To The Aotg.com Community,

It is with a heavy heart that we announce we will no longer be updating Aotg.com. Back in 2007, when we started, there was a lack of access to information about film, television, and commercial editing. We wanted to fix that by creating a central location for content about editing to be stored.

Since then, we've watched the amount of content about editing on the internet grow exponentially. We've also watched social media tools come and go with that growth. Does anyone remember Google Wave!? These social media tools changed how people access and search for media and information. People tend to turn to Facebook, Youtube, Twitter, and Instagram for their news and information, and those are all great tools to promote your sites, but as a site that aggregates links to other sites for users, it just doesn't work for us.

We will keep the site live but archive the ability to add links and comments. We will keep our database live with the links for those who desire to use it to search for editing information and research.

Our podcast, The Cutting Room, will move over to the Filmmakeru.com website and will continue to be a place for interviews with editors and other film professionals.

Everyone who worked for Aotg.com loved what we created and are proud that we could help so many editors find content that spoke to them.

I look forward to seeing everyone at the various post events worldwide in the coming years!

Yours truly,
Gordon Burkell
Aotg.com Founder

Creating Realistic Automotive Renders

November 12, 2013, 01:29 PM

http://lesterbanks.com/2013/11/cinema-4d-creating-...

Taking a look at creating realistic automotive shaders and renders, Dominik Dammelhart of Curse Studios shows how to render out a Ferrari Italia using Otoy’s Octane Render to get some great results.

Watch: 'Gravity' Visual Effects Breakdown/3D

November 12, 2013, 10:55 AM

https://www.aotg.com/watch-gravity-visual-effects-breakdown-3d/

After seeing the sci-fi sensation Gravity, the film's special effects are so seamless and realistic, you're not sure where practical filmmaking ends and the world of visual effects and computer generated imagery begins. If you saw the film in 3D, the film is that much more captivating, and knowing that every single shot of the film is a visual effects shots makes the 3D elements of the film all the more impressive and taxing on the filmmakers.

ENDER’S GAME: Matthew Butler

November 12, 2013, 10:55 AM

http://www.artofvfx.com/?p=5344

Matthew Butler had told us the work of Digital Domain for TRANSFORMERS: DARK OF THE MOON in 2011.

Gravity VFX detailed by Framestore

November 12, 2013, 10:54 AM

http://www.digitalartsonline.co.uk/news/motion-gra...

The London-based VFX house has provided us with an in-depth look at the technical process behind the space-based disaster movie.

End Game

November 12, 2013, 05:49 AM

http://vfxsoldier.wordpress.com/2013/11/11/end-gam...

Last year I posted about Digital Domain's $17M investment to co-produce Ender's Game where former CEO John Textor handicapped the numbers: If the film does $60 million at the domestic box office, dare I say a number that low, that is beyond abject failure for a film anticipated like this, we would have total proceeds,…

Interview with VFX Artist David Luong

November 12, 2013, 05:48 AM

http://greyscalegorilla.com/blog/2013/11/interview...

David Luong is currently a Senior Cinematic Artist II at Blizzard Entertainment, He's been working in the visual effects industry for nearly 8 years...

Explore the 3D Post Conversion of 'Gravity'

November 11, 2013, 06:35 PM

http://www.ropeofsilicon.com/explore-3d-post-conve...

I'm not a fan of 3D. With pretty much every 3D film I've ever seen I think I can honestly say it would have been just as good in 2D barring a couple exceptions such as Hubble 3D. This isn't to say there are a few moments here and there in films where the 3D visuals may "wow" me, but for the most part I'm there for the story and the here-and-there wows are nice when they arrive, but not essential to the experience in most cases.

A Brief History of Video Game Title Design

November 11, 2013, 12:39 PM

http://www.studiodaily.com/2013/11/a-brief-history...

In just over two minutes, Art of the Title charts the evolution of video game titles, showing how cinematic style and technological innovation has influenced generations of game designers.

Dear VFX, It’s over. We lost. Prove me wrong.

November 11, 2013, 05:49 AM

http://www.fie.us/dear-hollywood-vfx-its-over-we-l...

Here’s the thing though. This isn’t a mathematical proof. You can’t prove me wrong with arguments made of words, math, logic and history. You can only prove me wrong with empirical evidence. You actually have to do what I’m saying cannot or will not be done. Then, you’ll have proved me wrong. But you won’t.

Timing

November 11, 2013, 05:46 AM

http://cinefex.com/blog/timing/

It is not always possible to produce a lengthy, detailed Cinefex story to coincide with the release of every complicated effects film.

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