In early 2017, Andrew and John Fragomeni joined forces with R&R Partners to bring an ambitious immersive animation project called “Vegas: Alter Your Reality” (VAYR) to life. The Las Vegas Convention and Visitors Authority (LVCVA) commissioned five world-renowned artists to express their visions of the city in each of their unique styles, to create a traveling art installation where the art is all experienced inside a VR headset. Adhemas Batista (Brazil), Beeple (U.S.), Fafi (France), INSA (U.K.), and Signalnoise (Canada) collaborated directly with a team of designers, animators, and technicians brought together and led by John and Andrew in a creative studio purpose-built to craft these five 360º experiences.
Andrew supervised this complex all-CG VR experience for GE’s annual Minds and Machines conference. Designed to give power plant operators a glimpse into the ways that GE’s new Predix industrial internet can improve efficiency, this experience features a first-person dive into what the future of industry will look like.
I had the distinct honor to be interviewed by David Gidali a little while ago, and the result was last week’s episode of The Post Post Podcast! The PPP features interviews with post production artists who have managed to move onwards / upwards from VFX or other parts of post to become writers, directors, producers, and other forms of content creators. Previous episodes have featured Aaron Nee (Masters of the Universe, Minecraft), Tomer Eshed (Dragon Rider), Kevin R. Adams and Joe Ksander (Next Gen), and – honestly completely randomly – one of my good friends and classmates from film school Ethan Shaftel!
Mettle just posted part 3 of a series of behind the scenes interviews with John and I about the “Vegas:Alter Your Reality” project (part 1 here, part 2 here). This time it’s a close-up on our process for bringing Signal Noise‘s vision of Las Vegas to life in “Vegas Rising”. This immersive film features the most artwork directly from its featured artist due to James’ ability to create most of the buildings using his normal weapon of choice: Adobe Illustrator.
In part two of a series of posts about the recently-completed “Vegas: Alter Your Reality” 360º video art project, Mettle has taken a plunge into the process that brought Fafi’s vision of Las Vegas to life. Of all five artists, Fafi’s style was the most ‘analog’, which presented many creative and technical challenges for the team to solve.
In the first of three behind-the-scenes articles, Mettle has pulled back the curtain on the work that we did to bring Adhemas Batista’s vision to life for the recent “Vegas: Alter Your Reality” project. This article dives deeper into the ways that we used Mettle’s brand new VR tool MantraVR and the Skybox plugins that Mettle developed which are now part of the core of Adobe’s After Effects and Premiere. Check it out, and stay tuned for articles about our work for Signal Noise and Fafi, coming soon!
3DArtist recently interviewed John and I about our use of Maxon’s Cinema 4D in creating five animated 360º films for the Vegas: Alter Your Reality art project. This interview dives into the details of how we used C4D and its integrations with Adobe products, Octane, and plugins such as X-Particles and RealFlow to bring the vision and style of each artist into VR.
NVIDIA recently asked me to provide some thoughts about our use of Octane in the Vegas: Alter Your Reality 360º animation project, seen in the above-embedded video. This was the largest project I have used GPU rendering on to date, and the amount of refinement that we were able to do due to the insanely fast render times was a luxury that I just simply have never had. GPU rendering has massively changed the speed at which CGI can be generated and iterated, and it is only getting better and faster. Renders that literally took hours a few years ago are now almost realtime, which is allowing experimentation and refinement that was previously just simply too expensive to attempt.
There is no excerpt because this is a protected post.
There is no excerpt because this is a protected post.
Andrew was the VFX supervisor for this CG-based commercial, created in Maya/Maxwell for the launch of the Nintendo 2Ds.
Andrew supervised the VFX for this series of commercials, as well as the imagery used in print ads for United Healthcare’s “By The Numbers” annual campaign.
Andrew was the CG supervisor on this animated spot for the announcement of Hershey’s Drops. Choreography was provided by Charles “Chucky” Klapow, who worked closely with Mirada’s animators to give each drop a unique character and a role to play in the final coordinated dance number.
Andrew supervised the fluid simulation, rendering, and compositing for the end tag and print components of the launch for Chase’s new Liquid credit card.
The task at hand was to create photoreal CG of popcorn, coke, and ice in stereoscopic 3D for a commercial that would play before every 3D movie at Carmike Cinemas. Maxwell Render offered a universal platform that worked and rendered out of all software packages on the project, delivering a product that looks sexier and…
Andrew was the CG Supervisor on the fun and over the top Katy Perry video for her hit song California Gurls.
Andrew was the fluid sim supervisor on the complicated production on the spot to announce the World of Color exhibit at Disney’s California Adventure. The World of Color production spanned February through June, 2010. The visual effects teams were charged with conceptualizing and designing the story for all animations – including directing Mickey’s animation with…