Its a fascinating look at the many different faces who have
worked in the studio over the years and what they themselves have brought to it.
Not exact matches
I used to
work in a teeny little utility room until Mr Dottery Potter and I built my
studio at the bottom of the garden just
over a year ago.
I love the concept of individuals
working away
in their own
studios all
over the world.
fun excuse no1 for me was a
studio warming party — my
work just moved to new premises and I opted not for a frock but for a floral gown
over black fitted staples — you can see it
in my Friday post love these heels — they are quite special!
I go on many commercial auditions and
work in recording
studios doing voice
overs.
With
over a decade of experience
in the movie industry, Ellwood survived
working for two major
studios, has written for Variety, MSN and the LA Times and co-founded HitFix, Inc. serving as its first Editor -
in - Chief and President.
A re-visiting of the somewhat seminal
work — which scored a visual effects Oscar nomination, rang up
over $ 50 million
in its initial theatrical run, and expanded upon the notions of what was an acceptable Hollywood
studio animated release — reveals a spirited but flawed rendering of a deliciously wonky premise, a movie long on cultish personality but lacking
in the sort of storytelling vim and vigor that sticks to the imagination outside of a captive viewing.
Massey has
over 30 years of experience
in sound mixing and is originally from England where he studied music and
worked in studio and live music recording.
That could
work for a
studio that doesn't have interest
in spending much money on a film that didn't cost even
over $ 60 million to actually make, marketing excluded.
The
studio has a vast experience of
working on racing games
over the past 19 years, and every single title we've
worked on has influenced what we've done with ONRUSH
in some way or another.
It's not that
working with the same people
over and
over again is a bad thing —
in the old Hollywood
studio system, that happened all the time, and the comedies of Preston Sturges, to name just one director, are filled with the same repeating cast — it's that there is a danger that your friends may not push you to make something interesting.
Kent Mackenzie's independently produced 1961 drama (when independent cinema was the realm of mavericks and dreamers
working in the margins, rather than
studio subsidiaries and major actors looking for a challenge) chronicled the lives of urban American Indians (all of them non-actors drawing from their own lives) on the Bunker Hill area of Los Angeles
over one long, alcohol - lubricated night.
This Blu - ray has been
in the
works for
over a year now and has no
studio behind it.
With
over a hundred films
in his C.V. (including silents), King remained one of the
studio's leading directors for decades, and though he
worked with superb cinematographers, his films consistently show a dramatic visual style that maximizes elements within a single shot, plus a knack for crafting kinetic action scenes — particularly the storming of the fortress at the end of the film.
At the film's Los Angeles press day, Woodley talked about how Jennifer Lawrence encouraged her to take the role, what she shares
in common with her character and how they differ, what inspired her to take a course
in urban survival skills, what the experience was like doing many of her own stunts, her most memorable sweaty palm moments, zip - lining
over the streets of Chicago and climbing the Navy Pier Ferris Wheel, her challenging fight sequence finale with Theo James,
working again with Miles Teller, and what she learned about herself
in the process of making her first large scale
studio movie.
There's less slickness
in a car chase scene, however, a messy moment of CGI and
studio work — this sequence should have at least rolled
over and played full phony, instead of looking like an unnatural piece of botched reality.
Ex Machina became that rare indie to take the Visual Effects Oscar
over much bigger
studio blockbusters, and it is nice to report that the ingenuity that went into that film hasn't been sacrificed now that he is
working on a bigger scale with an Oscar - winning star on board
in Natalie Portman.
Lance Rutter has spent the last 30 + years of his career devoted to graphic design,
working on projects
in his Chicago design
studio, teaching design at the School of the Art Institute of Chicago, serving on the national board of the AIGA, and presiding
over the 2008 and 2010 Chicago International Poster Biennials, among other public design advocacy initiatives.
Games like Uncharted 4, we just had Gran Turismo, a whole range of stuff from
studios located
in Japan and Europe — obviously Horizon Zero Dawn from Guerrilla Games here
in Europe — West Coast of America — we've spent a lot of time nurturing that network of
studios, a lot of time
over many, many years, and a lot of hard
work.
As we've seen with high profile Kickstarter campaigns
over the last few months,
studios and publisher's are often conservative
in their appraisal of a
work's appeal, and it's probably just a matter of time before an author sees similar success (David Mamet is giving it an early shot according to The New York Times).
About the Teen Arts Mentorship program: For
over 20 years, this unique arts enrichment program has offered promising teenage artists the opportunity to
work closely with local professional master artists
in a
studio environment.
They say that Bandai Namco Singapore was indeed
working on Metroid Pirme 4, but now the game is being moved
over to Bandai Namco's
studio in Japan.
It looks like there's still
work to be done at Codemasters on F1 2015, as the
studio have quietly announced that the game will be slipping just
over five weeks back to now release
in July, rather than June.
Yodo1 also co-developed and culturalized a new version of Ski Safari for the Chinese market (
working with Defiant Development, another top Australian indie
studio); with
over 100 million downloads, the single - player casual game is among the most popular mobile titles
in China.
It is lacking now with new exclusives but there is no doubt that, if Sony keep all their
studios working and Japan still favor the PS
over the XBOX, Sony will deliver the games
in the future.
Games like Uncharted 4, we just had Gran Turismo, a whole range of stuff from
studios located
in Japan and Europe — obviously Horizon Zero Dawn from Guerrilla Games here
in Europe — West Coast of America — we've spent a lot of time nurturing that network of
studios, a lot of time
over many, many years, and a lot of hard
work.
The good news is,
in their more than 15 year history, developer Inti Creates have shipped
over 30 different games on eight different platforms, and our project lead, Keiji Inafune, has either
worked on or overseen 30 + games
in this genre alone, as well as having lead one of the biggest Japanese
studios, and some of the biggest AAA games ever.
Dana brings
over a decade of experience
in game design, including years of
working alongside some of the other Red Hook staff
in previous
studios.
Back
in September, most of its workers were moved
over to Ghost Games UK to
work on Need For Speed — with that
studio suffering its own round of layoffs just a few months later.
Hello Games»
studio flooded
over the Christmas holiday, ruining the majority of the
studio's equipment and resulted
in the team
working from home to continue on No Man's Sky.
About Climax Studios Founded
in 1988, Climax is an independent video game
studio staffed by a team of around 100 dedicated and experienced professionals, with most of the senior management team having
worked alongside each other for
over a decade.
Develop catches up with CV Bay business development director Harry Vlahakis to ask about the firm's
work in games recruitment
over the last decade, helping both aspiring devs and established
studios
The two
studios worked hand -
in - hand
over the last two years to build this sequel, with BonusXP doing the day to day development of the game.
The
studio confirmed on Dragon Age's official site that it is developing a save importer so last - gen players can transfer their saves
over in order to continue to play new content, but the caveat is that a data transfer will only
work between the same console family.
Over the next few years dedicated modders stepped
in to make the game great, however, and
in recognition of their
work the actual
studio behind IL - 2 has just re-released their
work officially.
After studying composition, orchestration and arrangement at the American School of Modern Music (Paris, France) and Berklee College of Music (Boston, USA), Nicolas quickly started his career
in the video - game industry, and has since
worked with
studios all
over the world as a Composer and Music Editor.
In fact, the entire
studio was
working that way for a while, as the world of Horizon was defined early on but the exact genre, its features and storyline crystallized
over time.
SCOTT BUTLER An early employee of the pioneering game
studio Argonaut Software, Scott has
worked in the video games business for
over 24 years.
Kevin Conroy was at the Dallas Comic Con this weekend and confirmed that he will be voicing Batman
in the new game and has been
in the
studio for 10 months doing the voice
over work.
The game took Quantic Dream
over four years to make since the last game the
studio worked on was Beyond: Two Souls which came out on the PS3 back
in 2013.
Starting small, and beginning by
working with indie developers as a marketing consultant at first, Surprise Attack quickly became a significant player
in the Australian independent development scene and
worked with more than 100 indie
studios over the next couple of years, learning a lot about indie games, indie developers and how to
work with them.
Rather than
working on patches for the real Cuphead or plugging away at whatever comes next for the
studio, they've got to spend time and resources double checking Apple's
work in order to protect themselves and gamers who, not knowing any better, forked
over cash for a game they thought was legit.
After having
worked a couple of years
in the games industry I decided the time was right to start my own
studio to learn how to run a business and have creative control
over the games I make.
«The shift from being solely a development
studio to becoming a successful international publisher; the change
in our game distribution model from physical to digital games; and the development of our own business models where we have, amongst other things, shifted away from
working solely with base products (single games) to a model where we iterate on games and release content (e.g., expansions)
over a longer period of time.»
It's not something you can replicate
in a very large
studio because what indies have
over large teams is just that, they aren't large teams, they don't have huge budgets that require great success to continue, they have the freedom to take big risks and speak honestly through their
work, they have the freedom to experiment and improvise.
The
studio seems to most recently be
working with others to help get their games out the door and with reports that software for the NX is deep
in development don't be too surprised if they're lending their expertise to other internal teams to help get their projects
over the line.
Our Take Congratulations to Neil, his
work at the
studio has been stellar so far and he will likely have a strong creative influence
over the
studio in his new position.
An award - winning graphic designer, she has
worked in both large and small design
studios over the last 14 years.
The Design Blog: Founded, designed and curated by Ena Baćanović - a designer based
in Zagreb - Croatia, The Design Blog brings you carefully picked high - quality inspiration, featuring
works of designers and design
studios from all
over the world.
Featuring 50
works, «Maryland to Murano» is the first exhibition to pair the beaded neckpieces and wall hangings Scott constructs
in her Baltimore
studio — her foundational
work — with the blown glass sculptures she has created
over the past five years
in Murano, Italy.