Максим Осягин, куратор секции Графический продакшен

Digital-маркетинг

Графический продакшен

Куратор секции: Максим Осягин

Сайты и мобильные приложения, рекламные ролики и кино, презентации и отчеты - практически весь контент мы получаем визуально. Как добиться того, чтобы клиент, открыв презентацию, захотел купить ваше предложение, зритель досидел до конца фильма и потом еще рассказал своим друзьям, как это было круто, а покупатель, посмотрев ваш рекламный ролик, ринулся в магазин?

Лидеры отрасли и мастера своего дела расскажут, какие тренды актуальны в моушн-дизайне, познакомят с инструментами создания качественной инфографики, поделятся хитростями подготовки продающей презентации. Мы расскажем о том, как и где просчитываются сложные 3D-сцены, какие графические пакеты при этом используются и как с ними работать.

Самую красивую секцию конференции я рекомендую посетить не только дизайнерам, арт-директорам и специалистам в области компьютерной графики, она также будет полезна project-менеджерам, руководителям digital-агентств - вы познакомитесь с технологиями, которые сможете применить для своих клиентов! Ну и, конечно, приходите все, кому небезразлична индустрия кино и рекламы, вы увидите, как же это все делается :)

Я руковожу компанией, специализирующейся на компьютерной графике, и готов ответить на интересующие вас вопросы.

Мои контакты:


Andrei Volgin
Art Director @ EQS Group
Moscow
Ivan Kuksin
CTO @ Blue Ant Web Bureau
Moscow
Olga Liberte
Chief Creative Officer @ Bounce Advertising Agency
Riga, Latvia
Andrey Kubyshin
CTO @ PoldenFX Creative Agency
Moscow
Evgenia Zherebtsova
Concept artist in cinema and game industry @ Lecturer at Smirnov School
Moscow

We will discuss pains and mishaps of the industry, as well as difficulties and what seems to be hopeless situations that one has to face.

We will use humor and personal experience to see how they could have been avoided. Or maybe it is a necessary stage of growth?

We invite everyone to join the discussion in warm and cozy atmosphere of a round table.


Andrey Kubyshin
CTO @ PoldenFX Creative Agency
Moscow
  • How can clients promote themselves and their products using media technologies and non-standard concepts.
  • Real cases - how it works.
  • Interactive with the use of multimedia technology – you can try it yourself.

Andrei Volgin
Art Director @ EQS Group
Moscow
  • What means of corporate communications are most in demand for companies?
  • What’s the difference between corporate design and ‘live’ client oriented design?
  • Corporate style (brand book) - a means of restriction or a useful guide?
  • What are the main company requirements to design and creativity?
  • How to properly build communication with the client represented by several decision-making people?
  • Successful solutions and major mistakes while working with large companies.

Olga Liberte
Chief Creative Officer @ Bounce Advertising Agency
Riga, Latvia
  • Building a creative process (what to do to work more productively?)
  • Concept (how to find, tools)
  • Static image (what is Key Visual)
  • Photoscripts and sketches (what it is, what’s the use)
  • Runtime (how to use within the runtime set)
  • Moodboard (what it is, what’s the use)
  • Background music (really matters)

Ivan Kuksin
CTO @ Blue Ant Web Bureau
Moscow

The example of residential complex visualization reveals techniques that allow you to make natural photorealistic renders for the sale of real estate. The way you can significantly improve the quality of the picture by working with the environment and post-processing.


Evgenia Zherebtsova
Concept artist in cinema and game industry @ Lecturer at Smirnov School
Moscow
Concept Art Pipeline
of Reports

    We will talk about concept design and features of its development, about the combined use of 2D and 3D tools, as well as application o f photobash technique.

    On the example of design of a hand grenade, you will see the whole process of concept creation: from generating the idea to the final presentation. You will be able to see the whole way an artist goes, what every stage is comprised of, and what objectives it is expected to deliver.

    Points:
    1. What the development starts from? Concept handling

    2. Techniques and tools. What to use, and when?

    3. What objectives each stage is to deliver?

    4. Key rules and errors in concept development.

    The lecture will be interesting to both beginner artists who are exploring concept art and to art directors who are involved in concept production for games and movies.

    If you are interested in developing content for games or creating fictional worlds for movies, welcome on board to know what way an artist goes in concept art creation.