2019 Rookie Awards Announced
Winners of competition for aspiring design and media entertainment artists selected from over 3,400 entries representing 89 countries.
Winners of competition for aspiring design and media entertainment artists selected from over 3,400 entries representing 89 countries.
Epic Games CTO discusses his work, alongside Oscar winner John Gaeta, producing the legendary “Bullet Time” VFX sequences on ‘The Matrix,’ as well as the growing use of game engines and real-time rendering in feature film and TV production.
9th annual Rookie Awards call for entries is open to all amateur creatives in VFX, animation, games, VR, motion graphics and 3D visualization.
Firm’s analysis projects hardware acceleration and improved algorithms will enable ray tracing software to dominate rendering market by 2023.
Nine new episodes of animated fantasy series will continue the adventures of the show’s young heroes in their quest to stop an historic conflict from escalating into all-out war.
Former PlayStation and EA executive will head studio’s efforts in producing cinematics, trailers and marketing content for game publishers.
Wonderstorm’s creative team of Aaron Ehasz, Justin Richmond and Giancarlo Volpe delve into the making of the first season of their epic series centered around three unlikely heroes and their quest to stop an all-out war.
Industry analyst Jon Peddie weighs in on the significance of NVIDIA’s recently announced Turing GPU architecture and AI-enhanced photorealistic rendering.
Autodesk-sponsored international student awards received 9,971 digital projects created by 2,914 students from more than 87 countries worldwide.
The Jon Peddie Research duo talk in-depth about computer graphics industry growth trends, including hardware, software and immersive content creation.
Dr. Perlin talks about AR and VR products and how they will be used by humans in ways we haven’t yet discovered to become a seamless part of our existence.
The VFX supervisor about convergence in VFX and game development tools, real-time game engines and digital content production methodologies.
The senior graphics programmer discusses the challenges of optimizing real-time game engine performance and how the technology produces increasingly photorealistic virtual characters and creatures.
The studio’s CTO discusses producing the stunning, real-time rendered visuals of their brand new MOBA game experience.
The Sony Computer Entertainment lab director discusses R&D efforts in VR, games and innovative interactive experiences.
Craig Caldwell, USTAR senior research professor at the University of Utah, discusses storytelling challenges in games.
As we await 2016’s big game releases, AWN game writer Spencer Fawcett looks back on his favorites of 2015.
Ubisoft’s decision to push next ‘Assassin’s Creed’ release to 2017 may signal needed change in big game franchise planning.
Spencer Fawcett takes a look at Richard Hill-Whittall’s new book about the risks and rewards of independent game development.
Second annual free, all-ages event to be held at the Old Mint Building in San Francisco’s Mint Plaza on Saturday, November 1, 2014.
Shotgun Software announces the integration of its pipeline tools with Perforce to streamline game development team collaboration.