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The Art of Justin

The Art of Justin. I hear and I forget. I see and I remember. I do and I understand." -Confucius. Games that I've worked on:. Thursday, June 4, 2015. A big day for Firaxis Games, and our animation team. On June 1st we announced the secret project I've been working on. Very exciting for all of us, and for the fans. Stay Tuned because there are many cool things on the way. I can't wait to update my animation reel, and share all the work I've done. Check out the announcement here:. Tuesday, January 27, 2015.

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The Art of Justin | theartofjustin.blogspot.com Reviews
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The Art of Justin. I hear and I forget. I see and I remember. I do and I understand. -Confucius. Games that I've worked on:. Thursday, June 4, 2015. A big day for Firaxis Games, and our animation team. On June 1st we announced the secret project I've been working on. Very exciting for all of us, and for the fans. Stay Tuned because there are many cool things on the way. I can't wait to update my animation reel, and share all the work I've done. Check out the announcement here:. Tuesday, January 27, 2015.
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1 skip to main
2 skip to sidebar
3 xcom 2 announcement
4 posted by
5 justin thomas
6 no comments
7 keep animating
8 joining the animsquad
9 a try
10 happy animating
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The Art of Justin | theartofjustin.blogspot.com Reviews

https://theartofjustin.blogspot.com

The Art of Justin. I hear and I forget. I see and I remember. I do and I understand." -Confucius. Games that I've worked on:. Thursday, June 4, 2015. A big day for Firaxis Games, and our animation team. On June 1st we announced the secret project I've been working on. Very exciting for all of us, and for the fans. Stay Tuned because there are many cool things on the way. I can't wait to update my animation reel, and share all the work I've done. Check out the announcement here:. Tuesday, January 27, 2015.

INTERNAL PAGES

theartofjustin.blogspot.com theartofjustin.blogspot.com
1

The Art of Justin: Happy New Year!

http://theartofjustin.blogspot.com/2013/12/happy-new-year.html

The Art of Justin. I hear and I forget. I see and I remember. I do and I understand." -Confucius. Games that I've worked on:. Tuesday, December 31, 2013. As I prepare to welcome in 2014 it's a good time to stop and reflect on the positives of this past year. The most significant one is the arrival of my second child. Such a beautiful little thing. Many months old at this point it's amazing to look back and be able to experience the growth of a new little person again. Simply amazing! RESUME' and DEMO REEL.

2

The Art of Justin: Joining the ANIMSQUAD

http://theartofjustin.blogspot.com/2014/08/joining-animsquad.html

The Art of Justin. I hear and I forget. I see and I remember. I do and I understand." -Confucius. Games that I've worked on:. Monday, August 18, 2014. I recently finished a fantastic three month workshop being tutored by animators from Disney Feature Animation. The workshop was a lot of fun and I learned a ton. There is nothing like coming up with your own ideas, and getting feedback from Disney professionals on how to make them better. I highly recommend giving AnimSquad. View my complete profile.

3

The Art of Justin: May 2013

http://theartofjustin.blogspot.com/2013_05_01_archive.html

The Art of Justin. I hear and I forget. I see and I remember. I do and I understand." -Confucius. Games that I've worked on:. Friday, May 31, 2013. There have been a few updates to this blog including the launch of a new XCOM: Enemy Unknown page. This is a production diary style look at the past few years of work I've been involved with. Looking at what went into it's creation and beyond. I will be making updates regularly. Here is a little Friday fun as we bring May to a close:. View my complete profile.

4

The Art of Justin: September 2012

http://theartofjustin.blogspot.com/2012_09_01_archive.html

The Art of Justin. I hear and I forget. I see and I remember. I do and I understand." -Confucius. Games that I've worked on:. Friday, September 28, 2012. Why criticize when you can PLUS? As a general practice I try to always be constructive in my critiques. No one likes to be criticized without an idea of how to improve. Here is an excerpt from the article:. The article concludes with the following thought which I agree with. Just trying to keep it real! Subscribe to: Posts (Atom). RESUME' and DEMO REEL.

5

The Art of Justin: Figure Drawings

http://theartofjustin.blogspot.com/p/figure-drawings.html

The Art of Justin. I hear and I forget. I see and I remember. I do and I understand." -Confucius. Games that I've worked on:. COMING SOON- - - -. Subscribe to: Posts (Atom). View my complete profile. RESUME' and DEMO REEL. X-COM: Enemy Within 2013. X-COM: Enemy Unknown 2012. Piero Macgowan - blog. Pink fluffy bunnies and dog farts.

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theartofjustinxcom.blogspot.com theartofjustinxcom.blogspot.com

X-COM: November 2012

http://theartofjustinxcom.blogspot.com/2012_11_01_archive.html

Tuesday, November 6, 2012. What's In A Pose? I had a blast exploring the plethora of alien personalities, and body types that make up our game. Posted by Justin Thomas. Pitching A Winning Combat System. Thus was born COMBAT 2.0! What's any idea without a proper pitch movie I ask? An idea without a strong foundation! Much of what we proved with this movie made it into the final game. Here is a playblast of some of the "Rookie" soldier animations that were used:. Posted by Justin Thomas. Whats In A Pose?

theartofjustinanimation.blogspot.com theartofjustinanimation.blogspot.com

ANIMATION !!!: Work to Live. Don't Live to Work. Enjoy the time you have.

http://theartofjustinanimation.blogspot.com/2013/05/work-to-live-dont-live-to-work-enjoy.html

Live, Observe, Animate! Tuesday, May 28, 2013. Work to Live. Don't Live to Work. Enjoy the time you have. Subscribe to: Post Comments (Atom). View my complete profile. RESUME' and DEMO REEL. X-COM: Enemy Within 2013. X-COM: Enemy Unknown 2012. Work to Live. Dont Live to Work. Enjoy the time. Peter Lip Sync Test.

theartofjustinpirates.blogspot.com theartofjustinpirates.blogspot.com

Pirates!: December 2010

http://theartofjustinpirates.blogspot.com/2010_12_01_archive.html

Monday, December 6, 2010. Adventures on the High Seas. Was amazing for many reasons. I got involved half way into production after the game had a major redesign courtesy of Sid. It offered me the chance to model and light sets, experiment with background matte painting, and blurring the line a bit between 2D and 3D. What could be more fun than doing all that for an ocean adventure game where you're sailing around as a pirate? Here are some samples of things I did on this project:. Posted by Justin Thomas.

theartofjustinxcom.blogspot.com theartofjustinxcom.blogspot.com

X-COM: Finding the EPIC in Everything

http://theartofjustinxcom.blogspot.com/2013/09/finding-epic-in-everything.html

Tuesday, September 10, 2013. Finding the EPIC in Everything. Setting out to make a game like XCOM: Enemy Unknown is, by definition, an EPIC experience! This has certainly proven true for those of us on the art production and animation side. I am of the opinion that if you set out to do something then you should really DO IT! No matter what that something is. This is just a taste of the fun that can happen when you try to take something just a little further than expected. Posted by Justin Thomas.

theartofjustinxcom.blogspot.com theartofjustinxcom.blogspot.com

X-COM: August 2013

http://theartofjustinxcom.blogspot.com/2013_08_01_archive.html

Saturday, August 17, 2013. Every Good Containment Cinematic has a good Animation Test. Here is a playblast of an animation I did for the Muton's Containment cinematic. I was trying to make him feel aggressive, and show how eager he is to escape and destroy something. Posted by Justin Thomas. Subscribe to: Posts (Atom). View my complete profile. RESUME' and DEMO REEL. X-COM: Enemy Within 2013. Every Good Containment Cinematic has a good Animat.

theartofjustinxcom.blogspot.com theartofjustinxcom.blogspot.com

X-COM: Motion Capture

http://theartofjustinxcom.blogspot.com/2014/01/motion-capture.html

Tuesday, January 14, 2014. Motion capture can be a touchy subject with animators, but sometimes necessary in tight production schedules. Especially in the video game industry. Here is a case where some animation skill went into cleaning up all the movements and in some cases adding new motion to an existing chunk of mocap data. The facial animation was hand keyed and the end result is pretty fun in context. Here are a few shots I worked on from the "Base Assault" cinematic in XCOM: Enemy Within.

theartofjustinrailroads.blogspot.com theartofjustinrailroads.blogspot.com

RailRoads!: Rail Roads Animatic

http://theartofjustinrailroads.blogspot.com/2010/12/rail-roads-animatic.html

Thursday, December 9, 2010. Dennis Moellers and I made this for the Firaxis Games title Sid Meier's RailRoads! The final movie was outsourced to a game cinematics company. An original musical score was also produced to replace the placeholder music used in this animatic. This piece served as guide, and direction for what we had imagined the final movie to be. Dennis Moellers Co-Wrote the story, and was responsible for all other shots, and final post production work using Adobe Premiere Pro.

theartofjustinanimation.blogspot.com theartofjustinanimation.blogspot.com

ANIMATION !!!: Peter Lip Sync Test

http://theartofjustinanimation.blogspot.com/2013/05/peter-lip-sync-test.html

Live, Observe, Animate! Tuesday, May 28, 2013. Peter Lip Sync Test. Back in 2011 I was watching a fantastic training video by animator Kenny Roy. Involving his approach to animating lip sync. His lesson was really useful and helped me begin to improve how I deal with dialogue. Here is Part 1. Showing only animated facial controls to try and hit the dialogue:. Here is Part 2. Showing a little animation on the head to see how the facial movements will hold up:. Here is Part 3. Hope this helps someone.

theartofjustinxcom.blogspot.com theartofjustinxcom.blogspot.com

X-COM: Make those In-Game Animations Shine

http://theartofjustinxcom.blogspot.com/2013/12/make-those-in-game-animations-shine.html

Monday, December 23, 2013. Make those In-Game Animations Shine. Here are a few samples of animations done for those in-game assets. Posted by Justin Thomas. Subscribe to: Post Comments (Atom). View my complete profile. RESUME' and DEMO REEL. X-COM: Enemy Within 2013. Make those In-Game Animations Shine.

theartofjustinrailroads.blogspot.com theartofjustinrailroads.blogspot.com

RailRoads!: February 2011

http://theartofjustinrailroads.blogspot.com/2011_02_01_archive.html

Friday, February 25, 2011. Every Adventure has a Starting Point. I recently found this matte painting backdrop I did for RailRoads! This is the portion I designed with a lot of room for text that needed to be displayed in the opening menu. A quiet train stop just before you begin your big adventure. Posted by Justin Thomas. Subscribe to: Posts (Atom). View my complete profile. RESUME' and DEMO REEL. X-COM: Enemy Within 2013. X-COM: Enemy Unknown 2012. Every Adventure has a Starting Point.

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the art of Justice - artist statement

The art of Justice. Artist, DJ Justice. I expressed an interest in art. As a child through writing, drawing and photography, i t wasn't until much later that a truly deep-rooted passion was ignited. Through a chance encounter with a friend who had studied art in Paris, I began to actually connect the artwork on the wall with the artist. Having an affinity for discarded things, especially rusty, burnt and broken items, I began collecting found objects. This led to my fascination and experimentation wi...

theartofjustin.blogspot.com theartofjustin.blogspot.com

The Art of Justin

The Art of Justin. I hear and I forget. I see and I remember. I do and I understand." -Confucius. Games that I've worked on:. Thursday, June 4, 2015. A big day for Firaxis Games, and our animation team. On June 1st we announced the secret project I've been working on. Very exciting for all of us, and for the fans. Stay Tuned because there are many cool things on the way. I can't wait to update my animation reel, and share all the work I've done. Check out the announcement here:. Tuesday, January 27, 2015.

theartofjustinanimation.blogspot.com theartofjustinanimation.blogspot.com

ANIMATION !!!

Live, Observe, Animate! Wednesday, November 27, 2013. Here is the "extended version" of my reel showing many more of the cinematic moments I worked on, and shows just how much cutting goes into making the final version of a reel:. Thursday, November 21, 2013. I definitely recommend collaborating with people on little projects like this. The free flow of creative ideas between friends is always refreshing. Tuesday, May 28, 2013. Work to Live. Don't Live to Work. Enjoy the time you have. Peter Lip Sync Test.

theartofjustinkim.com theartofjustinkim.com

The Art Of Justin Kim | 3D Artist

The Art Of Justin Kim. Touch Tanks 5 Online – Levels. Touch Tanks 5 Online – UI Icons. Touch Tanks 5 Online – WW2 Bomber Planes. Low Poly 3D Props. About Me & Contact Info. Deep Sea Creature Sculpt. This entry was posted in Gallery. March 6, 2015. This entry was posted in Gallery. February 9, 2015. This entry was posted in Gallery. November 4, 2014. This entry was posted in Gallery. October 12, 2014. Elephant Statue 3D Scan. This entry was posted in 3D Scan. September 12, 2014. Splintered Tree 3D Scan.

theartofjustinpirates.blogspot.com theartofjustinpirates.blogspot.com

Pirates!

Monday, December 6, 2010. Adventures on the High Seas. Was amazing for many reasons. I got involved half way into production after the game had a major redesign courtesy of Sid. It offered me the chance to model and light sets, experiment with background matte painting, and blurring the line a bit between 2D and 3D. What could be more fun than doing all that for an ocean adventure game where you're sailing around as a pirate? Here are some samples of things I did on this project:. Posted by Justin Thomas.

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theartofjustinrailroads.blogspot.com theartofjustinrailroads.blogspot.com

RailRoads!

Friday, February 25, 2011. Every Adventure has a Starting Point. I recently found this matte painting backdrop I did for RailRoads! This is the portion I designed with a lot of room for text that needed to be displayed in the opening menu. A quiet train stop just before you begin your big adventure. Posted by Justin Thomas. Thursday, December 9, 2010. Dennis Moellers and I made this for the Firaxis Games title Sid Meier's RailRoads! Together, the piece was a success and is still fun to watch.