Leonard
06-16-2003, 04:04 PM
Animation Studio Unveils New Facility, Increases Artistic and production staff.
Venice, CA—Gearing up and moving towards its long-held goal of creating computer-animated feature films, Blur Studio has completed a large-scale and multifaceted expansion. The company has moved into a new, state-of-the-art computer animation studio that, at 20,000 square feet, is nearly triple the size of its former headquarters. Through an international talent search, it has also increased its artistic staff to 65 with additional hirings to come.
Blur’s immediate reason for expanding is to meet the needs of its current production slate. Most notably, the studio is in the midst of producing 40 minutes of computer animation in HD video for a major studio. Several smaller scale animation projects are also currently in-house. Blur just wrapped production on two computer-animated films for theme park attractions, SpongeBob SquarePants 3D for Paramount Parks and Stargate SG-I Attraction for Bremen Space Park in Germany. It has also recently delivered a large FX package for the MGM feature Bulletproof Monk and released an internally-conceived and produced animated short, Aunt Luisa, that was one of nine films short-listed for Academy Award consideration.
More broadly, the expansion provides Blur Studio with the human, technical and physical resources to move forward with its plan to become a force in feature animation. “For the first eight years of our existence, we expanded slowly and focused on building a strong core of talent and a stable foundation for the company. And we’ve done that—ask anyone who has worked with us,” explained Blur Studio Creative Director Tim Miller. “Now, we’re taking a big step forward, not only to address current projects, but also because we’re setting the stage for Blur to produce feature-length, animated films.” Miller added that he hopes that Blur will begin production of an animated feature within the next year.
The company’s new headquarters is large enough and has sufficient resources to accommodate both the production of an animated feature and the continuation of work-for-hire projects. The new studio replicates the open floor plan and creative environment of Blur’s former location but on a larger scale and with numerous technical upgrades. To speed production and enhance collaboration, the facility was designed and equipped with the latest technology. A high speed network, with Category 6 cabling as its backbone, links the studio’s industry-leading hardware and software systems. Animators work with the latest and most robust products from IBM, Discreet, Nvidia, Angstrom, Eyeon, DPS and Splutterfish. The studio also features a fully-equipped motion capture area, machine room, library and dedicated edit bay. Blur is capable of handling virtually the entire animation production process, from concept design through final post, in-house.
Among the more than two dozen computer artists whom Blur has added to its staff are specialists in character animation, modeling, lighting and compositing. The studio’s search for new talent has spanned six months and reached every corner of the globe. Blur’s multicultural environment includes natives of more than a dozen foreign countries.
“In contrast to the ‘warm body’ hiring characteristic of some expansions, Blur’s new artists have been carefully chosen and are super-talented.” said Miller. “We’re very excited about the creative power we’re adding to the mix. With the help of of Blur’s core team of talented and battle-hardened veterans—many of whom have been here 6 years or more—these new folks are integrating easily.”
Blur also gives strong consideration to how each artists talent might contribute to the company over the long term. “We hire people who are versatile; we want the artists to flourish and grow,” said Blur Studio General Manager Mike Nicolaou. “This is a studio founded and run by artists, and the first consideration is always the quality of it’s art. That philosophy has paid dividends as the bar continues to rise. We look for people who are passionate about what they do and have been very fortunate to find them.”
Venice, CA—Gearing up and moving towards its long-held goal of creating computer-animated feature films, Blur Studio has completed a large-scale and multifaceted expansion. The company has moved into a new, state-of-the-art computer animation studio that, at 20,000 square feet, is nearly triple the size of its former headquarters. Through an international talent search, it has also increased its artistic staff to 65 with additional hirings to come.
Blur’s immediate reason for expanding is to meet the needs of its current production slate. Most notably, the studio is in the midst of producing 40 minutes of computer animation in HD video for a major studio. Several smaller scale animation projects are also currently in-house. Blur just wrapped production on two computer-animated films for theme park attractions, SpongeBob SquarePants 3D for Paramount Parks and Stargate SG-I Attraction for Bremen Space Park in Germany. It has also recently delivered a large FX package for the MGM feature Bulletproof Monk and released an internally-conceived and produced animated short, Aunt Luisa, that was one of nine films short-listed for Academy Award consideration.
More broadly, the expansion provides Blur Studio with the human, technical and physical resources to move forward with its plan to become a force in feature animation. “For the first eight years of our existence, we expanded slowly and focused on building a strong core of talent and a stable foundation for the company. And we’ve done that—ask anyone who has worked with us,” explained Blur Studio Creative Director Tim Miller. “Now, we’re taking a big step forward, not only to address current projects, but also because we’re setting the stage for Blur to produce feature-length, animated films.” Miller added that he hopes that Blur will begin production of an animated feature within the next year.
The company’s new headquarters is large enough and has sufficient resources to accommodate both the production of an animated feature and the continuation of work-for-hire projects. The new studio replicates the open floor plan and creative environment of Blur’s former location but on a larger scale and with numerous technical upgrades. To speed production and enhance collaboration, the facility was designed and equipped with the latest technology. A high speed network, with Category 6 cabling as its backbone, links the studio’s industry-leading hardware and software systems. Animators work with the latest and most robust products from IBM, Discreet, Nvidia, Angstrom, Eyeon, DPS and Splutterfish. The studio also features a fully-equipped motion capture area, machine room, library and dedicated edit bay. Blur is capable of handling virtually the entire animation production process, from concept design through final post, in-house.
Among the more than two dozen computer artists whom Blur has added to its staff are specialists in character animation, modeling, lighting and compositing. The studio’s search for new talent has spanned six months and reached every corner of the globe. Blur’s multicultural environment includes natives of more than a dozen foreign countries.
“In contrast to the ‘warm body’ hiring characteristic of some expansions, Blur’s new artists have been carefully chosen and are super-talented.” said Miller. “We’re very excited about the creative power we’re adding to the mix. With the help of of Blur’s core team of talented and battle-hardened veterans—many of whom have been here 6 years or more—these new folks are integrating easily.”
Blur also gives strong consideration to how each artists talent might contribute to the company over the long term. “We hire people who are versatile; we want the artists to flourish and grow,” said Blur Studio General Manager Mike Nicolaou. “This is a studio founded and run by artists, and the first consideration is always the quality of it’s art. That philosophy has paid dividends as the bar continues to rise. We look for people who are passionate about what they do and have been very fortunate to find them.”
