Backstage at Autodesk / Gamasutra

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Backstage at Autodesk / Gamasutra

“Held in mid-December at Montreal’s chic Sofitel Hotel, located at the foot of Montreal’s most famous landmark, Parc Mont Royal, Autodesk’s Backstage Pass event promised a behind the scenes look at Autodesk’s media and entertainment business and the future developments of their product line, which includes 3D animation tools used across the games industry such as 3ds Max, Maya and Motionbuilder, as well as editing and effects tools such as Toxik and Lustre, used in the film industry.”

Much like my previous interview with Autodesk’s Michel Kripalani, this is a rather hard article to say something about, as it’s very specific to one company, and a company that works in the “back-end” of game development making tools.

Well, I can say this, actually. One of the demonstrations I saw was of a colourist working with Autodesk’s new, um, system for working with the colour levels in movies, etc. My mind was blown by his ability, in real time, to change a bright summery street scene in Washington into a dull autumn street scene… On the Moon. And that wasn’t just a still! He was actually working with the scene while it played. So, yeah. Autodesk’s tech is amazing (even though I was lying about the Moon.)

February 1st, 2007 : Features, Gamasutra

Yeah, Lustre is pretty cool. The technology isn’t revolutionary, but really well implemented for what the product does. A lot of companies aren’t doing business with Autodesk anymore due to a few shakeups they caused in the industry (think Microsoft type buyouts and product killing). It’s a love/hate thing for me.

Comment by sean konrad — February 2, 2007 @ 6:28 pm

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