How The Stand-Out Character in ‘Avengers: Infinity War’ Was Made By Two Separate Studios
Cartoon Brew spoke to Weta Digital and Digital Domain to find out how multiple studios working on the same vfx character can achieve a seamless performance.
Cartoon Brew spoke to Weta Digital and Digital Domain to find out how multiple studios working on the same vfx character can achieve a seamless performance.
A look at all the intense work that went into the cinematography of Wes Anderson's "Isle of Dogs," before a single frame is ever animated.
The mystery is finally over. But is it a revolutionary device?
'Geri's Game' director Jan Pinkava sits down with Cartoon Brew for an in-depth interview on the Pixar short's 20th anniversary.
John Lasseter has taken a leave of absence from Pixar.
A big hit in Japan, "A Silent Voice" has made its to American theaters. We spoke with the director about her one-of-a-kind film.
Disney put "Coco" director Lee Unkrich in a tough spot, and he's expressing his frustration on Twitter.
Saying larger women aren't beautiful might not be the best approach to marketing a family animated feature.
We travel to sunny Lisbon to experience Monstra, a two-week long animation festival.
"It’s not going to look like a Pixar movie, where you see money on the screen," says "Ernest & Celestine" director Benjamin Renner.
Five-time-Academy Award winner Ken Ralston offers his thoughts on past projects and the future of vfx.
A deep dive with researcher Paul Debevec, who has been pivotal in some of the biggest innovations in vfx, including photoreal digital characters.
Mark Dippé and Steve ‘Spaz’ Williams, who created groundbreaking vfx work on "Jurassic Park," "T2," and "The Abyss," talk about what's different about the vfx industry today.
The directors of "Sausage Party" talk about the challenges of selling an R-rated animated feature in Hollywood, producing a film on a fraction of the budget of other studios, and knowing when you've gone too far in an R-rated cartoon.
In the new frontier of vr animation, basic film concepts like cutting and editing can become huge technical challenges.
"Dragonheart," released twenty years ago this week, was a live-action film that had one of the first digital characters you could believe in. We talk to the ILM artists who created it.
Figuring out how to make the characters in "The Angry Birds Movie" look simple was a big challenge for Sony Imageworks.
Will audiences defy critics and turn out to support an animated feature inspired by a mobile gaming app?
Cartoon Brew reports from Germany's digital art conference FMX.
Acting instructor Ed Hooks explores the animated performances of this year's five feature animation nominees.