ZBrush Artist: James Van Den Bogart

July 23-25
Anaheim Convention Center
Booth 529
This year, the Pixologic Team visits the Anaheim Convention Center from July 23rd to 25th for Siggraph 2013. Be there and watch all the action unfold inside Exhibit Hall C at booth 529.
Don't miss your chance to see live demonstrations and panel discussions with leading industry professionals. This is a rare opportunity to interact with some of the best in the business and have your ZBrush questions answered by members of the Pixologic Team.
Siggraph Recap Videos:
Tuesday July 23rd
9:45AM - 10:45AM: Josh Herman
11:00AM - 12:00PM: Jason Martin
12:15PM - 1:15PM: Joseph Drust
1:30PM - 3:00PM: Blizzard Games
3:15PM - 4:15PM: Seth Thompson
4:30PM - 6:00PM: Pixologic Wednesday July 24th
9:45AM - 10:45AM: Jared Krichevsky
11:00AM - 12:00PM: Jason Martin
12:15PM - 1:45PM: Disney Animation
2:00PM - 3:30PM: Epic Games
3:45PM - 4:45PM: Joseph Drust
5:00PM - 6:00PM: Pixologic Thursday July 25th
9:45AM - 10:45AM: Joseph Drust
11:00AM - 12:00PM: Joseph Menna
12:15PM - 1:45PM: Santa Monica Studio
2:00PM - 3:30PM: Pixologic

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Featuring Panel Presentations by:
Featuring Artist Presentations From:
Panel Presentations:
Blizzard Games
Best known for blockbuster hits including World of Warcraft® and the Warcraft®, StarCraft®, and Diablo® franchises, Blizzard Entertainment, Inc. (www.blizzard.com), a division of Activision Blizzard (NASDAQ: ATVI), is a premier developer and publisher of entertainment software renowned for creating some of the industry's most critically acclaimed games. Blizzard Entertainment's track record includes sixteen #1-selling games and multiple Game of the Year awards. The company's online-gaming service, Battle.net®, is one of the largest in the world, with millions of active players.
Four members of Blizzard's award winning Cinematic team, Seth Thompson, Kenson Yu, Yong Hyun Kim and Alvaro Buendia will be demonstrating how ZBrush allowed them to easily create an army of highly detailed Zerg creatures for the cinematic movies of "Starcraft 2: Heart of the Swarm".
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Blizzard Artists:
Seth Thompson
Seth has over thirteen years of professional experience in the video game industry as a cinematic artist with expertise in environment and set design, modeling, surfacing, lighting, and layout. Seth grew up a traditional artist on a farm in Virginia with big dreams of one day working on video games at Blizzard Entertainment or Square-Enix. He has had the luck to see both of these dreams come true, working for over ten years on the Cinematic team at Blizzard Entertainment and for three years on Square-Enix’s Visual Works team in Tokyo, Japan.
Seth currently works as Blizzard Entertainment’s Cinematic Environment Modeling Supervisor in Irvine, California, and has created and supervised assets for various game Cinematic including Warcraft 3, World of Warcraft, Starcraft 2, Diablo 3, Final Fantasy 12 and Final Fantasy: Advent Children.
Seth will be demonstrating how to use the powerful new features from ZBrush 4R5, such as Panel Loops, Polish by Feature and See-Through Mode to quickly create detailed and complex props and sets.
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Yong Hyun Kim
Yong Hyun was the character and prop modeling lead on the Starcraft 2: Heart of Swarm pre-rendered cinematic. He also heavily contributed to many of Blizzard's cutting edge Cinematic for the past 7 years with hit franchises such as World of Warcraft, Diablo 3 and Starcraft 2. He is originally from Korea, where he completed a Bachelor of Architecture Engineering. His motivation to learn 3D graphics can be traced back to an online PC game called "Diablo 2". He was astounded by its breathtaking game Cinematic and extremely addictive game contents. It was a huge inspiration and drove him straight into the CG world. He relocated to the USA and learned computer animation at Academy of Art University. Yong Hyun is a highly skilled and experienced character modeler, sculptor, surfacing and look development artist.
You can find out more about Yong Hyun and his artwork at www.yonghyunkim.com
Yong Hyun will be providing a "Behind the Scenes" look at how he used ZBrush to sculpt a variety of detailed Zerg creatures such as the Baneling, Leviathan, and Drop-pod for the "Starcraft 2: Heart of the Swarm" Pre-Rendered Cinematic.

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Kenson Yu
Kenson is currently a lead character modeling artist in Blizzard Entertainment's Cinematic Department. Beginning his career as a tracker for a VFX post production company, Kenson evolved his skills to highlight his true love of character and monster creation. This evolution was noticed by Blizzard where Kenson landed his dream job as a character and creature modeler where he contributes daily to two of his favorite things, movies and video games! Kenson has worked with Blizzard for over 11 years and his resume includes modeling, surfacing, look development, character concept and set design for the cinematic movies of Warcraft 3, World of Warcraft, Starcraft 2, and Diablo 3.
Kenson will be demonstrating skills he has developed in ZBrush for creature creation with a focus on the Primal Zerg beast he made for "Starcraft 2: Heart of the Swarm" In-Game Cinematic.
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Alvaro Buendia
Alvaro Buendia is a Character Artist who currently works at Blizzard Entertainment's Cinematic Department. With contributions on many of Blizzard's cutting edge Cinematic such as World of Warcraft's Wrath of the lich king, Cataclysm, Mists of Pandaria, Diablo 3, and Starcraft 2. He previously worked at the Orphanage on Feature film titles, and has taught creature design at Gnomon School of Visual effects. Originally from Mexico, Alvaro adventured to Canada and graduated from Vancouver film school. He has been working in the film and video game industry ever since and is currently working on an unannounced graphic novel as a personal project for the past 3 years using ZBrush to create a very unique look.
You can find out more about Alvaro and his artwork at buendiacg.blogspot.com.
Alvaro will be demonstrating how he used ZBrush to create the gigantic Ultralisk and Nydus Worm Zerg creatures for the "Starcraft 2: Heart of the Swarm" Pre-Rendered opening cinematic.

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Disney Animation Studio
Walt Disney Animation Studios brings imagination to life through traditional and computer animated films. Our crew is filled with diverse talent from all around the globe whose passion is to create beautiful and timeless films through the art of storytelling, the magic of animation and the science of cutting edge technology.
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Disney Artists:

Zack Petroc
With a commitment to driving the digital entertainment industry forward, Zack Petroc continues to develop new techniques that redefine how digital tools impact the art and design of storytelling. In 2005 he opened Zack Petroc Studios to focus on the development of unique new content and one of a kind training tools. In addition to his online training courses, he currently enjoys spending his days as Model Supervisor at Walt Disney Animation Studios, interacting with some of the most talented artists in the industry.
Zack will be presenting an overview of what it means to be a modeler at Walt Disney Animation Studios, through a behind-the-scenes look into the making of Wreck-It-Ralph.
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Dylan Ekren
Too tall to fit in a space shuttle, Dylan decided to turn his focus away from space exploration and towards computer art and illustration. Currently working as a character modeler at Disney Feature Animation; sculpting characters, drawing, answering questions, drinking too much coffee, and cursing the stars that haunt the heavens, just out of reach.
Dylan will present on what it means to create characters at a studio that has a legacy defined by artistic innovation. He will talk about the interaction between design and production to create some of the best animated characters in film today.

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Epic Games
Established in 1991, Epic Games, Inc. develops cutting-edge games and cross-platform game engine technology. The company is responsible for the bestselling "Unreal" series of games, the blockbuster "Gears of War" franchise and the groundbreaking "Infinity Blade" line of mobile games. Epic's award-winning Unreal Engine technology has won dozens of awards and is available for licensing. Epic is continually recruiting top talent for its studios located in North Carolina, Washington, Utah, Poland, Korea and Japan. For more information, visit http://www.epicgames.com and follow @EpicGames.
Wyeth, Kevin, Mark, and Mike will be talking about the Character Art Pipeline at Epic Games Inc. and how ZBrush has and continues to make a direct impact on it over the years.
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Epic Artists:

Wyeth Johnson
Art Director, Epic Games, Inc.
Wyeth is a 13 year veteran of the game industry with artistic and managerial contributions to more than 17 titles across multiple platforms and game technologies, including the Gears of War series and franchises such as Unreal Tournament, Counterstrike, Star Trek and Sin. He has a strong focus not only on technical art, visual language, and design, but also on creative leadership and what it takes to ship games and not kill each other in the process.
After shipping Gears of War 3 and Gears of War: Judgment, he helped drive the UnrealEngine 4 real time Infiltrator demo, and is now acting as Art Director on an unannounced and awesome new project.
Wyeth, Kevin, Mark, and Mike will be talking about the Character Art Pipeline at Epic Games Inc. and how ZBrush has and continues to make a direct impact on it over the years.
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Kevin Lanning
Lead Character Artist, Epic Games, Inc.
Kevin has been building characters at Epic Games for over 10 years. His work can be seen throughout the entire Gears of War franchise, Unreal Tournament 3, Infinity Blade, Fortnite, and numerous Unreal Engine Demos.
Kevin just got off of working on the latest Unreal Engine 4 Infiltrator Demo and is currently Lead Character Artist on an unannounced project.
Wyeth, Kevin, Mark, and Mike will be talking about the Character Art Pipeline at Epic Games Inc. and how ZBrush has and continues to make a direct impact on it over the years.

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Mike Kime
Senior Character Artist, Epic Games, Inc.
Mike Kime is a Senior Character Artist at Epic Games in North Carolina. Mike's created a vast amount of high resolution characters for games utilizing the Unreal Engine. When not creating monsters for Epic, Mike is creating art based on his own personal ideas.
Mike has been using ZBrush to build the majority of his art for almost 10 years.
Wyeth, Kevin, Mark, and Mike will be talking about the Character Art Pipeline at Epic Games Inc. and how ZBrush has and continues to make a direct impact on it over the years.
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Mark Morgan
Senior Character Artist, Epic Games, Inc.
Originally from Mesquite, Texas, Mark Morgan has been developing computer games since 1997. Mark has lent his hand to a plethora of titles for a host of companies including Hexen 2, Diakatana, Sin Episodes, Enemy Territory: Quake Wars, and since joining the Epic team in mid 2007, Gears of War 2, Gears of War 3, Gears of War: Judgment, and many more. He has a special love for creatures and characters, having cut his artistic teeth on the fantasy and horror of the 1970s and 80s.
Mark has been using ZBrush and Max in tandem since 2005, and enjoys guitar and 3d printing in his spare time.
Wyeth, Kevin, Mark, and Mike will be talking about the Character Art Pipeline at Epic Games Inc. and how ZBrush has and continues to make a direct impact on it over the years.

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Santa Monica Studios
Santa Monica Studio was established in 1999, and is focused on creating the most immersive, enjoyable, compelling and playable experiences for the PlayStation® consumer. The studio is credited with resurrecting and perfecting the action/adventure genre for fans around the globe, with the success of "God of War®" and its sequels, most recently God of War: Ascension® released in March of this year.
Santa Monica Studio is an open, creative and integrated games production studio, employing the industry's most talented and dedicated professionals, designing, developing and delivering the highest quality AAA PlayStation® product.
Santa Monica Studio inspires employees to do their best work in an environment of respect, collaboration, and support.
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Sony Santa Monica Artists:

Patrick Murphy
Patrick Murphy is an Art Director at Sony Santa Monica and was the Lead Character Artist on God of War 3 and God of War: Ascension. He has been a professional artist for 15 years working on several game franchises including Ratchet and Clank and Resistance: Fall of Man.
Patrick Murphy will discuss SONY Santa Monica Studio's process for general character creation and character creation pipelines.
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Bryan Wynia
Bryan Wynia is currently a Senior Character Artist at Sony Santa Monica where he contributed on God of War: Ascension. He has also taught classes and workshops with, The Concept Design Academy, CG Workshops, and Gnomon school of Visual Effects.
Bryan Wynia will share his process for creating sculpting meshes inside of ZBrush using ZSpheres.

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James Van Den Bogart
James Van Den Bogart is currently a 3d character artist at Sony Santa Monica where he contributed to work on God of War: Ascension. Previously he was a character artist in Bellevue where he contributed to work on Guild Wars 2 for Arenanet.
James Van Den Bogart will be discussing how sony used ZBrush to create hard surface elements.
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Samuel Sharit
Samuel Sharit is a senior character artist at Sony Santa Monica, he recently completed work on God of War: Ascension. He has been a professional 3d modeler for over 11 years, contributing to music videos for Metallica, Mates of State and many others, he has also worked on several game projects including, Dark Age of Camelot, Fallout 3, Ratchet and Clank, and Resistance.
Samuel Sharit will be discussing working with large character datasets and optimizing for a real time environment.

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Katon Callaway
Katon Callaway is a Senior Character Artist at Sony Santa Monica where he has worked on God of War: Ascension and God of War 3. Katon also teaches a course at CG Workshops and how now been working in the industry for 9 years.
Katon Callway will show how essential polypaint was for the production process. From texturing character to making and mask selections.
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Dustin Blattner
Dustin Blattner is an associate character artist at Sony Santa Monica where he contributed to work on God of War: Ascension. Prior to working at Sony he worked as a character artist on the short films Requiem 2019 and Plus Minus.
Dustin Blattner will share some techniques used in the creation of Mulitplayer assests.

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Artist Presentations:

Jared Krichevsky
Jared Krichevsky's inclination to create characters was evident from a very young age. He began putting pen to paper at the tender age of five years old. Eventually, Jared traded in graphite for pixels and enrolled in the Gnomon School of Visual Effects. While at Gnomon, Jared cultivated his CG skills through an internship with the Aaron Sims Company. In 2010, he graduated from the CG certificate program at Gnomon and accepted a position at Aaron Sims where he currently works as a CG Generalist and Concept Designer. Jared is a new member of the faculty at Gnomon School of Visual Effects, facilitating tutelage of creature design and ZBrush.
Jared's work has been featured in 3D Artist magazine, as well as such Internet portals as CGHub and io9.com. His ever-expanding list of credits includes The Wolverine, Maleficent, The Amazing Spider-Man 2, Jupiter Ascending, and Teenage Mutant Ninja Turtles, as well as the lauded short film Archetype that is currently in development for feature film production.
Jared will be building cities inside of ZBrush 4R5 using insert mesh brushes, projection master and dynamesh.
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Jason Martin
Jason Martin started his career as a character artist in the game/animation industry at Blur Studio. It was here he was able to cut his teeth working on numerous triple-A game Cinematic, trailers and commercials. Jason is currently working as a Sr Character Artist at Id software in Dallas Texas.
In his free time you can find Jason actively hunched over his Cintiq or spending time with his beautiful wife and daughter.
You can find more about Jason and his work at www.believerdeceiver.com
Jason will be covering his basic character creation pipeline with highlights on Dynamesh, remeshing and UVmaster.
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Joseph Drust
Joseph has over ten years of experience working in the video game industry as a character artist with a focus on modeling and sculpting. He has created character assets for games including Ghost Recon, Splinter Cell: Pandora Tomorrow, Ben 10 Alien Force, Earth Defense Force: Insect Armageddon, and most recently Ghost Recon Future Soldier.
Joseph currently works as a lead character artist for Ubisoft Entertainment (Red Storm Entertainment) in Cary, North Carolina. Joseph is also a beta team member for Pixologic's ZBrush and a certified ZBrush Instructor. In his free time Joseph kitbashes Kidrobot's Munny Vinyl figures, and gives demos on ZBrush to local schools.
You can find out more about Joseph and his artwork at www.krop.com/josephdrust
Joseph will be going over some of his tips and tricks using Fibermesh to create long hair, and showing off some techniques used to create character assets for Ghost Recon Future Soldier.
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Joseph Menna
Joe Menna is a Russian Academy trained professional sculptor working in the toy & collectible industry. His pioneering work in the field of digital sculpture helped establish the medium as a viable solution for many of the world's top companies and he continues to serve as one of the leading exponents of this ever evolving craft. Joe's current and former client list includes DC Collectibles, McFarlane Toys, Dark Horse Comics, Mattel, Fisher-Price, Gentle Giant Ltd., Hasbro, and many others. Joe is also doing visual development & character work for various toy, film, video game, and animation projects. He is developing his own line of collectible statues and has digitally sculpted everything from giant public monuments to multiple projects for various private universities and municipalities.
Joe will be showing some of the models he's created for the toy industry, describe the unique requirements of sculpting for "real world" applications such as toys and even public monuments, and then demonstrate some of the techniques he uses daily in the creation of this work.
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Josh Herman
Josh is a Character Artist, Modeler, and Designer working at Marvel Studios and has worked on The Avengers, Iron Man 3, Captain American: The Winter Soldier, Thor: The Dark World, and Guardians of the Galaxy. Previously he worked at Naughty Dog where he worked on Uncharted 3: Drake's Deception as a character artist, as well as working at Legacy Effects (formerly Stan Winston Studios) working on movies such as Total Recall, The Amazing Spiderman and Real Steel.
In 2008 Josh moved from Colorado to Los Angeles to continue his education at Gnomon School of Visual Effects. While there he was a worked as a Lead Modeler in a music video, and a Lead Artist at the Gnomon Studio. Immediately after graduation Josh started working at Legacy Effects.
Josh is going to show the processes that he's using to create some creature concept sculpts. He will be showing how he started with Dynamesh and then used remeshing. Then he will show how he created a bird character using the IMM brushes for feathers.
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Pixologic: Paul Gaboury
Our own Paul Gaboury, kept the ball rolling over the course of the three day event with demonstrations of the latest features inside ZBrush. Follow along and learn new ways to advance your digital sculpting skills. There’s no telling where your designs will go!