World Building for Movies & Games - Control Conference Day 1

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WORLD BUILDING FOR MOVIES & GAMES

TIVOLIVREDENBURG / CLOUD NINE • TUESDAY 29 SEPTEMBER 09:30

From Concept To Screen – Drawing To Imagine And Create New Possible Worlds Edvige Faini Concept Artist

10:15 Production Design On SF Classic Gattaca & Others Academy Award Nominee Jan Roelfs Production Designer 10:45 - 11:00 11:00

How The Untold Narrative In ibb & obb Helped Us Shape Their World

Immersive Design: The Narrative Starts With The World Romke Faber Production Designer & Art Director

12:00 The Rise Of Virtual Reality VR/Heroes Adriaan Rijkens VR Developer 12:30 - 13:30 13:30

Two Cases Of World Building: Interactive Comic Ascent From Akeron And Game & Film Challenge De Pont

14:00 Crafting Worlds To Generate Buzz Triumph Studios Lennart Sas Co-founder and CEO 14:30 The screenplay T.B.C. 15:00 - 15:15 Cross-Platform Zombies: Transmedia Storytelling In The Walking Dead

Building A Legend: Why It Took Six Years To Develop This Game Triangle Studios Remco de Rooij Founder & CEO

16:15 - 17:00

Justin Van Der Lek On The Hobbit, Avengers And More: World Building Through VFX Justin van der Lek VFX Artist

17:00 - 17:30

Romke Faber is (assistent) set & production designer and art director for movies such as Nova Zembla and the Blender-movie Tears of Steel. He researches the creation of new worlds as a starting point for creating stories.

VR developer Adriaan Rijkens talks about why Virtual Reality is changing the world and how you can be part of that change. He will talk about the challenges he faced during the development of Cinematic VR and Serious VR Game experiences.

In this session Corine Meijers and Remco Vlaanderen talk about how world-building occurs and is approached in two projects: De Pont and Ascent from Akeron. They will also talk about how Submarine Channel approaches this new means of storytelling and world building. Sharing experiences from the development of the Age of Wonders and Overlord franchises – and other games that didn’t turn out so well – Triumph Studios’ Lennart Sas discusses how treating a game’s features and content as social currency helps develop entertainment that can pique interest, trigger word of mouth and establish a community. Edvige Faini is a Concept Artist for movies and games from Milan, Italy. She will show what content a Concept Artists have to deal with and how we get from a digital drawing to a movie scene on screen. She will use examples from her work on films such as Dawn of the Planet of the Apes, 300: Rise of an Empire, Jupiter Ascending and Sin City: A Dame to Kill for. Coffee break

Dan Hassler-Forest Author 15:45 - 16:15

ibb & obb is a game about puzzle solving, atmosphere and the interaction between players. Nobody plays the game for its narrative, yet there is an untold background story. This talk is about that story and how it helped to shape the game’s world.

Lunch break

Submarine Channel Corine Meijers & Remco Vlaanderen

15:15 - 15:45

Jan Roelfs is a two time Academy Award nominated Production Designer. He received his first nod for his fantastic production design on Gattaca. During a live interview we revisit that world and other ones he helped create.

Coffee break

Sparpweed Richard Boeser Game Director 11:30

Edvige Faini is a Concept Artist for movies and games from Milan, Italy. She will show what Concept Artists produce and how their work evolves from a digital drawing to a movie scene on screen. She will use examples from her work on films such as Dawn of the Planet of the Apes, 300: Rise of an Empire, Jupiter Ascending and Sin City: A Dame to Kill for.

‘Transmedia’ is a popular buzzword, but what does it mean? To some, it suggests complex stories, expanded via many different media, like Star Wars. To others, it reflects an increasingly digital culture where the difference between media no longer seems to exist. Hassler-Forest will discuss the complexities of transmedia storytelling, using the Walking Dead franchise as a main example. Triangle Studios created the game Cross of the Dutchman, based on the 16th century folk legend of Grutte Pier. It took the studio six year to finish the game. The talk focusses on the hardships of development, and how the studio grew with the project. Topics vary from concepting and development to planning and management. Justin van der Lek (current job: Star Wars Ep. VII) has worked on pivotal scenes for countless blockbuster movies. He presents a selection of these scenes and walks the audience through the creation process. How do these scenes contribute to the world in the movie, what did the director want, and what did the original screenplay say? Drinks


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