AnimfxNZ has always attracted world-class speakers who are leaders in their industry. We’d proud to say it’ll be no different in 2012 with the following high calibre speakers confirmed.
More speakers will be added to this already impressive line-up soon.
David Prescott - Visual Effects Supervisor, DreamWorks Animation
From a career in live action visual effects and feature film, David Prescott joined DreamWorks Animation in 2008 to explore visual effects in feature animation.
Bob Nicoll - Dean, Blizzard Academy
Bob’s brief includes just about every top entertainment organization, network and U.S. government agency around; from artist to board advisor to director of World Wide Training.
Robin Walker, Valve
Robin Walker co-wrote the hugely popular Quake mod "Team Fortress," before being assimilated when Valve acquired Team Fortress Software. More ...
Patrick Liu - Creative Director, Rovio
Patrick has a background in making traditional core games and just recently moved to Rovio, makers of Angry Birds, to help build a new Stockholm studio as Creative Director.
Eros Resmini - SVP Marketing and Developer Relations, GREE International
Eros has over 15 years experience in digital entertainment and gaming focused on marketing and customer relationship roles in both large and small company settings.
Stuart Forrest - CEO, Triggerfish Animation
Stuart is the CEO of Triggerfish Animation, a Cape Town-based studio which has recently produced two animated feature films. As the leading producer on the projects, Stuart oversees all aspects of financing, legal, sales, script development, production, marketing and distribution of the films.
John Collee - Creative Director, Hopscotch Features
John Collee studied medicine in Edinburgh, Scotland, and worked as a doctor in the UK, Sri Lanka, Madagascar, the Solomon Islands and the former Soviet Union. From 1991-96, while still working as a doctor, he wrote a weekly column for The Observer Newspaper (UK).
Joseph Olin - Executive Director, It's A Secret, Inc
Joseph programmed his first game after teaching himself BASIC while working as a copywriter on the Coca-Cola account in the 80’s. Since then, Olin has been involved with more than 100 titles and interactive products on nearly every consumer game platform launched. He’s been fortunate to serve many different development roles in both production and publishing.
Arash Keshmirian - CEO & co-founder, Limbic Software
Arash Keshmirian is co-founder and CEO of Limbic, an independent mobile game development company with over 25 million game downloads worldwide. His team is credited with the design and development of three critically-acclaimed hit iOS titles: TowerMadness, Nuts! and Zombie Gunship.
Iman Mostafavi - COO & co-founder, Limbic Software
Iman Mostafavi is co-founder and COO of Limbic Software, an independent mobile game development studio.
Ryan Wiesbrock - VP of Creative, American Greetings Properties
Ryan Wiesbrock is VP of Creative at American Greetings Properties (AGP) and an all-around (in general) nice guy.
Aaron Gilman - Animation Supervisor, Weta Digtal
Born in Montreal, Canada, Aaron Gilman discovered animation in 2000 at the age of twenty-seven. Since then, he has worked at all levels of the animation field in the computer games, television and feature film industries.
Mike Cozens - Animation Supervisor, Weta Digital
Mike Cozens came to Weta Digital in 2006 after working as a Lead Animator on 300 at Hybride near Montreal. His first project at Weta was The Water Horse – Legend of the Deep, on which he worked closely with Joe Letteri.
Wayne Stables - Visual Effects Supervisor, Weta Digital
Wayne Stables has been working in the visual effects industry for over fifteen years. Wayne started out writing educational software that used a graphics- oriented approach to learning. He worked at PDI/ Dreamworks on Shrek 2 and as a CG Supervisor at Electronic Arts.
Brandon Davis - Effects Technical Director, Weta Digital
Brandon Davis joined Weta Digital at the start of 2011 to work on X-Men: First Class. Since then, he has worked on films including The Adventures of Tintin where he was one of the first artists to use Weta’s in-house simulation toolset, Synapse, to create complex water effects. He later worked on Abraham Lincoln: Vampire Hunter - again using Synapse to create dozens of interactive dust elements.