CGCircuit Interview: Geordie Martinez of ILM

CGCircuit is proud to present the latest in our on-going series profiling some of the leading technical and creative talent in the entertainment industry.
Today we would like to share with you our interview with one of the best Creature TDs in the VFX industry: Geordie Martinez.
Geordie currently works at Industrial Light and Magic as a Creature TD, Crowds Lead and also as trainer for the ILM Creature Dev department. He also publishes tutorials on our platform and he is currently teaching a workshop on Python titled Learn Python inside Maya. You can find the workshop here.

In this interview we ask Geordie about his career his work at ILM and more.

Geordie Martinez Demo Reel 2015 from Geordie Martinez on Vimeo.

The Interview

 

1449858828_256Can you introduce yourself and tell us some of the major productions you worked on?

Hello! I’m Geordie Martinez. I’m a creature TD and crowds lead at ILM. I am also the trainer for the Creature Dev department. I train all of the new hires coming in to get them up and running quickly. I’ve worked on The Avengers, Pirates of the Caribbean, Noah, Pacific Rim, Captain America Winter Soldier, Star Trek Into Darkness, Tomorrow Land, as well as a bunch of rides at ILM. I’ve been working in science animation and vfx since 2003.
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CGCircuit Interview: Kevin Baillie, Co-Founder of Atomic Fiction

Kevin Baillie of Atomic Fiction

Kevin Baillie of Atomic Fiction

For visual effects studios, most of the challenges that occur on a day-to-day basis have been identified to the point that there are very few true surprises. In many respects, solutions to these challenges are readily available and it just comes down to figuring out which one works best. Whether it’s specific project management styles, accounting and bidding practices or determining which creative software best fits within their current pipeline, studios quite often have many options available to them.

One studio, Atomic Fiction, headquartered in Oakland, California, not only identified a need but they also created an exciatomicFictionLogoting solution that works not just for their own studio but they have high hopes other industries that need to process, move and store massive amounts of data will agree that this is the time and money-saving product for them.

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CGCircuit Interview: Mark Pope of Jolly Good Jobs

For those of us in the entertainment industry, at some point looking for a new job is either something we have to do or want to do. While it might sometimes seem there is a dearth of jobs matching our specific skills, there is no shortage of sites dedicated to trying to help you land that next gig.  A new games industry jobs search site, Jolly Good Jobs, tries to take the pain out of pinpointing the job that suits you best.

Mark Pope, founder of Jolly Good Jobs, sat down with CGCircuit to tell us what makes his job search site different and how it can help you hunt down that sometimes elusive prey: Employment.

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CGCircuit Interview with Hans Godard, Character TD at Naughty Dog

CGCircuit is proud to present the latest in our on-going series profiling some of the leading technical and creative talent in the entertainment industry.
Today, we bring you an interview with one of the more exciting Character Technical Directors out there, Hans Godard, whose work can be seen in game developer Naughty Dog’s latest efforts, including the upcoming Uncharted 4.
Our brief interview with Hans regarding his latest plug-in release, RBF Solver, just scratches the surface of his fascinating array of tools and techniques, but we hope it gives you a taste of how Hans is helping to move the job of Character TD forward with his ingenuity and imagination.

 

The Interview

rbfSolver_iconThank you for taking the time to chat with us, Hans. Could you briefly describe your current job and how you got there?
I’m a Character TD at Naughty Dog, a video game company that recently produced The Last Of Us. We are currently working on Uncharted 4.
I started to work as a freelancer in France in advertising. I also worked on a cartoon series and in feature films and, ultimately, Quantic Dream was my first video game company. As a Rigger I decided to continue in that direction because there are lots of interesting aspects in this industry. Continue reading

Interview with Leo Gonzalez

Technical Artist and Generalist

Can you introduce yourself and talk to us about your career so far?
My name is Leo Gonzalez, I was born in Colombia and raised in Miami. Officially I guess you could say I’m an environment artist or FX artist, but I don’t really see myself as either; I consider myself more of a technical artist or generalist. I’ve worked on character animation, rigging, photo real lighting and rendering, and a bunch of other stuff over the years. This was before I worked in the games industry. Being a CG artist in South Florida, most of my work revolved around visualizations for advertising, defense contractors, and commercial clients. There really isn’t much of a games industry in Miami; at least when I lived there. Hopefully that’s something that changes in the future, we’ll have to wait and see. I first got into 3D art when I started modding games back around 2003, but at the time I only did this for fun; it was just a hobby- the thought never even crossed my mind to do this as a career. For those who might not be familiar with modding, that’s when you take a commercial PC game and modify it by creating your own content, like maps, weapons, characters, etc. Around that time I was actually going to community college, majoring in criminal justice- yeah, that’s right, you heard correctly (chuckle).

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Interview with Gary Myers

"The Incredibles"

“The Incredibles”

Award Winning Animator

Can you introduce yourself and tell us a bit of your career?

Hi, I’m Gary Myers and I’m an animator. I currently work as the Animation lead at Heavy Iron Studios and before that I was involved with 2D animation at Walt Disney Feature Animation (now Disney Animation Studios) and before that I had a short stint in TV animation. So I’ve worked on a few features, a few games, and a tv show over that time. I’ve been in it professionally for about 19-20 years now.

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