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Creative Development
TIPS AND TRICKS FROM THE PROS Creative Development courses are created by artists just stepping out of production to give you a behind the scenes look at how they create stunning pieces of work.
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Creative Development Authors
Farley Chery

Farley Chery has been working or teaching in 3D for 5 years. His skills were developed by Patricia Beckmann-Welles and Digital Tutors at the start. He has spent the last four years freelancing and creating new techniques and theories to help his students through 3D’s steep learning curve. He first showcased Enhanced IK with Digital Tutors and will be describing his modeling and topological processes in the upcoming book “The Modeler’s Book of Shadows.” He is currently freelancing and writing curriculum for the nationally ranked Game Design program at Becker College of Worcester as well as anchoring their online offering as the lead developer.

Jacques Pena

Jacques Pena started as a traditional painter and draftsman. In college, he began developing his CG skills and is currently is a freelance CG artist and game developer. He also spends time working on his personal book of art to be published soon.

Yashar Kassai

Yashar Kassai graduated from the University of Texas with a bachelor's degree in arts and technology. He had the privilege to work as a matte painter on Open Season 2 & Open Season 3 and is currently a concept artist for Reel FX Inc.

Adam Chase

Adam Chase has a degree in e-commerce and is currently a freelance 3D artist. He has worked extensively with many well-known clients from residential projects to large scale commercial projects.

Luke Olson

Luke Olson is a visual effects artist with Reel FX Creative Studios in Dallas. He holds a BFA in new media from Texas A&M University-Commerce and graduated magna cum laude. Using Houdini, RealFlow, Maya and Python he has worked on visual effects for various commercial, film, animation and ride projects. From burning buildings to waterfalls and avalanches or anywhere in between is a welcome challenge for Luke. Whenever the opportunity presents itself he takes pleasure in spreading knowledge and helping others succeed in achieving their goals.
Courses by the artist:

Scott Cullen

Scott Cullen is currently an animator/layout artist at Mirada Studios. He received his education through the 3D animation program at the New York Film Academy. He has taught an animation workshop for the New York Film Academy at Harvard University and worked on several high profile projects including a commercial for NCAA March Madness, a trailer for Terra Nova and graphics for the Academy Awards.
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Sharlene Lin

Sharlene Lin graduated from the School of Visual Arts. Her skill set includes Maya, ZBrush, Mudbox, Photoshop and After Effects.
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Ed Whetstone

Ed Whetstone is a Dallas-based CG artist, educator, and would-be filmmaker. After graduating from the University of Texas at Dallas, he started working as a lighting artist at ReelFX Creative Studios. He is currently writing and directing a nights-and-weekends short film effort, “The Sum of Parts”.

Todd Daniele

At a young age Todd developed an affinity for drawing, that doesn’t mean he was a prodigy, it just means he liked to play with crayons. He never imagined when he picked up his first crayon that he would be creating Photo-Real 3-D models with a machine called a computer, yet here he is. It was a long path with lots of distractions, the tools he used changed dramatically, but the one thing that was constant was his love of visual expression. When he isn't geeking it up in a Soho studio with his friends, he is enjoying great food, movies, and most importantly his wife and family.
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Matthew Weng

Matthew Weng attended the Center for Creative Studies – College of Art and Design, where he studied graphic design and illustration. It was here that he really found his passion for film and film production. In 1996, after working at various post houses in the metro Detroit area, He co-founded a boutique post house in Detroit, starting with one Softimage workstation and an Avid, and growing into a 4K plus sq ft. space with 4 edit salons and a CG department. Catering primarily to the commercial client, he did create titles and fx shots for a number of independent film and television shows. He also pitched, created and produced pilots for 2 original television series. The studio was sold in 2005. In 2005, he was hired to create a CG dept in the photographic studio Evox Productions, a leader in automotive digital photography. The initial cg department was created in Detroit to service the automotive industry. After creating the pipeline, staffing and getting the department there up and running, he relocated to LA to create a similar department here in the main offices. He was the Supervising Artist and head of the department for about 6 months until he was made Production Manager for the entire creative team. He served in that role for four years and began branching out into feature and television work. In 2009 he became a full-time freelance CG/VFX artist and began working full time on such projects. He's worked on a number of features as a ZBrush artist, including “The Hills Have Eyes II”. He's also done television work on projects for the History Channel, Hallmark Channel, and the network affiliates.

Pat Imrie

Pat Imrie is a Freelance 3D artist with 4 years experience in the animation industry. Over the course of his career he has worked in many areas of the industry, including TV programmes, commercials, Animated Feature Film and Education. He had the great fortune to work on Sylvain Chomet’s Oscar Nominated ‘Le Illusionist’, he has also had the pleasure of teaching 3D production practice with a variety of software packages for over 2 years. Although he specializes in Modeling, Sculpting and Texturing he's also a highly proficient generalist with experience working in many 3D disciplines.

Learn more about Pat Imrie in his exclusive interview at DT Labs.

Garry Lewis

Garry Lewis learned 3D Compositing and editing on the Avid and Velocity systems at Fearless Eye Animation in Kansas City. He left Fearless to write a book on Maya and did contract work for his own company for the next year. He was also contacted by some old friends who set him up with a gig at Discreet demoing 3ds Max and Combustion at SIGGRAPH in Los Angeles. After that, he was hired by Sheperd’s Pie Production, where he worked as a Lead Artist on a fully CG animated feature named “Summer Camp.” Today he works as an Art Director at FATS, now MTSI. They use video game like technology and real weapons to train military and law enforcement.

Simeon Patarozliev

Simeon Patarozliev started drawing as a little kid but it was later in 2008 that he became passionate about 3D. He started working with Cinema 4D and then moved on 3ds Max. He wanted to continue refining his skills and in late 2009 he joined the 3D course in the University of Hertfordshire in the UK. In the same time he began working as a freelance artist and up until 2011 some of the companies he had worked for include PostPanic, Blur Studios, Inx Imagine. He also found photography to be one of the things he is quite interested about and is currently working on achieving good results in this area. As of 2011 he is working at Visual-Method Ltd as a 3D Generalist.

Jonah Hall

After getting his Painting BFA from the Rhode Island School of Design and his MFA in computer graphics from Pratt Institute, He began working as a visual effects artist for film and television. Animation, Post Production and Visual Effects facilities have been his home ever since. All his adult life he has been making moving images for either film, television or artwork. He's worked for many facilities over the years; Pacific Data Images, DreamWorks Feature Animation, Digital Domain, Asylum Visual Effects and now Motion Theory/Mirada.

Adam Lewis

Adam Lewis is a freelance artist visual effects artist living in Arizona. He started his career in CG learning it as a hobby while working a normal job at an insurance firm. As he improved and shared his work online, companies began contacting him for freelance work, so he made the decision to leave his job and make that his focus, and has been doing it successfully ever since.

Steve Connor

Steve graduated with a BFA from Pratt Institute in Brooklyn, NY. The program was integrative studies, so he was able to earn a teaching certificate for New York State as well as study fine art. He worked in the fashion district in Manhattan creating fabric designs, then moved to California where he worked as a graphic designer, art director and multimedia designer. He incorporated as Trever Connor, Inc. and provided creative services for various corporations in Silicon Valley. In Austin TX he has been teaching Visual Communications for the last 10 years at various schools, and is a certified instructor for Photoshop as well as Autodesk 3ds Max.
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Stewart Jones

With a background in graphic/multimedia design, 2D/3D animation, and computer technology, He has been lucky enough to work with a number of studios, and for various media ranging from print, education, video games, TV broadcast, commercials and feature film. He has a passion for both the aesthetics and technical areas of animation and CG production, as well as developing a fully integrated software pipeline that is artist-friendly and at the leading front of technology. He specializes in creature rigging, creature animation, pipeline development, and artist training.

Matt Radford

Matt Radford is a 23 year old artist living in Santa Monica California. He has ended up working in Computer Graphics for film animation and commercials. He fell in love with videogames playing Vectorman on the Sega Genesis when he was a tiny kid. The rest is history. He started learning 3d Graphics with the release of the "XSI Mod Tool" that came out with Half Life 2. He would model these characters which by today's standards look atrocious but for some reason he loved it. He went to NYU for 6 weeks when he was 16 to take a class on using the Unreal Engine to create games. His team of 3 made a game where you explore a 3d version of several of Salivor Dali's paintings. It won First Prize and they all received copies of 3DS Max 8, which he played around with, mainly modeling. He remembers learning this stuff was never too much fun - he was always unsatisfied with the results, but for some reason he kept going - maybe the idea of creating something beautiful from nothing was incredibly motivating for him. He grew up with film in his life. His father was a documentary film director for 30 years starting in the 70s when the government sought to finance alternative approaches to conservation. He would cycle through taking either himself or one of his siblings on his film shoots. They would usually travel to some far off beautiful place for 3 weeks or so with a crew and a ton of equipment. There's an amazing energy present on a film set. Every scene has a new set of challenges to solve and the dynamic created by a bunch of people trying to create solutions is very addicting. He would love to find his way back on to those someday. He made a brief attempt to escape that world though by going to study philosophy for a year at the University of Washington, but ultimately he just found himself 3d modeling in the library instead of writing papers. He never knew you could make money with 3D Graphics, but it has certainly been a pleasant surprise!

Martin Mayer

He considers himself a versatile artist. Currently, he is focusing on 3D animation, most recently in a role of a Visual effects supervisor. He is a CGI generalist applying the state-of-the art digital techniques while building on my years of fine art experience. In his work, he usually blendx traditional analog techniques with the digital ones to fulfill the creative vision. What sets him apart, is that I he doesn't specialize: He truly enjoys all the facets of a production and so he constantly keeps mastering them all: from creative to technical aspects. He is currently based in Toronto. His recent work includes numerous commercials, variety of motion graphics and several documentaries for Discovery World, Discovery US, History US and Canada and BBC. In his previous life, he worked as an Art Director in advertising leveraging his classical art training. He also taught at colleges in Canada and Mexico and his work was published in several magazines worldwide and in a book about Maya.

Rick Vicens

Ricardo Vicens is currently a Character Animator at Bethesda Game Studios. He graduated from both the School of Visual Arts and AnimationMentor.com. He has worked on everything from commercials, TV shows, game trailers, films and now video games. Throughout his career he has had various responsibilities from character design, storyboarding, modeling, animation, to supervising. Some of the most notable projects that he has worked on have been Skyrim, Ice Age 3, and the Bioshock Launch Trailer.

You can view Rick's website at: http://ricardovicens.com/.

Safari Sosebee

Born in Georgia in 1987, his family eventually moved to Florida, then to Germany for a few years and back to the states in North Carolina. In High School he really wanted to get into games. He found Full Sail and in 2005 and began the Computer Animation program. As the Associates program was ending he realized he needed a bit more time to put together a great reel, so he decided to stick around for the Bachelors Degree. He graduated in 2007 and after a month of rest Luma Pictures called him up and flew him out that weekend. He started with hard surface modeling/texturing/shader dev, eventually getting into lighting his own shots and even doing matte paintings, now He works on characters. He's been there for 4 years and loving CG even more than when he started.

Eduard Schulze-Battmann

Eduard Schulze-Battmann always had a passion for computers since he was young. He started out with a Commodore 64 and ended up with a 12 Core Workstation that he recently assembled. In my life I've had experiences with a lot of different types of works, for example during the High School helearned some basics of ASP, MySQL and he built his first website with Macromedia Dreamweaver just for fun. When he first saw a 3d model on 3ds Max running on DOS, thanks to his father, he never thought that would become his job. After High School he decided to continue his studies in computer graphics in Milan to improve his skills, then after graduation he started to work for some projects as freelence and found out that dynamics, particles and fluids were his calling.

Jon Tojek

Clearly the Visual Effects lifestyle has been a lifesaver for Jon Tojek. “Why is this, you may ask?” After years of hard work to earn a bachelors degree in Electrical Engineering at UW Madison, his lack of passion for designing CPU’s was replaced with a long rewarding career of filmmaking, teaching, and creating visual effects for Hollywood films and commercials. Starting in the late 90’s demoing Alias Power Animator, he worked for SGI during the birth of Maya, helping west coast film clients integrate the newest software into their pipelines, as well training, bug testing and on site support. After some years making commercials, independent short films (google “Let’s Get Medical”), music videos, and managing artists at post houses in Chicago and Brazil, he began living Los Angeles to be a lighting TD at Sony Pictures Imageworks. This Hollywood work streak continues today after doing lighting, look development, and effects work on Polar Express, Monster House, Happy Feet, 2012, Avatar and Super 8 at a dozen places like ILM, Animal Logic, Hydraulx, Psyop, and Method. In between films jobs there are always more commercials to do which keep Jon busy on national spots for clients like BMW, Lexus, Mercury, NFL, and Transamerica. This list can get much longer and may get boring, but by mixing things up and keeping a hand in training and demoing new software Tojek enjoys a continuing freelance international VFX lifestyle where he can live in Rio de Janeiro, work remotely from the home CG studio, and travel to jobs when called on.

Bojana Nedeljkovic

Bojana Nedeljkovic is a Senior Character Artist at WB Games in Seattle. She received BFA in Communication Arts and Design with emphasis on kinetic imaging from Virginia Commonwealth University. Bojana previously worked at EA and Midway Games, and she held several zBrush and 3D Coat workshops at her studio, and a zBrush workshop for faculty and students at Art Institute of Seattle. Her recent work includes character art for LOTR: War In The North, and 3D concept art for an exhibit at EMP.

Antony Ward

Antony Ward is a Freelance Digital Artist, Animator and Writer based in the UK. Since the early 1990`s he has worked in, and along side the game development industry for some of today's biggest companies at a senior level. Since going Freelance he has branched out into new areas and has also found the time to write three technical manuals, Game Character Development in Maya (2004), Game Character Development (2008) and 3D Modeling in Silo (2010) as well as many published tutorials. These have proved popular among the community and have since been translated into many different languages.

Annick Harmel-Tourneur

Annick Harmel-Tourneur started as a 3D generalist at Alias-Wavefront in 1998. She is currently a freelance and film TD (sepcializing in rigging and lighting). She has worked extensively with high-end films studios in both CG and VFX films on many Hollywood blockbusters.
Courses by the artist:

Laurent Charbonnel

Laurent started his career as a rendering software engineer at TDI/Alias-Wavefront for IPR-Render. He then moved on to do look development and shader writing for various Hollywood movie studios. He has since started a company specialized in shading and rendering consulting and development for the movie and game industries. A partial list of his movie credits includes: Dinosaur, HollowMan, SharkTale, The Wild, Surf’s Up, Cloudy with a Chance of Meatballs.

Maciej Jura

Maciej is a CG visualization artist working in Poland. At a young age he wanted to become a game programmer. While creating simple games in Visual Basic at some point, he realized he needed graphics. He discovered 3Ds Max and since then, never came back to programming. Since 2007 he has worked as a freelancer. In 2010 Maciej became a CEO of a small company specializing in architectural visualization and working with clients from all over Europe.

Ruben Karamanites

Ruben Dario Karamañites Arango born april 14th 1982, has a bachelor in Graphical Design and a Masters in Education. In 2004 He studied 3d animaton in buenos Aires Argentina in Image Campus and during that period he als worked for a small company called MOCAP. He returned to this country and travel to India and work as a Senior Texture Artist in Skywork studios within the production of the movie Blood released in India and also on some films. In 2008 the Panama Canal authority called him to work for the Expansion Program as Senior General 3d artist for the Panama Canal. His works appeard in several International Magazines, as 3dArtist and 3Dworld, Render among others and two of them where donated to the Panama Canal Museum for his work Dry Docks. During that time he worked on music as a singer and composer for the progressive metal band called Valkeryon and also working for his personal company called Schedya he developed and finish a 3d short film with his friends. He is currently contracted as a professor 3d animation carreer at Universidad Latina de Panama. Now this year is working on another project regarding native indians of Panama on a 3d still image. He was also contracted by the Digital Tutors company for making a 3ds max - Vue matte painting process.

Brian Parnell

Brian Parnell is a lead character artist in the Video Game industry. He has 7+ years experience creating characters in games for such notable titles as Titan Quest, Titan Quest: Immortal Throne, Rock Band2, and Rockband: The Beatles. In the game art community, you can find many of Brian's Dominance War and Comicon entries as well as work on many Indie games including Natural Selection 2, and Grim Dawn.

Darrell Abney

Darrell Abney is currently a senior modeler with Laika Studios, contributing main character work for the upcoming feature film Paranorman. His credits also include senior modeling and texturing work at London's MPC on films such as Harry Potter and the Deathly Hallows (I and II), Chronicles of Narnia: Voyage of the Dawn Treader, and Robin Hood. Before MPC, Darrell worked for four years at Sony Computer Entertainment creating characters for Playstation 3 games. Prior to his digital art career, Darrell used his traditional art skills working for the theme parks Disney MGM and Universal Studios creating makeups for stage performances and sculpting/painting life size animatronic animals. Darrell grew up in a small town in Kentucky drawing Star Wars creatures and Garbage Pail Kids, and was heavily inspired by Sci-Fi and monster movies from the 1980's. In 1999, Darrell graduated from the Art Institute of Pittsburgh with a degree in Industrial Design – a combination of product design, CG, and special makeup fx.

You can view Darrell's website at: http://www.darrellabney.com.

Terry Riyasat

Terry Riyasat is a Toronto based Compositor and cg generalist and has been working in the industy for eight years. Over his career he has worked in film, commercials with the bulk of his work in TV. Currently supervising at a studio in Toronto, he applies his knowledge of time saving tricks of the trade to make sure his crew delivers on tight televsion deadlines while getting the most quality out of the shots.
Courses by the artist:

Stanislav Poritskiy

Stas Poritskiy is a talented CG artist, who works as a Technical Director at Hemogoblin studio on “L5” project. His capabilities include designing pipe-line delivery systems used for game and film art production, commercial level renderings, and visual effects. In production environment, Stas uses Maya, 3D Studio Max, Realflow, MEL and C++ to properly utilize all available recourses and accurately coordinate the team to meet the project’s demands. Outside of the studio life, Stas is teaching at International Academy of Design and Technology, as well as working on freelance projects.

Learn more about Stas Poritskiy in his exclusive interview at DT Labs.

Hao Cui

Hao Cui was born in Beijing, China, but he grew up in Scotland in a small coastal town named St.Andrews. He moved to the United States when he was 13. At age 22 he graduated Otis College of Art and Design majoring in digital media and began his career as a freelance Maya animator. Since then he has worked on numerous projects ranging from movie titles to TV commercials. He was also working with thatgamecompany for two years during which he art directed the games fl0w PS3 and flower PS3. He likes cars and motorcycles but loves robots. During his free time he likes to draw and watch movies. He is currently working on a short film hoping to be finished and included in the next SIGGRAPH Animation Festival.

Eric Chiang

Eric Chiang is a concept artist based out of Los Angeles, CA. After graduating from the Art Center College of Design, he has worked in the video game and film industry for the past 6 years designing worlds and the characters that inhabit them. His clients include Activision, Blizzard Entertainment, Electronic Arts, THQ, Liquid Entertainment, Dreamworks & The Aaron Sims Company. Some of his credits include Rise of the Argonauts, Marvel Ultimate Alliance 2, Transformers 3, and Sorcery. He is currently a Senior Concept artist at Treyarch.

Dani Garcia

Dani Garcia is a character modeler from Barcelona that has been working in the industry for more than 6 years, in videogame companies and as a freelancer. In addition to his character modeling works, he has been working on creating realistic hairstyles for any kind of characters.

Gene Arvan

Gene Arvan has been working professionally as a 3d Artist since 2005. He graduated from Otis College of Art and Design with a BA in Digital Media, and has worked at studios such as Superfad, Imaginary Forces, Buck, and National Television. He has worked on many commercials and tv branding campaigns for clients like ESPN, Target, Scion, BMW, MLB, and the Grammys.

Christopher Fuller

Chris Fuller is a multimedia designer specializing in 2d animation, illustration, and graphic design. He runs a little studio in Brooklyn New York called Kookaburrito Studios, (www.kookaburrito.com). He has worked on mobile games, television pitches, commercials, brand identities, packaging, and online advertising. Some of his clients include Spike, Fuse, Universal Music Group, Barnes and Noble, Hendrick's Gin, Disney Channel, Food Network, etc…

Joseph Drust

Joseph Drust is an artist residing near the small town of Pittsboro, North Carolina. He graduated from the Savannah College of Art and Design with a Bachelors of Fine Arts in Game Design. Joseph has over ten years of experience working in the video game industry as a character artist with a focus on modeling and sculpting. He has created character assets for games including Ghost Recon, Ghost Recon Advanced Warfighter, Splinter Cell: Pandora Tomorrow, Ben 10 Alien Force, and Earth Defense Force: Insect Armageddon. Presently, Joseph is a Senior Character Artist with Ubisoft (Red Storm Entertainment) in Cary, North Carolina. His work currently includes character sculpting for Ubisoft's next gen game titles. Joseph is also a beta team member for Pixologic’s ZBrush and a certified Zbrush Instructor. In his free time Joseph kitbashes Kidrobot's Munny Vinyl figures, fishes from his kayak on the on the local rivers, and moonlights as graphic design and technical support for his wife Marie's business.

Learn more about Joseph Drust in his exclusive interview at DT Labs.

William Salas

William Salas was born in Miami, Florida and currently lives and animates in Los Angeles, California. He studied Digital Media at Otis College of Art and Design.

Murad Currawalla

Murad started out as an intern at Flash Graphics Pvt. Ltd. while doing his Bachelors of Commerce in Mumbai, India. Realizing he had a flare for CG he shifted careers. After working at various Motion Graphic houses in LA he has moved back to Mumbai, India to start his own company.

Federico Scarbini

Federico Scarbini is an italian self-taught artist based in London. While receiving his Bachelor's Degree in Asian Cultures and Languages he discovered 3D art and since then he has been studying softwares as well as traditional art and anatomy. He is now working for The Moving Picture Company delivering assets for features films; lately he has worked on “Dark Shadows” creating textures for digital doubles and creatures texturing and sculpting. Before this, he has worked for many years for commercials, art installations, archviz, illustrations and medical field. During the past years he delivered articles and tutorials on characters and creatures development for books and international magazines.

Andrius Balciunas

Andrius Balciunas is a cg artist from Lithuania. He has been involved into CG for more than 10 years now. He currently works as a independent freelance artist and considers himself a CG generalist. Beside that he is also a part time lecturer at residential academy called "Information Technology Training center" where he teaches student and adults of 3dsmax and Maya. Andrius continues to work on personal and professional projects expanding his knowledge, skills and experience. He has been published in various industry magazines, websites and books.

Daniele Angelozzi

Daniele "Danko" Angelozzi is an Italian 3d freelancer, ZBrush certified instructor and wacom evangelist. 5 years ago, after successfully completing a phD in biotechnology he turned out mad, realized that he preferred to entertain the world instead of healing it, and so started a self taught, 24/7 full immersion course to try and make a job from his real passion, creative arts and especially 3d. In 2009 he became the first Italian ZBrush certified instructor, and started also teaching digital sculpting both on live classes and via online courses. Very passionate about what he does, mainly specialized in character modeling, he has a good generalist knowledge and so often works as an all rounder in very different types of productions.

Angelo White

Angelo White is a 2D artist at the Mill in London. Now founder of Digital Abstraction based in Amsterdam, creating international productions. He started to learn 3D and visual effects by following a lot of tutorials and created a simple short that got a lot of attention in the Netherlands, got accepted at VFS and started his VFX Career. He got a job offer for 3 months at The Mill and worked on Mass Effect 3 Live Action trailer, Snow white and the Huntsman, Dredd and Spiders 3D. He has learned a lot through tutorials and would be honored to have the opportunity to give back to community and to share with artists around the globe.

Fabricio Moraes

Fabricio Moraes graduated in design and since has worked in advertising at Seagulls Fly Studio located in Rio de Janeiro. His passion for games and animated films led him to study character modeling and after that, he started to work as freelance character modeler at Liquid Development. He worked on some cool projects like Rock Band 3, Dota 2 and the recently released Max Payne 3. Today, he is a senior 3D generalist with emphasis on character modeling.

Jean-Michel Bihorel

Jean-Michel Bihorel is a french cg artist. He was born in 1988, and has been for the past 4 years working on movies and commercials as a technical director.

Fabrizio Bortolussi

Fabrizio got his start doing commercials for Italian television doing small maquettes and modeling digitally in Maya.He then moved internationally to relocate in Tokyo. He began to work as a freelancer for Origami Digital in Hollywood. Soon film work followed, working with Neill Blomkamp at Peter Jackson’s Wingnut Films as a freelance creature designer and texture artist.He has been lead creature designer at Production IG (the famous studio that made Ghost in the Shell) based in Tokyo.Fabrizio now works as a freelance creature designer and teacher based out in Italy with a broad range of clients.Services include concept, clay, illustration, teaching, workshops, digital maquettes for films, commercials and video games.Fabrizio’s studio is based in Latina and Rome (Italy) and is available for remote freelance and subcontracting.

Ryan Lim

Ryan specializes in creature concept and 3D modeler. Ryan expresses an interest in a wide variety of subject matter and visual techniques which he brings the imagined creatures to the life as he created Percy Jackson and Sucker Punch’s creatures previously. His primary methods are concept design by Photoshop and modeling in ZBrush. Currently, Ryan lives in Vancouver while he is working at the Moving Pictures Company (MPC) as lead modeler. Ryan Lim 1050 burrard st, Vancouver BC Canada V6Z 2S3 Email: limsunghun@gmail.com Website: www.Ryan3D.net Phone: 1-778-918-6635
Courses by the artist:

Oasim Karmieh

Oasim Karmieh is currently a Freelance CG Generalist. He has been working as a lighting artist, graphic and web designer. For the last nine years he worked on numerous projects ranging from web design, Graphic user interface, branding, 3D animation, 3D lighting for commercials and animated TV shows. His work has been published in 3D World Magazine. He lives in the beautiful city of Brasov, Romania. He Loves collecting Laughing buddha statues. In his spare time he writes tutorials for his website www.pixelophy.com.

Learn more about Oasim Karmieh in his exclusive interview at DT Labs.

Stanislav Shcherbakov

Born and raised in the snowy planes of Russia. At the age of ten started travelling around the world, visiting places like USA, UK and Belgium. Constantly in motion. Loves to draw and read. Keeps on wondering when exactly will he find the free time for doing that. Meanwhile doodles in study books and reads ads in the metro. At the age of 15 first saw a book about 3D Studio Max 3. Became immensely impressed by the fact that you could model a dinosaur out of curves and patches. Since then been interested in all 3d and digital art related things. Studied Computer Animation and Visualisation programme in Bournemouth University, UK. Met lots of cool and interesting people. Loves UK. After university worked for a while at a small advertisement/product design company in London where had to forget all about Maya and learn 3Ds Max. Soon moved to Belgium in search for new adventures. Freelanced for a while. Found out that freelancing is hard when one doesn't speak official language of the country. Learned to understand and even speak a bit of the universal language of love. Currently works at a company called Condor Digital who's 3d headquarters are based in Brussels. Believes himself to be truly priviledged to work alongside the current Condor's team of 3 amazing and diverse 3d Artists. Enjoys new challenges and exploration of undiscovered horizons. Honored to have been contacted by Digital Tutors, and having the chance to create this tutorial.
Courses by the artist:

Stanley VonMedvey

Stanley began his career designing small autonomous payloads for NASA's GAS-Can program, and has flown two experiments aboard the Space Shuttle (Atlantis and Endeavor). Stanley then pursued a degree in Astrophysics through the University of Chicago Department of Physics. He then moved to Los Angeles where he studied film at Chapman University's Dodge College of Film and Media Arts. After directing several shorts, Stanley received a Cecil B. Demille Award for his visual effects work, and went on to become a concept artist in the video game industry, shipping triple A titles for the XBox 360 and Playstation 3. His illustration work has received a CGSociety Award, and has been written about in Gizmodo, io9, and Kuriositas. He directed "The Flyers Among Us", a promotional short film for the National Space Society's 2010 International Space Development Conference. His recent film production, "L5", will be screened at the San Diego Comic Con International Film Festival. Today he works as a freelance art director, concept artist and illustrator.

Cezar Brandao

Cezar Brandao started working with 3D Modeling for some advertising studios in Brazil after that he worked as an Anatomy teacher in an animation school, and currently he is working as a freelancer character artist for the game industry.

Cory Cosper

Cory Cosper is an award winning character artist in the entertainment industry, his work has been showcased in magazines such as 3d World, and on websites such as CGtalk , ITSart, and CGSculpt. For the past two years Cory has been working at Luma Pictures in Santa Monica, and has done creature and character work on films such as, Xmen: First Class, Fright Night, and Underworld: Awakening.

Lee Magalhaes

Lee Magalhães graduated from the Istituto Europeu di Design (IED) in São Paulo with a bachelor’s degree in Digital & Virtual Design. He is currently a freelance 3D artist and has worked on a variety of projects in the industry, from basemesh models for Mudbox releases to high quality models for movies and games. He focuses on character art, anatomy, and digital sculpting.

Peter Minister

Peter Minister worked for 20 years as a traditional sculptor producing models, props and special effects for film, TV, Museums and theme parks before adapting to digital art in 2005 when he discovered Zbrush. Having already achieved on of his life long ambitions’ to produce a full sized T Rex this new diversion into digital art opened many more new and exciting projects. He is now known for his prehistoric illustrations and he has had work published in over 30 illustrated books for a number of publishers. His work has appeared on the BBC and the National Geographic channel and this is his first Digital Tutors tutorial.

Learn more about Peter Minister in his exclusive interview at DT Labs.

James Whiffin

James Whiffin is a compositor based in Brisbane Australia, working on independant films, TVCs and corporate videos. He enjoys matchmoving in Pftrack, CG in Maya and both compositing and motion graphics in After Effects.

Learn more about James Whiffin in his exclusive interview at DT Labs.

Can Erduman

Can Erduman is a 3D Freelancer located in Mainz, Germany. He graduated in Media Design at the University of Applied Sciences in Mainz. With six years of freelancer experience, he is doing character animation, motiongraphics and product illustrations mostly using Cinema 4D. He is working in the area around Mainz and Frankfurt. In 2010, he worked as an Intern and 3D Artist Trainee in the Freaturefilm Departement at Pixomondo Studios Frankfurt. There, he used Maya, 3DSMax and Zbrush to work on featurefilms, national TV Spots, documentations and Motiongraphics for various Pixomondos clients. Inbetween projects, he started working with a buddy on their cooperative shortfilm project called "A Spy and a Half"

Dan Gies

Daniel grew up in Alberta, Canada, in the Kananaskis Valley at the foothills of the Rocky Mountains. His strong passion for drawing catapulted him into traditional animation at a young age when his Dad, an inventor, put him in front of a computer and introduced him to Autodesk Animator. His Mom, a painter, shared with him everything she knows about design, form, colour theory and composition. Daniel spent a number of years at the Banff Centre as the Film & Television Post Production & Editor Work Study, and then as the Animation Work Study, but otherwise is an independent learner, developing his digital pupeteering and illustration skills with the aid of online tutorials, workshops and forums. His creative process explores the balance between fast-evolving digital tools and meticulously hand-crafted aesthetic and movement. Daniel’s animated film and video work has toured festival circuits internationally, and has won over twenty-five accolades and awards, most notably a Webby Award for Best Animation in 2011 and Webby nomination for Best Animation the following year. In 2012, Daniel co-founded e.d.Films, a full service production studio based in Montreal, Quebec, Canada.

Scott McEwan

Scott McEwan, is a published & award winning graphic artist. He has a very strong background in traditional arts, being tutored by a published traditional artist from the age of 5. He has always had a keen interest in all things 'art'. He has also worked in almost every art medium out there, from simple sketches (recently attending an advanced Pencil Arts Class), to oil & canvas, and even Photography since the early 1980's. He attended, as part of his tenure in past years as a Decorating Center Manager, various courses in Interior Design, along with 'The Psychology of Color' by the Wagner Institute of Color. His Digital Graphic Art is all self taught, which he discovered he had a love for in 2004 with his 'discovery' of 3D through free programs such as Daz Studio, Blender & Wings. He has always attempted to 'meld' his background of traditional arts & media with his work as a Graphic Artist. Scott also has a background in the US Navy, serving aboard several Nuclear Fast Attack Submarines as an Advanced Maintenance Technician for the on-board Attack Sonar Suite. In the Navy he was instructed in, and excelled in, advanced micro-electronics and computer technology. The rigors and training of life aboard a US Navy Submarine he believes has added to his attention to detail in his graphic arts. Previous work as well in the construction industry has also added to his ability to create detailed and believable 3D Models. He is currently serving as the Head of the Graphic Design Department and Lead Animator of a Multimedia Advertising Firm.

Learn more about Scott McEwan in his exclusive interview at DT Labs.

Will Harbison

Will Harbison has been drawing since he could hold a pencil. After finishing high school he decided to try and get a job in the computer games industry as an artist and in 1988 at the age of 21 he was given his first job by European software giant of the 80s, Ocean Software. In the six years he was there he worked on games like Batman the Movie and Jurassic Park. In 1997 he wrote his first tutorial about using a piece of 3D modeling software called Amapi in conjunction with 3D Studio Max. It was the first steps in subdivision surface modeling and at the time MAX would not allow you to manually create quadrilateral polygons, hence the use of Amapi. His tutorial was discovered by a member of New Riders publishing and he was asked to expand on that original tutorial so that it could be included in the book Inside 3D Studio MAX Vol. 2 & 3 Limited Edition. He still works in the games industry today and has recently worked on Sonic and Sega All-Stars Racing, Oddworld - Stranger's Wrath, Runescape, Top Darts, Table Top Tanks and Nike+ Kinect Training.

Maxim Fleury

Maxim Fleury is a dutch 3D artist currently working as lead modeller at Double Negative in London. After studying computer science in Amsterdam, he started out in broadcast doing leaders and graphics for dutch television using Maya 1.5. After 4 years of this he moved to commercials and then finally features. He has been in the industry for 12 years and is still loving it.

Brad Groatman

Brad Groatman is a freelance animator and modeler with an MFA in Animation and Visual Effects from the Academy of Art University in San Francisco. He currently teaches 3D Character Design and Character Animation in the northeastern US.

Learn more about Brad Groatman in his exclusive interview at DT Labs.

Ismail Wamala

Ismail M Wamala is a passionate and versatile Concept Artist that has worked on such projects as the movie, Transformers: Dark of the Moon, as well as Star Wars Galaxy Series 6 Sketch Trading Cards.

Derya Ozturk

Born in 1978, Derya Öztürk is a Motion Designer / Art Director with a Graphic Designer's degree from Berlin. He started his career as an Art Director but grew interest in CG in 2007. He is working as a freelance Motion Designer and Art Director since then, among his clients have been companies like Volkswagen, Bosch, Audi, Telekom, Nike, and SRAM

Frederic D'Aoust

Frederic D'Aoust is a young freelance character artist From Montreal who has worked in the video game and collectible industry. He is and adept of ZBrush and a passionate 3D sculptor. He has a strong focus on anatomy and realistic style characters. He is always looking for new challenges and if you have any question you can contact him at the following email: Fred2303@hotmail.com
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Gabriel Betancourt

A. Gabriel Betancourt began working in the computer graphics industry over 9 years ago and has contributed his experience and talents to games, music videos, and commercials. He currently works with Monarch Games, a startup company for the mobile market. Before that he was Senior Lighting Artist at Activision on the high-grossing Call of Duty series for Black Ops, World At War, Nazi Zombies, and Zombietron. His previous experience includes lighting and materials on Tomb Raider : Underworld for Eidos now Square/Enix, Sony's Lair (for PS3), and the Legend of Spyro: A New Beginning (for PS2). Mr. Betancourt co-founded and worked for MindJuiceCG Studios from 1999 to 2005, where he created storyboards for commercial projects and designed lighting composition for Bacardi, NBC, Univision, SBS, and FIFA World Cup Soccer, as well as music videos for the rock band Thursday’s song “5-4-3-2-1.”

Jeremy Woons

Jeremy Woons thinks sleeping is for the weak and his favorite meals are deadlines. At MediaMonks one of the biggest production agency's on the planet he is an animator working for clients such as Tribal, BBH, BBDO and many more. He thinks online training is one of the best ways to improve in a career next to hard work and thanks to Digital-Tutors he stays motivated to learn the newest techniques in CG.
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Jonny Bone

Jonny is a fully self taught artist, he has worked with companies such as SWAMP APE STUDIOS as a Creature/Character Concept Artist. His work includes, Nazi Smashers with Von Kreep. He is also currently working on projects with Paul Gerrard’s HELLRAISER pitch, and Pascal Barres Sun of Man, (still in production). Upon leaving the Armed Forces after 6 years, he decided to turn to the field of Concept Art, where he feels most comfortable. He specializes in Modelling, Sculpting, Texturing, Creature/Character Design, Drawing and Traditional Painting. He continues his passion for teaching others what he has learnt along his path as an Artist and continues to share the secrets of what he has learnt along the way.
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Pankaj Malik

Pankaj Malik is a Senior Instructor of VFX. He has seven years experience teaching and training students. He loves to explore the ocean of Maya commands and recently updated to the world of Digital Sculpting. He is a modeler, texturing and lighting artist and a self taught dynamics artist. He is an Autodesk Certified Professional of Maya and 3ds Max and Adobe Certified Associate in Photoshop. He has made five short 3D commercials Films and Two VFX Movies. He believes in great knowledge sharing and always wants to push the limits of his creativity through his CG art.

Learn more about Pankaj Malik in his exclusive interview at DT Labs.

Xuan Prada

Xuan Prada is a freelance digital artist based in London, with a background in Fine Arts and a BFA in Computer Animation from Universidad Complutense de Madrid. He started his professional career working on TV Commercials as 3D generalist. He has done work for major visual effects and animation houses doing texturing, surfacing and lighting. His film credits include Planet 51, Happy Feet 2, Prometheus, Wrath Of The Titans, Dark Shadows, World War Z, Ironman 3 and others.

Szabolcs Matefy

He was always interested in art; however the interest of computers made him an IT expert, back in the 90’s. Later he combined his interest in computers and graphics, and leaving his IT manager position became a computer artist. He is a self-taught artist, and learned everything he could of computer arts from books. Soon he specialized on characters, being fan of figurative arts. His weapons of choice are Zbrush and Softimage, and he is Senior Character Artist at Crytek Budapest Studio.

Jonas De Ro

Jonas De Ro was born and raised in Gent, a small Flemish city in Belgium. In 2009 he graduated with a masters degree in traditional animation. However, shortly after completing his studies, he decided not to pursue a career as an animator. Instead, the young Belgian began traveling and working as a texture photographer, providing image resources from around the world to game and movie studios. During his spare time and inspired by his travels, Jonas began making detailed illustrations of surreal landscapes and urban sceneries. Using the famous online art community 'deviantArt', the young artist shared his creations with the world. Before long, these works were published in several magazines and spread around on countless blogs and forums, quickly providing job opportunities. In 2011 the Wachowski siblings, creators of The Matrix trilogy, picked up on this upcoming talent and hired him to work as a concept artist on their latest science fiction films. Since then, Jonas has worked for some of the entertainment industry's leading companies including Warner Brothers, Legendary pictures and Wizards of the Coast.

Justin Fields

Justin "Goby" Fields is a freelance Concept Artist in Hollywood California, He has worked in the film and game industry for such studios as The Aaron Sims Company, Imaginary Forces, and several other independent films. When he isn’t working on 20 projects, he enjoys movies, playing with his 3 dogs, and working towards 10,000 hours. He Is originally from Springfield, Illinois and has worked in the graphic design field since 2005. some of his credits include: Direct Tv, Jupiter Ascending, Maleficent, Noah, Dawn of the Planet of the Apes, Firelight, Blink, Falling Skies, The Wolverine, Scrapyard, Eternals, Frog King, Ragnarock, Tethered Islands. You can view Justin's portfolio at http://justinfields.com

Ashish Dani

Ashish S. Dani has a Bachelor of Computer Science from the University of Pune, a media certificate from the Maya Academy of Advanced Cinematics (affiliated with Cambridge University) and a diploma in Game Art & Design from the Vancouver Institute of Media Arts (VanArts). His skill set includes screenwriting, concept design, matte painting, 3D modeling, texturing and lighting. He began his career with architectural visualizations, moving towards graphic media and his love of "imaginative reality" finally led him into the VFX industry where he currently works as a matte painter & a 3D Generalist. Along with his passion for Digital Arts, Ashish is also a skilled musician and audio engineer who has worked with various artists and bands.
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Tyrus Goshay

Tyrus Goshay has been in the Game Design field and in Illustration since 2001. He has worked as both a concept artist and as a character artist in both 2D and 3D. Tyrus has served as a Game Design Program Chair for nearly 3 years while moonlighting as a Lead 3D Character Artist for Foreverinteractive. He has also worked for companies by the likes of Nickelodeon, Cartoon Network, Disney and many others as a designer and as an Illustrator. He spent several years designing toys for the McDonalds happy meal collectionin the suburbs of Chicago. Tyrus currently serves as a Senior Artist for WMS Games in Chicago, where he lives with his wife and 5 kids. He is currently working on his own illustration series named “The Garden” which will be out in 2013.

Shane Olson

Shane Olson has been in the Video Games Industry for over 14 years. He has worked at several high-end studios such as Sony and Acclaim, and now resides as a Senior Character Artist at Avalanche Software which is a part of Disney Interactive. Shane has contributed to two books on character modeling. Shane has a broad range of skills, like Digital Sculpting, Modeling, Rigging, Animation, and Texturing. When he's not Sculpting, Shane loves spending time with his family, and friends.

Robert Simons

Robert Simons was first introduced to science fiction and anime by his brother Rikki Simons. He was nurtured by his brother and father to keep drawing. Robert's father told him one day that "you can do whatever you want if in life, but if you stop drawing I will break your drawing hand." So he kept drawing.

Robert first started taking classes at Art Center's Saturday High that eventually led him to take Tony Yao's Advance Product and Transportation design class. From Tony's various classes, Robert was able to prepare his portfolio to enter Art Center's Entertainment Design program. He then spent 3 years in Art Center not only preparing his professional portfolio but also working on various concept design jobs along the way. Finally Robert was recruited by production designer, Sean Haworth to work on the prequel of The Thing. He also contributed to Borderlands 2 and most recently worked on the upcoming film: Ender's Game.

Cristian Spagnuolo

Cristian Spagnuolo is an Italian freelance 3D Artist with over 8 years of professional experience. He is an Autodesk Certified Professional and Instructor for both 3DSMax and Maya; he is an Autodesk consultant since 2008 and he also teaches at s CG School in Europe. Cristian has worked for several years as 3D Generalist/Lighting & Rendering TD on various projects and for different companies all around the world. His need to always face different challenges and his ability to adapt to various circumstances and projects has given him the opportunity to test different techniques in his search for the right solution for the problems. He has become an all round generalist (with a great problem solving attitude)capable to analyze any production in every aspect.

Kori Valz

Kori Valz is an Emmy nominated digital artist based out of Brooklyn, New York. She has worked in television and taught animation in both New York and California. Her past work includes projects for ABC, CBS, Nickelodeon, PBS, and Disney. Currently, she is an animator at High 5 Games in New York City.

Learn more about Kori Valz in her exclusive interview at DT Labs.

Valentin Yovchev

Valentin Yovchev have worked as a 3d visualizer, and created two character models of creatures and robots for the game industry. As well as doing 3d concepts as a freelancer. He has worked on different game projects mostly as a freelancer and has also made prototypes for toys. Currently he is working as a 3d generalist/character artist at Kitmaker Entertainment.

Amr Abdeen

Amr Abdeen is a self-taught digital artist and has been working in the field for the past five years. In that time he has worked on many projects for several architectural studios. Recently he has spent some time freelancing and teaching classes, which he enjoys as it has allowed him to meet a lot of great people.

Fuat Yüksel

Fuat Yüksel is a 3D and FX artist based in Munich. He holds a diploma from the University of applied Sciences. Using different Software packages he has worked for various commercial, film and animation projects. Destroying things, blowing particles around, pouring liquid into scenes and simulating dynamics is one of his biggest passions. Whenever he can, he always takes pleasure in exchanging knowledge and skills and working in a team with motivated and passionate people.

Haji Gadirov

Haji Gadirov is freelance CG artist. He is focusing on creating fluids, destruction, fire, smoke, explosions etc. He has worked on such projects like the Diablo 3 cinematic, Underworld Awakening, and Bioshock.

Adam Kuczek

Adam Kuczek is a freelance concept artist and matte painter working primarily for film and game industries. His credits include 'Cloud Atlas', 'Jupiter Ascending', '95ers: Echoes' as well as several TBA titles for iPad and PC. His tutorials and articles were published in magazines like Imagine FX and Advanced Photoshop. He specializes in sci-fi themes, particularily in environments. His client list include companies like Warner Bros. Pictures, Anarchos Productions, Radical Publishing and VFX Workshops.

Kelly Thompson

Kelly Thompson's distinctive seductive illustrations and penchant for beautiful girls have caught the eye of the art and fashion community and launched her career Internationally, she is one of New Zealand's most popular and recognized illustrators. Kelly is now based in Melbourne where she is represented by The Jacky Winter Group and works as a freelance illustrator accepting commissions from individuals and commercial clients alike. Her work is regularly published in illustration books internationally, and during 2011 Kelly was a guest speaker at three Semi Permanent creative conferences around Australia alongside some of the world's most influential creatives. Recently Kelly has been busy working for clients such as Covergirl, Nintendo, The Australian Ballet and Grey Paris and she is about to release her first book, a collaboration with Derek Henderson called Darkness of Noon.
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Nate Hallinan

Nate Hallinan is a concept artist and matte painter who began his career in 2007. He started in video games as 3D modeler and texture artist but naturally ended up in concept design due to a life long love for drawing. His career has lead him to work on many exciting projects for video games, film, commercials and print. Nate has designed a wide range of concepts such as characters, creatures, props, weapons and environments. Working both freelance and in-studio, he has also directed art teams as a lead and a senior concept artist. You can view Nate's portfolio at: www.natehallinan.com

Carlos De la Vega

Carlos De la Vega is a passionate concept and 3d artist based in Mexico. His passion is creating illustrations, characters, environments and 3d assets for videogames and feature animations. His skills in creating concept art vary in design styles from cartoon to realism. You can see his work at: http://dralion.carbonmade.com

Tim Gibson

Tim Gibson is a Character Designer and Graphic Novelist, who has worked on film projects like Tintin, District 9 and Avatar. He has a background in 3D animation and has an Honour Degree in Visual Communication Design. He is passionate about using illustration to tell stories and is currently working on his solo comic project www.mothcity.com

Simon Fiedler

Simon Fiedler is a Freelance Digital Artist located in Mainz, Germany. He graduated at the University of applied sciences Mainz with his short "Droplets" which won several awards including the Animago Award 2011. Since 2008 he is working as a digital artist with a focus on motion graphics, particles, dynamics, animation, compositing and everything that helps to tell a good story. Besides beeing an artist he was also involved with programmes like IBC Amsterdam and the Maxon Roadshow as a guest speaker. He already worked for clients like Audi, Red Bull, Nescafe, Toshiba, Volkswagen, Seat, Kia, Sport 1, Caterpillar, Fissler, Pro7 and FYVE.

Andrew Conroy

Andrew Conroy is the Lead Animation Faculty for the Art Institute of Salt Lake City. He has spent time in the games, animation and VFX industry. Andrew’s career started at Disney Interactive where he cut his teeth learning the ins and outs of game animation. From there he moved to New York to work for Blue Sky Studios where he worked on Ice Age 3. After Ice Age wrapped Andrew headed west. A direction he has always been more comfortable going. He landed at Rhythm and Hues to work on a number of their film. He quickly moved up to senior animator and was hired on staff. During his time with R+H he worked on Alvin 2, Hop, Yogi Bear, Alvin 3 and Life of Pi. Now Andrew heads up the animation degree at Ai SLC and runs a small studio out of Salt Lake. Long Winter Studios specializes in asset creating and short films. The studio is an eclectic group of artist from around the globe with a desire to push their work beyond the limits of themselves and the companies they work for. Andrew now lives in Salt Lake with his wife and daughter. When he’s not conquering the world of animation he can be found enjoying the endless recreational opportunities Utah has to offer.

Tim Callaway

Tim Callaway is a Character TD/Technical Director from Portland Oregon. While studying at school, he participated in Sony's Mentorship program and a handful of 3D productions for short films. After studying at The Art Institute of Portland, he had a summer internship at Laika/House for the Toys "R" Us campaign. After various work on video games and commercials, he currently works at Hive-Fx on the hit TV series Grimm on NBC.
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Petros Afshar

Petros Afshar is a London based Illustrator and Graphic Designer. Specialising in Typography, Print making, Logo design, Illustrations and Gardening, Petros has a proficiency in working within professional environments as well as having a great passion for design. His client list boasts big brands such as Nike, Adidas, Red Bull, Disney, Microsoft and Verizon. His art style revolves around geometric art, technical illustrations and type design, often following a ritual; defined shapes that are fluently calculated into an overall piece that has a balanced structure, scaled composition, and graphical elements that make up an overall piece. In his spare time Petros enjoys blogging, working on personal projects and snapping photos of wildlife, in his garden.

Alex Alvarado

Alex Alvarado is a Concept Artist for Star Team LLC in Burbank, California. He has been working in video games for the past 5 years, as well as in film and television. Alex received his BA in Media Arts and Animation in 2003. Over the years, he has developed a broad skill-set that ranges from illustration to 3d modeling to motion graphics and animation to architectural rendering. He currently lives in Los Angeles, California with his family. When he isn’t in front of a computer working on his next assignment, you can find him somewhere comfy painting with his gouaches.

Richard Roberts

• Richard Roberts is an English-born freelance graphic designer and digital illustrator currently living in the United States. He works for a wide range of international clients on many different types of projects including print and web based design. He has recently worked on the ad campaign for Tiger Beer and was a contributor to a 20th Century Fox movie poster with the Refinery Creative. His work is featured in numerous publications, art collectives, blogs and more. In his spare time he experiments with personal art as a contributing member of the art collective known as Depthcore, an international art collective focused on modern digital art. • Richard strives to push his work to new limits and create unique designs while developing a memorable style. He would describe his aesthetic as a mixture of photo-manipulation and digital painting with experimental dynamic light to create striking compositions

Oliver Hilbert

Oliver Hilbert is a 3D artist and Photographer with over 15 years experience in computer graphics. He has worked in a range of professional CG environments such as print, television, film, game development and web. Oliver is currently a lecturer in advanced technical direction studies and photography at Media Design School in Auckland, NZ. During his time at the school he has been heavily involved in the numerous award winning film productions the school has produced in recent years.