Jennifer Van Dijk
👤 PersonAppearances Over Time
Podcast Appearances
And it's funny. And that's exactly what this is, you know, and no matter what the adventure is. And then they became playable skins in Fortnite. And the the audience really just took to it because they could actually now help create the fuckery.
For sure. I mean, you know, back in the original days, the stuff we probably watched as kids, a lot of it was hand painted and drawn, etc., So fast forward through into kind of where we sit today. We actually sit at a really interesting moment where animation is undergoing an incredible evolution.
For sure. I mean, you know, back in the original days, the stuff we probably watched as kids, a lot of it was hand painted and drawn, etc., So fast forward through into kind of where we sit today. We actually sit at a really interesting moment where animation is undergoing an incredible evolution.
For sure. I mean, you know, back in the original days, the stuff we probably watched as kids, a lot of it was hand painted and drawn, etc., So fast forward through into kind of where we sit today. We actually sit at a really interesting moment where animation is undergoing an incredible evolution.
The sort of last couple decades have been dominated by very high-end professional tools, Maya and those types of things. And they create beautiful professional level, you know, theatrical level animation that takes a lot of time and a lot of money.
The sort of last couple decades have been dominated by very high-end professional tools, Maya and those types of things. And they create beautiful professional level, you know, theatrical level animation that takes a lot of time and a lot of money.
The sort of last couple decades have been dominated by very high-end professional tools, Maya and those types of things. And they create beautiful professional level, you know, theatrical level animation that takes a lot of time and a lot of money.
And then the emergence of the dominance of video game worlds and especially massive multiplayer worlds has started to push a new kind of animation from a different direction. And that's really based in platforms like Unreal Engine or Unity things where you can actually world build, not just sort of character sketch, right? And these things are colliding in a really interesting way.
And then the emergence of the dominance of video game worlds and especially massive multiplayer worlds has started to push a new kind of animation from a different direction. And that's really based in platforms like Unreal Engine or Unity things where you can actually world build, not just sort of character sketch, right? And these things are colliding in a really interesting way.
And then the emergence of the dominance of video game worlds and especially massive multiplayer worlds has started to push a new kind of animation from a different direction. And that's really based in platforms like Unreal Engine or Unity things where you can actually world build, not just sort of character sketch, right? And these things are colliding in a really interesting way.
Frankly, we're sitting right at the middle of it because we produce a lot of content in Maya and equally have a whole pipeline built on Unreal Engine where we can use our characters in those things. It gives us a different level of flexibility because the reality is you're publishing content now across so many different types of platforms.
Frankly, we're sitting right at the middle of it because we produce a lot of content in Maya and equally have a whole pipeline built on Unreal Engine where we can use our characters in those things. It gives us a different level of flexibility because the reality is you're publishing content now across so many different types of platforms.
Frankly, we're sitting right at the middle of it because we produce a lot of content in Maya and equally have a whole pipeline built on Unreal Engine where we can use our characters in those things. It gives us a different level of flexibility because the reality is you're publishing content now across so many different types of platforms.
that sometimes you need a little bit of both, the high end and the sort of medium. But then we're sitting on this precipice of where it's going to go in AI. That is, I think, really, really exciting as well.
that sometimes you need a little bit of both, the high end and the sort of medium. But then we're sitting on this precipice of where it's going to go in AI. That is, I think, really, really exciting as well.
that sometimes you need a little bit of both, the high end and the sort of medium. But then we're sitting on this precipice of where it's going to go in AI. That is, I think, really, really exciting as well.
It's so true, though, the layeredness of it all. I mean, our characters actually... garnered 22 million social followers, never saying a word. And so they were Tom and Jerry in that way, right? And it was really in the development of our TV show with Amazon and in the development of our experiential that we've started to figure out, well, what do these guys sound like?
It's so true, though, the layeredness of it all. I mean, our characters actually... garnered 22 million social followers, never saying a word. And so they were Tom and Jerry in that way, right? And it was really in the development of our TV show with Amazon and in the development of our experiential that we've started to figure out, well, what do these guys sound like?
It's so true, though, the layeredness of it all. I mean, our characters actually... garnered 22 million social followers, never saying a word. And so they were Tom and Jerry in that way, right? And it was really in the development of our TV show with Amazon and in the development of our experiential that we've started to figure out, well, what do these guys sound like?
And by the way, what would they say? And how does that add three more layers?