|Computer Animation Festival|
Learn how world-class creative and production talent created the computer animation and visual effects in some of the festival’s most provocative works.
The Visual Effects of "Thor" and "Captain America": So Different Yet So MarvelMonday, 8 August 2:00 pm - 3:30 pm | West Building, Ballroom C/D
Marvel Studios devotes great time and effort to deliver great storytelling, strong visuals and compelling characters to movie audiences. This session compares the films "Thor" and "Captain America" and shows how visual effects are a critical aesthetic ingredient in their success. Visual effects supervisors Wesley Sewell and Christopher Townsend and their teams from Digital Domain, Double Negative, Whiskytree, Luma Pictures, and Lola VFX review how the films combine beauty and authenticity.
Pixar: "La Luna"Tuesday, 9 August 10:45 am - 12:15 pm | West Building, Ballroom C/D
"La Luna" is the timeless fable of a young boy who is coming of age in the most peculiar of circumstances. Tonight is the very first time his Papa and Grandpa are taking him to work. In an old wooden boat, they row far out to sea, and with no land in sight, they stop and wait. A big surprise awaits the little boy as he discovers his family's most unusual line of work. Should he follow the example of his Papa, or his Grandpa? Will he be able to find his own way in the midst of their conflicting opinions and timeworn traditions?
Following the Canadian premiere screening of "La Luna", its director, Enrico Casarosa discusses the journey that led him to create this very personal short and demonstrates the singularly artistic style by which the film was crafted.
Pixar Animation Studios
DreamWorks Animation: The Yin and Yang of Creating the Final Battle in “Kung Fu Panda 2”Tuesday, 9 August 2:00 pm - 3:30 pm | West Building, Ballroom C/D
The climax of the CG-animated movie “Kung Fu Panda 2” is an epic battle featuring a flotilla of boats, an ancient Chinese-styled city, thousands of wolves armed for battle, action featuring hundreds of characters in a single shot, stylized graphic lighting, fantastical cannon fire and explosions, and a set of effects-supported Kung Fu moves. This talk provides a unique insight into the making of a CG-animated movie that goes beyond the traditional idealized concept of the pipeline.
Industrial Light & Magic Presents: Getting Dirty: Bringing the Digital Feature “Rango” to LifeWednesday, 10 August 9:00 am - 10:30 am | West Building, Ballroom C/D
This in-depth discussion focuses on the production of Industrial Light & Magic’s first animated feature “Rango”. ILM’s unique approach to the genre brings a new dimension to the animated feature, giving “Rango” the visceral quality that the company is best known for in its visual effects work. The presenters review all aspects of the work from initial asset development through animation, simulation, lighting, and compositing.
Imageworks: The Smurf-alution: A Half-Century of Character DevelopmentWednesday, 10 August 2:00 pm - 3:30 pm | West Building, Ballroom C/D
Sony Pictures Imageworks animation supervisor Troy Saliba and leading members of their Vancouver animation team take the Smurfs from the most primitive pencil sketch to a contemporary 3D stereo rendering.
Industrial Light & Magic: New Solutions for New ChallengesThursday, 11 August 10:45 am - 12:15 pm | West Building, Ballroom C/D
The Industrial Light & Magic team delves into the effects created for three of 2011’s largest summer films, dissecting the challenges and revealing their solutions. The panel breaks down the visual effects challenges presented on this year’s slate of films including: “Cowboys & Aliens”, “Pirates of the Caribbean: On Stranger Tides”, and “Transformers: Dark of the Moon”.
Guerrilla: The Creation of Killzone 3 - Game Production SessionThursday, 11 August 2:00 pm - 3:30 pm | West Building, Ballroom C/D
This talk details various aspects of designing and developing videogames at Guerrilla. It highlights methods that are very similar to methods used in the CGI industry, and it illuminates some of the most important differences. And it covers the complete breadth of videogame development from artistic design to production pipelines and tool and engine development.