Over Comic-Con weekend this year, there was a video game art show put on by my good friend Ben (aka "Mister Benja" of the 8-Bit Cubist.com. The venue was the top floor of the theater that featured Gam3rcon.Two of my 8-Bit Legends prints were among the awesome artwork displayed. More pictures of the event are on the 8-Bit Cubist Facebook page.
"Minion Mayhem," theDespicable Me 3D ride at Universal Studios in Orlando, Florida, is the latest project I worked on through The Third Floor, and it opened earlier this month.
NBC's Today Show recently visited the theme park to see the ride in person, and here is the video segment they made about it (you can catch glimpses of the parts I helped animate at 0:46, 1:16, and 1:21). The final animation did a great job of matching the very particular timing and blocking we established, and including dynamic background elements and detailed sets. For the readers of this blog who are able to see the ride, I hope you enjoy it.
I am a Visualization Supervisor in Los Angeles with over seventeen years of experience crafting powerful, cinematic moments for the entertainment industry. Clients include Disney, Marvel Studios, 20th Century Fox, Universal Studios. Before my career in the film and advertising industry I worked at Rockstar Games, where I was a Senior Animator on Red Dead Redemption. I also make visual art in my spare time.
WHAT IS VISUALIZATION?
Visualization is a process that allows a complicated production to be imagined in advance, usually with the use of computer animation. It is commonly used to help plan out sections of entertainment projects like films, television shows, commercials, VR experiences, and theme park rides.
An example of visualization in action is "previsualization" artists using 3D software to animate an early version of a feature film sequence that will rely on complicated visual effects. The extra amount of detail provided by this first pass of the sequence is a crucial blueprint for the director, cast, and crew once production begins.
After the film is shot, "postvis artists" use software to finish a rough pass of incomplete shots that feature bluescreens and other stand-in material. These updated shots become clear enough for editors and test audiences to follow the action of the film, so studios can get a sense of what is working as a film evolves in post-production. By the time the final VFX are finished, the previs and postvis work is fully replaced, with no trace left for audiences other than the guide for compositions and timing that only a team of skilled visualization artists can quickly provide.