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interviews archive

Rogelio Olguin

Rogelio Olguin has combined his passion for sculpting, painting, textures and shading into a successful environment art career. In this interview, Rogelio Olguin describes his perspective on traditional and digital art, the daily demands an environment artist faces, and the highlights and influences that surfaced from working on both personal and professional projects.


Read the interview with Rogelio Olguin by Genese Davis

interviews archive

Perry Leijten

Interview with PERRY LEIJTENPerry Leijten applied his interest for the game industry with his innate technical skills and it flourished into a successful career. Now as a technical artist for Square Enix, Perry shares how he garnered experience in almost every aspect of the production pipeline and how that knowledge influences his day-to-day processes.

Read the interview with Perry Leijten by Genese Davis

interviews archive

David Meng

Former Weta Workshop sculptor David Meng's filmography ranges from King Kong and District 9 to The Hobbit trilogy and The Shape of Water. He discusses the value of traditional sculpting in a world dominated by digital tools, the qualities needed to succeed in practical effects, and why becoming a good creature designer means learning to think laterally.


Read the interview with David Meng by Jim Thacker

interviews archive

Krystal Sae Eua

We’ve got Blur Studio Character Modeling Lead Krystal Sae Eua here to talk about how her work on fast-paced commercials, films like The Avengers and Fast and Furious 6, Call of Duty cinematics, and her addiction to learning have helped her become a VES Award-nominated 3D artist and inspiring digital and traditional sculptor.


Read the interview Krystal Sae Eua by Courtney Trowbridge

interviews archive

Devon Fay

Devon Fay InterviewLead artist and multitalented creative, Devon Fay, has a wide breath of impressive experience working on pre-rendered films as well as real-time video game environments. In this interview, Fay touches on key elements he’s garnered over the years while working with companies such as Blizzard Entertainment. Fay also divulges how he enhances his innate tendencies as a designer by using proactive and collaborative habits.


Read the interview with Devon Fay by Genese Davis

interviews archive

Madeleine Scott-Spencer

Digital sculptor, creature designer, instructor, and all around monster pro, Madeleine Scott-Spencer has produced acclaimed work in visual effects, collectible designs, and in digital maquettes for concept design. In this interview, Madeleine Scott-Spencer dives into her experience working on high-budget films, while also revealing how she garnered such extensive mastery over digital and traditional sculpting. She reveals the influence human anatomy can have on creature design and what she foresees impacting digital art in the future.


Read the interview with Madeleine Scott-Spencer