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All judging will be performed internally by the jury. First and foremost, submitted works will be judged on the strength of their emotive and narrative elements, with technical excellence as secondary criteria. Participating artists must demonstrate clarity of thought and emotion in their finished images.

Panel of Judges

David Wright (NVIDIA)

David Wright has a long history as a 3D Artist; starting in 1985 when he first used the Commodore Amiga computers and some primitive ray tracing software. But he quickly progressed to making lots of successful TV commercials, and architectural renderings for the real estate market. Later he focused on the architectural area and co-founded "Artmaze", still one of the leading providers of integrated 3D animated visuals and multimedia services for Real Estate developers.

After graduating in 2000, he was invited to join the USA arm of the European graphics software company "Realviz" as a VP of AEC Marketing, with the task of expanding and shaping their image-based modeling and camera tracking software for the AEC market. Two years later he joined NVIDIA as the head of Creative & Design and exercises his true passions, 3D & Design. David holds a BFA from the Academy of Art University in California, majoring in 3D Computer Modeling.

• • •

Jeff Mottle (CG Architect)

Jeff Mottle is the President and Founder of, the leading online architectural visualization magazine. He has worked for the past 12 years in the field of architectural visualization including for the London based design communications firm, Smoothe, as their North American Production Director.

Jeff also helped develop and manage the visualization department for one of the largest office solutions providers in the world. Having since left production, Jeff currently works as business development manager for VisMasters, an online software marketing and resource company for design visualization professionals. He is involved in many areas of the industry and actively pursues initiatives that help promote the growth of the industry.

• • •

Hal Milton

Hal Milton is a Seattle-based game designer with 14 years of experience working with Origin, EA, Atari, Wizards of the Coast, Microsoft, Sony, and others, on a wide variety of projects ranging from fantasy to sci-fi and most everything in-between.

The good people at the CGSociety effectively exploited both his crippling addiction to chocolate chip cookies, and pathological impulse to incessantly prattle on, to recruit him as a judge for the latest challenge. He's still waiting for the cookies.

• • •

Coro (Massive Black)

Justin 'Coro' Kaufman has worked on literally hundreds of titles in his career as an Art Director and Concept Artist.

He spent his youth 'running around with spray cans' in El Paso Texas until the idea cam to him to go to San Francisco and learn about his vices and finally turn them into a career. He spent four years at Shaba Games cutting his teeth in the industry he knew he had a talent for. He did Concepts, modeling, lighting and texturing.

Coro took up an idea to start Massive Black with Andrew Jones and Jason Manley and currently works there as a concept artist and art director. He regularly paints for exhibitions and tours with the company.

• • •

Sasha Ciolac (Steampunk)

After graduating as a teacher in Russian, Gagausian languages and Literature, Sasha Ciolac's life was changed in Denmark when she tried an 3D application on a computer. She graduated from TRUEMAX academy in 2007, and since then worked in Danish CG industry.

"After graduation I had a very hard time specializing - I just loved everything in 3D. At that time, technical minded people were needed - and I became a rigger and scripter. I worked primary on various commercials and film projects, and beside rigging did a wide range of tasks from modeling, tool writing, pipeline setup to troubleshooting. Presently I am a 3D Artist at Ghost with rigging as the primary area of expertize.

• • •

Marcin Jakubowski (Steampunk)

Marcin lives and works in Gdansk, POLAND, working as a freelance concept artist and illustrator on TV shows and commercials. He is a self-taught digital painter who owes his skills to an unceasing ambition. He began in the early 90s when he first used a Commodore 64 with 16 colors, 160x200-pixel rez and a joystick instead of a tablet. He progressed from that time, but of course recognises that there is too much to learn in the time he has on this earth.

• • •

Vasile Brovcenco (Steampunk)

"Born in the Republic of Moldova, currently living in Romania. I’m 26, and for the past seven years I’ve been doing CG as a generalist in different companies covering game industry and broadcast. I also gathered experience as Art Director Assistant at Ubisoft and 3D Generalist at Electronic Arts.

In 2008, my brother and I opened a small studio, and our main goal is the production of animation shorts. We won several awards, one of them is the Animation Award in The "Steampunk: Myths And Legends" CGSociety Challenge. In the spare time I use to beat up my kid brother."

• • •

Thiago Pires (Steampunk)

Thiago Pires is a Flame Compositor and Matte Painter at Conspiração Filmes where he works primarily in commercial films. With a background in graphic design, he has been working with CG for 5 years, starting at GloboTV as a 3D generalist / motion designer and moving to compositing and matte painting for the last couple of years.

He is always involved with some personal/ collective projects at free-time such as short films and CG contests like FXWars and the last Steampunk challenge were he had the chance to work at all the steps of production of his team video "Siege of Syracuse".

• • •

Arthur Mirzoyan (Steampunk)

Arthur Mirzoyan first worked as a chief designer for an advertising company. Then in 2004, he found work in the film and TV industry as concept artist, production designer and art director.

Arthur has also worked as illustrator at Quarto Publishing and Barrons, while also teaching fine arts in university. In 2009, Arthur created a short animated film "Mirzoyan`s Odysseus" which won the Art Direction Award in the "Steampunk - Myths & Legends" - CGchallenge competition.

• • •

Tomasz Jedruszek (Steampunk)

Tomasz Jedruszek was born in a small Polish town in 1977. Later, with a lot of encouragment from his wife, he graduated as master engineer of architecture in 2005. This Architectural education gave him a sense of perspective, proportions and color composition but most of these things he had to learn from scratch.

"I have found the web forms like CGSociety were a great source for new ideas, tutorials or constructive criticism. My personal ambition never leaves me to settle and be content of my work, so I continue to research new techniques to upgrade my skills." Tomasz amasses a healthy throng of clients. Among them Sony Online Entertainment, Wizards of the Coast, Fantasy Flight Games, Redlynx studio and White Wolf Publishing.

• • •

Marc Mordelet (Steampunk)

Marc Mordelet began his fascination with cinema and animation, with an 8mm cine-camera, Sculpt3D and Deluxe Paint.

The revelation for him in the 1980s was that he could 'create a movie with his Amiga.' A few years later, he got his Diploma from 'Les Beaux Arts'. He now owns two companies and is currently developing two animated 3D short movies. He is also developing a documentary about a crazy Frenchman called 'Jean Gabriel Chelala'.

• • •

Martin Köhler (Steampunk)

In 1998, a good friend gave me a copy of Autodesk 3ds Max. I had so much fun with it, I decided to pursue this as a career. Within three years, I got the diploma and I learned the basics of industrial design.

My interests developed more in the direction of Visual Effects and Postproduction. I started an internship in Darmstadt, then was accepted at the University of Applied Sciences. I also found many people who loved Postproduction work. We had a great time and even managed to achieve an “Excellence Award” in the CGSociety “Steampunk” CGChallenge in February this year. Right now, I'm doing an Internship at Pixomondo in Frankfurt, after which I plan to finish my Bachelor of Arts.

• • •

Yap Kun Rong (Steampunk)

Yap Kun Rong is a Singaporean living in Japan. He started his freelance career around two years ago with a passion for drawing and painting brought from his childhood. Mainly self taught, Yap attends an art school to pick up Japanese craft as well as 3D CG. He also works in 2D art, both digitally and traditionally.

"I'm really enjoying the inspirations I'm getting everyday. I've done card illustrations, childrens' books, comics and concept designs. It's really an honor to be part of this CGChallenge! I really look forward to the entries!

• • •

ru | bonsaininja (Steampunk)

Bonsaininja Studio is a collective of directors, designers and artists, working foolishly but wisely on moving images, from concept to delivery.

Bonsaininja lives in Milan, ITALY and focuses his skills in the production of motion design, visual effects and live action for the advertising, broadcast and entertainment industries. Just like an unleashed tiny Japanese warrior, Bonsaininja is quick, agile, creative, dedicated and lethal.

• • •

David Luong (CGWorkshops)

In 2005, David earned his BFA from the Academy of Art in San Francisco, California, specializing in matte painting and compositing.

Shortly after David began at Disney Toon Studios as a background painter, and from this went onto to work at Luma Pictures on Underworld: Evolution as a digital paint artist. David also worked for Rhythm & Hues Studios where he finished shots for Garfield 2, Superman Returns, and Night at the Museum.

• • •

Don Seegmiller (CGWorkshops)

Don Seegmiller has been painting professionally for over 21 years and has travelled extensively, demonstrating Metacreations Painter 6 for the many of the major trade shows. His work is featured in the Painter 6, 7, 8, and IX Wow Books, Step by Step Electronic Design, Design Graphics, and both Spectrum 7 and 8. Don's work was also featured on the release of Painter IX, both on the Corel web site and in the Painter IX manual.

• • •

Jon Rush (CGWorkshops)

Jon has been working in the video game industry since 2001. In this time, he's had the privilege of working with some of the top publishers in the world, such as Activision, Electronic Arts, and Eidos. Of projects he has had a significant contribution towards, over eight million units have been sold, spanning such titles as Tomb Raider Underworld, Tomb Raider Anniversary Edition, and Gun, to name a few.

• • •

Todd Widup (CGWorkshops)

After spending several years working on some large scale video game projects, Todd Widup has moved into film in a big way; working at Weta Digital on Lord of the Rings, Return of the King and ILM on Star Wars, Revenge of the Sith. Todd is also mentioned in the book "Making of Star Wars: Revenge of the Sith". Todd has since worked on a several independent film projects and with CORE Feature Animation.

• • •

Bryan Silva (CGWorkshops)

Bryan Silva is currently an employee of ImageMovers Digital, a Disney company specializing in performance capture technology. He is currently wrapping up work on the 3D animated feature film "A Christmas Carol" due out in November of 2009 starring Jim Carrey and directed by Robert Zemeckis.

• • •

Boaz Livny (CGWorkshops)

Boaz Livny is a CG artist / TD and author of 'mental ray for Maya, 3ds Max, and XSI: A 3D Artist’s Guide to Rendering'. He is passionate about photography, and currently specializes in the photography aspects of 3D lighting, rendering, and compositing. He is a regular contributor for HDRI 3D magazine where he demonstrates advanced mental ray and Nuke techniques.

• • •

Roger Cusson (CGWorkshops)

Roger Cusson is a graduate of the McGill School of Architecture and has worked extensively in the CAD and Architectural Visualization Industry. Roger works primarily in the Architecture Industry and is a specialist in training and implementation of CAD and 3D visualization. Roger is also a specialist in 3ds Max, Revit and ArchiCAD.

• • •

Mark Snoswell (CGSociety)

Dr Mark Snoswell is President of The CGSociety, Co-Publisher & Art Director of Ballistic Media and founder of Ballistic Media. Mark keeps a fairly low public profile choosing to work behind the scenes. Mark has been a major contributor to recent CGChallenges writing much of the inspirational and technical support material.

His diverse range of experiences include: development of Absolute Character Tools (; development of The Ultimate Human Model set; film production work for Disney and Warner Brothers; production work for National Geographic; and teaching graphic design, 3ds Max and Painter. Mark’s background also includes multimedia design and a career in biotechnology R&D. He is also an artist when time permits and a sampling of his art can be seen in his

• • •

Leigh A. van der Byl (CGSociety)

Leigh has been working in the visual effects industry for almost nine years. Starting in her native city of Cape Town, South Africa in 2000, she worked as a CG generalist in VFX for television commercials, music videos and documentaries for over four years, before moving to America and the feature film VFX industry where she worked as a texture painter, and occasionally as a lighting artist and modeler, on numerous features, including The Aviator, Sin City, Fantastic Four, Snakes on a Plane and the critically acclaimed art film, The Pan's Labyrinth.

She moved to England in 2006, and has worked at a number of London's high profile film VFX shops, painting textures for films including Stardust, Underdog, and VFX Oscar winner The Golden Compass, in addition to upcoming epic feature Australia, and Framestore's anticipated animated adventure, The Tale of Despereaux. She is currently working on several productions at The Moving Picture Company.

Somehow she also finds the time to regularly contribute articles to 3D World Magazine, play too much XBox, study for a degree in ancient history and archaeology, and admin the forums on CGTalk, where she can often be found adding to her postcount, which currently reads like a population statistic of a small city.

• • •

Anton Fletcher (CGSociety)

Anton has done a bit of everything related to computers. Starting out selling and fixing hardware, he has spent time building billing systems for ISPs, doing quality assurance on Rag Doll Kung Fu, until finally ending up at CGCharacter as an animator.

His skills in scripting led to a move to Ballistic Media where he now works as a developer, having put together large portions of CGPortfolio, CGWiki and CGJobs, as well as keeping tabs on the community as a whole.

In his free time, he tries in vain to work on developing his game, but usually gets far too distracted by his XBox, stuffed moose collection, and other shiny new gadgets.
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