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interviews archive

Interview with Bill Buckley

Interview with Bill BuckleyFormer Neversoft Entertainment and Infinity Ward animator Bill Buckley, now animation director of virtual reality firm First Contact Entertainment, reveals the lessons he has learned over the course of his varied career, the secrets of creating a great in-game animation – and why VR means pressing the reset button on the role of the games artist.


Read the interview with Bill Buckley by Jim Thacker

interviews archive

Interview with Eric Keller

Multi-talented CG artist and author, Eric Keller, discusses his unique experience with CG in science, natural history and biology while also elaborating on specific experiences that led him to working in movies, such as 10 Cloverfield Lane and the Cloverfield Paradox. Keller also divulges what key shifts he foresees developing in the future of CG and what key objectives artists should focus on to prepare for those up-coming changes.

Read the interview with Eric Keller by Genese Davis

interviews archive

Interview with Olivier Dubard

Olivier Dubard, environment artist, matte painter and concept designer, talks to us about his experiences working on films from Marvel’s Black Panther and Disney’s Beauty and the Beast to Hotel Transylvania 3, and why it’s crucial for artists to develop an open, problem-solving mindset to efficiently collaborate in a production pipeline.

Read the interview with Olivier Dubard by Courtney Trowbridge

interviews archive

Interview with Robby Branham

Interview with Robby Branham Senior 3D generalist and compositing artist Robby Branham has worked on everything from Coke commercials to cinematics for Clash of Clans. He reveals what it takes to succeed as a 3D generalist, provides his tips for surviving as a freelancer, and explains why Houdini is no longer just a tool for technical directors, but an essential part of any artist's skill set.

Read the interview with Robby Branham by Jim Thacker

interviews archive

Interview with Alex Nice

Interview with Alex NiceVeteran concept illustrator and art director Alex Nice discusses how his work on movies like The Jungle Book, Pacific Rim and Tron: Legacy informs his training for The Gnomon Workshop, and reveals how becoming a successful concept artist means staying abreast of new technology: from 3D software to room-scale virtual reality.

Read the Interview with Alex Nice by Jim Thacker

interviews archive

Interview with Brian Recktenwald

Interview with Brian Recktenwald

Naughty Dog Environment Artist Brian Recktenwald reveals how his experiences working on titles like Uncharted 4: A Thief's End have helped to shape his own personal work, how photogrammetry and new procedural workflows are shaking up game development, and what young artists can do to help secure their first jobs in a changing industry. 


Read the Interview with Brian Recktenwald by Jim Thacker