| Dave Wilson: I really like that moment when the Vinci Hero's stares back at the hordes of Scorpion Riders about to attack, standing there with the Clockworkman's Gun, knowing he's going to eat it, but is going to take all them with him if he has to. Miller nicknamed that shot "Vinci Defiance", and I dig it. Kris Kaufman put that shot together.
Corey Butler: I always liked the introduction shot of the Rukh's. I thought the shot looked amazing, even if Dave Wilson did it. I also like the shot where the Vinci Grunts are running back to the city and one of the Glass Golems steps on one of the Grunts then gets blown up by the mech's cannon, then camera pans over to reveal more of the Glass Golems. I thought it was a cool shot showing them storm the bridge.
Kris Kaufman: I think my favorite confrontation is between the Vinci Hero and the Glass Golems. I love the impact of him ripping through their front line with that mech's cannon. On a side note the Vinci Mech is my favorite character. Iain did an incredible job on it. There's one Golem who rears back and chucks a shard of glass only to be met with a cannon round to the chest. I love that shot!
Iain Morton: I like the shot where a Golem is about to bring his fist down on the Vinci Hero but a clockwork man blocks the blow at the last moment, with rocks and debris flying everywhere, FX courtesy of Mr. Riza. The sense of scale on these characters really comes across.
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 | “There is nothing like making some cool shit, blowing it all up and getting paid for it,” says Dave. “There is a great camaraderie at Blur. It feels like a big family, no hard and fast hierachy, if you have a cool idea, or you come up with some new lighting technique, even if it's just cool, it goes in the project. We started slow just with a few character modelers around in August/September and wrapped early January, with a nice break over Christmas, so all in all, the project probably took about five months. Towards the end, when we put a few late nights in, even those are great, the small core team at the end made for great late-night Quake games.”
Clients also play a huge part in making the whole process enjoyable for the Blur crew and Wilson is adamant that Big Huge Games were amazing to work with. “They were very trusting from the outset and really just let us do what we do best,” he says. “They supplied us with every asset we could use and some really inspiring concept art. Their ingame stuff was so well done we were able to use a lot of it throughout the piece with minimal work to get it to hold up with the other high-resolution assets we built. They were just perfect clients! When we sent images over to Big Huge for approval Dave Inscore's emails were always great for keeping us up pumped, enthusiastic and spirits high!”
 | is switching over to XSI for rigging and animation at the moment. This year’s short film, "A Gentleman's Duel", is actually Blur’s first project being fully animated in XSI and so far everything seems to be working great. They're still modeling, lighting and rendering in Max but just using XSI for animation.
 There were quite a few artists who jumped on the projects, but the lead artists were...
Creative Director: Tim Miller, Blur founder CG Supervisor: Dave Wilson Animation Supervisors: Marlon Nowe, Jeff Weisend FX Supervisor: Kirby Miller Producer: Al Shier Assistant Producer: Debbie Yu CG and FX Leads: Corey Butler and Brandon Riza Layout Artist: David Nibbelin
 Blur Studio Rise of Legends Autodesk 3ds Max Softimage|XSI Watch 'Rise of Legends' (22MB mov)
Interview: Paul Hellard Layout: Tim Downing |
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