animal Logic (AUS), Digital Domain (USA), Sony Pictures Imageowrks(USA), Cutting Edge Post (AUS), BBC (UK), Ambience Entertainment (AUS) and The Moving Picture Company (UK). To enter, visit the web site at http://www.dmw.com.au and follow the links to the AEAF and the Awards entry form. Fill it out online or print it, and send entries to AEAF: PO Box 250, Bondi Junction NSW 1355 no later than 5pm Monday October 28, 2002. Your entry must be PAL formatted and supplied on Beta SP or Digital Beta and be accompanied by a document of no more than 100 words explaining its special features. For further information, contact email@example.com. To view the terms and conditions of entry, go to http://www.dmw.com.au/html/aeaf/entry.htm#terms
Bits of the press release that are relevant to the games industry were: An industry overview of games: history and future directions Kathy Mueller has more than 15 years experience in Film and Television as a film Director and script editor. She moved into multimedia in 1994 when she received a grant to work with games company Beam Software to research the scripting of interactive games. She established the first interactive scripting course with games writer Mark Morrison and taught nationally for the past eight years. In 1996 Kathy received a grant from the AFC to develop an innovative design for interactive gameplay, and in 1998 was invited to give a talk on her game design to the MIT Media Lab in the USA. Kathy is currently completing her doctorate. Her work is currently being trailed by Melbourne University's Department of Psychiatry. Introduction to games writing Ian Malcolm is a games designer at Infogrames and has been writing and overseeing the dialogue for the Men in Black and Looney Tunes Space Race games. He will discuss writing speech for games, from writing through to recording, performance and hardware issues. Non-goal specific simulation games case study: Jurassic Park for XBox Nick Hagger is a producer and designer of video games. He?s part of the team of uniquely creative individuals which makes up Bluetongue Software. The last project he worked on, Starship Troopers [Hasbro Interactive/Infogrames 200 , was a tough license to crack but met with critical acclaim in both the US and European markets. His current project, Jurassic Park [Universal Interactive, 2002] will be available this Christmas. What's NEXT? The Writing of IKON IKON is a first-person-shooter/car-combat PlayStation2 title with a blockbuster-style action-adventure storyline - and is Adelaide games developer Ratbag Games' first foray into the genre. This session is a behind-the-scenes examination of the writing process on the game, including what went right, what went wrong, and why. Theme, Character, Plot, Structure, Dialog, Spelling - all that good stuff! From mid-2000 to early 2002, J.T. Velikovsky was the in-house Game Writer at Ratbag Pty Ltd, during which time he wrote (and rather frequently re-wrote) the 600-page IKON game screenplay. He studied film screenwriting and game design at the AFTRS 95-97, and has worked as a freelance writer in the film, TV and games industries for seven years. He has worked as a feature script assessor for the major film studios, and has developed a science fiction television series for Fox Studios Australia. He also guest lectures in Game Design, Video Games History and Game Writing at Charles Sturt and Flinders Universities, and was a judge for the national 2002 Faulding Awards for Multimedia. Anyone who happened to go to this ?
I really liked gore test2, and cant wait for the full retail to come out, some of the bad comments about it in reviews were a little thoughtless, criticising the games sound and graphics, there was barely any mention of the game play and the tactics that can be used with the various weapons(although I'am just going from the test versions), also I found it annoying that it was constantly compared to quake, but thats just a personal gripe. what did you all think(going by what you've played)
Lead paint: delicious but deadly!