Kees Klop (VFX Artist, Crema)
Miguel Ortiz Martin (VFX Artist , Crema)
Location: Room 3007, West Hall
Date: Monday, March 20
Time: 9:30 am - 10:30 am
All Access Pass, Summits Pass
Vault Recording: Video
Audience Level: All
Learn how the VFX team at Crema brought the VFX of Temtem to life by giving each effect a special narrative, from virtually infinite creative freedom to a coherent final look.
During this session, Kees Klop and Miguel Ortiz Martin will share their knowledge about the techniques of animation and dive deep into aspects—such as timing or staging—and how they've used different tools that allowed them to create the different techniques.
Attendees will also be able to get an idea of the VFX production pipeline in Temtem from early concepts to a final polished stage. Kees and Miguel will show how they've managed to create such different techniques, from giant tree bursts to Lovecraftian horrors, and fit them in Temtem's game environment.
Attendees will gain insight on how technique animations were produced and why some specific decisions were made to be sure that the narrative stayed coherent and fit the different temtem. They'll also get details about how the Crema team has managed to create bigger and more intricate effects while keeping it coherent with the style of Temtem.
In addition, attendees will understand why some techniques lean towards different thematics such as horror or divine and other ways to push the boundaries while staying under the game constraints to keep the techniques fresh and interesting.
This is for intermediate and experienced VFX artists who want to have a new take on bringing in more narrative to your VFX work. Other art professions interested in the way VFX are created can also take inspiration from this talk, as well as those who want to start a career in VFX Art.