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ADAPT 2006

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// MISSION STATEMENT

//ADAPT2006, Advanced Digital Art Production Techniques, is designed to teach the most advanced practices in

digital art. //ADAPT2006 will touch every facet of digital art creation, from film to video game development.

With its very first edition, //ADAPT2006 reunites computer graphic professionals from all four corners of the globe,

and brings you multiple high-end classes taught by some of the most exciting names, from the most impressive

companies around the world.

We believe the prolific interaction between the creative and cultural worlds of Montreal were key to the birth of this

industry. With its vibrant communities, both in the industry as well as its everyday people, Montreal is the perfect

location for //ADAPT2006, a unique event designed to teach and inspire digital artists.

Our guest speakers have worked alongside directors such as James Cameron, Ridley Scott, Steven Spielberg,

George Lucas and Peter Jackson. These masters played key roles in the production of films such as the Star Wars

prequels, The Lord of the Rings Trilogy, Cars, The Incredibles, AI, Shrek, X-Men, The Matrix and many more.

Get ready to learn.

// WORD FROM THE FOUNDERS

Today, you are amongst people that have come from as far as Brazil, the Middle-East, Pakistan, India, Poland,

Germany, France, United Kingdom, Romania, Egypt, Japan and of course, the United States Of America and

Canada. We are honored to have you all with us during your stay.

Welcome to all of you.

2 | ADAPT 2006

//ADAPT 2007

See you then.

www.ilm.com www.lucasarts.com

//THE SPEAKERSBIOGRAPHIES / COURSE OUTLINES

6 | ADAPT 2006

2D TRACK // SATURDAY 9:00am — 10:45am

//DYLAN COLEwww.dylancolestudio.com

//BIOGRAPHYHaving recently completed work on the new Superman Returns, Dylan Cole is both a matte painter and concept

artist. His spectacular portfolio includes Lord of the Rings, The Chronicles of Narnia, The Aviator, Sky Captain and

the World of Tomorrow, I, Robot, etc.

//COURSE OUTLINEDylan will discuss matte painting composition and design. He will begin with a quick color sketch in Adobe

Photoshop, followed by some photo manipulation techniques. Dylan will finish the presentation by showing some

of his final paintings and discuss layering concepts.

2D TRACK // SATURDAY 11:00am — 12:45pm

//SCOTT ROBERTSONwww.drawthrough.com

//BIOGRAPHYBoth an artist and a teacher, Scott Robertson is currently teaching at the Gnomon School of Visual Effects. His

charisma and intelligent approach to design has inspired and changed the career of many of today’s modern digital

artists. His own Design Studio Press has produced countless books, and co-produced training DVD’s in collabo-

ration with The Gnomon Workshop. His portfolio includes high-profile projects such as Minority Report, and has

worked for clients such as Nike, Rock Shox, Universal Studios, Nissan, Volvo, Yamaha, BMW, etc.

//COURSE OUTLINEScott will explain the fundamentals of physics behind reflective surfaces and how they are perceived by the human

brain through the use of referencing many of his own photographic studies, followed by a simple rendering

strategy which will be demonstrated in Adobe Photoshop.

ADAPT 2006 | 7

2D TRACK // SATURDAY 3:00pm — 4:45pm

//SYD MEADwww.sydmead.com

//BIOGRAPHYGoing beyond the limits of science, with nothing but a brush and a bold vision, Syd paints and redefines the future.

With a career spanning over several decades, his work has significantly influenced the way we view and live in the

present. His vision has greatly contributed to the look and feel of some of the most historic films such as

Blade Runner, Aliens, Tron and Star Trek.

//COURSE OUTLINESyd Mead will highlight 55 years of “adapting” to shifting professional challenges, changes in technical support for

creating images and the creative process that produces the ideas in visual formats.

“I truly applaud the theme ‘ADAPT’. It is remarkably a propos, and emphasizes even more that the technique of

storytelling (pictures, images) is the core skill; the tools change constantly. Without a sturdy grasp of basic frame,

scenario and pictorial technique, the elaborateness of the technical tool becomes a very expensive way to produce

a bad result.”

8 | ADAPT 2006

Blue elipse: pms# 292Blue Sky type: cool gray 9M

www.blueskystudios.com

2D TRACK // SUNDAY 9:00am — 10:45am

//CHRISTIAN LORENZ SCHEURERwww.christianlorenzscheurer.com

//BIOGRAPHYAs a conceptual designer, matte painter and art director, this brilliant artist has worked on some of the most

innovative movies such as Titanic, What Dreams May Come, Final Fantasy: Spirits Within, The Matrix, the Anima-

trix and Superman Returns. Christian also holds an impressive game credit list and was one of the conceptual art

directors on the highly anticipated Spores from EA.

//COURSE OUTLINEChristian will offer a unique glimpse into the thought process behind creating groundbreaking Intellectual Property

(IP) for feature films and next-gen video games. Revealing his visual and intellectual approach to IP creation, Chris-

tian will present high-end digital art created for film and game.

10 | ADAPT 2006

2D TRACK // SUNDAY 11:00am — 12:45pm

//JAMES CLYNEwww.jamesclyne.com

//BIOGRAPHYAfter studying Fine Arts and painting at the University of California in Santa Barbara, James studied Industrial

Design at the Art Center College of Design, where his main focus was transportation, product and entertainment

design. James has had the opportunity to work with companies such as ILM, Warner Brothers, Universal, 20th

Century Fox, Sony and DreamWorks.

As a concept artist and matte painter, James has recently completed work on Steven Spielberg’s blockbuster hit

War of the Worlds. His impressive portfolio also includes work on films such as Minority Report, A.I. and Mission to

Mars.

//COURSE OUTLINEJames will go through an in depth demonstration of the technique and process he applies to his professional

workflow. Using Adobe Photoshop, James will cover themes such as scale, mood, depth and composition. There

will also be discussion on design theory and “How to break into the film industry as a concept artist”.

ADAPT 2006 | 11

© AMBLIN ENTERTAINMENT

2D TRACK // SUNDAY 3:00pm — 4:45pm

//MARK GOERNERwww.grnr.com

//BIOGRAPHYMark Goerner has recently completed work on Superman Returns and is currently working on James Cameron’s

Battle Angel to be released in 2009. Mark has also been involved with other high-profile projects including X-men 2,

The Terminal, Minority Report and Constantine.

//COURSE OUTLINEThis session will cover the nature of compositional exploration and strong design in painting, with focus on

technique and originality. Examples of work and sample photos will be shown to illustrate the effect of light and

movement in the frame, to catch the eye of the viewer and bring the narrative of an image to life.

12 | ADAPT 2006

© 20TH CENTURY FOX

2D TRACK // SUNDAY 5:00pm — 6:45pm

//IAIN McCAIGwww.iainmccaig.com

//BIOGRAPHYIain McCaig is known as a feature film artistic director, concept designer and filmmaker. His credit list includes such

films as Star Wars Episode I, II, III, Francis Ford Coppola’s Pinocchio, Terminator 2: Judgment Day, Hook and

Star Trek VI. His directorial debut “The Face”, opened at the Santa Barbara Film Festival in March, 1998, which also

won the Gold Medal for Best Family Film in the Houston International Film Festival. Iain is also a widely published

illustrator specializing in narrative and figurative art.

//COURSE OUTLINEFor over 75 years, Hollywood has been trying to bring the martian tales of Edgar Rice Burroughs to the Silver

Screen. Once one of the most successful novels of all time, the fiction/action adventure/love story of John Carter,

gentleman of Virginia, and the incomparable Deja Thoris, Princess of Mars, has become known as “The Cursed

Movie”.

In this highly interactive talk, McCaig will lead his audience through the treacherous design challenges that haunt

this film.

ADAPT 2006 | 13

ALL IMAGES © LUCASFILM, LTD.

studio

LIVE INTERVIEWSLEVEL 6 : NETWORKING SPACESEPTEMBER 23-24th AT // ADAPT 2006

3D TRACK // SATURDAY 9:00am — 10:45pm

//AARON HOLLY//BIOGRAPHYAaron has worked at multiple VFX studios such as Tippett Studios, Industrial Light and Magic, ESC Entertainment,

DreamWorks Animation, and is currently working for Disney Feature Animation. He has worked on various projects

including The Haunting, Hollow Man, The Mummy Returns, Time Machine, Matrix Reloaded, Matrix Revolutions,

Shark Tale and Meet The Robinsons. Aaron is currently working on American Dog as a character TD.

//COURSE OUTLINEAaron will take you through the process of building the major components of a typical rig for feature film. Beginning

with a discussion of applying 2D animation principles in a 3D world, Aaron goes on to cover building a “Ribbon

Spine” (the foundation of the rig), a solution for dialing blend shapes on multi-axes ball joints, “deformable rig”

controls and other techniques used in building a fast & flexible animation rig.

ADAPT 2006 | 15

© WARNER BROS.

3D TRACK // SATURDAY 11:00am — 12:45pm

//MARK LEFITZ//BIOGRAPHYOriginally trained as an architect, having worked on such high profile buildings as the Guggenheim Museum in

Bilbao, Spain, he then joined the entertainment industry, working on such films as Spider-Man 2, The Matrix

Reloaded, The Matrix Revolutions, Reign of Fire, Mission to Mars, Bicentennial Man and Galaxy Quest.

//COURSE OUTLINEMark will start with a brief discussion on his background, past projects he has worked on and his contribution to

those projects. He will discuss 2D/3D integration, showing the various render outputs from Maya and how they can

be imported and manipulated in Shake.

16 | ADAPT 2006

© COLUMBIA PICTURES INC.

www.a2m.com

ADAPT 2006 | 19

3D TRACK // SATURDAY 3:00pm — 4:45pm

//MEATS MEIERwww.sketchovision.com

//BIOGRAPHYA true artist and pioneer in the field, awarded the prestigious Maya Masters Award in 2003, Meats Meier is always

pushing the limits of digital art. Over the past few years, this brilliant artist has contributed his talent to such films

as The Day After Tomorrow, Hellboy and Sky Captain and the World of Tomorrow. Meats Meier currently teaches at

The Gnomon School of Visual Effects in Los Angeles.

//COURSE OUTLINEMeats Meier will guide the audience through a typical project illustrating his personal techniques and pipeline for

integrating 3D digital sculptures and elements onto digital video frames. He will spend time discussing his

modeling workflow in Maya and Zbrush, his quick rigging and animation tips in Maya, tracking in Boujou to create a

virtual camera, and finally cover successful and organized compositing in After Effects.

3D TRACK // SUNDAY 9:00am — 10:45am

//JEREMY BIRNwww.3drender.com

//BIOGRAPHYJeremy Birn, author of the new Digital Lighting & Rendering (2nd Edition), and fresh off production of Pixar films

The Incredibles and Cars, Jeremy is currently working on Ratatouille. Over the years, Jeremy has published an

impressive array of books and tutorials on rendering and lighting techniques.

//COURSE OUTLINEUsing common tools such as Maya and Shake, Jeremy will present live demonstrations of lighting, rendering, and

compositing techniques, explain compositing math involved in creating and assembling passes, good practice for

higher quality results, faster rendering, and a more flexible creative process.

20 | ADAPT 2006

3D TRACK // SUNDAY 11:00am — 12:45pm

//EMILE GHORAYEBwww.emiliog.com

//BIOGRAPHYDuring his stay at Dreamworks Animation (PDI), Emile Ghorayeb had the opportunity to be a key animator on

Academy Award Nominated Shrek 2, Madagascar, Madagascar Penguins: a Christmas Caper (short film), and the

highly anticipated Shrek The Third.

//COURSE OUTLINEEmilio will focus on the squash and stretch techniques that brought his animations world recognition. He will first

walk us through cartoons such as Looney Tunes, Ren & Stimpy, Tiny Toons, breaking them down frame by frame,

explaining the whys, dos and don’ts, following through to today’s films such as Madagascar, Incredibles, etc.,

breaking the barrier between 2D and 3D animation. He will then show you hands on, when and how to create the

most refined poses to give your animation the look and feel he has mastered over the years.

ADAPT 2006 | 21

© DREAMWORKS ANIMATION LLC.

www.dreamworksanimation.com

3D TRACK // SUNDAY 3:00pm — 4:45pm

//ARNAULD LAMORLETTEwww.dreamworksanimation.com

//BIOGRAPHYArnauld Lamorlette is currently a Visual Effects Supervisor at PDI/DreamWorks. His previous post was as the Head of

Effects on the upcoming Shrek the Third and Shrek 2, both sequels to the Academy Award winning animated feature

Shrek. Lamorlette was also a Lead Effects Animator on Shrek where he received an Annie Award for Outstanding

Individual Achievement for Effects Animation.

Prior to PDI/DreamWorks, Lamorlette served as Co-founder & Research and Development Director for Paris-based

Buf Compagnie where he was involved in the production of all the company’s film projects including The City of Lost

Children, Batman & Robin and Fight Club.

In addition to his artistic work, Lamorlette has contributed significantly to the advancement of computer graphics

technology. While with PDI/DreamWorks, he was a key contributor to the cutting-edge Global Illumination technology

used in Shrek 2.

Also, in 1992, Arnauld developed the first stereo-photogrammetry software which allowed Buf Compagnie to create

the first “frozen moment” in a Rolling Stone music video. This technique, also known as “bullet time moment”, was

later made popular in the first installment of the Matrix trilogy.

ADAPT 2006 | 23

© DREAMWORKS ANIMATION LLC.

3D TRACK // SUNDAY 5:00pm — 6:45pm

//JASON SPENCER-GALSWORTHY//BIOGRAPHYJason Spencer-Galsworthy worked for Aardman Animation both as a model maker and as an animator on Chicken

Run. He was the first animator brought onto the Oscar Winning Wallace and Grommit: The Curse of the

Were-Rabbit. Also a CG animator, he has worked on films such as Shrek 2, Madagascar and is currently a

supervising animator for Dreamworks’ Flushed Away, Aardman Animation’s first full length CG feature.

//COURSE OUTLINEIn this course, Jason will present some of his work in Stop Motion and CG, giving us a look at the cross over

between the two mediums using Aardman Animation’s first CG film, Flushed Away, as a case study. He will talk

about the differences in the way the two mediums approach animation and how the different logistical and physical

problems of each influence creative decisions in animation style. To illustrate this, Jason will show how the team

found some real solutions for translating Aardman’s established style of stop motion animation into CG.

24 | ADAPT 2006

© DREAMWORKS ANIMATION LLC.

© AARDMAN ANIMATIONS LTD.

//SCHEDULESATURDAY — SEPTEMBER 23rd

// CLASSES

2D TRACK 3D TRACK EXPLORATION TRACK

9:00am — 10:45am Dylan Cole Aaron Holly Thierry Doizon

11:00am — 12:45pm Scott Robertson Mark Lefitz Autodesk*

1:00pm — 2:45pm John Thornton* Chris Williams* SoftImage*

BlueSky LucasArts

3:00pm — 4:45pm Syd Mead Meats Meier David Levy

5:00pm — 6:45pm Autodesk* Autodesk* Sébastien Larroudé

* Special Feature Presentation open to all attendees

// JOB FAIR AUDITIONS

11:00am — 1:00pm Feature Film // Videogame Animation Emile Ghorayeb - Jason Spencer-Galsworthy

Jonathan Abenhaim - Aaron Gilman

3:00pm — 5:00pm Modeling // Rigging (Character, Environment)

//SCHEDULESUNDAY — SEPTEMBER 24th

// CLASSES

2D TRACK 3D TRACK EXPLORATION TRACK

9:00am — 10:45am Christian Lorenz Scheurer Jeremy Birn Aaron Gilman

11:00am — 12:45pm James Clyne Emile Ghorayeb Wayne Murray

1:00pm — 2:45pm Reserved* Eddie Pasquarello* Reserved*

Industrial Light & Magic

3:00pm — 4:45pm Mark Goerner Arnauld Lamorlette Jonathan Abenhaim

5:00pm — 6:45pm Iain McCaig Jason Spencer-Galsworthy Daniel Gregoire

* Special Feature Presentation open to all attendees

// JOB FAIR AUDITIONS

11:00am — 1:00pm Concept art // Storyboarding // Matte Painting Thierry Doizon - David Levy - Sébastien Larroudé - Mathieu Raynault - Wayne Murray

3:00pm — 5:00pm Lighting // Rendering // Compositing Mark Lefitz - Jeremy Birn

ADAPT 2006 | 29

EXPLORATION TRACK // SATURDAY 9:00am — 10:45am

//THIERRY DOIZONwww.barontieri.com

//BIOGRAPHYIn 1995, Thierry (aka Barontieri) graduated with honors from the Kent Institute of Arts & Design (UK) with a B.A.

in Industrial Design. He has since worked with different companies such as Cryo Interactive, Acclaim, Splash

Damage, and is currently employed by Ubisoft Montreal. Client list includes Disney Imagineering, ReelFX, Atari,

Peugeot, Canal+, Dreamwave, etc. Thierry recently launched Steambot Studios with his partners, a collective of

artists dedicated to create, inspire and push the boundaries of concept art.

//COURSE OUTLINEPart 1 of 3: Digital Speed Painting: The Foundation

Thierry will start this digital speed-painting session by demonstrating the use of custom brushes and team work. He

will follow a subject dictated by the random subject generator “3CH”. Thierry will lay the essential ground work, and

then hand the painting over to one of his Steambot colleagues.

EXPLORATION TRACK // SATURDAY 3:00pm — 4:45pm

//DAVID LEVYwww.vyle-art.com

//BIOGRAPHYDavid (aka Vyle) attended the Academy of Fine Arts, Maastricht (NL) where he graduated with honors with a B.S.

degree in Industrial Design and Interior Architecture. With a little over 11 years in the game industry in multiple

countries, David has built a strong reputation as a lead artist, and was invited to various events and workshops

such as guest speaker at the Game Developer Conference (GDC) in 2003. David is partner in the recently created

Steambot Studios.

//COURSE OUTLINEPart 2 of 3: Digital Speed Painting: The Core

During his presentation, David will take over the painting from Thierry, to continue his work by adding characters,

vehicles, colorimetrics and life.

30 | ADAPT 2006

EXPLORATION TRACK // SATURDAY 5:00pm — 6:45pm

//SEBASTIEN LARROUDEwww.rainfx.com

//BIOGRAPHYVery recently recruited by A2M, Sébastien (aka RainArt) is a very well rounded artist, juggling regularly between

compositing, matte painting and visual effects. Sébastien is partner in the recently created Steambot Studios.

After graduating with a Photography, Visual Arts and Computer Art diploma (ETPA Toulouse, France), this talented

artist has worked on architectural design and commercial renderings for various companies and agencies.

//COURSE OUTLINEPart 3 of 3: Digital Speed Painting: The Final Stage

Sébastien will explain his process and techniques in a team-based pipeline. During this presentation, he will add

detail, structure and life to finish the painting created by him and his colleagues.

ADAPT 2006 | 31

EXPLORATION TRACK // SUNDAY 9:00am — 10:45am

//AARON GILMAN

//BIOGRAPHYAaron has been working as a character animator and animation supervisor for over 5 years. His work spans |

television, film and computer gaming industries. While at the acclaimed Tippett Studios, Aaron animated for such

feature films as Hellboy, Matrix Revolutions and Constantine. He currently resides in hometown Montreal where he

is the Animation Director at Meteor Studios.

//COURSE OUTLINEWhether you are creating hyper realism or cartoon animation for your demo reel, film shot, or in-game anima-

tion, Aaron will discuss a tried and true practical approach to structuring your animation workflow. From using

references to polishing your work, Aaron will show how this widely used step-by-step approach has helped him

produce quality animation through out his career, and how it can greatly improve the quality of the work of novices

and experts alike.

32 | ADAPT 2006

© COLUMBIA PICTURES

EXPLORATION TRACK // SUNDAY 11:00am — 12:45pm

//WAYNE MURRAY//BIOGRAPHYVery early on in his career, Wayne had the chance to work as a production artist apprentice under the legendary

John Romita Senior at Marvel Comics. Since then, he has worked as a freelancer on Spider-Man magazine for kids,

MTV, Art Asylum, and much more. Wayne presently works for Ubisoft as a storyboard artist and character designer.

//COURSE OUTLINEWayne will demonstrate the techniques he uses to create dynamic figure drawing and posing a character with

convincing emotion, showing their importance in almost every aspect of commercial illustration, cartooning and

character design. He will also share his approach to storyboarding which involves each individual’s personal sight

and taste in photography, cinema, animation and comics.

34 | ADAPT 2006

© MARVEL ENTERTAINMENT, INC.

EXPLORATION TRACK // SUNDAY 3:00pm — 4:45pm

//JONATHAN ABENHAIMwww.jonathanabenhaim.com

//BIOGRAPHYJonathan Abenhaim has worked on some of the most successful video games such as Ubisoft’s Splinter Cell, the

Prince of Persia franchise, and Tom Clancy’s Rainbow Six 3: Black Arrow. He is also very active in the 3D communi-

ty working along side CG Channel showcasing CG Packs which serve as learning tutorials and is currently working

on an animation training DVD series.

//COURSE OUTLINEDuring Jonathan’s presentation, you will experience an interactive animation demonstration from which the audi-

ence will choose from the following:

- A live animation session where Jonathan will select an audience member to create a believable game animation

with the use of a reference.

- How videogame animation is executed and how we achieve fluid in-game animation.

- Create 1 of the 3 following animations live: a walk cycle done in under 30 minutes, a convincing “death anima-

tion”, or a male walk cycle transformed into a female walk cycle as seen on CG Channel’s CG Packs.

ADAPT 2006 | 35

© UBISOFT ENTERTAINMENT

36 | ADAPT 2006

EXPLORATION TRACK // SUNDAY 5:00pm — 6:45pm

//DANIEL GREGOIREwww.halon.com

//BIOGRAPHYAfter four years of pre-visualization (pre-viz) at JAK Films for George Lucas’ Stars Wars prequels and final effects

for THX 1138, Dan and his team went on to work for director Steven Spielberg on War of the Worlds. While

working with Mr. Spielberg, Dan formed Halon, a company comprised of talented, innovative and experienced

artists, animators and producers for digital storyboards and production content.

//COURSE OUTLINEDaniel will begin by presenting the spectacular pre-viz work he has done on films such as Star Wars, War of the

Worlds, X-Men 3 and Ghost Rider. He will explain the different ways pre-viz can be used and the different

approaches required in each case. Dan will talk about the current state of Pre-viz and the future it holds in this very

dynamic industry.

© LUCASFILM, LTD.

SATURDAY, 1:00pm — 2:45pm // 2D ROOM

//JOHN THORNTONBLUESKY — SENIOR FX ANIMATORwww.blueskystudios.com

//BIOGRAPHYJohn Thornton graduated with a BFA from Columbus College of Art & Design in 1989. He spent 11 years at Walt

Disney Feature Animation, where he accrued film credits from The Lion King in 1993 on up through Brother Bear in

2003. In 2004, he began working for Blue Sky Studios on Robots, and most recently, Ice Age: The Meltdown.

//COURSE OUTLINEThis course identifies stylized visual qualities found in traditionally animated 2D splash effects and establishes a

method for capturing their essence, posing them, and animating them in 3D space. This technique was employed

for many of the splash effects in Ice Age: The Meltdown.

//SPECIAL FEATURE PRESENTATIONS

38 | ADAPT 2006

SATURDAY, 11:00am – 12:45pm // EXPLORATION ROOM

//MAYA 8 & 3DS MAX 9

www.autodesk.com

ADAPT 2006 | 39

SATURDAY, 1:00pm — 2:45pm // 3D ROOM

//CHRIS WILLIAMSLUCASARTS — PROJECT LEADwww.lucasarts.com

//BIOGRAPHYTo be project lead at LucasArts a main responsibility is to deliver a high-quality title on time and on budget and

that’s what Chris Williams does day in – day out. With his team, he leads the development effort, interfacing with

other departments when needed, both inside and out. After graduating from Cornell University with a B.Arch. in

architecture, Williams began his professional career as a 3D Modeler, contributed to some of the most popular Star

Wars titles, act as producer to many more and has been with LucasArts ever since.

//COURSE OUTLINEHe is currently working as the Project Lead on LucasArts’ next-gen Indiana Jones game, which will require frequent

collaboration with Industrial Light & Magic.

SATURDAY, 1:00 – 2:45pm // EXPLORATION ROOM

//MARK SCHOENNAGEL SOFTIMAGE — FACE ROBOTwww.softimage.com

//BIOGRAPHYMark Schoennagel has been one of Softimage’s front men since the early days of SOFTIMAGE|3D. Also the

company’s Hardware Certification Lead, Mark is always ensuring that the latest hardware platforms run flawlessly

with SOFTIMAGE|XSI and SOFTIMAGE|FACE ROBOT. Half of his life has been dedicated to pushing the limits of

computer graphics since early ASCII days.

//COURSE OUTLINEIntroducing SOFTIMAGE|FACE ROBOT - the first production toolset for lifelike face animation. Based on extensive

anatomical research, SOFTIMAGE|FACE ROBOT allows animators to concentrate on sculpting the details of every

expression for unforgettable digital performances. Face Robot dramatically increases face animation productivity

and allows animators to achieve realistic, lifelike face animation for high-end film, post, and games projects.

SUNDAY, 1:00pm - 2:45pm // 3D ROOM

//EDDIE PASQUARELLOINDUSTRIAL LIGHTS & MAGIC — COMPOSITING SUPERVISORwww.ilm.com

//BIOGRAPHYEddie Pasquarello joined Industrial Light & Magic in November of 1993 as a compositor on Forrest Gump. In 1999,

he became a lead compositor on Sleepy Hollow. Today, as a compositing supervisor at ILM, he is responsible for

color continuity, artistic direction, monitoring and supporting the work of his crew while reporting directly to the VFX

supervisor. His credit list includes such films as Star Wars: Episode III, Jurassic Park III, The Perfect Story, Sleepy

Hollow, Star Wars: Episode I, Deep Impact, and much more.

//COURSE OUTLINEThis presentation will take you behind the scenes of Pirates of the Caribbean: Dead Man’s Chest, to reveal the

process of integrating computer generated imagery with live action footage.

40 | ADAPT 2006

SATURDAY, 5:00am – 6:45pm // 3D ROOM

//MAYA 8 & 3DS MAX 9

www.autodesk.com

SATURDAY, 5:00am – 6:45pm // 2D TRACK ROOM

//TOXIK

www.autodesk.com

//SPECIAL FEATURE PRESENTATIONS

// COCKTAIL MIXER LEVEL 6 // ROOFTOP TENT (adjacent to the Jeanne-Mance room)7:00pm – 9:00pm // SPONSORED BY AUTODESK

Opening statement by Autodesk VP, Marc Petit.

// MEET THE SPEAKERSMake new friends and network with other attendees at the official //ADAPT 2006 Reception,

taking place in the Jeanne-Mance room and the magnificent rooftop garden overlooking the city’s skyline.

// AUTOGRAPH SESSIONBring your Program Guide and take the time to meet your favorite artists in a special autograph session located

in an area setup on the rooftop garden.

(Must be 18 or over to attend. Proof of age may be requested at the door)

45 | ADAPT 2006

// OFFICIAL LAUNCH PARTY 1234 DE LA MONTAGNE (between Ste-Catherine & René-Lèvesque)10:30pm – 3:00am // SPONSORED BY UBISOFT

// GET READYYour visit to Montreal wouldn’t be complete without enjoying the city’s legendary nightlife.

Starting at 10:30pm, the 1234 Club offers VIP treatment and 2 free drinks to all our 2D, 3D track and Full conference pass attendees. Join us in a

celebration of art, people, and Montreal Nightlife.

// ABOUT 1234Club1234 is a premiere nightclub in the heart of downtown Montreal. Presiding a capacity of 1500 people, it is ideal for premium events of world-

class acts such as Boy George, Derrick Carter and Louis Vega. Furthermore, it is equipped with a state of the art sound and lighting system for

outstanding visual and acoustic presentation. Surround yourself with beautiful people and a vibrant ambiance to celebrate in high style.

(Must be 18 or over to attend. Proof of age may be requested at the door)

Julie Laramée

514-272-3222

[email protected]

Publicity - Promotion - Media Buy

RENTAL | TECHNICAL SUPPORTVIDEO & AUDIO | MULTIMEDIA | MUSIC

[email protected], rue William, #200, Montreal, Qc, h3C 1R4

T. 514.933.5765F. 514.933.0190

// SPONSORS / PARTNERS

Hash, Inc.www.hash.com

EVENT PRODUCED BY:

// THANKS// SPEAKERS

// VOLUNTEERS

// TEAMDan Bigham, Kimberly Walker, Lindsay Haining, Paulha Sin, Didier Kaade, Laz Papa, Alex Trufanov, Michelle Gendreau, Isabelle Stengler, Sophanie Sin, Patricia Chamoun, Mitzi Berberi.

// SPONSORS // EXHIBITORS // MEDIA PARTNERS3vis, 3DTotal, Air Canada, AWN, A2M, Autodesk, Beenox, Blue Sky, CG Channel, Club 1234, Convergence, Corel, Di-O-Matic, Dreamworks Animation, EA, Groupe Dazmo, Hash, Inc., Hotcards, Hyatt, Hybride, ILM, Lucasarts, Mendax, Netdiver, Pad Systems, Phenomblue, Promo Avenue, Softimage, Toon Boom, Ubisoft, VFX World.

// EMILIOSuzy, Sienna Violet, Nabiha, Rana & Oliver, Andre & Yamina, Audrey & Cedric, Mayouch, Zee, Keyan and Mayim, MichMich, Val & Chris, Rusty, Ora, Mitzi Berberi, Didier Kaade, Rex Grignon, Jason SG, Arnauld Lamorlette, Gilbert Davoud, Lou Dellarosa, Kevan Shorey, Jason Waltman, Jason Schleifer, Denis Couchon, Tim Cheung, Trish Krause, Luci Napier, Susan Erokan, Trisha Buendia and Kathy, Dave Barrett and everyone @ Dreamworks Animation, Beth Sasseen & Lala Gavgavian @ ILM, Chris & Sabrina @ Blue Sky, Jean-Philippe Lafontaine, Jennifer Goldfinch @ Softimage, Cedric Orvoine and Yannis Mallat @ Ubi.

// JONATHANElie, Esther, Daniel, Audrey, Yael, Victor, Annie, Eric, Brandon, Vanessa, Jason, Jonah, Ethan, Emelie, GM Nam Anh, Laz, Ian, Lindsay, Jacko, Ar-man, Christine, Cujo, Catherine, and all KFSBNS. We are all 1.

// JEAN-ERICSpecial thanks to Syd Mead who, long before we had a web-site or brochure, was the first artist to accept our invitation. Also, big thanks to Emile Ghorayeb, Jonathan Abenhaim and more recently, Annemarie Gabriele with whom I have become good friends in this adventure. Finally, I’d like to thank my CG Channel partners for their support, Carole Bouchard, Geneviève Tellier, Stéphane Audit, my brother Martin Hénault and of course, Alex Troufanov who’s doing a great job helping out with CG Channel while I was so involved putting //ADAPT together.

// ANNEMARIEFamily & Friends, near and far…Lucia, N-Anna, Mike & Luisa, Matteo // Carlo, N-Maria, N-Michele // The Marco’s, The Gabriele’s… Sabrina Gallo, Carol Quito, Jonathan, Emile, Jean-Eric, Isabel Stengler, Marie-Annick Boisvert, Cedric Orvoine...

// CAROLELUV of my life: GOD, JF, Emanuelle, Sarah, Julien. Columbus (you’re da man), the online and offline design community: Stuart (Core77), Birgit (DesignBoom), Mark (K10K), Nazario (Revolverlover), Robert (DesignRadar), Kai (Lounge72), Aaron (Pixelsurgeon), Muid (DigitalMalaya), Yohan (Styleboost), Chris (CPLuv), Ryan (BD4D), Jim (Coudal), Alex (DesignTaxi), Michael (Ventilate), Adriana (Scene360), Chris (IdN) and Brenda (ICOGRADA). The artists, who like me, share a passion for design and no matter what, keep the dream alive!

// A very special thanks to Laurent Abecassis and his wife Marie-France Caouette.

48 | ADAPT 2006

// ADAPT STORELEVEL 4 // GRAND SALON // FOYER //(Near Registration)

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T-SHIRTS // MERCHANDISE // BOOKS // DVDs

Ubisoft

// TEAM// JEAN-ERIC HENAULTThe architect. President of CG Channel and co-founder of Digital04 Studios, Jean-Eric’s objective was to fill an obvi-

ous need for an event focused on the creative process in the digital art industry.

// EMILE GHORAYEBRenowned animator and co-founder of Digital04 Studios, Emile was a key player in bridging the gap between the

film and video game industry. From California to Montreal, It is with great pride that he calls on some of his dearest

friends to join forces.

// JONATHAN ABENHAIMSenior Animator, and co-founder Digital04 Studios, Jonathan’s role was to establish relationships with leading film

and videogame studios and educational institutes to help promote the mission behind //ADAPT.

// ANNEMARIE GABRIELEAs Event Manager, Annemarie’s role was to grasp the vision of this project and help translate it into a realistic,

prestigious event.

// MATHIEU LEDUCA truly brilliant motion graphic designer, Mathieu was responsible for creating the award winning website and the

initial tone of the event.

// CAROLE GUEVINWith decades of expertise, Carole Guevin, founder of Netdiver (www.netdiver.net), is the craftswoman behind

the look and feel of all print for //ADAPT. Her relentless devotion to detail was crucial to maintaining a design that

worked with our vision.

// JACQUES LANGLOISMaster Programmer, Jacques was responsible for the building and maintaining of all technology behind //ADAPT.

// SUPPORT TEAMDan Bigham, Kimberly Walker, Lindsay Haining, Paulha Sin, Didier Kaade, Laz Papa, Alex Trufanov, Michelle Gen-

dreau, Isabelle Stengler, Sophanie Sin, Patricia Chamoun, Mitzi Berberi.

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