We are honoured to introduce the Judging Panel for 2017. We have a wide variety of experts this year across all disciplines. If you are trying to get noticed in the industry, these people should be on your hit list.
Joe Letteri’s pioneering work in visual effects has earned him four Oscars for Best Visual Effects – for Avatar, The Lord of the Rings: The Two Towers, The Lord of the Rings: The Return of the King, and King Kong. He has a longstanding interest in creating compelling, realistic creatures – from Jurassic Park’s dinosaurs, to Gollum, the Na’vi in Avatar, and Caesar from The Planet of the Apes.
He developed many techniques that have become industry standards for creating photorealistic digital effects. This includes co-developing the subsurface scattering technique that brought Gollum to life – which won him an Academy Technical Achievement Award – and pushing the development of large-scale virtual production.
John Howe is a Canadian book illustrator, born in Vancouver, British Columbia in 1957. He studied illustration at the École des Arts Décoratifs, in Strasbourg, France.He is best known for his work based on the worlds of J. R. R. Tolkien. Howe and noted Tolkien artist Alan Lee served as chief conceptual designers for Peter Jackson’s The
He is best known for his work based on the worlds of J. R. R. Tolkien. Howe and noted Tolkien artist Alan Lee served as chief conceptual designers for Peter Jackson’s The Hobbit and The Lord of the Rings movie trilogies. He has also recreated maps for The Lord of the Rings, The Hobbit, The Silmarillion and Beleriand, in addition to Tolkien calendars and half a dozen Lord of the Rings
John was one of the original members of the living history group the Company of Saynt George. He lives in Switzerland.
In 1998, Makeup and Creature Effects Art Director Gino Acevedo was asked by Richard Taylor to join Weta Workshop to supervise the special makeup effects and color designs of the creatures for Peter Jackson’s The Lord of the Rings trilogy. Prior to this, Gino had been working in the Los Angeles film industry for more than 10 years.
As Creature Art Director on Avatar, Gino oversaw 52 Weta Digital texture artists. They used innovative techniques of life casting, to achieve details such as minute skin pores which were cast in silicone and scanned. They were then applied to the digital models, breathing life and colour into the world of Pandora.
Gino has recently finished work on last year’s critically acclaimed summer blockbuster Dawn of the Planet of the Apes, and the final film in Peter Jackson’s epic Hobbit trilogy, The Hobbit: The Battle of the Five Armies.
Rising Sun Pictures
Shane is currently Head of Lighting at Rising Sun Pictures. Prior to settling down in sunny Adelaide, Shane was Lighting Lead on the Lego Movie at Animal Logic and Look Development Lead on Elysium at Image Engine in Vancouver.
Over the last 10 years Shane’s other films have included “Harry Potter and the Deathly Hollows (part 1 & 2)”, “Happy Feet”, “Green Zone”, “The Ant Bully”, “GI Joe: Rise of Cobra” and “The Tale of Despereaux”. He also worked on “Twilight: Breaking Dawn – Part 1”, but strongly denies any involvement, in front of his friends.
Despite numerous attempts over many years trying to explain his job, his mother still has no idea what he actually does.
Matthew Allen is a 19-year game industry vet, who recently shipped the award-winning game Middle-earth: Shadow of Mordor. Originally hired as a concept artist for Monolith’s first 3D game, Shogo: Mobile Armor Division, he has spent the last two decades blurring the lines between art, engineering, sound design, and production, wearing any hat needed to get the job done.
One of the founding members of the Alt.vfx team, Nick Angus has been an integral part of the company’s growth and continued success across the world.
Starting his career in graphic design before moving into 3D and visual effects, Nick’s creative eye and technical knowledge has earned him a valued reputation in the industry.
Today, he continues to play a major role in the majority of the work that passes through Alt’s studios in Brisbane, Sydney and LA. Nick has been the lead CG supervisor on almost every Alt project since inception, including countless award-winning TVCs.
He is also one of the leading FX artists in the region and is perfectly-suited to the complicated simulations and photorealistic visual effects that clients have come to expect from Nick and the team at Alt.
First Assistant Director / VFX Supervisor
I studied in ArtFx, a school based in Montpellier, France. After 4 years and a short movie co-directed with three other students, I worked as a Compositing Artist in Paris, London and in Belgium for about ten studios such as Illumination MacGuff, One of Us, Machine Molle, CGEV, TeamTo…Called by one of my former teachers, Pierre Lergenmüller, I came back in Montpellier to work in his newly founded studio TRIARII on the historical TV Show « Points de Repères ». As the first season went well and received amazing reviews, I’m currently working on the second season as the First Assistant Director.
Hamish Beachman has been in the visual effects industry for over ten years. He has worked at National Geographic Magazine, Binary Star, and spent four years as Lead 3D at Yukfoo Animation.
Since joining Weta in 2009, he has worked on Avatar, Rise of the Planet of the Apes, The Adventures of Tintin, Avengers, Prometheus, Man of Steel, The Hobbit: An Unexpected Journey,The Hobbit: The Desolation of Smaug and The Hobbit: The Battle of the Five Armies. In 2012 he was nominated for a Visual Effects Society award for his environment work on Tintin.
Currently, he is working as Lead Environments Modeler at Weta Digital on various projects.
Jason Boose is Animation Director at Double Negative. He has over twenty years experience in Animation,
working on films such as Mulan, Lilo & Stitch, Ratatouille, Up.
Jason began his career in animation in 1995 working on 20 th Century Fox’s Anastasia. Jason spent a total
of twelve years at Walt Disney Animation Studios and Pixar Animation Studios. He joined Blue Sky Studios
in 2011 as Story Artist before returning to Animation in 2013 as Animation Supervisor on The Little Prince.
Jason is currently completing work as Animation Director for Double Negative Feature Animation.
Working with our team at NetherRealm Studios means working with industry leaders – dedicated professionals at the top of their game striving to make AAA gaming experiences. One of those leaders is Steve Beran, the Director of Art. He has been with the company for 25 years with a career spanning over design, audio, and most notably art on the Mortal Kombat and Injustice franchises.
Steve is dedicated to the quality of art content that NetherRealm creates and is constantly exploring art in all mediums to inspire him.
Laurie is the Head of Rigging at Framestore London, where she has worked on many visual effects shows including Paddington, Guardians of the Galaxy and Gravity. Throughout her career she has maintained a special focus on facial rigging and modeling at studios in Los Angeles and London.
Prior to visual effects work, Laurie was part of rigging teams for two UK feature animations, The Tale of Despereaux (2008) and Valiant (2005).
This year Laurie was recognized for her work on Rocket Raccoon in Guardians of the Galaxy with a Visual Effects Society nomination for Outstanding Animated Character in a Live Action Feature Motion Picture. She won the award in 2010 for Dobby in Harry Potter and the Deathly Hallows Part 1. Laurie graduated in 2001 from Full Sail University in Orlando Florida, where she was inducted into the Hall of Fame in 2011.
Luis Cataldi has been working in the computer graphic industry for over 20 years in roles varying from character TD, to animator, lighter, environment and FX artist, and art director. His work has appeared on television, in music videos, theme parks rides, feature animated movies such as “Robots” and “Ice Age II” and AAA video games.
Cataldi served as one of the founding members of Kaos Studios in NYC as the art director. In the role, Cataldi built and lead an art team to make “Frontlines: Fuel of War” in 2007 and served as the initial art director on “Homefront” which shipped in 2011. Both games were made using Unreal Engine 3.
Luis became impassioned with teaching in the late-1990s and conducted numerous workshops at The School of Visual Arts and as well as served as an instructor at New York University. He moved into the full-time role of professor and Department Chair of the Interactive Design and Game Development program at the Savannah College of Art and Design in 2010. During his tenure at SCAD, the department won the national E3 College Game competition 2 years in a row for 2013 and 2014.
Luis joined Epic Games in 2014 working to build and promote an educational community around the amazing Unreal Engine 4. In this role, Luis visits schools worldwide demonstrating the beauty and power of Unreal Engine and sharing learning resources with students, educators, and game development enthusiasts.
Despite numerous attempts over many years trying to explain his job, his mother still has no idea what he actually does.
Rob Coleman joined Animal Logic in 2012 as the studio’s Head of Animation. Rob is a two-time Oscar nominee for his animation work on Star Wars: The Phantom Menace and Star Wars: Attack of the Clones and has been nominated for two BAFTA Awards for his work on Men in Black and The Phantom Menace.
Prior to Animal Logic, Rob spent 14 years at Industrial Light & Magic and Lucasfilm Animation, working closely with George Lucas. He was chosen as one of the most creative people in the entertainment industry when he was added to
Entertainment Weekly’s ‘It List’ in 2002 as their ‘It CG-Creature Crafter’ for his work on digital Yoda. Most recently Rob was the Head of Animation on The LEGO® Batman Movie and he is currently working The LEGO® Ninjago Movie.
Director of Content, Rocket Digital. Google Square. Global Advisory Board, Tech For Good & Digital Executive
Creatively driven, commercially focused and entrepreneurial in approach, a senior digital and broadcast executive who has designed and delivered digital businesses, strategies, papers and product portfolios for networks and global brands, including launching a new multi-platform TV and video streaming network in 2014.
Completed Google’s global Digital Marketing Leadership Programme 2014-2015.
Art began his career first as a camera operator, then moving to editing where won a national Emmy award for outstanding individual achievement in editing.
Later, committed to VFX, he launched his own company, Wavelight Digital Images, Inc. where he was a first tier farm out resource to Sony Pictures Imageworks, Mass Illusion, and Mannex VFX on films like “Die Hard: With a Vengeance”, “Judge Dredd”, “Contact”, “Michael”, “Ghost and the Darkness” and “The Matrix”, which won the Oscar for best visual effects in 2000.
Art also worked onsite at Sony Pictures Imageworks, Disney Animation, and Industrial Light and Magic on films like “Starship Troopers”, “Dinosaur”, “Signs”, and “Men in Black 2”.
He also led the team creating projected VFX for the ridefilm projects of “The Mummy Ride” for Universal Studios, Florida and Universal Studios, Hollywood.
After a stint in executive management at Turner Studios as Vice President of VFX, Art now consults with clients in the feature film and episodic VFX business, themed entertainment, and high-end corporate visual storytelling projects. Recent projects include VFX for the Dreamworks feature film “Thank You for Your Service”, and the projected media for the “Heroes and Legends” attraction at the Kennedy Space Center Visitors Complex.
Founder - The Futur
Chris Do is an Emmy award-winning director, designer, strategist and educator. He’s the Chief Strategist and CEO of Blind and the Founder of The Futur— an online education platform that teaches the business of design to creative thinkers.
Founded in 1995, Blind has been a pioneer in the motion design field and has made hundreds of award-winning commercials, music videos and broadcast promos that combine design, typography, animation, live action and visual effects for screens and clients of all sizes.
His firm’s work has been recognized by national and international organizations such as: the Emmy’s, Effie Gold, Effie, Huffington Post, Lynda.com, Webbie, Communication Arts, London International Awards, One Show, British D&AD, AICP 20, Pictoplasma, How, 72 dpi, L.A. Weekly, Boards, Res 10, Type Director’s Club (20, 22, 23, 26), IDN, Addy Awards, BDA, Create, Stash (2, 12, 22, 24, 35, 43, 65), Creatie Augustus 2010, Motion Design, Asia Image, Brief, 365 AIGA Year In Design 26, Art Director’s Club, Motionographer, New York Festivals, B Brand, PPaper, I.D., and Print.
Mr. Do currently hosts The Process (a YouTube channel with over 78k subscribers) and lectures all over the world on the business of creativity.
I graduated in 1999 from the ESAG Penninghen in Paris (graphic design/Illustration/Art direction).
Following that, I spent a few years concepting and texturing at In-Utero, a video games company in Paris, as well as Ubisoft Shanghai (China).
Around 2002, it was time for me to explore new horizons, so I grabbed my umbrella, crossed the sea (didn’t take too long) and arrived in London where I started in TV, then moved onto films, joining a few art departments along the way. There I had the opportunity to work on numerous film productions, quite a few VFX facilities (MPC, Double Negative, Method Studios… etc) as well as some on set Art Departments directly for Marvel/Disney and Warner Brothers, to name a few. Some of the films I worked on include a few Harry Potter, The Dark Knight Rises, Fury Road, Jupiter Ascending, Doctor Strange…
I am currently Senior Art Director at Method Studios Los Angeles where it has been raining a lot lately, and I still own an umbrella.
Becky Graham is CG Sequence Supervisor at Double Negative. She has over sixteen years experience in
the visual effects industry, working on films such as The Da Vinci Code, Inception, Total Recall, Exodus:
Gods and Kings.
Her first roles as Matchmove, Animator and Lighting Artist were on the likes of Black Hawk Down, Die
Another Day, Harry Potter and the Chamber of Secret, Inception. Becky started working as 3D Lead in
2003 on films such as The League of Extraordinary Gentlemen, Harry Potter and the Order of Phoenix,
Prince of Persia: The Sands of time.
In 2011 she became CG Sequence Supervisor for Captain America: The First Avenger and has
subsequently taken on CG Sequence Supervisor duties on Total Recall, Fast and Furious 6, Thor: The
Dark World, Exodus: Gods and Kings, and more recently Geostorm.
Becky is currently part of Dneg’s Bidding team.
Shoko Hara was born on June 28, 1988, in Okayama / Japan. She moved with her family to Germany at Lake of Constance when she was 10 years old. 2012 she obtained her Bachelor of Arts in Media Design at the DHBW Ravensburg.
With her graduation film “Abita” she received many nominations and awards. (e.g. Mr.I Development of Rising Artists Award, Okayama, Japan, Grand Prize).
Freelancer since 2015. With her emphasis on analogue and experimental works, Shoko Hara studied Motion Design at the Filmakademie Baden-Wuerttemberg from 2012-2016 and completed it with her animated short “what they believe”.
Tintin landed in Australia from Sweden a few years ago – and has been based in Melbourne, Sydney, and back in Melbourne again. She’s spent her life growing up on boats travelling the world – and if you ask her, she’ll claim til she’s black and blue that she was a pirate.
Tintin’s now our go-to gal for all things fashion, having worked across some leading brands in Australia. She’s a keeper – insanely passionate, and just a little bit insane. (And yes, that really is her name).
Justin Holt began his career as a lighting technical director working at Rhythm & Hues Studios on the Academy Award Winning Animated Feature HAPPY FEET. However, his passion for textures landed him a gig as a texture painter on his second feature film, THE KINGDOM.
From there Justin contributed to the texture work for THE INCREDIBLE HULK and then accepted the lead texture painter role at MPC to paint the Owlship in Zack Snyder’s WATCHMEN.
After leading texture work at Industrial Light & Magic working on Gore Verbinski’s feature animation RANGO, Justin then moved up to Vancouver to build a new texture pipeline and oversee the texture work coming out of Image Engine.
Justin currently is a Texture Painter Supervisor at Sony Pictures Imageworks in Vancouver BC. He recently has wrapped on Kingsman 2: The Golden Circle and is currently supervising the texture work on Spider-Man Homecoming.
Alwyn has a background in fine arts and has been in the industry for over ten years. He has worked at a number of studios around the world including Sony Imageworks, The Moving Picture Company, Double Negative, Animal Logic, and Weta Digital.
His main film credits include Harry Potter, The Chronicles of Narnia: Prince Caspian, Watchmen, The Wolfman, Alice in Wonderland, John Carter, Superman: Man of Steel, Ironman 3 and The Hobbit trilogy.
Liane Hunter is a graduate of the Savannah College of Art and Design, where she earned a BFA in Motion Media Design. She began her career as a freelancer, creating videos for Atlanta-area startups and small businesses.
Liane is currently a designer at Turner Studios, where she designs and animates both on-air and promotional materials for networks including TBS, TNT, TCM, and Cartoon Network, among others.
As Head of Creatures, Gios is responsible for a team of highly talented Creature Technical Directors who build the anatomy of a creature, and apply simulations for their clothing, hair, and fur.
He has worked on some of cinemas most well known creatures, including Smaug and Gollum from The Hobbit trilogy, and Snowy from The Adventures of Tintin.
Kirill Tokarev is the co-founder and editor-in-chief of 80.lv – the leading game development media, concentrating its efforts on showing the incredible work and craftsmanship, which goes into every single game asset.
Over the years Kirill had the pleasure of interviewing some of the best game artists in the field, taking part in game-related talks and covering the latest “pipeline news”.
Thanks to his efforts a whole part of the art production industry got a chance to share their thoughts about game content production.
Anders began his career at MPC London in 2003 as a shader writer. In the intervening years he held many positions including R&D Lead, Head of Lighting and CG Supervisor, during which time he helped develop MPC’s physically based lighting and shading workflow and toolset.
Currently residing in sunny Wellington, New Zealand, Anders is best known for his work on The Martian and X-Men: Days of Future Past. Anders has a keen interest in lighting and rendering and in his abundant spare time maintains the open-source alShaders shader library for Arnold.
Raphael has a Master of art in 3D animation and a Fine Arts degree in Art and Media, Photography. (France).
He won a VES award in 2006 for the Art Direction on the High Resolution cut scenes of Prince of Persia – The two Thrones.
He has been Concept Artist and Matte painter for Film and Artistic director on several AAA video Games.
He’s worked as Sr. Art Director in Videogames his current position is Franchise Art Director for Assassin’s Creed.
Aton is Character TD at the Mill New York, where he has worked as a rigger on commercials like Opel Motosport and PS4 The King. He is specialised in character setup and rigging pipeline developement at studios in London, New York and Paris. Aton also worked as a rigging TD at Framestore Film UK, where he worked on Dysney Beauty and The Beast (2017) and Geostorm (2017).
This year Aton’s character was nominated to the VES for “Outstanding animation performance in commercial”, for his Lion character in Opel Motosport. Aton graduated in 2013 from Artfx in Montpellier France, he was also a member of Artfx jury in 2016 representing Framestore.
Double Negative, Vancouver
Ever since being one of the winners of the CG Student Awards in 2010, Frederik has been working in the CG department at Double Negative,
originally in London but has recently moved with them overseas to their new office in Vancouver.
Some of his credits includes John Carter, The Dark Knight Rises, The World’s End, Rush, Godzilla, Interstellar, Avengers: Age of Ultron and is currently 3D Sequence Lead on Miss Peregrine’s Home for Peculiar Children
Sony Santa Monica Studio
Glauco Longhi is a traditional and digital sculptor, with more than 10 years of experience, currently employed as a Senior Character Artist at Sony Santa Monica Studio, working on God of War franchise. He is a former Naughty Dog artist, where he contributed to the Uncharted 4 title.
Andrew is the co-founder of The Rookies. He has a background in industrial design, animatronics, web design and development, and photography. The majority of his professional career has been spent working in the digital effects industry as a Modelling Supervisor for studios such as Animal Logic, Ambience Entertainment, and Moving Picture Company.
Andrew’s film credits include Happy Feet, Harry Potter 5 and 6, 10,000 BC, Fred Claus, The Chronicles of Narnia, Sweeney Todd, Watchmen, Australia, Knowing, Legend of the Guardians, Suckerpunch, Walking with Dinosaurs 3D, and The LEGO Movie.
Steven has been in the video games industry for around 12 years. Trained in 2D, hand drawn animation he made the move to computers and 3d after graduation and began working in London in various games studios.
After some time at Rockstar Vienna and Eurocom he is now the Lead Cinematics Animator at Ninja Theory in Cambridge.
Scott has been in the animation industry for 14 years. He got his start in classical animation working contracts for various commercial and television clients such as Disney, Spumco, and Kelloggs. He made the jump into 3D and the gaming world at Ubisoft Montreal in 2004 working on multiple titles such as “Splinter Cell Chaos Theory”, Prince of Persia The Two Thrones, and Assassin’s Creed II”, before directing on a project encompassing another one of his passions, “Shaun White Snowboarding”.
A few years later a new opportunity lead him to Bioware (Edmonton Canada), to a Lead Animator position on the critically acclaimed “Mass Effect 3”, before re-joining the team at Ubisoft Montreal to direct on direct on Far Cry 4, and now Rainbow Six Siege.
Justin has over a decade of experience in the gaming world, contributing to over 20 titles as an artist and designer.
You will find his work in legacy franchises, such as Tony Hawk, Kingdom Hearts, and Mortal Kombat as well as other AAA titles like Singularity and Stranglehold.
In addition, Justin has eight years of experience as an adjunct instructor at institutions across the Chicago-land area, including DePaul University and Columbia College.
Paul started working at MillFilm as a runner way back in 2000 having no CG experience, armed only with a degree in Fine Arts and a passion for Visual effects. After a brief period of making coffee and asking questions with lots of late nights training himself. He has been a VFX artist for 14 years within most of the top VFX facilities in London as well as Core Feature Animation in Toronto and currently Pixar Animation Studios in California.
Having worked as a Lead Lighting Technical Director, Lead Modeller and Head of Tracking, his experience includes both Animated feature films and Visual effects on over 30 feature films. These include films such as Black Hawk Down, Children of Men, Golden Compass, The tale of Despereaux, Avatar, Cars2, Brave, Monsters University, The Blue Umbrella and also several Harry Potter films.
From being an elite skateboarder, coming from a family of artists, Jose Palomero has been inhabited since youth by an eclectic and entrepreneurial thinking. He started his studies on Visual Communication in Madrid, followed by a higher degree in Fine Arts at the University of Barcelona. Although this time, he made part of the founding of Nomad Skateboards, the first skateboarding brand in Spain.
After completing his studies, he continued his professional career associated with the Polytechnic University of Catalonia (UPC), exploring the fields of sculpture and graphic arts.
While in Barcelona, he opened a graphic design studio, which he soon moved to Paris with his french partner. Specialized on identity and editorial design, he was in charge for the branding of multinational companies such as Strands, and worked for clients like Pinacothèque de Paris Museum, L’Oreal, Chloé and University of Zaragoza…
In Paris, he collaborated with the studio of french designer Ora-Ito, while he continued his apprenticeship on printmaking at celebrated Atelier Contrepoint founded by Stanley William Hayter.
Specially sensitive to pedagogy, he is a former j ury member of the Parsons School and was a lecturer of graphic design at LISAA School.
He is currently the Art Director at LISAA in Paris. From 2017 onwards, he is in charge of a graphic workshop for the students of Visual Communication of IEU University (Mexico).
“Originally from Canada, Yann has spent the past fifteen years working in the VFX industry as a Texture and Look Development artist. The last eight years saw him step up to lead and supervisor roles for studios including Animal Logic and Lucasfilm.
He is currently working at Weta Digital as a Lead Texture Artist where some of his recent credits include The Hobbit: The Desolation of Smaug, The Hobbit: The Battle of the Five Armies and Dawn of the Planet of the Apes.”
MPC’s Academy Award winning VFX Supervisor, Guillaume Rocheron began his career in 2000 at BUF in France where he started as a generalist 3D Artist working on The Race, Panic Room and The Matrix Reloaded. During his time at BUF he became one of the most senior members of the studio involved in many of the projects that transformed the company from a small facility to one of the biggest, most successful and renowned studios in France.
Guillaume joined MPC in 2005 as a senior TD in the closing stages of Harry Potter and the Goblet of Fire. After working on a number of projects including Batman Begins, X-Men: Last Stand, Sunshine and The Golden Age as a lead Lighting and Lookdev TD, he quickly rose to the role of CG Supervisor on 10,000 BC followed by Harry Potter and the Half Blood Prince, Shanghai, Night at the Museum 2 and Gi Joe: Rise of the Cobra.
In 2010 Guillaume moved up to the role of MPC VFX Supervisor to lead the team working on Percy Jackson and the Lightning Thief and since then has supervised the visual effects heavy movie Sucker Punch, Fast & Furious 5, Man of Steel, Godzilla and the critically acclaimed Life of Pi for which he has won an Academy Award, BAFTA, Critics Choice Award and VES award. Guillaume is currently VFX Supervisor on Batman vs Superman.
Sol founded REWIND in 2011 and has grown the company to an industry leading tribe of vibrant creatives, producing world class Virtual Reality, digital animation and creative technology installations for some of the world’s biggest brands including Sony, the BBC, Red Bull, Microsoft and Lexus.
Pixar Animation Studios
Allison grew up in Canada and has always been interested in drawing and animation. She studied animation at Sheridan College and worked on television shows, commercials and films in Toronto and London.
She started at Pixar in 2009 and has worked on TS3, Brave, Monsters University and Inside Out. She recently won and Annie for her animation on Inside Out.
Resh Sidhu is Creative Director within Framestore’s VR Studio, based in New York. She uses creative direction, storytelling and conceptual ideation to help lead the growing VR team in creating groundbreaking work for clients.
Resh joined Framestore from AKQA in London where, as Creative Director, she led a multi-disciplinary team across a wide client base, producing work for the likes of Xbox, Nivea, Kraft Mondelez and Nissan. Her work has received industry-wide recognition, with recent wins at the Campaign Big Awards, BIMAs, Design Week, and IAB Creative Showcase.
Having started her career in the gaming industry, Resh moved swiftly into the digital arena as opportunities arose to integrate digital design with online experiences. She brings with her an exceptionally diverse skillset, ready to explore the many creative possibilities of virtual reality as exciting new technologies hit the mainstream.
Resh is also the author of Virtual-Realms blog, a community centred on the developing creative potential of VR. When not exploring other dimensions, she can be found enjoying time with her two sons, running, or indulging in her love for fast cars and motorbikes.
Marc Simonetti (born in 1977 in France) is a French concept artist/ illustrator.
Best known for his work on GRR Martin’s books “A song of Ice and Fire”, and his Iron throne, he’s also illustrated some of the most well known fantasy and SciFi novels, such as the Discworld by Terry Pratchett, The Royal Assassin trilogy by Robin Hobb, Terry Goodkind’s “Sword of truth”, or Frank Herbert.
He’s also worked for many video games companies such as Activision, Ubisoft, Magic The Gathering, EA, Square Enix and King Isle Entertainment.
He’s just released an art book “Coverama”, and is currently working on several projects such as long feature movies, and doing some concept art for video games, as a freelancer.
He’s currently working on Luc Besson’s upcoming movie “Valerian and the City of a Thousand Planets”
Victor Hugo Sousa
Victor has been working with CGI since 2005, and has worked on many projects with some of the top studios from around the world.
He specializes in modeling and texturing and for the last 2 years has been doing sculptures for Marvel/Disney, DC, Lucasfilm, Sony and other licenses that we have at Iron Studios.
Damjan is a UX designer that over time fell in love with prototyping and inventing new products. He is currently working as a UX designer at Linkedin, startup advisor and as head of design for GuidiGO – a startup that is bringing augmented reality to museums.
His last personal project was Rhei a result of 1-year long effort, the electromechanical prototype of a liquid clock that uses magnets and ferrofluid to tell time.
He had an opportunity to work for a famous design consultancy in Palo Alto, several amazing startups worldwide and influence the design and architecture of various apps and services, experimenting with different technologies.
His work has been published by media like Discovery, Wired, Guardian, Fastcodesign, BBC, the outline while at the same time winning 5 Red dot awards for design so far.
Alexandra Stautmeister is currently working at Studio Soi in Germany, being part of the production team for the TV series “The Amazing World of Gumball”. Mixed media projects always caught her attention, probably due to her start in the live action film industry in 2005, before exploring the broad field of Animation and VFX during her studies at the Filmakademie Baden-Württemberg. “Rugbybugs”, the FMX-trailer she worked on 2014, won the VES awards in the student category.
Before getting to Studio Soi she was part of the VFX division of Mackevision during the production of “Game of Thrones”, “Independence Day: Resurgence”, “Gotthard” and more.
Mariano is currently a Character Artist at Rockstar Games and has been working in the Art industry for 8+ years, contributing to advertisement, games, cinematics, and toys.
Concept Artist + Illustrator
Jacob has over twenty years’ experience using digital graphics to tell compelling stories in film, games and television. Leveraging his origins in architecture and games, Jake has been helping to forge a more modern concept of a Layout department for film.
As scenes become larger and the complexity grows, the requirement for a central hub that synchronizes all the information and assets has become essential. Particularly with the growth of virtual production techniques, the department’s role has become essential.
As the Head of the layout Department at Weta Digital, Jacob works across all Weta Digital’s films and ensures the best talent and technology is in place to create cutting-edge digital environments. He has led Layout Technical Directors in their quest to realize photo realistic environments for The Adventures of Tintin, The Hobbit trilogy, and Academy® Award winners Avatar and The Jungle Book.
Design Scientist, Futurist, Writer, Designer
Design scientist and futurist Melissa Sterry is recognised as a world leading authority on the science, technology and thinking that could help build a better world.
A visiting fellow/lecturer/critic at several leading architecture and design research institutes, and has been published in over 60 titles worldwide.
With experience spanning 21 years, Philip Straub is the Director of Art at Warner Bros. Interactive Entertainment, and recently shipped the award-winning title Middle-earth: Shadow of Mordor.
Having helped establish the tone and art direction for countless worlds, his work has been featured in video games, over 30 children’s books, award-winning book covers, feature films, and on licensed products sold around the world. He’s now leading Monolith Productions’ art department, as they march forward into brave new worlds.
Albert Szostkiewicz is CG Sequence Supervisor at Double Negative. He has over eleven years experience in the visual effects industry, working on films such as Harry Potter and the Deathly Hallows: Part 2, The Wolverine and Fantastic Beasts and Where to Find Them.
Albert started his career in 2005 as FX TD for commercials. He then moved to feature films in 2011 and worked on movies such as Man of Steel, The Wolverine, The Amazing Spider-Man 2, Tomorrowland. His first role as CG Sequence Supervisor was on The Huntsman sequel – The Huntsman Winter’s War in 2016. He has subsequently taken on CG Sequence Supervisor duties on Warner’s Fantastic Beasts and Where to Find Them. In addition to his experience as a CG Artist, Albert has also over five years experience as On-Set Supervisor for commercials and feature films.
Albert is currently completing work as CG Sequence Supervisor on The Mummy, directed by Alex Kurtzman and starring Tom Cruise and Russell Crowe.
Storm8, Senior VFX Artist
After earning his BFA in Computer Art from Savannah College of Art and Design, Ariel started his career at Tippett Studio where he created FX and ROTO artwork for Starship Troopers 2 and Hellboy. In 2005 he entered the game industry as a Technical and VFX Artist, shipping Mercenaries 2: World in flames and Lord of the Rings: Conquest with Pandemic Studios and Tony Hawk: Shred with Robomodo.
He went on to lead a team in the development of Fort Courage, a mobile game for iOS and Android, for Human Head Studios. Ariel joined Zynga in 2013 to work on their flagship product, Farmville 2, a live game with over 2 million daily players. He is now returned to mobile games with Storm8 as a VFX and Pipeline Specialist working on a multitude of games for 50 million monthly active users.
Frank Tzeng is a Lead Character Artist at Naughty Dog, Inc., currently working on unannounced AAA title.
Originally from Taiwan, Frank moved to Los Angeles to work on a host of Triple-A titles, where he’s also worked on Unchartered 4: A Thief’s End, The Last of Us Remastered. Other titles in his credits include Killzone Shadow Fall, Puppeteer, and many more.
As one of the community’s favourite 3D artists, Frank has received many top-row features, front-page mentions, and awards from the likes of ArtStation, 3dTotal, Pixologic, CGHUB, CGfeedback, and Kotaku.
In his free time, Frank likes to improve his digital sculpting and modelling skills, as well as create fan art of his favourite TV shows and films.
Markus H. Thorsen
Markus H. Thorsen Design
Markus has been working with photography, film, visual effects, 3D-graphics and animation for the past 10 years.
Markus has a BA(Hons) in Visual Communications from Edinburgh College of Art, and a bachelor in 3D-graphics from Westerdals Oslo School of Art, Communication and Design.
Freelance Concept Artist
Currently I’m a Freelance Concept Artist working mainly in the movie industry, on both VFX and pre-production concept side.
I have an emphasis on Character and Creature Design. I use Photoshop, Zbrush and Keyshot to produce most of my artworks
Chris van Dyck
Chris van Dyck is a Vancouver-based VFX Artist & Supervisor in the commercial, film, and television industry. With over 13 years of experience, he has worked at some of the top studios around the world: WETA Digital, Industrial Light & Magic, MPC, Method, Rising Sun Pictures, Animal Logic, The Embassy and Prime Focus. Chris has held various roles, including Senior Stereo Compositor, Lead Compositor, Compositing Supervisor, VFX Supervisor, Instructor and Consultant. Some of his most notable credits include: The Hobbit Trilogy, Warcraft, Thor 2, Life of Pi, Transformers: Dark Side of the Moon, Tron: Legacy, Harry Potter and the Half-Blood Prince, Ironman and Frank Miller’s: 300.
Most recently, he has founded CVD VFX, a small studio in Vancouver. The studio’s focus is to consistently and professionally deliver the highest quality in VFX. Recent projects include, Lemony Snickets, The Shack, Dirk Gently’s Holistic Detective Agency, Mass Effect: Andromeda, the Magicians, Wayward Pines, Zoo.
Rising Sun Pictures
IDEA architecture office
Alberto Villanueva is an architect in London, UK. He holds a Master of Architecture from the European University of Madrid and a MA in Environment Design at Ravensbourne with a distinction, where he has developed a project researching the possibilities of 3D printers and new materials in the colonization of planet Mars, as a solution to generate architectures in extreme environments. Project noted by The Royal Academy of Arts and featured in publications like Dezeen, Designboom, Archdaily, The Spaces or DesignCurial.
Currently, he is a Sessional Lecturer in Contextual Studies, Postgraduate Coordinator of the Mentoring Programme and an Incubatee at Ravensbourne where he has founded his architecture firm called IDEA architecture office.
Alberto’s academic projects cover a wide range of scope in scale and have significantly diverse projectual approaches. His academic work and research included sites like Spain, South Korea, China, Slovenia, Italy, France, EAU, United States or even the planet Mars.Alberto Villanueva is a Spanish architect in London, UK. Master of Architecture and MA in Environment Design. Currently, he is Lecturer at Ravensbourne and founder of IDEA architecture office.
Noted by The Royal Academy of Arts and featured by Dezeen, Designboom or Archdaily.
Graphic Design Consultant at UNICEF
Shangning Wang is an award winning graphic designer, illustrator, and all around creative. He focuses on commercial art, typography, illustration, branding, and poster art. He also sits on the jury for a number of design contests, such as Poster hero 6th, Vega Digital Awards, Muse Creative Awards 2016&2017, COW International Design Festival: COW: ILLUSTRATION 2016, and International Reggae Poster Contest 2016.
In past two years, he received more than ten global awards for his work. His poster designs were exhibited in many cities around the world including Dnepropetrovsk, La Paz, Seoul, Suzhou, Taipei, Sarasota, Bradenton, Phoenix, Trnava, Melbourne, Lublin, and many more cities. His design works have been published by many design magazines, and featured on more than thirty graphic design blogs.
“To hear courteously, to answer wisely, to consider soberly and to decide impartially.” is what describes Shangning appropriately as a design judge. He always believes good design can save the world with passion, dream, and love!
Neil graduated from Bournemouth University in 2000 with a Masters Degree in Digital Special Effects, he then started work as an Assistant TD at Framestore working on the Hallmark miniseries, Dinotopia. In 2001, Neil joined Framestore’s film department as a Technical Director where he worked on Troy, Charlie & The Chocolate Factory, The Golden Compass, The Dark Knight and Prince of Persia.
In 2010 he moved to Framestore’s New York office to join the commercials department working on campaigns such as Old Spice, AT&T, HBO and Mercedes amongst others. Whilst in New York Neil also continued to work on various film projects, including The Smurfs in 2011 Neil was CG Supervisor on Edge of Tomorrow for Framestore, Montreal, where he worked in conjunction with the London team to bring the formidable Mimics to life.
In 2013 he moved back to the UK, recently jumping onboard to work on Paul King’s film, Paddington and the Academy Award- nominated The Martian.He has just completed work on Disney’s live-action Beauty and the Beast and rejoins Paul King to begin work on Paddington 2.
Bryan is currently working as a Senior Character Artist at ID Software. Previously he worked on God of War at Sony Santa Monica, and at Naughty Dog where he contributed to Uncharted 2 and Uncharted 3.
He also works as a freelance Character Designer and Sculptor. Some of his clients include, The Aaron Sims Company, Gentle Giant Studios, Electric Tiki, Masked Avenger Studios and Jim Henson’s Creature Shop.