Loading...
Loading

Presentations

Join us for the ultimate ZBrush experience.

Thursday September 28


12pm - 3:30pm PST

  • 12:00 - 3:30

    ZBrush LIVE Sculpt-Off

    Live ZBrush Sculpt-Off

    Join us for the LIVE ZBrush Sculpt-Off, featuring artists from around the world showcasing their digital sculpting skills. We'll be visiting sculptors live on Twitch and YouTube. Tune in to see what they create!

    Register to Compete!

Friday September 29


12pm - 8:30pm PST

  • 12:00 - 1:00

    Making of a Colossus

    This is a behind-the-scenes presentation, making a sculpture for a fictitious "colossus." Working with designer Jason Sadler, I will show the process of bringing the design to life, as well as getting it ready for 3D printing.

    Michael Defeo Michael Defeo

    Michael Defeo is a sculptor whose specialty lies in translating 2-D character designs into full-fledged 3-D models. He hand-built the modeling and sculpting studios at Blue Sky Studios and served as the head of each for 15 years. While with his pals at Blue Sky, Michael brought countless characters to life for ICE AGE, ICE AGE 2, ICE AGE 3, ICE AGE 4, ROBOTS, HORTON HEARS A WHO, RIO, and EPIC.

    Now living in Portland Oregon, Michael is the Lead Digital Sculptor for stop motion animation studio, Laika.

  • 1:15 - 2:30

    Zbrush: Foundational Skills for an Artist’s Future

    Xander will share workflows and ideas using ZBrush as a foundational tool in an artistic skill set, as well as concepts and ideas to give artists a strong foundation to help navigate the future of the Arts and Entertainment industries.

    The presentation will include portfolio and workflow examples from Xander’s career in the Film and Television industry, a Q&A session, as well as a live ZBrush demo sharing upcoming work in the world of Digital Fashion and Virtual Avatars.

    Xander Smith Xander Smith

    Xander is a Digital Artist working in the film, television, and digital fashion industries, with over 10 years experience working on everything from Hollywood blockbusters to award-winning television shows, sold-out NFT projects, and helping found several start-ups in the digital arts and Web3 industries.

  • 30 Min. Break

  • 3:00 - 4:30

    Characters of The Last of US part II

    We will be sharing the workflow/pipeline that we used to make some of the The Last of Us part 2 characters, including Joel, Abby, Dina, NPC, horse, dog, Shambler and Ratking. Tech/workflow will be including head sculpting and texturing, hair creation, muscle tech on Abby and horse, NPC gore systems and some more.

    Naughty Dog Naughty Dog

    Established in 1984, Naughty Dog is one of the most successful and prolific game development studios in the world and a flagship first-party studio within PlayStation Studios. From creating the iconic Crash Bandicoot and Jak and Daxter series to modern franchises like Uncharted and The Last of Us, Naughty Dog is responsible for some of the most critically acclaimed and commercially successful games on Sony’s PlayStation platforms. Through its use of cutting-edge technology and evocative, character-driven storytelling, Naughty Dog has received hundreds of industry and media awards, while developing a passionate fan base of millions of players around the globe.

    Naughty Dog’s recent releases include 2016's Uncharted 4: A Thief’s End, winner of numerous Game of the Year awards, and 2017’s Uncharted: The Lost Legacy—a new standalone adventure in the Uncharted series. By December 2017, total global sales for the Uncharted franchise surpassed 41.7 million copies sold.

    Naughty Dog's latest title is The Last of Us Part II, the much-anticipated sequel to 2013’s The Last of Us, which is available now for PlayStation 4.

    Colin Thomas Colin Thomas

    I'm a Sr. Character Artist with over 14+ years of industry experience. In that time I've contributed high quality character models for both cinematic sequences and AAA game projects. My game art credits includes Resistance 3, Fuse, Uncharted 4: A Thief's End, Uncharted: Lost Legacy, The Last Of Us: Part 2. I've also had the privilege of working on some amazing short film projects, which includes "Project-2501" an homage to Ghost In The Shell as well as "The Leviathan"

    David Kim David Kim

    Frank Tzeng Frank Tzeng

    Frank Tzeng is a Lead/Principal Character Artist at Naughty Dog, Inc. 10 year in running! Originally from Taiwan, Frank moved to Los Angeles to study digital arts, in his professional career, he worked on a host of Triple-A titles, including The Last of Us 2,Uncharted 4: A Thief’s End, Uncharted: The Lost Legacy, The Last of Us Remastered. Other titles in his credits include Killzone Shadow Fall, Puppeteer, and many more.

    Wasim Khan Wasim Khan

    Wasim Khan is "Director of Character Technology", working at Naughty Dog Inc since 2015. He is working on Video Games, Animation and Vfx for last 17 years. He recently finished working on critically acclaimed PlayStation games The Last of Us Part I, The Last of Us Part II, Uncharted 4: The Thief's End and Uncharted: The Lost Legacy and Street Fighter V. These games are some of the highest rated PlayStation video games to date.

  • 5:00 - 6:00

    Gentle Giant

    Gentle Giant Gentle Giant

    For over 25 years, Gentle Giant Studios has provided creative services to the Consumer Products, Fine Art, Gaming, Visual Effects, and Experiential Entertainment industries. In addition to facilitating the world’s most iconic brands using our skilled Digital Prototyping, the results of our Fine Art Fabrication are installed in Galleries and Museums spanning the globe.

    Whether it’s assisting partners by providing Manufacturing Services, doing amazing Paint work,ilms doing VFX Scanning (LiDAR/Photogrammetry/Laser), Gentle Giant Studios works at the nexus of pop culture.Starting with 1999’s Fight Club, we’ve been a consistent innovator in our Industries and continue to blaze new trails today and into the future. A fixture in the creative services industry for more than two decades, Gentle Giant is pleased to facilitate the best creators and brands in the world.

    Alec Talian Alec Talian

    As a Lead Scan Technician and 3D Artist at Gentle Giant Studios, Alec Talian has contributed to building and operating multiple photogrammetry arrays. From his early beginnings at a startup doing body scans with structured light scanners on productions such as Doctor Sleep, and Fear The Walking Dead, Alec follows the process end-to-end, from scanning to 3D sculpting.

    The accrual of his credits over the years with Gentle Giant Studios have included award-winning films like Dune, Chip and Dale Rescue Rangers, to popular hit shows/blockbusters like Star Wars Mandalorian, Wanda Vision, Top Gun Maverick, and Barbie.

    Edgar Karapetyan Edgar Karapetyan

    Hi there! My name is Edgar Karapetyan, and I am a Digital Sculptor and Modeler. I currently work as Lead 3D Artist at Gentle Giant Studios in the Digital Department. I have the privilege of working on various exciting projects year-round. From film to TV shows and beyond!

    Jason Lopes Jason Lopes

    Jason has played a pivotal role in shaping some of the biggest Hollywood blockbusters of all time using Additive Manufacturing. His credits include blockbuster hits like Avatar, Terminator Genisys & Salvation, Thor, Iron Man 1, 2, & 3, and many more iconic films and TV productions. His expertise in leveraging 3D printing technologies, 3D scanning, design, and modeling has been instrumental in creating stunning visual effects and products.

    He has been recognized for his contributions, receiving prestigious awards such as the Distinguished Innovative Operators Award in 2012 by the Additive Manufacturing Users Group and being named the 3D Printing Industry's Maker of The Year.

    With his extensive knowledge & experience, he is a strong advocate for 3D printing and its applications across industries. His passion for innovation and his dedication to educating others have made him a highly respected figure in the 3D printing community.

    Karl Meyer Karl Meyer

  • 7:00 - 8:00

    Street Fighter

    We will explain how we we created models for Street Fighter 6 to stay true to the original game.

    We will also describe our workflow using ZBrush to create the muscle and wrinkle expressions used in the production game.

    Capcom  Capcom

    Capcom is a leading worldwide developer, publisher and distributor of interactive entertainment for game consoles, PCs, handheld and wireless devices. Founded in 1983, the company has created hundreds of games, including groundbreaking franchises Resident Evil™, Monster Hunter™, Street Fighter™, Mega Man™, Devil May Cry™ and Ace Attorney™. Capcom maintains operations in the U.S., U.K., Germany, France, Hong Kong, Taiwan, Singapore and Tokyo, with corporate headquarters located in Osaka, Japan. More information about Capcom and its products can be found at www.capcom.com or www.capcom-unity.com.

    Gin Nakahira Gin Nakahira

    I have been working as a character modeler at Capcom since 2016. So far, I have been involved in several fighting game titles.

    In Street Fighter 6, I was a part of the team from the beginning in charge of creating Ryu and other main characters, and decided the direction of the look. I also manage quality within the character model team and support other personnel.

    Yasuyuki Takagi Yasuyuki Takagi

    I was in charge of pre-rendering package art for Monster Hunter, Resident Evil, and Dragon's Dogma for over 10 years.

    Over the last few years, I've also gotten into real-time game development, doing sculpting, texturing, and shader development.

    I participated in Street Fighter 6 as a technical artist, providing support for 3D scanning and shader creation.

Saturday September 30


10am - 7:30pm PST

  • 10:00 - 8:00

    Steve Wang and Onyx Forge Studio

    Steve will be showcasing how ZBrush is incorporated into their studio's pipeline to create epic statues and art installations. Examples of these statues can be seen on the Blizzard Entertainment campus, various exhibitions and the Trade Station Miami Bull.

    https://www.miamibull.com/

    Steve Wang Steve Wang

    Steve Wang is an artist and creature maker who has worked in the film industry for 38 years. Some of the films he has worked on include Predator 1987, Batman Returns, beetle juice, Gremlins 2 Underworld 1&2, Hellboy 2004, Bill and Ted, face the music and Shazam 2: Fury of the Gods. He will be presenting the works of Onyx Forge Studio, an entertainment design and build company that he co-founded.

  • 11:20 - 12:20

    Black Panther

    Come join Rod Maxwell and special guest Joel Harlow as they share how ZBrush lead them to team up on Marvel's "Black Panther: Wakanda Forever." Rod will demonstrate how he utilized ZBrush to craft the three-dimensional stencils used to apply Okoye's iconic head tattoos, and Joel will share how he’s been using ZBrush to cook up fantastical creatures for his new anthology series "Old Time Radio.”

    Joel Harlow Joel Harlow

    Academy Award-winner JOEL HARLOW is one of the most innovative makeup and special makeup artists and designers in American motion pictures. He has proven himself to be one of a very few number of artists who is able to span the world of makeup effects design and creation to the world of on set makeup application. With his company Morphology Inc., Harlow has worked on some of the industries most popular tent-pole films to date.

    Rod Maxwell Rod Maxwell

    For over a decade, Rod has been a fierce advocate for incorporating ZBrush into workflows for product design, engineering, special effects, and more. His unique background in art and engineering has led him on a creative path that has included game design, such as his “Flesh Master” flesh matching game on iOS, a line of chubby “Fubby” chocolates, and his recent work in feature films such as Black Panther and Disney’s Haunted Mansion.

    And for those who have ever felt awkward, bullied, or misunderstood, check out his new children's book, "Someday Everything Will Be Okay." It features a collection of tiny creatures all yearning for the same thing: a better someday where they are appreciated, celebrated, and free to soar in a world where wishes do indeed come true.

  • 12:30 - 1:30

    ZBrush to Supersized Bronze Batman and Wonder Woman

    Learn the end-to-end process to go from zBrush to the production of monumental scale bronze Superheroes Batman and Wonder Woman. We will discuss the steps required to go from a zBrush file, to a 3D print, and then to a finished bronze. We will show how to make your file “foundry friendly”, scaling requirements, file prep, and compositional requirements for monumental sculpture.

    American Fine Arts Foundry American Fine Arts Foundry

    Located in Southern California, American Fine Arts Foundry is one of America’s oldest and most revered fine art foundries, having produced some of the finest historical and contemporary sculptural work of the past 40 years. We have been the foundry of choice for important historical works such as the Leonardo da Vinci Horse and Rider, The Norman Rockwell Sculpture Collection, and the art deco sculptures of Erte, as well as many of the finest contemporary sculptors in America today including Richard MacDonald and Bill Mack. Image Fine Art was purchased in 2002 and now operates under the name American Fine Arts Foundry.

    FORM is a Portland, Oregon-based sculpting studio, committed to Advancing Sculpture. At FORM, we don’t just make statues, we are a tightly-knit team of industrial designers, engineers, classically trained fine artists, digital processors, and more. Though our services have been utilized for the aerospace, medical, architectural and engineering industries, the focus of our business continues to lie in the field of fine art. Since our inception in 2005, FORM has produced hundreds of life-sized figures and other monumental works of art. With the unique services we offer, we can accomplish incredible feats of sculpture. within otherwise impossible timelines.

    Angel Meza Angel Meza

    Angel Meza has been directly involved in the Fine Art industry for over 33 years. He has been heavily involved in all aspects of foundry work, from mold making thru patina. For 23 years he has led operations at American Fine Arts Foundry where he has overseen production of thousands of sculptures ranging in size from monumental to multi piece limited editions. As Foundry Manager of American Fine Arts Foundry, Angel has been on the forefront of utilizing technology to support client’s projects. Angel’s mission is to ensure all projects get done right, beautifully, and on time.

    Christopher Delling Christopher Delling

    With over 20 years of sales and marketing experience, Chris Delling leads AFA Supplies (subsidiary of American Fine Arts Foundry, Inc.) with an ardent focus on building strong, lasting relationships with vendors and clients. As Sales Director, he identifies new business opportunities, develops and implements the company’s sales strategy, and facilitates the interchange between Supplies and Foundry customers.

  • 30 Min. Break

  • 2:30 - 4:00

    Diablo IV: Game and Cinematic Character Modeling

    In this presentation, the Cinematics Team and Character Art Team for Diablo 4 will come together to share insights into their Character Modeling workflows for creating the iconic characters and creatures of Sanctuary. Each team will demonstrate some of their workflows, sculpting techniques, and tips for creating characters and creatures. They will go over the process for creating high quality real-time, as well as hyperreal cinematic models for Diablo IV.

    Live Only - This presentation will not be recorded for later viewing.

    Blizzard Entertainment Diablo Team Blizzard Entertainment Diablo Team

    Set in the Diablo series' world of Sanctuary, Diablo IV takes place 50 years after the events of Diablo III: Reaper of Souls. Cultists have summoned the main antagonist and daughter of Mephisto, Lilith (Caroline Faber). After the events of previous games, the forces of demons and angels have been depleted, allowing an opening for her to establish power in Sanctuary.

    Thousands of years before the game's events, Lilith and the angel Inarius (Gabe Kunda) created the realm of Sanctuary to provide refuge for those who wished to escape the eternal conflict between the High Heavens and the Burning Hells. This demon-angel relationship led to the birth of the Nephalem, a race that the protagonist falls under; neither Angel nor Demon, but a distinct combination of both. Those in Sanctuary believed that this power would bring attention to their shelter and, as a result, the inhabitants spoke of destroying them. Lilith, not wanting her children to be killed, destroyed any that opposed her, causing Inarius to banish her to the void.

    Arnaud Kotelnikoff Arnaud Kotelnikoff

    With a wealth of experience as a seasoned video game artist, I have traversed the globe, immersing myself in leading game markets across Canada, Japan, and France. Throughout my journey, I have delved into various facets of video game development, honing my skills and embracing diverse approaches.

    Specializing in a range of disciplines, I excel in conceptualizing compelling characters. My expertise extends to meticulously crafting intricate character models, ensuring an exceptional level of detail and realism. Proficient in high-definition (HD) modeling and the art of retopology, I possess a keen ability to create optimized meshes and efficient UV mapping. Moreover, my proficiency in retopology techniques for facial and body animation sequences further enhances my repertoire.

    Driven by a passion for the artistry of video game creation, I am dedicated to pushing the boundaries of visual excellence and delivering immersive gaming experiences.

    Ben Erdt Ben Erdt

    Ben Erdt has worked in the industry for over 10 years as a character/creature artist and has previously worked on titles such as Killzone: Shadow Fall, Horizon Zero Dawn, its DLC Frozen Wilds, the early stage of Horizon Forbidden West, NVIDIA’s Project Sol, and Love, Death & Robots. He joined Blizzard Entertainment in 2018 and is currently working on Diablo IV as a lead character artist.

    Previously, he collaborated with the Cinematics team as a character modeler for the World of Warcraft: Shadowlands and Dragonflight release cinematics.

    Being driven by cartoons, comics, books, crafting, drawing, and video games since his childhood, Ben developed an early passion for characters and aliens.

    After making his first baby steps in 3D in 2005, it is now his primary medium to let out his childhood dream of making creatures, monsters, and characters — ranging from hyperreal to stylized.

    Jamir Blanco Jamir Blanco

    Jamir Blanco is an American based artist living and working in Southern California for Blizzard Entertainment’s Cinematic Character Modeling department. He has worked in the feature film and game industries for over 7 years, contributing as a digital sculptor and modeler to popular Hollywood titles such as Ghost in the Shell and Fantastic Beasts; as well as game cinematics for Marvel’s Avengers, World of Warcraft, and Diablo IV.

    Jason Huang Jason Huang

    After graduating from Savannah College of Art and Design with a Computer Art major in 2005, Jason Huang started his career as a 3D Modeler in Visual Effects. The majority of his VFX experience was at Rhythm & Hues Studios, where he cut his teeth on a variety of movies including; Night at the Museum, Alvin and the Chipmunks, The Incredible Hulk, and many others. It was also at Rhythm where Jason was first introduced to Zbrush. After quickly adopting the program by noticing its immense potential, he swiftly integrated the program into his character creation workflow in a significant capacity. He used Zbrush extensively to elevate his creatures/characters concepts to the next level in movies like Cabin in the Woods and RIPD. In 2014, Jason transitioned from the Visual Effects industry and joined Blizzard Entertainment as a character modeler in their cinematics department. Leveraging his modeling expertise, keen eye, and deep understanding of all the Blizzard IP aesthetics, he became a major contributing factor to the success of Blizzard's pre-render cinematics and was quickly launched into the role of Principle Artist, where he sits today.

  • 4:30 - 5:30

    Overwatch Character Creation Pipeline

    In this presentation we will be discussing the Overwatch Character Creation Pipeline and then we will specifically be going over how the newest hero for Overwatch, Illari, was created.  In addition, we will be sharing some tips and tricks with you.

    Live Only - This presentation will not be recorded for later viewing.

    Blizzard Entertainment Overwatch Team Blizzard Entertainment Overwatch Team

    Creators of the Warcraft, Diablo, StarCraft, and Overwatch series, Blizzard Entertainment is an industry-leading developer responsible for the most epic entertainment experiences, ever.

    Rakan Khamash Rakan Khamash

    Rakan is a highly motivated self-taught 3D artist fueled by a relentless passion for creativity. Making his way from his home in Jordan to the States he now has over 10 years of VFX experience. Rakan’s artistic and technical expertise have propelled him to succeed working on high quality 3D models for games, cinematic and more. In 2018 he fulfilled a career dream and landed a role at Blizzard Entertainment on the Cinematics’ Team. Since then, he’s contributed his talents to many titles including Overwatch , Diablo and World of Warcraft. Currently enjoying his role as Senior 3D Artist on the Overwatch team.

  • 5:30 - 7:00

    The Practical Utilization of Digital Sculpting in FINAL FANTASY XVI

    With FINAL FANTASY XVI, ZBrush was much more than a mere sculpting software. It played a significant role as the core of the workflow. The scope of its role ranged from concept modeling for game consoles up to the finishing touches, etc., allowing the team to create a more polished world for the game by rapidly giving form to the images they had in mind.

    This presentation will include some demonstrations and discuss how the team utilized ZBrush to professionally create the characters and Eikons.

    Square Enix Square Enix

    Square Enix Co., Ltd. develops, publishes, distributes and licenses SQUARE ENIX® and TAITO® branded entertainment content around the world. The Square Enix group of companies includes a global network of leading development studios and boasts a valuable portfolio of intellectual property, including: FINAL FANTASY®, which has sold over 180 million units worldwide; and DRAGON QUEST®, which has sold over 88 million units worldwide; and the legendary SPACE INVADERS®. Square Enix Co., Ltd. is a Japan-based, wholly owned subsidiary of Square Enix Holdings Co., Ltd.

    More information on Square Enix Co., Ltd. can be found at https://www.jp.square-enix.com/

    Jun Sonobe Jun Sonobe

    Jun joined SQUARE ENIX in 2017.

    He was the lead character artist for FINAL FANTASY XVI. He took charge of directing the monsters of the game, including the Eikons, as well as the overall management of the team as the division’s leader.

    With a career of over 20 years, he is an expert in the visual aspects of game creation, such as character designing, character art, character modeling, and art direction.

    Kazuya Nanjo Kazuya Nanjo

    Kazuya joined SQUARE ENIX in 2017. Serving as the character artist for FINAL FANTASY XVI, he directed the overall clothing and outfits.

    He started his career in 2006, participating in projects of various platforms such as console games, arcade games, and mobile games since then.

    In addition to his role as character artist, he is assigned to a wide range of responsibilities, from managing the artists to determining the workflow with other divisions.

  • 7:15 - 8:00

    Optimizing Your Workflow with Marvelous Designer and ZBrush

    Explore the workflow between Marvelous Designer and ZBrush in the creation of the Marvelous Designer 12 Release Animation. In this presentation, we dive into the three roles ZBrush played in our workflow: Import of Marvelous Designer-crafted garments into ZBrush for detailed crease and fine details. How ZBrush was used to optimize the character modeled within Marvelous Designer, which were transferred to Maya for further development. And finally discover how ZBrush enables the creation of unique scene elements that are challenging to create directly in Marvelous Designer for 3D artists.

    Brandon Yu Brandon Yu

    Brandon Yu is a 3D Designer at Marvelous Designer, specializing in Character Effects and Digital Garment Tailoring

    Marvelous Designer Marvelous Designer

    Marvelous Designer is the global leader in digital graphics solutions aimed at streamlining workflows for realistic 3D clothing. Marvelous Designer has become the industry standard for creating virtual clothing assets for the Game, VFX, Design and Architecture industries. With the most innovative pattern-based technology, anyone who wants to design clothing, whether for personal models or cinematic productions, can create their own designs easily. Simple, fast, stunning results. Let your imagination take the lead!

Sunday October 01


11am - 7:30pm PST

  • 11:00 - 12:00

    Design workflow from ZBrush to Cinema 4D

    I will show some examples of how I use ZBrush to explore design language before taking my sculpt to Cinema 4D, adding lighting, shading, and motion to finalize my art work.

    Min Shi Min Shi

    Min Shi is an Emmy nominated digital artist and designer who’s spent the past 5 years working on main titles for film and TV including Captain Marvel, Mulan, Doom Patrol, The Gilded Age, The Swamp, His Dark Materials. Her most recent work on the HBO show The Last of Us is nominated for Outstanding Main title design in the upcoming 75th Emmy Awards. 

Min’s career is not limited to commercial work.

    She continues to develop personal artworks that have been featured in New York’s Times Square, Shanghai PhotoFair, and in Beeple X Christie’s studio opening exhibition. 

In an effort to share her experience in knowledge she is frequently a guest speaker; giving talks for USC, Sci Arc, HKUST, Alibaba Cloud Design, Motion Plus Design, and CTN expo.

  • 12:15 - 8:00

    Pushing the Boundaries of ZBrush - Strategies, Features and Pro-Tips for Hard-Surface Modeling

    Dive into the world of hard-surface modeling in ZBrush, where we begin our exploration with an in-depth look at key ZBrush features that are crucial for this style of modeling. Through this session, we'll tackle the challenge of modeling complex hard-surface models, discussing potential pitfalls and offering practical strategies for tackling them.

    A significant portion of this presentation will be a practical demonstration where Henry will divulge a comprehensive array of ZBrush tips, tricks, and best practices. You'll be privy to time-saving workflows, smart shortcuts, and advanced techniques to push the boundaries of hard-surface creations within ZBrush, unlocking the software's full potential.

    Henry Chervenka Henry Chervenka

    Initially an automotive airbrush artist, Henry traded the airbrush for a Cintiq and transitioned into the world of 3D in 2010. This move not only brought the ability to translate ideas to clients more efficiently but also introduced him to ZBrush, which became the canvas for his future endeavors. ZBrush's approach to hard-surface allowed Henry to harness his meticulous eye for detail, trained through years of airbrushing, to craft hyper-realistic hard-surface models.

    This career shift paved the way for collaborations with numerous studios, university project contributions, and a vast product visualization initiative experience. He is now the CEO of 3D Dynamic Studios, LLC, a studio focusing on the emerging field of AI weapon detection. Aside from professional work, Henry has spent the past seven years as an online instructor, sharing his experience and insights to inspire others in their 3D journey.

  • 1:30 - 3:00

    Creating the Characters and Machines of Horizon: Forbidden West

    In their presentation, Guerrilla’s Arno Schmitz and Lennart Franken will give an insight into the creation process of the Characters and Machines within the Horizon Franchise. By showing actual high-poly models from the game in ZBrush, Arno and Lennart will explain how ZBrush is used to design and create both the Characters and Machines for Horizon Forbidden West.

    Guerilla  Guerilla

    As one of Europe's leading game development studios, Guerrilla has continually pushed the boundaries of technical and artistic excellence since its inception in 2003. Today, the studio employs more than 370 professionals from 25 different nationalities. Guerrilla’s state-of-the-art offices are located in the cultural and historical heart of Amsterdam, The Netherlands. In 2005, the studio was acquired by Sony Interactive Entertainment after the release of Killzone on PlayStation 2.

    In the decade that followed, Guerrilla expanded Killzone into a successful franchise with a handheld spin-off and three sequels. Guerrilla's previous title, released for PlayStation 4 in 2017 and for PC in 2020, is the critically and popularly acclaimed open world action-RPG Horizon Zero Dawn. The studio released its sequel Horizon Forbidden West in 2022, and the expansion Burning Shores that released on April 19, 2023.

    Arno Schmitz Arno Schmitz

    Arno Schmitz is the Lead Character Artist at Guerrilla and returning speaker at the Zbrush Summit. He graduated in Game Architecture and Design at the Breda University of Applied Sciences and later studied at the Florence Academy of Arts where he did the Intensive Drawing Program. After that he started as a Character Artist at Guerrilla where worked on games such as : Killzone Shadow Fall, Horizon Zero Dawn and Horizon Forbidden West. Recently shipping the Burning Shores DLC.

    Outside of work he enjoys traditional figure drawing/sculpting and working on his personal work. Ranging from Fantasy Characters to 3D Portraits of his family members.

    Lennart Franken Lennart Franken

    Lennart Franken began his career in 2006 as an intern at Guerrilla Games, and quickly joined the Environment Art team for Killzone 2. A few years later, he moved to the UK and began working at Codemasters. He returned to Guerrilla and helped finish Killzone 3, after which he joined the Asset Art team for Horizon Zero Dawn and Horizon Forbidden West, where his work included designing machines for both games. Lennart's experience across multiple teams within Guerrilla has given him broad knowledge

  • 30 Min. Break

  • 4:00 - 4:00

    The creature design philosophy of "Avatar: The Way of Water"

    In this presentation, lead creature designer Zachary Berger will be discussing the thinking and design process that lead to the creation of many of the creatures in Avatar 2, and how Zbrush was an integral part of the creature design pipeline at Lightstorm Entertainment. Featuring many never-before-seen concept art images and a live Q&A, don't miss this rare glimpse behind the curtain of the movie making process!

    Disney / Lightstorm Entertainment Disney / Lightstorm Entertainment

    Lightstorm Entertainment is an American independent production company founded in 1990 by filmmaker James Cameron and producer Lawrence Kasanoff. It has produced several films including Terminator 2: Judgment Day, True Lies, Titanic, Alita: Battle Angel and the Avatar film series; Cameron has employed other filmmakers to produce and direct films under the Lightstorm banner.

    Zachary Berger Zachary Berger

    Raised on the tiny Pacific island of Saipan, Zach is now lucky enough to make art for a living in the entertainment industry in Southern California. His work can be found in a variety of blockbuster movies and games, including most recently as Lead Creature Designer for James Cameron's "Avatar: The Way of Water".

  • 5:30 - 6:30

    ZBrush Team

    Join the ZBrush Team for a live look at things to come!

  • 6:30 - 7:00

    Live ZBrush Sculpt-Off Winners Announced

    Tune in to see who will be crowned the 2023 Live ZBrush Sculpt-Off Champion!