Co Founder/President/Creative Director, Oddworld Inhabitants
San Francisco, USA
Lorne has been involved with computer graphics and digital media for over 15 years. He is the Co-Founder and President of the video game development company Oddworld Inhabitants and a member of the Advisory Board for the San Francisco Academy of Art University.
A graduate of School of Visual Arts in NYC, Lorne studied photo-realism and commercial illustration before attending the California Institute of the Arts where he studied film, visual effects and storytelling as well as traditional and computer animation. Enticed by emergent, computer animation work Lorne joined Rhythm & Hues where he contributed to numerous award winning commercials, as well as work for attractions such as Euro-Disney, MCA/Universal, the Worlds Fair, and clients of the caliber of Universal-Japan, Mazda, and Reebok.
In 1994 Lorne formed the video game development company, Oddworld Inhabitants. Developing a worldwide following, Oddworld is currently focused on bringing game tech pipelines to motion picture and television production
Head of International Outreach, Dreamworks
Originally trained in the UK as an illustrator,
Shelley has been working in the field of Feature
Animation since 1986.
Since joining DreamWorks Animation as co-head of
Artist Development on its creation in 1995, Shelley
has worked in many areas of feature animation
production. Her current projects include building
relationships with animation schools worldwide and
sourcing new talent for future projects.
Shelley's film credits include: 'Who Framed Roger
Rabbit?','The Prince Of Egypt','Antz', 'Shrek','Shark
Tale', 'Shrek 2', 'Madagascar', 'Over the Hedge'and
'Shrek the Third.
Current DreamWorks projects include 'Bee Movie', 'Kung
Fu Panda' and 'Monsters vs Aliens'.
Shelley has a particular interest in student animation
student events at all the major European animation
festivals. She sits on the graduation juries of
leading animation schools Les Gobelins and Supinfocom
in France and on the advisory boards and selection
juries of many international animation festivals
including: Annecy (France), Imagina (Monte Carlo), FMX
(Stuttgart), Encounters (UK), Siggraph 2007, Animex
(UK), SAND (UK) and 24FPS (India).
Founder, Syd Mead Inc
Los Angeles, USA
Syd Mead is one of the most celebrated concept designers of our time. He is regarded by many as a pioneer in digital art having created groundbreaking and memorable designs for feature films, interiors, cars and even toys.
Syd's most well-known work includes futuristic production designs for Blade Runner, TRON, Aliens and 2010, all pivotal science fiction films that inspired many budding visual effects artists to enter professional careers in the field. Over a career spanning 48 years Syd has been hired by some of the largest corporate manufacturing groups in the world working on signature projects that include the supersonic Concorde interiors, car prototypes for Ford and products for Phillips N.V.
He also maintains a strenuous speaking engagement schedule sharing his craft and experience with academia, media, professional associations and corporate groups worldwide. Syd Mead has served on the Advisory Committees for EXPOSÉ 2 & 3 and is a staunch supporter of the CG Community.
Concept artist / Creative Visual Director, Midway Games
Stephan Martiniere is an internationally renowned Science Fiction and Fantasy Artist. He is also an accomplished concept artist who has worked on movies such as I Robot, Star Wars Episodes 2 & 3, Virus, Red Planet, Sphere, and the Time Machine. As a visual design director for Cyan, Stephan was also responsible for creating and overseeing the look of the games URU, Ages Beyond: Myst as well as its two expansion packs and upcoming title. Stephan is currently the Visual Design Director for Midway Games in Chicago.
Kuala Lumpur, Malaysia
Steven Stahlberg is a co-founder of Optidigit, now partnered with VisualXtreme to form Androidblues, The Virtual Talent Studio. Steven is the head of 3D animation and art director of Androidblues in addition to being an artist, illustrator and animator. After completing his art studies in Sweden and Australia Steven worked ten years as a freelance illustrator for leading advertising agencies and publications in Europe and Asia. Following on from that he had another eleven years in CG for clients such as Digital Anvil, Electronic Arts and Disney. He has also held seminars for Alias and Disney.
Steven has won many awards, including 8 CG Choice, Animago, Arts Electronica, 3D Festival and Comgraph. His art has been featured in and on the covers of dozens of books including d'artiste: Character Modeling. He was the first artist in the world to have a virtual character sponsored by a major modeling agency (Elite, 1999). Steven is internationally acknowledged as a world class digital artist recently being appointed a Maya Master.
Concept Artist/Art Director and 3D Artist
Pascal emerged from a background in Mathematics & Philosophy and earned a diploma in Applied Arts before moving rapidly into game development. Pascal's list of credentials spanning the last 11 years include work in Animation, 3D Art and character modeling. His credits include work on games like: Atripolis 2097, Elric, Stupid Invaders and, most recently, art direction on Myst IV Revelation for Ubisoft. Pascal also worked on the CG feature for TVA International. An accomplished artist in his own right, Pascal has won awards for work contributed to the EXPOSE annuals, has been credited in the roles of Graphics and Design on numerous projects as well as working for Xilam.
Jeff Mottle is the President and Founder of CGarchitect.com, 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.
President and Founder, CGarchitect.com
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.
Kim Bauman Larsen
Kim has been working as a professional in the CGI field since 1994. He is a founding partner of Placebo Effects, a Norwegian design company specializing in digital architecture and visual communication of architecture and design. Previously Kim was a partner in the experimental, networked, architecture and design studio Ocean North, with whom he still collaborates.
Partner, Placebo Effects
He holds a Fulbright supported Master of Architecture from the University of Houston where he studied design for extreme environments and did VFX work on the Emmy nominated documentary "Apollo 13 - to the Edge and Back". Kim has served as head of the Institute of Information Technology at the Oslo School of Architecture, where he is now external juror for the postgraduate course in digital design, and he has also lectured at architecture schools in Scandinavia and the US.
When he is not traveling the world, Kim enjoys investigating the convergence of the design technologies in film, architecture and computer games and he has helped organize such industry events as the 3D Festival in Copenhagen and the annual Oslo conference titled "Digital Fiction: Innovation in Film". Kim is a founding advisory board member of the CGSociety and a member of the 5D conference Founding Committee.
Creative Director, NVIDIA
Santa Clara, USA
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.
JoAnne Northrup has served as the San Jose Museum of Art's Senior Curator since 2001. From 1995-2001 she served as Curator, Exhibits and Collections at the de Saisset Museum, Santa Clara University, and from 1992-95 she held a curatorial position at the Norton Simon Museum in Pasadena, California. Northrup earned her Master's Degree in Art History/Museum Studies from the University of Southern California, and her Bachelor's Degree in Art History from the University of California, Santa Barbara. Since accepting the position at SJMA, Northrup has curated numerous exhibitions that fuse popular culture and contemporary art, including Un/Familiar Territory; Domestic Odyssey; Girl Power! Laurie Long; Heavenly Bodies
; and Jennifer Steinkamp, which is on a national tour.
Senior Curator, San Jose Museum of Art's
San Jose, USA
She is currently working on an exhibition entitled Robots: Evolution of a Cultural Icon, scheduled to open in April 2008. The exhibition features sculptures, paintings, photographs, digital media, and installations created by more than 20 artists from across the US. While some artists meticulously create portraits or representational sculptures of robots, others address a range of social and cultural issues through robot iconography. They have responded to the technological innovation with optimism, pessimism, and humor, presenting work that ultimately explores our ambivalent attitudes towards robots.
Among the catalogues and books she has produced at SJMA are Tales of Yellow Skin: The Art of Long Nguyen (2003); Domestic Odyssey (2004); Selections: The San Jose Museum of Art Permanent Collection (co-author, 2004); Jennifer Steinkamp (2006); and most recently, Il Lee: Ballpoint Abstractions (2007).
President, The CGSociety
Dr Mark Snoswell is President of The CGSociety, 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 (www.cgCharacter.com); 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 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 CGPortfolio http://marksnoswell.cgsociety.org/gallery/.