After winning an Annie Award, a VES award, and having a successful opening at the Universal Studios theme park in Orlando, the Despicable Me: Minion Mayhem ride I helped previs is now coming to my city. After seeing the Hollywood Universal Studios last summer, I am definitely looking forward to returning so I can finally check out this 3D ride the way it was meant to be experienced.
It's awards season, and two of the projects I've worked on at The Third Floor have been nominated and even won some awards. Here is a summary so far:
-Academy Awards (Nomination): "Best Visual Effects" The Avengers (ILM)
-VES Awards: "Outstanding Visual Effects in a Special Venue Project" Despicable Me: Minion Mayhem (Awarded to Illumination Entertainment)
-Annie Awards: "Best Animated Special Production" Despicable Me: Minion Mayhem (Awarded to Illumination Entertainment)
-Annie Awards: "Best Visual Effects in a Live Action Production" The Avengers (Awarded to ILM)
Congratulations to the teams who saw our previs through to a successful end and received these awards.
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.