Looking back: In DP 03 : 2015, Lighting Boy Studio realised the film project Le Gouffre. A Kickstarter campaign brought the animated film over the finishing line. An animago AWARD-nominated short film.
Review: In DP 05 : 2010, we sought an expert discussion with Blue Byte, the German gaming industry giants. We asked Managing Director Odile Limpach and Producer Benedikt Grindel about the 7th instalment of the building strategy series The Settlers.
Review: In DP 05 : 2005, ILM chased special effects through a brand new pipeline for Steven Spielberg's War of the Worlds film. A test run with time pressure - in the middle of a big-budget production.
Looking back: A special film school opened in Mannheim in DP 06 : 2014. The non-profit organisation Flimmermenschen views film as a holistic cultural phenomenon. An educational programme for students, hobbyists and newcomers to the industry.
Looking back: In DP 03 : 2015, we found out that Rise Visual Effects Studios has been around since 2007 - eight years later, in 2015, it even had four locations. Founder Florian Gellinger explained to us how the expansion of the VFX business was achieved.
Review: In DP 06 : 2013, we spoke to VFX supervisors Thilo Ewers (Pixomondo) and Paul Lambert (Digital Domain) about the science fiction film Oblivion - and about Tom Cruise's 3D model.
Review: In DP 05 : 2013 we learnt Klingon: "Cut with Avid" is called "Maljaʼ tayʼ Avid". J. J. Abrams made the sequel to the reboot - could Starship Enterprise nostalgics and blockbuster fans be satisfied at the same time?
Review: In DP 02 : 2013, we tracked down the mega-production Cloud Atlas - with export director Tom Tykwer and the Wachowski siblings in the director's chair. How did Rise manage the massive visual effects of the three-hour epic - and how did the VFX artists transform today's Glasgow into the San Francisco of the 1970s?
Review: In DP 02 : 2013, we spoke to Florian Gellinger, founder of VFX studio Rise, about the David Mitchell film Cloud Atlas. The sci-fi epic was realised by: the Wachowski siblings.
Review: In DP 01 : 2013, a world-famous manufacturer of sugar water commissioned a commercial from Bent Image Lab. Grading artist Jalal Jemison was responsible for the bright red colour typical of the beverage brand. An interview.
Ubisoft built on the success of Assassin's Creed with a second installment in the series. The content mix for the sequel: Renaissance Italy, modern 3ds Max technology and a pompous trailer debut. The reward: an animago AWARD in the "Best Postproduction" category!
Review: In DP 01 : 2013, Weta Digital went back to Middle-earth with Peter Jackson. For the prequel trilogy "The Hobbit", the New Zealanders transferred fantasy author J.R.R. Tolkien's prequel to the big screen.
To infinity - and much... louder? Our audio tools overview makes a lot of noise! Earplugs, speakers and microphones set the tone. And the VFX artists give Buzz Lightyear a jump-start for his first solo adventure. Successful landing?
Brought to you by notebooksbilliger.de: In this in-depth interview with Senior Technical Product Manager Rick Napier we talked about Nvidia Studio. What is it and how does it work?
Review: In DP 01 : 2016, "Jurassic World" celebrated its opening. We asked VFX supervisor Martyn Culpitt from Image Engine for a chat - about impressive CG environments and even more impressive CG dinosaurs. Who is the biggest pipeline eater?
Blast from the past: In DP 06 : 2019 we went apeshit for the Planet of the Apes movies – and then the animated short "400 MPH" from students of "Supinfocom" came along. Ready for a chimpanzee aping Icarus?
Only for YouTubers? Master editor Oliver Peters gets behind the handset - and behind the editing suite and on-location camera. Can the Filmic Pro app inspire?
Aeroplanes in your stomach - and on the (virtual) runway? Alessandro Cucinotta guides you to where "Microsoft Flight Simulator X" and "Reallusion" tools provide lift!
Review: In DP 01 : 2014, Resolve 10 went into open beta. We spoke to London-based videographer James Tonkin, who was on tour with Resolve 10 and Robbie Willliams. The perfect topic for the festival season!
Review: In DP 04 : 2007, Spidey made his third appearance on the big screen and had to fight three villains at the same time. Imageworks created characters made of air, sand and black mass.
Review: In DP 07 : 2016, photo designer Jürgen Stein reported on his black and white work "Topview", which was created with Softimage and Arnold. More than just black and white painting?
Review: In DP 02 : 2019, we take a closer look at photogrammetry in Houdini. Our Houdini expert clarifies whether this has resulted in a production boost for game developers.
A look back: In DP 01:2019, we took a look at high-end grading with Baselight. We also spoke to Rotor Film about HDR material and the Amazon series "Deutschland 86".
Review: In DP 04 : 2009, effects company ILM realised gigantic robots for Michael Bay's second part of the tin-and-bending brothers from Transformers. "Mindbending" or "sand in the gears"?
Looking back: In DP 05 : 2007, the ILM team was looking for new ways to bring the Transformers to the big screen - and came up with a solution that had a decisive impact on the industry.
Looking back: In DP 01:2022 we presented a new standard for assets - that can do real-time? It can! That masters PBR? It masters it! That is open source and prominently supported? Yes, and again: Yes! Is glTF the file format prodigy?
Review: In DP 06 : 2009, the sci-fi surprise hit "District 9" flashed us - with big green aliens that look like a cross between a shrimp and a grasshopper.
Review: In DP 05:07, Harry Potter 5, to which eleven studios contributed effects, was enchanting. These included heavyweights such as DNEG, ILM, Framestore and MPC.
Review: In DP 06:2012, we visited the Polish studio Platige Image. Could the Poles, who are spoilt for success, manage the major project "The Witcher 2: Assassins of Kings"?
A detailed look at Modo 10.1's procedural modelling stack, mesh and selection operations, curve tools, game workflows and the early pFusion extension for MeshFusion.
A detailed look at Renderpeople's expansion from ready-to-render scanned people to rigged 3D characters, including topology, skeletons, facial controls and workflow trade-offs.
A detailed introduction to Pixar's OpenTimelineIO, its timeline object model, EDL/XML adapters, viewer, installation and prospects for native NLE integration.
A practical guide to using a second keyboard or MIDI controller as a dedicated shortcut surface with HID Macros, LuaMacros, MIDI2LR and application-specific mappings.
ProRes Patcher's early beta edited frames, metadata and clip sections without rebuilding an entire ProRes file, but required strict copy-first testing.
An fxguide feature examined the 2021 Scientific and Technical Awards and the development of head-mounted facial capture by Technoprops, Standard Deviation and Weta Digital.
A long-term review of the left-handed 3Dconnexion CADMouse examines ergonomics, seven-button control, wireless and wired operation, 3DxWare profiles and DCC use.
ILM VFX supervisor Roger Guyett discusses the global production, practical and digital techniques, virtual production and fleet work behind The Rise of Skywalker.
A detailed review of the Cycles improvements delivered with Blender 2.8, covering performance, hardware support, motion blur, Cryptomatte, displacement and shaders.
A 2018 review of Havit’s full-size HV-KB395L keyboard, covering its low-profile Kailh switches, construction, RGB software, macros and everyday ergonomics.
Review: In DP 03 : 2018, our author Alexander Richter stated: "There are countless pipelines for film projects. But how is a project ultimately set up and realised?
Blast from the Past: In issue 06 : 2018 of DP our author Alexandra Kaschny wondered 'Which hidden rendering powers are revealed with Unity 2018.1 and above?'
Review: In DP 06 : 2018, our author Alexandra Kaschny focussed on the Big Three (not Five): Unity, Unreal, CryEngine. Which other engines are roaming the jungle?
This archive hands-on review tests whether Wacom’s Intuos Pro can replace a mouse in everyday production work, from setup and ergonomics to precision and speed.
Review: In DP 01 : 2020, our author Rainer Duda took a closer look at the steep learning curve of VFX powerhouse Houdini - and revealed how the curve can be smoothed out.
Blast from the past: Who is the most iconic video game heroine ever? Lara Croft, of course. In this interview, we take a deep dive into the lost city of Paititi – and the final installment of the reboot trilogy.
A look back: How does audio AI work in practice? "Alex Audio Butler" consists of VST plug-ins that are designed to handle the sound mixing independently. The big players in the VST game: DaVinci Resolve, Premiere Pro and Adobe Audition.
Review: In DP 03 : 2017, Warner Brothers reached for "Fantastic Beasts & Where to Find Them", because J.K. Rowling was finished with Harry Potter after volume seven. Off we went to the beasts (wherever they are to be found)!
Review: In DP 06 : 2016 we introduced four helpers that will help you to find out the exact position of the light emitter sun, preview LUTs in the browser, and always have a collection of knowledge with you.
Review: In DP 05 : 2010, the Finns from Remedy Entertainment moved to the north-west of America - research for Alan Wake. Could the new game concept match its predecessor Max Payne: The Fall of Pax Payne?
Review: In DP 04 : 2014, we let the engines roar in the racing game Krautscape by developers Mario von Rickenbach and Michael Burgdorfer - including procedurally generated racetracks. A game project from the Zurich University of the Arts.
Review: In DP 03 : 2014, we climbed into the opening scene of the bestselling film adaptation of The Book Thief. Rise Visual Effects Studios realised a long cloud sequence including a 3D tracking shot with Houdini. How do artists create the perfect cumulus cloud?
Review: In DP 03 : 2014, we found out what happens when arctic pink creatures get involved with tropical fruit - and design students from HBK Braunschweig make 3D animation.
Review: In DP 06 : 2014, Weta Digital set to work on the second instalment of Planet of the Apes. A conversation with VFX supervisor Dan Lemmon about primates, performance capturing and premium VFX.
Review: In DP 07 : 2014, "Lucy", together with director Luc Besson, tapped into the full brain power - and the VFX power of ILM, Rodeo FX and 4DMax. How did the sci-fi action film with Scarlett Johansson come about?
Review: In DP 07 : 2014, the most popular spider-man in film history was electrostatically charged. "The Amazing Spider-Man 2: Rise of Electro" was one of the most elaborate projects for Sony Pictures Imageworks in 2014. We caught up with digital effects supervisor David A. Smith.
Review: In DP 02 : 2014, a steampunk panther caught the readers' eye - with emerald green eyes and filigree decorations. An animago submission by 3D artist Anna Huber.
Review: In DP 04 : 2014, Depeche Mode went on a major tour - and Cologne-based post-production house the editors cgn was responsible for the high-quality post-production of the concert events. How do post-pros make the performers look as good as possible? Head editor Tobias Berbuer explains in an interview!