world building for movies & games - control conference day 1

1
Edvige Faini Concept Artist Sparpweed Richard Boeser Game Director Dan Hassler-Forest Author T.B.C. Academy Award Nominee Jan Roelfs Production Designer VR/Heroes Adriaan Rijkens VR Developer Triumph Studios Lennart Sas Co-founder and CEO Justin van der Lek VFX Artist Romke Faber Production Designer & Art Director Submarine Channel Corine Meijers & Remco Vlaanderen Triangle Studios Remco de Rooij Founder & CEO Edvige Faini is a Concept Artist for movies and games from Milan, Italy. She will show what Concept Artists produce and how their work evolves from a digital drawing to a movie scene on screen. She will use examples from her work on films such as Dawn of the Planet of the Apes, 300: Rise of an Empire, Jupiter Ascending and Sin City: A Dame to Kill for. ibb & obb is a game about puzzle solving, atmosphere and the interaction between players. Nobody plays the game for its nar- rative, yet there is an untold background story. This talk is about that story and how it helped to shape the game’s world. ‘Transmedia’ is a popular buzzword, but what does it mean? To some, it suggests complex stories, expanded via many different media, like Star Wars. To others, it reflects an increasingly digital culture where the difference between media no longer seems to exist. Hassler-Forest will discuss the complexities of transmedia storytelling, using the Walking Dead franchise as a main example. Edvige Faini is a Concept Artist for movies and games from Milan, Italy. She will show what content a Concept Artists have to deal with and how we get from a digital drawing to a movie scene on screen. She will use examples from her work on films such as Dawn of the Planet of the Apes, 300: Rise of an Empire, Jupiter Ascending and Sin City: A Dame to Kill for. Jan Roelfs is a two time Academy Award nominated Production Designer. He received his first nod for his fantastic production design on Gattaca. During a live interview we revisit that world and other ones he helped create. VR developer Adriaan Rijkens talks about why Virtual Reality is changing the world and how you can be part of that change. He will talk about the challenges he faced during the development of Cinematic VR and Serious VR Game experiences. Sharing experiences from the development of the Age of Wonders and Overlord franchises – and other games that didn’t turn out so well – Triumph Studios’ Lennart Sas discusses how treating a game’s features and content as social currency helps develop entertainment that can pique interest, trigger word of mouth and establish a community. Justin van der Lek (current job: Star Wars Ep. VII) has worked on pivotal scenes for countless blockbuster movies. He presents a selection of these scenes and walks the audience through the creation process. How do these scenes contribute to the world in the movie, what did the director want, and what did the original screenplay say? Romke Faber is (assistent) set & production designer and art director for movies such as Nova Zembla and the Blender-movie Tears of Steel. He researches the creation of new worlds as a starting point for creating stories. In this session Corine Meijers and Remco Vlaanderen talk about how world-building occurs and is approached in two projects: De Pont and Ascent from Akeron. They will also talk about how Submarine Channel approaches this new means of storytelling and world building. Triangle Studios created the game Cross of the Dutchman, based on the 16th century folk legend of Grutte Pier. It took the studio six year to finish the game. The talk focusses on the hardships of development, and how the studio grew with the project. Topics vary from concepting and development to planning and management. Coffee break Lunch break Coffee break Drinks 09:30 TIVOLIVREDENBURG / CLOUD NINE • TUESDAY 29 SEPTEMBER 11:00 13:30 15:15 - 15:45 10:15 12:00 14:30 16:15 - 17:00 11:30 14:00 15:45 - 16:15 10:45 - 11:00 12:30 - 13:30 15:00 - 15:15 17:00 - 17:30 From Concept To Screen – Drawing To Imagine And Create New Possible Worlds How The Untold Narrative In ibb & obb Helped Us Shape Their World Cross-Platform Zombies: Transmedia Storytelling In The Walking Dead The screenplay Production Design On SF Classic Gattaca & Others The Rise Of Virtual Reality Crafting Worlds To Generate Buzz Justin Van Der Lek On The Hobbit, Avengers And More: World Building Through VFX Immersive Design: The Narrative Starts With The World Two Cases Of World Building: Interactive Comic Ascent From Akeron And Game & Film Challenge De Pont Building A Legend: Why It Took Six Years To Develop This Game WORLD BUILDING FOR MOVIES & GAMES

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Tuesday 29 Sept. Day 1 of Control Conference. Hosted by Netherlands Filmfestival & Control Conference.

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Page 1: World Building for Movies & Games - Control Conference Day 1

Edvige Faini Concept Artist

Sparpweed Richard Boeser Game Director

Dan Hassler-Forest Author

T.B.C.

Academy Award Nominee Jan Roelfs Production Designer

VR/Heroes Adriaan Rijkens VR Developer

Triumph Studios Lennart Sas Co-founder and CEO

Justin van der Lek VFX Artist

Romke Faber Production Designer & Art Director

Submarine Channel Corine Meijers & Remco Vlaanderen

Triangle Studios Remco de Rooij Founder & CEO

Edvige Faini is a Concept Artist for movies and games from Milan, Italy. She will show what Concept Artists produce and how their work evolves from a digital drawing to a movie scene on screen. She will use examples from her work on films such as Dawn of the Planet of the Apes, 300: Rise of an Empire, Jupiter Ascending and Sin City: A Dame to Kill for.

ibb & obb is a game about puzzle solving, atmosphere and the interaction between players. Nobody plays the game for its nar-rative, yet there is an untold background story. This talk is about that story and how it helped to shape the game’s world.

‘Transmedia’ is a popular buzzword, but what does it mean? To some, it suggests complex stories, expanded via many different media, like Star Wars. To others, it reflects an increasingly digital culture where the difference between media no longer seems to exist. Hassler-Forest will discuss the complexities of transmedia storytelling, using the Walking Dead franchise as a main example.

Edvige Faini is a Concept Artist for movies and games from Milan, Italy. She will show what content a Concept Artists have to deal with and how we get from a digital drawing to a movie scene on screen. She will use examples from her work on films such as Dawn of the Planet of the Apes, 300: Rise of an Empire, Jupiter Ascending and Sin City: A Dame to Kill for.

Jan Roelfs is a two time Academy Award nominated Production Designer. He received his first nod for his fantastic production design on Gattaca. During a live interview we revisit that world and other ones he helped create.

VR developer Adriaan Rijkens talks about why Virtual Reality is changing the world and how you can be part of that change. He will talk about the challenges he faced during the development of Cinematic VR and Serious VR Game experiences.

Sharing experiences from the development of the Age of Wonders and Overlord franchises – and other games that didn’t turn out so well – Triumph Studios’ Lennart Sas discusses how treating a game’s features and content as social currency helps develop entertainment that can pique interest, trigger word of mouth and establish a community.

Justin van der Lek (current job: Star Wars Ep. VII) has worked on pivotal scenes for countless blockbuster movies. He presents a selection of these scenes and walks the audience through the creation process. How do these scenes contribute to the world in the movie, what did the director want, and what did the original screenplay say?

Romke Faber is (assistent) set & production designer and art director for movies such as Nova Zembla and the Blender-movie Tears of Steel. He researches the creation of new worlds as a starting point for creating stories.

In this session Corine Meijers and Remco Vlaanderen talk about how world-building occurs and is approached in two projects: De Pont and Ascent from Akeron. They will also talk about how Submarine Channel approaches this new means of storytelling and world building.

Triangle Studios created the game Cross of the Dutchman, based on the 16th century folk legend of Grutte Pier. It took the studio six year to finish the game. The talk focusses on the hardships of development, and how the studio grew with the project. Topics vary from concepting and development to planning and management.

Coffee break

Lunch break

Coffee break

Drinks

09:30

TIVOLIVREDENBURG / CLOUD NINE • TUESDAY 29 SEPTEMBER

11:00

13:30

15:15 - 15:45

10:15

12:00

14:30

16:15 - 17:00

11:30

14:00

15:45 - 16:15

10:45 - 11:00

12:30 - 13:30

15:00 - 15:15

17:00 - 17:30

From Concept To Screen –Drawing To Imagine And Create New Possible Worlds

How The Untold Narrative In ibb & obbHelped Us Shape Their World

Cross-Platform Zombies:Transmedia Storytelling In The Walking Dead

The screenplay

Production Design On SF Classic Gattaca & Others

The Rise Of Virtual Reality

Crafting Worlds To Generate Buzz

Justin Van Der Lek On The Hobbit, Avengers And More: World Building Through VFX

Immersive Design:The Narrative Starts With The World

Two Cases Of World Building: Interactive Comic Ascent From Akeron And Game & Film Challenge De Pont

Building A Legend:Why It Took Six Years To Develop This Game

WORLD BUILDINGFOR MOVIES & GAMES