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Making of Ghostbusters with Terminal Reality
February 20, 2010 @ 10:00 am - 12:00 pm
ABOSG is please to present:
Terminal Reality and the making of Ghostbusters
When: Saturday February 20th, 2010
Where: Collin County College room c104Time: 10 AM till noon
Ghostbusters The Video Game is the playable sequel to the smash hit motion picture franchise. Coinciding with the 25th anniversary celebration of the film’s original theatrical release, the game reunites original cast members to recapture the unique blend of laughs, scares, and action that rocketed Ghostbusters into the realm of pop culture classics.
The game was created using Terminal Reality’s in-house technology the Infernal Engine, www.infernalengine.com, which is currently being used to develop a multitude of different games by its licensees. You can read more about infernal on the website.
Every single employee at Terminal Reality played a crucial role in the creation of Ghostbusters: the Video Game. Developing concepts and ideas for the game was incredibly fun because the Ghostbusters movie brings such a broad spectrum of reality. Having the ability to create game spaces like the “Ghost world” enabled the team to push the limits of the technology to create very complex and uncanny game environments. There are unlimited possibilities in the creation of art assets for GB. One of the luxuries of GB was the creation and animation of the characters and ghosts. Establishing the realistic look of the original cast was equally challenging and was essential to bringing the characters to life. The proton pack was also considered another character with its material complexity and effects. A lot of time was put into bringing the characters and environment to life. |
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Robert St.Aubin – Concept Artist
Robert was born in California and spent his youth moving from state to state with his parents, following his father’s Air Force career. Inspired by Disney films and Saturday morning cartoons he aspired to be a traditional animator. After two years station in England, Robert and his parents settled in Peoria Arizona where he attended The Art Institute of Phoenix. During his three years at AIPX his focus shifted on many career paths, eventually perusing environment video game art with a long term goal of concept art. In 2005 Robert was hired by Terminal Reality Inc as an environment artist for Spy Hunter: Know Where to Run. During the early stages of Ghostbusters: The Video Game, Robert transitioned into concept art and was later joined by senior artist Grant Gosler and associate artist Daniel Soni forming the current concept department at TRI. |
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Ian McIntosh – Sr. Character Artist
Ian was born and raised in Boulder Colorado. At a young age short films like Wallace and Gromit originally inspired him to become an animator and make feature films. In 2001 he moved to Vancouver Canada to study at the Vancouver Institute for Media Arts. As he began to learn to use 3D programs like Maya however, his natural skill and love for modeling characters has led him on his current path as a Senior Character artist for games. After graduating he worked for a couple of years at EA Canada working on sports games like FIFA and NBA before moving down to Texas to work on Ghostbusters the Videogame. A particular area of expertise for Ian (aka I. Mac.), has become the creation of realistic human likenesses which has helped to set him apart from other character artists in the industry. |
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Tomas Gonzalez – Senior Animator
Senior Animator on the GB project, responsible for the animations for the Ghostbuster player, StayPuft, the Librarian monster, the opera lady, Azetlor, Chairman, and the Architect. Previous games were Midway’s Roadkill and Spy Hunter: Nowhere to Run. Tomas was hired at TRI in 2002 (in June it will be 8 yrs). Graduated from the Art Institute of Dallas in 2001. Grew up in South Texas. Was originally training to be an architect, but realized that he hated geometry; so next big thing was animation. |
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Glenn Gamble – Senior Effects Artists; Senior Environment Artist
Coming Soon. |
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