The developer of BioShock Infinite "gives us a behind–the–scenes look at the voice (Courtnee Draper), body (Heather Gordon), brain (Amanda Jeffrey), and face (Anna Moleva) behind Booker DeWeitt's in–game companion, Elizabeth."
(Chad Lakkis, 20 March 2013)
CHARACTERIZED Kuala Lumpur 2013, Tuesday 30 April 2013, 7:00pm, MAPKL, Black Box–Publika, Dutamas, Kuala Lumpur, Malaysia.
"Over the past few decades, Malaysia has been bearing a rapidly fast changing landscape within the creative industries. As Malaysia establishes its national creative policy to be at sync with the heartbeat of the emerging global creative economy – there has been nationwide expansion of creative establishments, particularly in graphic design, motion, product and web design. From here numerous surfacing of young budding talents and self initiated art collectives – all adhere with a single aspiration – and that is to create a vibrant and energetic design scene that is not only modern but also infused with a rich cultural heritage."
(Cut&Paste)
"Did you have a mentor when you were starting out?
I worked with some great illustrators when i started. We shared a building with the Central Illustration Agency and so met and listened to a few of them. Brian Grimwood, Simon Spilsbury, Robert Shadbolt, Geoff Grandfield. At the time illustration was being battered a bit because everything was going digital. But as we always say – good art will always find a way.
What's your process for writing a treatment?
We like to try new things whenever we can, so it's about getting the idea and pushing to see what we can do with it. And we like to get something drawn or made or modelled quite quickly. One piece of art will always inspire you to the next step we find.
Do you often collaborate in the early stages or do you work alone?
There are 20 of us at 12foot6 and we all do slightly different things, so everyone has to rely on everyone else – all we ever do is collaborate.
Pencil & Paper or iPad ?
it's a bit hard to send an email with a pencil and pen. But i know what you mean. We find there is a pretty simple rule in animation, in fact with any work I think – you get out what you put in. Put good art in and you stand a good chance of coming out with something you'll be happy with. Use whatever tools you like, as long as it works."
(Millie Ross, 13.07.2012, Jotta)
[The Animation/Illustration agency 12foot6 was started by Dave Anderson and Tom Mortimer. Their name was derived from their collective heights i.e. (6 foot 3) * 2]
"Since 1987 IRC researchers and students have been exploring the rapidly developing landscape of visual technology. Initial research involved high–end 3D computer animation to create rich worlds and characters. Visualizations of the otherwise invisible, ranging from biology to long–gone or unrealized architecture continue to be created at the IRC for national broadcast and current feature films.
As digital media tools became more powerful, the IRC began developing interactive, real–time virtual worlds that could respond to the decisions of an involved viewer. Researching and utilizing current game–art technologies, the IRC has created internationally recognized interactive visualizations for museums and other institutions. Additionally, pure research in real–time visualization has involved UMBC students in immersive projects that have attracted national attention.
Today, visualization capabilities have become all but limitless. At the same time, the role imagery plays in contemporary culture is of rising importance. Research at the IRC has expanded to include multidisciplinary research projects to better understand and realize an effective use of imagery to help culture process its most profound ideas. Understanding social media, online communities, and interactive collaborative virtual spaces are basic aspects of this research."
(Imaging Research Center, University of Maryland Baltimore County)