|May 14, 2010 (Last Update)|
EXCLUSIVE INTERVIEW WITH ANSON JEW
BORN TO DRAW
Anson Jew was the lead animator on Brian Moriarty's version. He also did paintings for that version and also for Noah Falstein's version. Besides his work in games he also worked as a storyboard artist in some pretty cool movies.
Tell us about yourself and How did you started drawing?
I was at LucasArts for
nine years. Mostly, I was an animator and worked on Indiana Jones
and the Fate of
Atlantis, Full Throttle, Indiana Jones and the Infernal
Machine, Curse of Monkey Island, Herc's Adventures,
Legions of them.
I have so many favorites. But I'll say that Pixar is always spot on. I love everything they do, from Toy Story to The Incredibles. I also like Iron Giant, Ice Age, Sleeping Beauty. I love Wallace and Gromit particularly The Wrong Trousers. StudioAKA did a short film called JoJo in the Stars and three related shorts: The Good News, Hound of Flesh, and Pizza Sangre. Beautiful work.
What brought you to
In what versions of The Dig have you worked on? (Falstein's, Moriarty's, Grossman's, etc.)
I worked on the Falstein
and Moriarty versions.
No. I tried one out, but they were too awkward at the time. Nowadays, however, I can't work without one.
Did any of your work
made it to the final released version?
I was there nine years, so things changed a lot during that time. The art dept. moved no less than 4 times. When I started, we were at Skywalker Ranch (for a whole month!) Which with the lake and the ranch environment was very tranquil and cozy. Then we moved to the top floor of a building at the Kerner complex where the environment was pretty fun and freewheeling--people getting into nerf gun wars and stuff. The art dept. was so small you could fit it into two rooms. Then it moved across the parking lot when the art dept was big enough to take over most of a whole building. The environment was open and collaborative, and was roughly sectioned off by project. Later, the company had grown huge and the whole company moved to another building. By then everyone's job was specialized and for the most part we were divided up into tall cubicles. You could walk through the art dept. and it could populated or not, but you couldn't tell the difference. If you poked your head into a cube, however, you'd see all the requisite game company type stuff: toys, posters, tiki lights.
anecdotes from The Dig?
February 25, 2005
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