Join us for a lively debate on an age-old question, "Are we a creative studio or a software house?". It's a question that is often asked when debating the "build vs buy" scenario at creative studios, whether to continue developing custom tools or to leverage off-the-shelf solutions. At which point does it make sense and how are expectations managed?
Pipeline Supervisor at Orca Studios. Since 1993 he has worked in the industry going from Modelling and Animation at ExMachina up to Creature’s TD at Weta in 2010, although always involved in automations and workflows. Through the last 10+ years Lorenzo has been specifically involved in Pipeline, developing or in leading roles in studios like Lightbox, Skydance among many others.
Dee's career spans over 25 years across esteemed organisations like MacGuff Line, Supamonks Studio, Ubisoft, and Fortiche showcasing significant contributions to the VFX and CG field. At Ubisoft, Dee notably served as CTO of the Animation Studio and Head of Production Technology, directly influencing projects with innovative pipeline technologies. Before Ubisoft, Dee's tenure at MacGuff Line involved pioneering work on the Asset and Workflow Manager "InK" for major films, and at Supamonks Studio, Dee developed Kabaret, an open-source framework. Now at Ynput as AYON's Product Manager, Dee draws on this diverse experience from leading companies to foster creativity and efficiency in artist workflows.
Roy Nieterau is the Founder and Technical Director of Colorbleed Studios. From the early days of the studio, back in 2012, Roy embarked on a journey to develop tools that would allow artists to create whilst maintaining creative flow taking away as much technical hurdles as possible. As a dedicated open source enthusiast, Roy is deeply involved in various community-driven projects, contributing his expertise and collaborating with like-minded individuals to push the boundaries of innovation with that same focus.
Christophe is VFX supervisor and co-CEO, responsible for all aspects of global studio technology for Megalis VFX. Chris has worked as FX and Pipeline supervisor on full CG features as well as live action projects in the companies he dreamed to work at since he was a teenager. Now creating his own dream and hopefully others’ by building a studio that can create projects driven by passion.