Sentences with phrase «worked in the studio over»

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.
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